These forums have been archived and are now read-only.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.
123Next pageLast page
 

"Berzerker"-class Anti-Capital Ship T2 Battleship

Author
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#1 - 2014-03-14 23:54:00 UTC
There is a very important role in the EVE microcosm that is completely vacant. There are no sub-capital ships specifically designed to kill capital ships, and in the aftermath of the last super capital ship bloodbath, a ship in this class would have been very useful in turning the tide of battle, in slaughtering the losing side, and in recovering from the catastrophe. Subcapitals can be turned out much quicker, at a much lower expense, and can be fielded by lower skilled pilots. They can also move around the battlefield much quicker, so offensives can take on more tactical depth than a simple spreadsheet battle.

Here's the design: We want a battleship-class ship that can deploy quickly around the battlefield, that can project DPS at least two to three times as much as a T1 battleship (a double-repped Archon can sustain 15k hp/s, for instance), but is not overpowered in relation to all sub capitals.

The solution is a MWD-driven battleship, perhaps using the Tier-3 Battleship hulls (Abaddon, Hyperion, Rokh, and Maelstrom), that has extreme damage bonuses to its weapons (400% or more) but with important nerfs to their Turret Signature Resolution (or Missile Explosion Radius [400%]). Each ship will have 5 bonused weapons (turrets or launchers), bonuses to MWD cap use, T2 resists, about 90% of the HP of a Marauder, 50% greater speed than a Marauder, and a range nerf to its bonused weapons.

The way turret damage works* is that you have both tracking and turret signature resolution as important factors when computing whether the weapon hits or not. Carriers have a signature resolution close to 1600, or about 400% of a battleship (around 400). If a target's signature resolution is less than the turret's signature resolution, that turret will miss more often. By expanding the Berzerker's Turret Signature Resolution to the size of capital ships, we've nerfed the ship against all other sub capitals while allowing the Berzerker to kite capital ships.

We have not touched tracking at all. This ship will hit capitals very hard even while a Berzerker is orbiting, but it will cause battlecruiser DPS (at best) to Battleships, cruiser DPS to Battlecruisers, and will probably be completely incompetent at anything cruiser size or smaller.

Berzerkers are the anti-Marauder. If both ships are still (i.e. during a siege or against a Bastioned Marauder), the Berzerker will hit for full damage. Whereas the Marauder is the epitome of tank, the Berzerker is the epitome of DPS for sub caps--by my calculations, you can reach 2800 to 3500 dps, probably more with creative fittings, with these ships. A Berzerker can break the tank of a Marauder in bastion. The Marauder can outrange the Berzerker, however. And Berzerkers, as reliant on their MWDs as they are, will be able to hit other Berzerkers at full damage (MWDs blow up the signature radius 500% so Berzerkers on the move will have signatures around 2000 m, well over the 1600 m turret resolution of their main guns) when they are maneuvering.

Most importantly, Berzerkers can break the tank of carriers cycling through triage. Just causing a carrier to focus on sustaining itself can break a logistics chain and damage an entire fleet's operation.

The most powerful strategic reason for the Berzerker is that its production time would be similar to the Marauders, about 2.5 days. It would be hunting carriers with a production time of almost 15 days, six times as long, which take special, limited capital ship construction bays. In the event of another disaster like B-R5RB, the losing side could quickly flood production of Berzerkers to shore up anti-capital ship defenses and the winning side could quickly flood production of Berzerkers to hunt down the losing side's remaining capital ships. They would still be quite vulnerable to sub caps, but could give the game a fluidity like never before seen in EVE.


* ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution/Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#2 - 2014-03-14 23:54:27 UTC
Gallente "Hecate" Berzerker

The Hecate is definitely the damage-dealing queen of the Berzerkers. Based on my calculations, this setup could net over 3500 dps and probably much more with implants and more extreme fittings. It has a bonus to drone range, which is important with a ship that can push 1000 m/s--you could lose your drones if you leave them behind. The Hecate does have a large bay, so you can fit multiple sets of light attack or ECM or repair drones. Like other T2 ships, the Hecate has only 2 rig slots but it does have 25% more rigging calibration points. This allows the Hecate to fit a T2 Collision Accelerator and a T1 Burst Aerator (or vice versa) for even greater damage potential. A sample fitting would be a four-low slot armor tank, 3 mag stabs, MWD, a point, a tracking computer, a web, 5 425mm Rails, 3 Rapid Light Missile launchers (RLMs), and a collision accelerator rig, and a metastasis adjuster rig.


Battleship bonuses (per skill level):
75% damage bonus to Large Hybrid Turrets
5% to Armor Repairer amount

Berzerker bonuses (per skill level):
7.5% rate of fire bonus to Large Hybrid Turrets
+5000m drone range

Role Bonus:
400% to Turret Signature Resolution
-25% optimal and falloff range of Large Hybrid Turrets
-70% to Microwarpdrive activation cost

8 High slots, 5 turrets, 3 launchers
4 Med slots
7 Low slots

Drone Bay: 100
Drone Bandwidth: 35

Shield HP: 10,000
Shield Resistances: EM: 0.0%/Therm: 60.0%/Kinetic: 85.0%/Expl: 50.0%
Armor HP: 11,700
Armor Resistances: EM: 50.0%/Therm: 67.5%/Kinetic: 83.8%/Expl: 10.0%
Structure HP: 8,500

Cargo: 675 m3
Ammunition Bay: 875 m3

CPU: 685 tf
Powergrid: 14,100 MW
2 rig slots
500 calibration points
Capacitor: 6.9k GJ

Signature Radius: 410
Speed: 150
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#3 - 2014-03-14 23:55:18 UTC
Minmatar "Sigurd" Berzerker


As in many Minmatar ships, the Sigurd is a kiting specialist. Its signature radius is a bit over half the radius of other Berzerkers (just 1300m with MWD on, versus 2000 m) , and it is capable of a dual propulsion mod, MWD and AB. This gives the Sigurd a significant advantage over other Berzerkers if it is scrammed or under heavy cap warfare. With two rig slots and very high calibration points, the Sigurd can fit a T2 Collision Accelerator and and a T1 Burst Aerator for added damage, or vice versa. A sample fitting would be a three-mid-slot shield tank, a point, a MWD, an AB, a damage control unit, 3 gyrostabs, and a tracking enhancer, two damage rigs for the large projectile turrets, 5 1400 mm arty turrets, and three RLMs.

Battleship bonuses (per skill level):
75% damage bonus to Large Projectile Turrets
-5% to signature radius amount

Berzerker bonuses (per skill level):
7.5% rate of fire bonus to Large Projectile Turrets
5% bonus to Afterburner speed

Role Bonus:
400% to Turret Signature Resolution
-25% optimal and falloff range of Large Projectile Turrets
-70% to Microwarpdrive activation cost


8 High slots, 5 turrets, 3 launchers
6 Med slots
5 Low slots

Drone Bay: 75
Drone Bandwidth: 25

Cargo: 550 m3
Ammunition Bay: 1025 m3

Shield HP: 11,700
Shield Resistances: EM: 75.0%/Therm: 60.0%/Kinetic: 40.0%/Expl: 50.0%
Armor HP: 10,500
Armor Resistances: EM: 90.0%/Therm: 67.5%/Kinetic: 25%/Expl: 10.0%
Structure HP: 6,300

CPU: 790 tf
Powergrid: 17,200 MW
2 rig slots
500 calibration points
Capacitor: 6.2k GJ

Signature Radius: 350
Speed: 160
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#4 - 2014-03-14 23:56:07 UTC
Caldari "Avesta" Berzerker

Based on a Rokh hull, the Avesta is different from other Berzerkers with its use of missiles rather than turrets. The mechanics of missiles are quite a bit different than the mechanics of turrets, but we can game them to almost the same utility.* Unlike the Hecate and the Sigurd, and other T2 ships, the Avesta has 3 rig slots to invest more in overall flexibility to the pilot versus the Hecate's and Sigurd's commitment to damage-dealing. The Avesta is the only Berzerker with bonuses to its ancillary weapons, its hybrid turrets, which gives it a distinct advantage in crowd control. A sample fitting might be 5 Cruise Missile Launchers, 3 Heavy Neutron blasters, 3 BCUs, 1 DCU, a 5 mid-slot shield tank, 1 point, 1 MWD, 2 Warhead Rigor Catalyst rigs, 1 Warhead Flare Catalyst rig.


Battleship bonuses (per skill level):
75% damage bonus to Cruise Missiles, Heavy Missiles, and Torpedoes
5% to Shield Resistances

Berzerker bonuses (per skill level):
7.5% rate of fire bonus to Cruise Missiles, Heavy Missiles, and Torpedoes
7.5% to optimum and falloff range of Medium and Light Hybrid Turrets

Role Bonus:
400% to Explosion Radius of Cruise Missiles and Torpedoes*
700% to Explosion Radius of Heavy Missiles
-25% to Max Flight Time of Cruise Missiles, Heavy Missiles, and Torpedoes
-70% to Microwarpdrive activation cost

8 High slots, 5 launchers, 3 turrets
7 Med slots
4 Low slots

Drone Bay: 50
Drone Bandwidth: 25

Cargo: 625 m3
Ammunition Bay: 1150 m3

Shield HP: 12,100
Shield Resistances: EM: 0.0%/Therm: 80.0%/Kinetic: 70.0%/Expl: 50.0%
Armor HP: 10,000
Armor Resistances: EM: 50.0%/Therm: 86.2%/Kinetic: 62.5%/Expl: 10.0%
Structure HP: 7,000

CPU: 885 tf
Powergrid: 9,200 MW
3 rig slots
450 calibration points
Capacitor: 6.3k GJ

Signature Radius: 440
Speed: 150

*Due to the calculation differences of the damage formula between missiles and turrets, this particular ship is dubious in its present form. It will probably have to use Large Hybrid Turrets. At issue is that a turret will always hit a target provided both ships are in optimal and motionless. That means all Berzerkers will hit their targets for full damage, under those conditions, BUT the Caldari, which will still take less damage due to the explosion radius versus signature radius of even motionless targets. A saving grace is that the average cruise missile's blast radius is about 1/2 the turret signature resolution of large turrets, so while damage to motionless targets (smaller than capital ships) such as bastioned Marauders, the Avesta can hit moving battleships much harder than its counterparts. In fact, an extra buff to Heavy Missiles might be necessary to keep this ship from engaging Battleships and Battlecruisers as is--it may be too overpowered (heavy missile @ all 5s gives an explosion radius of 105 m, which becomes a 420 m blast radius, or about equal to a battleship).
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#5 - 2014-03-14 23:56:53 UTC
Amarr "Pandemonium" Berzerker Battleship


The Pandemonium is able to fit Tachyons with Reactor modules, and its bonuses make up for the cap loss of the MWD, which is helpful for this extremely cap-hungry ship. Unlike other T2 ships, the Pandemonium has 3 rig slots with a more generous outlay of calibration points, which could allow this ship to fit a better tank fit than the Gallente and the Minmatar ships, with their special focus on doing as much damage as possible. A sample fitting would be 5 Mega Beam IIs, 3 RLMs, 3 Heat sinks and a tracking enhancer, a 4-low-slot armor tank, a point, MWD, a large capacitor booster, a nano pump rig, nano accelerator rig, and an anti-explosive pump rig.

Battleship bonuses (per skill level):
75% damage bonus to Large Laser Turrets
5% bonus to Armor Resistances

Berzerker bonuses (per skill level):
7.5% rate of fire bonus to Large Laser Turrets
+3% capacitor amount

Role Bonus:
400% to Turret Signature Resolution
-25% optimal and falloff range of Large Laser Turrets
-70% to Microwarpdrive activation cost

8 High slots, 5 turrets, 3 launchers
3 Med slots
8 Low slots

Drone Bay: 100
Drone Bandwidth: 25

Cargo: 525 m3
Ammunition Bay: 800 m3

Shield HP: 9100
Shield Resistances: EM: 0.0% /Therm: 20.0%/Kinetic: 70.0%/Expl: 87.5%
Armor HP: 13,200
Armor Resistances: EM: 50.0%/Therm: 35.0%/Kinetic: 62.5%/Expl: 80.0%
Structure HP: 7800

CPU: 625 tf
Powergrid: 17,500 MW
3 rig slots
450 calibration points
Capacitor: 7.5k GJ

Signature Radius: 410
Speed: 150
0mni Ca
Brutor Tribe
Minmatar Republic
#6 - 2014-03-15 00:09:38 UTC
Lol
Domanique Altares
Rifterlings
#7 - 2014-03-15 00:13:00 UTC
Chusa Unholy wrote:
There is a very important role in the EVE microcosm that is completely vacant.


Friends?
Petrus Blackshell
Rifterlings
#8 - 2014-03-15 00:17:08 UTC
Obvious question: why would someone use one of these over a dread? Dread has:

  • Likely cheaper price after insurance
  • Not requiring training lengthy Battleships V
  • Doing FAR more damage at the same signature resolution
  • FAR better range
  • Less tracking, but still hits almost everything from range when targets are webbed down (with proper support)
  • FAR better tank, meaning it doesn't insta-pop in larger fights
  • Hotdrop surprise factor


The only thing the Berzerker battleships have is higher speed (lol), smaller sig (doubtfully useful), and the ability to use conventional jump gates. I can fly T2 battleships, and I don't see myself buying what amounts to a giant bullseye of a ship to deploy when there are only a couple capital ships on the field (any more and I insta-die, any less and I should just fly a regular battleship or Marauder).

Could you clarify this?

(I have other feedback regarding balance etc, but this is more important)

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2014-03-15 00:17:13 UTC
So, for ten times the price of a talos, you can do three times the DPS?

Why not just bring nine friends and do upwards of ten thousand DPS for the same price? Is a highsec POS basher (Which is all this really is, it's too expensive and not good enough to be an actual capital hunter) really worth the effort?
Anhenka
Native Freshfood
Minmatar Republic
#10 - 2014-03-15 00:20:02 UTC
This idea comes up on a fairly regular basis, often along side or lumped in with "Heavy Cruiser/BS bomber", "Mini-dreadnaught", and the other "Subcap that is supereffective vs Caps" ideas.

But subcap are subcaps. Sub as in below, or less capable. Subcaps are the primary tool for killing subcaps, and caps are the primary tools for killing other caps/supercaps.

Every subcap has a counter with another subcap, every cap can be countered by another capitals.

Subcaps having ships capable of dealing immense damage multiple times that of an existing gank BS, while retaining all the attributes and mobility of said BS's, all in one convenient hull, at a cheap price, are a balancing nightmare.

"Large gun resolution" is not an adequate drawback for being able to pack 2-3k+ DPS (with 15-30k Alpha) onto a mobile BS hull, even with them being slightly less effective against smaller targets than a normal BS.

100 of these BS hulls would put out more dps than 30 suicide gank fit dreadnaughts, while costing a fraction of the price, being mobile, can be bridged around, travel in gates, etc etc.

100 of them are likely to be able to alpha even a fully tanked capital off the field in one volley.

If they were priced according to their combination of gank, tank, mobility, each of these would need to cost roughly half as much as a fully fit dreadnaught.

It's just far too potent a combination of abilities to be permitted on a subcap hull without MAJOR drawbacks.

TLDR: The counter to capitals is massed subcaps or other caps. Unless Caps should also receive a dedicated subcap killer (not bloody likely) a subcap cap killer ship would largely remove the role of capitals and supercapitals in Sov warfare.
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#11 - 2014-03-15 00:24:49 UTC
Petrus Blackshell wrote:
Obvious question: why would someone use one of these over a dread? Dread has:

  • Likely cheaper price after insurance
  • Not requiring training lengthy Battleships V
  • Doing FAR more damage at the same signature resolution
  • FAR better range
  • Less tracking, but still hits almost everything from range when targets are webbed down (with proper support)
  • FAR better tank, meaning it doesn't insta-pop in larger fights
  • Hotdrop surprise factor


The only thing the Berzerker battleships have is higher speed (lol), smaller sig (doubtfully useful), and the ability to use conventional jump gates. I can fly T2 battleships, and I don't see myself buying what amounts to a giant bullseye of a ship to deploy when there are only a couple capital ships on the field (any more and I insta-die, any less and I should just fly a regular battleship or Marauder).

Could you clarify this?

(I have other feedback regarding balance etc, but this is more important)




With a dread, you're looking at a very long production time in specialized capital ship bays--you are limited to the number of ships that you can produce. With a ship like this, you have more leeway industrially---you could buy a bunch in high sec, for instance, to combat a capital ship force.

I definitely don't want this idea to compete with Dreadnoughts--those have very important functions, especially against station defenses. Berzerkers are more of a hunter-killer force, a guerrilla solution, to a large influx of capital ships. In a massive fleet action, well, everyone's dead eventually. But you could potentially use ships like this to cut off retreating ships or break down certain weak points in a logistics chain.
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#12 - 2014-03-15 00:29:25 UTC
Danika Princip wrote:
So, for ten times the price of a talos, you can do three times the DPS?

Why not just bring nine friends and do upwards of ten thousand DPS for the same price? Is a highsec POS basher (Which is all this really is, it's too expensive and not good enough to be an actual capital hunter) really worth the effort?


More t1 sub caps are always a solution--you can go to the ridiculous, if you want, and offer mass rifters as a solution. I'm not mocking the idea. It's completely valid.

However, you might not always have the advantage of numbers--you might not have the people online, so if your fleet is roaming null-sec, your sub-cap fleets get reinforced with carriers, a few of these ships might be able to break down the triage cycles and win the day.
Anhenka
Native Freshfood
Minmatar Republic
#13 - 2014-03-15 00:30:08 UTC  |  Edited by: Anhenka
Chusa Unholy wrote:


With a dread, you're looking at a very long production time in specialized capital ship bays--you are limited to the number of ships that you can produce. With a ship like this, you have more leeway industrially---you could buy a bunch in high sec, for instance, to combat a capital ship force.

I definitely don't want this idea to compete with Dreadnoughts--those have very important functions, especially against station defenses. Berzerkers are more of a hunter-killer force, a guerrilla solution, to a large influx of capital ships. In a massive fleet action, well, everyone's dead eventually. But you could potentially use ships like this to cut off retreating ships or break down certain weak points in a logistics chain.

Or you could just build them in the same station slots everyone else builds dreads in.

Did you somehow think that all dreads are built in POS's? Nope. They build perfectly fine in station with 50 slots, thank you very much. CSAA's are for Supercaps.

And no, these are not "Hunter Killer" ships. They are "Look at my 100 man fleet firing a total of 3000 effective guns between them" anti capital fleet death machines.

Capitals do not retreat. They certainly don't need to be chased around. Either they die, or you do, or they clear tackle and jumpdrive out. No running around.
Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2014-03-15 00:38:15 UTC
Chusa Unholy wrote:
Danika Princip wrote:
So, for ten times the price of a talos, you can do three times the DPS?

Why not just bring nine friends and do upwards of ten thousand DPS for the same price? Is a highsec POS basher (Which is all this really is, it's too expensive and not good enough to be an actual capital hunter) really worth the effort?


More t1 sub caps are always a solution--you can go to the ridiculous, if you want, and offer mass rifters as a solution. I'm not mocking the idea. It's completely valid.

However, you might not always have the advantage of numbers--you might not have the people online, so if your fleet is roaming null-sec, your sub-cap fleets get reinforced with carriers, a few of these ships might be able to break down the triage cycles and win the day.



If you're facing multiple triage caps in support of a home defence gang, then your billion ISK battleships are not going to win the day. They're going to be primaried. They're slow and they can't hurt other subcaps, why would a roaming gang even want to bring them along?

Too slow for roams, too expensive for fleets, and with requirements too high for anyone to really mass them, and no advantages whatsoever over simply using ABCs (Or hell, if you're dead set on battleships, are neuting tempests still a thing?)

They are highsec POS bashers. That's all.
Rowells
Blackwater USA Inc.
Pandemic Horde
#15 - 2014-03-15 00:43:37 UTC
Why do so many people think we need subcaps specialized in killing capitals? We're arleady capable of doing it with subcaps. Take a quick look at evekill on some of the ratting or lemming carriers/super carriers that get killed by gangs of less than 50 people. There's plenty of them. Loads of them in fact. Capitals aren't that un-killable by themselves or even in small enough groups. It's when they get huge fleets that it becomes a more difficult task, which is completely reasonable. At that scale of warfare, it really does come down to who has more capitals, which is the same for any engagement where the doctrines are similar. Aside from carriers, capitals have a harder time punching below their class, which makes them vulnerable to a sizable force of smaller ships.
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#16 - 2014-03-15 00:43:55 UTC  |  Edited by: Chusa Unholy
Anhenka wrote:
This idea comes up on a fairly regular basis, often along side or lumped in with "Heavy Cruiser/BS bomber", "Mini-dreadnaught", and the other "Subcap that is supereffective vs Caps" ideas.

But subcap are subcaps. Sub as in below, or less capable. Subcaps are the primary tool for killing subcaps, and caps are the primary tools for killing other caps/supercaps.

Every subcap has a counter with another subcap, every cap can be countered by another capitals.

Subcaps having ships capable of dealing immense damage multiple times that of an existing gank BS, while retaining all the attributes and mobility of said BS's, all in one convenient hull, at a cheap price, are a balancing nightmare.

"Large gun resolution" is not an adequate drawback for being able to pack 2-3k+ DPS (with 15-30k Alpha) onto a mobile BS hull, even with them being slightly less effective against smaller targets than a normal BS.

100 of these BS hulls would put out more dps than 30 suicide gank fit dreadnaughts, while costing a fraction of the price, being mobile, can be bridged around, travel in gates, etc etc.

100 of them are likely to be able to alpha even a fully tanked capital off the field in one volley.

If they were priced according to their combination of gank, tank, mobility, each of these would need to cost roughly half as much as a fully fit dreadnaught.

It's just far too potent a combination of abilities to be permitted on a subcap hull without MAJOR drawbacks.

TLDR: The counter to capitals is massed subcaps or other caps. Unless Caps should also receive a dedicated subcap killer (not bloody likely) a subcap cap killer ship would largely remove the role of capitals and supercapitals in Sov warfare.


A major drawback is the reliance on MWDs, which can be shut down by scrams, at least, and relatively poor tanks. They are vulnerable to sub caps and they are especially vulnerable to each other. Carriers are significant anti--sub-capital ship threats with their fighters, and both Dreadnoughts and Carriers/Motherships are deadly to this class of ship.

Massed Alphas--those are deadly to any ship, of any size. That's a very valid point--pretty much the whole goal of this ship is a significant punch, so it could be THE point. That is one of the reasons I nerfed the range of the ship, so as to put it in danger of sub capitals and capital ships. It doesn't have the range of a Marauder, so that's a point of balance.
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#17 - 2014-03-15 00:47:29 UTC
Anhenka wrote:
Chusa Unholy wrote:


With a dread, you're looking at a very long production time in specialized capital ship bays--you are limited to the number of ships that you can produce. With a ship like this, you have more leeway industrially---you could buy a bunch in high sec, for instance, to combat a capital ship force.

I definitely don't want this idea to compete with Dreadnoughts--those have very important functions, especially against station defenses. Berzerkers are more of a hunter-killer force, a guerrilla solution, to a large influx of capital ships. In a massive fleet action, well, everyone's dead eventually. But you could potentially use ships like this to cut off retreating ships or break down certain weak points in a logistics chain.

Or you could just build them in the same station slots everyone else builds dreads in.

Did you somehow think that all dreads are built in POS's? Nope. They build perfectly fine in station with 50 slots, thank you very much. CSAA's are for Supercaps.

And no, these are not "Hunter Killer" ships. They are "Look at my 100 man fleet firing a total of 3000 effective guns between them" anti capital fleet death machines.

Capitals do not retreat. They certainly don't need to be chased around. Either they die, or you do, or they clear tackle and jumpdrive out. No running around.


You still have to have the modules to complete a large capital ship build and it still takes a long time to build one. You might have all the slots you need, but do you have the 2-3 weeks before you're evicted from your system?

Not always.
Anhenka
Native Freshfood
Minmatar Republic
#18 - 2014-03-15 00:50:52 UTC
Chusa Unholy wrote:

You still have to have the modules to complete a large capital ship build and it still takes a long time to build one. You might have all the slots you need, but do you have the 2-3 weeks before you're evicted from your system?

Not always.

Yes, you do. Because you build them in lowsec. Nullsec stations have nowhere near enough slots for large scale production. So lowsec. You know, that place with hundreds of cheap build slots in a system with a few stations that nobody uses? And you build them in advance, or just buy them off the market if you need them immediately.

It's still a no. There is nothing that says subcaps need or deserve a anti cap subcap. Not unless it gets a cost commensurate with their ability, in which case we would be measuring in the billions.
Rowells
Blackwater USA Inc.
Pandemic Horde
#19 - 2014-03-15 00:51:15 UTC
Chusa Unholy wrote:
Carriers are significant anti-capital ship threats with their fighters, and both Dreadnoughts and Carriers/Motherships are deadly to this class of ship.

No. Oh hell no. Fighters are definitely not anti capital weapons, much less anti-anything weapons. They suck in their current form.

Also, even with massive MWD bloom a seiged dread is going to have a headache trying to hit a BS of any kind that isn't in the turret range sweet spot. And if the dread is not in seige, then the dps is about as good as a BS and still crappy tracking,but not nearly as bad.
Chusa Unholy
Deep Core Mining Inc.
Caldari State
#20 - 2014-03-15 00:53:04 UTC  |  Edited by: Chusa Unholy
Danika Princip wrote:
Chusa Unholy wrote:
Danika Princip wrote:
So, for ten times the price of a talos, you can do three times the DPS?

Why not just bring nine friends and do upwards of ten thousand DPS for the same price? Is a highsec POS basher (Which is all this really is, it's too expensive and not good enough to be an actual capital hunter) really worth the effort?


More t1 sub caps are always a solution--you can go to the ridiculous, if you want, and offer mass rifters as a solution. I'm not mocking the idea. It's completely valid.

However, you might not always have the advantage of numbers--you might not have the people online, so if your fleet is roaming null-sec, your sub-cap fleets get reinforced with carriers, a few of these ships might be able to break down the triage cycles and win the day.



If you're facing multiple triage caps in support of a home defence gang, then your billion ISK battleships are not going to win the day. They're going to be primaried. They're slow and they can't hurt other subcaps, why would a roaming gang even want to bring them along?

Too slow for roams, too expensive for fleets, and with requirements too high for anyone to really mass them, and no advantages whatsoever over simply using ABCs (Or hell, if you're dead set on battleships, are neuting tempests still a thing?)

They are highsec POS bashers. That's all.


Maybe a roaming gang wouldn't want to bring them along. But some small fleet actions do take a few hours to wind down, and having an option of bring out enough firepower to break a single link in a logistics chain would be useful.

There are counters to everything, btw. Why can't I stipulate ECM'ing Rooks to shut down your neuting Tempests? Care to continue on an infinite regress of rock-paper-scissors?
123Next pageLast page