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The T3 Thread

First post
Author
Justin Cody
War Firm
#61 - 2014-03-20 13:53:40 UTC
The Tech 3 ships are not over powered. They are fairly expensive, costly to lose beyond mere ISK and serve a purpose in wormhole space especially due to their ability to adapt to so many situations. Honestly we only use heavy armor tech 3's in certain situations in Verge. One of which is a defensive fleet (when being invaded or blobbed) and the other is when we invade people as part of a coalition like the recent 'cromwelling' of the remnants of SYJ left in w-space and or vs giant null-sec blobs.

Most of the time we prefer ishtar, scythe fleet issue, cynabal or other ships that help us to engage and disengage quickly. The one thing that few T3's let you do is disengage quickly. They are slow, cumbersome and hardly 'nano'. The 100mn Tengu being the remarkable exception...though it is still cumbersome you don't have to worry about transversal/tracking.
Phoenix Jones
Small-Arms Fire
#62 - 2014-03-20 14:40:28 UTC
Justin Cody wrote:
The Tech 3 ships are not over powered. They are fairly expensive, costly to lose beyond mere ISK and serve a purpose in wormhole space especially due to their ability to adapt to so many situations. Honestly we only use heavy armor tech 3's in certain situations in Verge. One of which is a defensive fleet (when being invaded or blobbed) and the other is when we invade people as part of a coalition like the recent 'cromwelling' of the remnants of SYJ left in w-space and or vs giant null-sec blobs.

Most of the time we prefer ishtar, scythe fleet issue, cynabal or other ships that help us to engage and disengage quickly. The one thing that few T3's let you do is disengage quickly. They are slow, cumbersome and hardly 'nano'. The 100mn Tengu being the remarkable exception...though it is still cumbersome you don't have to worry about transversal/tracking.


Inclined to agree. They need an overhaul but not because of the fits, but because of the uselessness of much of the subsystems and the issues of being a "modular ship" but getting stuck with not being able to change the rigs on these "modular ships".

There are others issues, but I see those as probably the most pressing.

Yaay!!!!

Jackal Willow
Republic Military School
Minmatar Republic
#63 - 2014-03-20 14:41:12 UTC
Bane Nucleus wrote:
Proclus Diadochu wrote:
No-Local Article:

Strategic Cruisers | Part I
Reddit Comments

I also linked the article to this thread to further discussion. Cheers!


After reading the article, I do have a concern.

You say they need to have more versatility. I would argue that would make it even worse for the wh meta. It would essentially make MORE ships obsolete. Using the example you've provided, having a T3 with a bubble would make sure that no one ever flies a HIC again. It would be like Jamgus over Falcons, but worse.

Personally, I think if we start making T3s the jack of all trades type ship (bubbles, logi, etc), it should require a far greater sp investment



I would have to agree with Bane on this one. You can't make the T3 the jack-of-all-trades since it would render all specialized T2 ships useless (referencing the HIC bubble portion). Leave specialties to the T2 ships that provide them. The T3 should be versatile, but not to the extend of taking away from everything else in the game. Might as well add a module for PI and ore cargo capacity, and add a module to allow for covert jump portal generation. My Panther already seems useless enough already.

Additionally I would much rather see the rigs removed than some sort of "rig inventory" where you can swap them out.

I would just vote that the modules get balanced so that all of them are actually useful in one way or another. I know I only use 2-3 combinations. Most of the players in EVE typically only swap out the offensive and propulsion anyways.
corbexx
Sebiestor Tribe
Minmatar Republic
#64 - 2014-03-20 17:19:19 UTC
I don't think T3 need to much of a nerf at all.

Some of my thoughts

Nerfing T3's will have some effect on wormhole income especially C1 to C4.

Any comparison of performance should be with similar modules, comparing a T2 fit Demios to a 5B prot is just stupid. As Arkon Olacar said, some people just haven't a clue what T3 can do.

Arkon Olacar wrote:

Although in fairness 97% of Eve do think you get 400k EHP 800 DPS cloaky nullified pwnmachines using T3s, so


T2 recons with the exception of Caldari get two types of ewar, T3 only get one and in the case of a Tengu you need 2 subsystems to get range and strength on ewar.

T3 logi while it can rep more is literally never used (possible exception being alliance tournament and black ops) due to its range.

T3 do seem to do alot better than T2 Hacs.

In all cases the T3 has more tank, costs alot more (normally double) and comes with a skill point loss if you die.

I really don't want to see the tank nerfed to much at all, as this allows smaller groups with cap support to fight off larger groups with less caps. Triage reps are fast but you still need some buffer to get them to land in time. Maybe the dps lowered a small amount to lower the gap between T2 hac's and T3.

What I would really like to see is subsystems that are never used be changed in some way to be more useful.
Karen Galeo
Deep Core Mining Inc.
Caldari State
#65 - 2014-03-20 17:33:58 UTC
I've been following the thread too, and a lot of good points have come up. I've got a few subsystems in my hangar that just collect dust, and that's a problem. I do not have a problem with T3's being the best ships for wormholes - it's where they come from, after all, and some ship has to be at the top. I also don't have problems with T3's having optimal/best fits - again, something has to be at the top. However, there shouldn't be 'newbie trap' useless subsystems. Even if the rebalanced subsystems are still short of being perfectly optimal, they should be justifiably useful.

I don't think that ships should be balanced purely on cost - but I do think T3's should keep an edge over T2 HACs.

Author of the Karen 162 blog.

Incindir Mauser
Caldari Provisions
Caldari State
#66 - 2014-03-20 17:57:22 UTC

A consistent and persistent problem that surrounds T3 ships is the fact that several subsystems have little to no use.

Do they need a nerf? No.

T3's should be able to perform on par with specialised T2 cruiser hulls. The idea should be that the subsystems can be configured to fill those roles on the fly. Now that we can actually change subsystems at a PoS, it makes sense to adjust T3's to live up to those standards.

Right now W-space meta dictates armor tanked brawlers that are only further enhanced by pirate implants leading to a great disparity between armor tanking and shield tanking. The "useless" T3 subystems need to be brought up into line with the "useful" ones. Every subsystem should have a viable PvP and PvE application. Rigs should be utterly removed from T3's and bonuses "baked in" to the hulls and subsystems. Rigs totally break the utility of swapping subsystems currently.

I would like to paraphrase Two step, "Don't throw the Legion out with the Tengu bathwater".

On a side note: W-space needs another "product" to market to the rest of New Eden besides T3's and T3 subs.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#67 - 2014-03-20 18:14:15 UTC
IMHO strength of T3s should be their ability mix roles - you can cloak AND do dps, you can tackle AND scan, you can do ewar AND tank, etc. But in each of these roles, they should be inferior to their specialized T2 counterpart. So for example they dont jam as good as T2 cruiser, but they can also take some damage, etc.

This "hybrid" function should be expanded. Bubbling was mentioned - I can imagine T3 bubble-cloaky - but for example with a significantly smaller bubble range than T2 HIC and less HP too (but still usable, not like the current logi subs).

The problem is currently their pure dps/tank form, which is in all ways superior to everything else. Id happily trade some of their tank for multiple hybridized roles they could fill.
M1k3y Koontz
House of Musashi
Stay Feral
#68 - 2014-03-20 20:23:27 UTC
Louis Robichaud wrote:
M1k3y Koontz wrote:
Louis Robichaud wrote:
I think a major problem here is how closely t3 performance and the economic value of WH space are tied together. To me it seems a bit silly that a t3 outperforms a HAC by such a large margin... But it is difficult to nerf the t3 without disrupting the economy.

I believe that this situation is unique, and well it is a problem.


That would be because generally HACs suck.


HACs sucking is a problem... But is part of the suckage due to T3 being so much better?

I wouldn't use a Muninn or a Loki pretending to be a Muninn.
Tornados are better snipers than both of those.

How much herp could a herp derp derp if a herp derp could herp derp.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#69 - 2014-03-21 00:42:23 UTC
I have removed an accidental double post and edited out some unnecessary profanity.

ISD Ezwal Community Communication Liaisons (CCLs)

Rek Seven
University of Caille
Gallente Federation
#70 - 2014-03-21 00:53:34 UTC  |  Edited by: Rek Seven
I've been thinking about, the opinion, that HACs should have a better buffer tank than a T3 and i asked myself :What if the active rep subsystems were buffed some much, that an active rep T3 became the standard/meta?

The buffer Tech 3 ships that most of us currently fly, would see their ehp reduced from around 120k to around 60k ehp in line with HACs. The HAC would become the best in its role due to the microwarp drive sig bonus. However, active tanked Tech three ships could be buffed to have the self reping power (without needing any capacitor mods) equivalent to two Guardians.

The way i think about it, the only way you can break the tank of a buffer ship is with damage but active tanked ships need their cap and their tank to survive. We would most likely see more small gang fights because everyone would be ready to fight without the necessity for 3 guardians in fleet logistics all the time.

I think fleet doctrines, ship choice and the actual fights could become so much more interesting and diverse if things where like this.
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#71 - 2014-03-21 02:02:47 UTC
Jackal Willow wrote:
I would just vote that the modules get balanced so that all of them are actually useful in one way or another. I know I only use 2-3 combinations. Most of the players in EVE typically only swap out the offensive and propulsion anyways.


Alright, so you guys are making an interesting point. You'd like the specialized ships to remain special and that is agreeable, however the idea I was proposing was more inline with wormhole life in general, and based around the design of our communities building our variants based around the materials from our space. Hopefully that is clearer than mud :P

With that, it is not the "absolute" idea for T3 rebalancing, and there is certainly other ideas that I feel work. The question I may ask to you would be: "What type of subs/bonuses/configurations/changes would you like to see if I were asked about changing the useless subsystems?"

Axloth Okiah wrote:
IMHO strength of T3s should be their ability mix roles - you can cloak AND do dps, you can tackle AND scan, you can do ewar AND tank, etc. But in each of these roles, they should be inferior to their specialized T2 counterpart. So for example they dont jam as good as T2 cruiser, but they can also take some damage, etc.

This "hybrid" function should be expanded. Bubbling was mentioned - I can imagine T3 bubble-cloaky - but for example with a significantly smaller bubble range than T2 HIC and less HP too (but still usable, not like the current logi subs).

The problem is currently their pure dps/tank form, which is in all ways superior to everything else. Id happily trade some of their tank for multiple hybridized roles they could fill.


I really like this idea personally. Expect to see this come up in "Part 2" along with other greatness from this thread, Reddit, and No-Local's comments.

"These are simply ideas, but versatility should be the strength, not making every form of T3 better than a T2. Another bonus would be that the tank for the T3 could be better than the T2, however as I said during my interviews, I due think that the overall tank of T3′s are on the high side and could be addressed, perhaps even lowered somewhat." - From the Article

corbexx wrote:
I really don't want to see the tank nerfed too much at all, as this allows smaller groups with cap support to fight off larger groups with less caps. Triage reps are fast but you still need some buffer to get them to land in time. Maybe the dps lowered a small amount to lower the gap between T2 hac's and T3.

What I would really like to see is subsystems that are never used be changed in some way to be more useful.


Seems like we are fairly in the same direction on this topic.

Minister of High Society | Twitter: @autoritare

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My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

Rek Seven
University of Caille
Gallente Federation
#72 - 2014-03-21 08:58:10 UTC
Only 2 likes for my previous post guys? Shocked

Cry I honestly thought i had cracked the case with this one! Am i missing something? Would an active tank T3 meta be bad for some reason?
Winthorp
#73 - 2014-03-21 10:01:33 UTC
Rek Seven wrote:
Only 2 likes for my previous post guys? Shocked

Cry I honestly thought i had cracked the case with this one! Am i missing something? Would an active tank T3 meta be bad for some reason?


I honestly liked that active reps could become a thing but unsure how that would work if you made them the equal to two Guardians? And would they only become a thing due to the nerf of buffer?
Rek Seven
University of Caille
Gallente Federation
#74 - 2014-03-21 11:22:09 UTC
The rep power could be equivalent to more or less than two guardians really. Two would just be the minimum requirement for this to work IMO. The addition of warfare links could boost the rep power to 3 or 4 and some system effects and drugs boost these setups even further.

So the active rep setups would become popular partly due the this massive buff to the active subsystem, and partly due to the high hitpoint subsystem nerf. A combination of buffer HACs and T3s would still be used for the big fleet fights but for the day to day skirmished, active tanks would rule.
Winthorp
#75 - 2014-03-21 11:30:23 UTC
Rek Seven wrote:
The rep power could be equivalent to more or less than two guardians really. Two would just be the minimum requirement for this to work IMO. The addition of warfare links could boost the rep power to 3 or 4 and some system effects and drugs boost these setups even further.

So the active rep setups would become popular partly due the this massive buff to the active subsystem, and partly due to the high hitpoint subsystem nerf. A combination of buffer HACs and T3s would still be used for the big fleet fights but for the day to day skirmished, active tanks would rule.


The rep amount just sounds excessive to me and only goes to ensure the T3 blob meta continues.

(Not that i think the T3 meta is an issue at all)
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#76 - 2014-03-21 11:32:51 UTC
As someone who runs active armour reps quite a lot and has ran an Active Prot the whole one time, yah it'd be cool to see them more. I've dropped mine in once and it completely threw off the legion loki and prot I was fighting. No one died out of it as I had to bail as I ran out of boosters.

The thing with all active reps, regardless of how they are created is that they're binary, they work all the time till they don't and then you die. There's no grey area where you're burning buffer while hoping for your logi to land reps on you. You're perfectly fine and completely safe then the dps tips just a bit too much and you fold into yourself. As such they're a bit limited in larger fleet engagements due to the higher dps that's around from having more people.

The prot is also a bit harder to make work compared to the new OMGFUN-mobile that is the Deimos. Due to the six gun config on the prot you burn cap quite a bit more and as such can't hold up for long periods under a single cap booster and that's before battlefield shenanigans like MWD'ing, overheating and neuts. Dual cap booster, it sits quite a lot nicer but that means dropping part of the holy trinity, web/scram/mwd which the prot REALLY needs all of to do it's thing. Having said that, it does to a ton more damage, can OH for longer, can rep harder and in general freaks people out as who the f**k local reps a prot...
Rek Seven
University of Caille
Gallente Federation
#77 - 2014-03-21 11:36:34 UTC  |  Edited by: Rek Seven
Winthorp wrote:

The rep amount just sounds excessive to me and only goes to ensure the T3 blob meta continues.

(Not that i think the T3 meta is an issue at all)


I don't think it's excessive when you consider that most t3 fleets roam with a minimum of 3 guardians. The big difference is that a self reping t3 is way more susceptible to neuts than a guardian and alpha strike would play a bigger role.
Winthorp
#78 - 2014-03-21 11:44:04 UTC
Yes most roam with 3 guardians when they have around 7-10 other T3's and when a fleet of close to 20 random T3's the magic numbers we seem to face of late is 10... yes 10.

So how is in not OP if you then have those 10 guardians replaced with other T3's (So now at 30) that can all rep like 2 guardians EACH?

I must be bad at math or am missing something to how that would at all be balanced.
Rek Seven
University of Caille
Gallente Federation
#79 - 2014-03-21 11:55:26 UTC
I'm not too sure what you are saying. If you chose to leave the guardians at home, you would have the self repping ability of 2 guardians. If you chose to add guardians on top of your local reps, yeah your fleet would have great rep potential but you would have to deal with the disadvantages i listed in my last post. Local rep T3 only have around 20-30k ehp if i remember correctly.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#80 - 2014-03-21 12:00:43 UTC
For some vague numbers for you two to fight over, my dual rep prot is about the same as a single triple rep guardian in raw hp/s repped. around the 230hp/s mark give or take random things. That's around a 900 dps tank as is. Doubling that would put the Prot up there above all the other local armour reppers bar the Kronos in Bastion.