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The T3 Thread

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Author
Jackal Willow
Republic Military School
Minmatar Republic
#81 - 2014-03-21 13:37:29 UTC  |  Edited by: Jackal Willow
Proclus Diadochu wrote:
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?"

......other stuff I didn't want to comment on.



Personally, and this could be ridiculous, but I would see that rigs could be removed if specific additions to individual subsystems were added to compensate the different setup. I can't elaborate in specific numbers or details since I'm at work right now (always reading the forums at work). As in some subsystems go more towards armor, some to shield, some to other "rig" comparable bonuses, depending on what you setup for determines your tank.

Having 3 (not set in stone) specific roles, or specializations, per T3 platform would give the overall customization that you talked about in your article Proclus. I think it could work as long as the T3 variants didn't out perform (even at half effectiveness) the T2 specialized ships in regards to their single abilities. And more details would have to be worked out per module/race of T3's to ensure that a "super" T3 doesn't come out on top of all the others (since that wouldn't help anything in regards to versatility overall).

I am not particularly an expert at theory crafting the specific roles each T3 would be capable on, but I would love to hear others' ideas on some combinations that could be possible. But this could also lead into players coming up with some overpowering combinations, and that's not what we all need either. Everything needs to have a counter in EVE, it's the PVP way.
Noxisia Arkana
Deadspace Knights
#82 - 2014-03-21 13:45:05 UTC
I think removing rigs and redoing the subsystems well help T3s. Comparing them to HACs which need their own separate rebalance (obviously my opinion) is a little unfair.

Would be nice if HACs either tanked like a brick or had incredible short range damage application to give them a reason to be used over a T3.
Rek Seven
University of Caille
Gallente Federation
#83 - 2014-03-21 14:44:39 UTC
BayneNothos wrote:
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.


Yeah, about the rep ability of a kronos would be what it needs to be to survive a half decent gang.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#84 - 2014-03-21 16:29:25 UTC
Rek Seven wrote:
Yeah, about the rep ability of a kronos would be what it needs to be to survive a half decent gang.


If you're planning on going to to toe with a full T3 gang, yah for sure, though tbh I don't think that's the way to solve things. Active will always loose to numbers, it's just a matter of where that line is. A corpmate was playing around in Pyfa for a PvP kronos fit a while ago and I was pointing out to him that if he ever fought a gang that could put down as much dps as his fit could theoretically tank, they'd actually power through his buffer and hull before the local reps cycle. Such is life for the active tanker.

Active's main issue, to me at any rate isn't one of the sub bonus, it's more of W Space in general and how fights tend to form primarily on WH's and thus straight off within scram range. Going up against bigger numbers or running active vs RR groups requires a lot more movement around to break gangs apart and pick off weaker elements and when you more or less start at knife fight ranges and scram webbed, you loose that important tool. You don't get a chance to break apart the gang through better flying.

If you're willing to experiment, one of the newish K space meta's is to run a plate fit with an AAR kinda just attached on, no rigs for it or anything. The raw AAR pulls in more EHP over it's charged cycles than an extra plate would and lets you rep up afterwards. Doing the same out here should be pretty badass and should allow you to go up against bigger logi supported gangs when you have your own logi support.

A change to really break apart the meta would be a prop sub that ignores a scram's ability to shut off a MWD. Give people a chance to power a kiter out of the knife fight.
Lloyd Roses
Artificial Memories
#85 - 2014-03-21 16:32:56 UTC
To the active tanked debate:
Local rep doesn't scale, and it breaks when touching the - in wormholes - very popular neutlegions/ashimmus/bhaalgorns. The basic advantage of remote repping is the ability to fit more gank, more ewar, more tackle, usually also a better dps/resists ratio.
The big issue afterall being that local rep doesn't scale. From my experience, examples:

100mn tengu, barely actual tank, but works as T3s are goddamn slow and the little sustained rep does things. When solo, you need over 3 minutes though to even get through a moving loki, and It once took me so long to work down a proteus (my tengufit got about 710dps using rage for orientation) that that guy could log in alts in geddons, RR-prots and phoons.
Also, moves at up to 2.4km/s cold and tanks 300/450dps depending on wether dualweb or /w invuln.

2rep/3rep-hyperion, barely moving, extremely vulnerable to blobbing. Yet again my experiences mostly boil down to flying a linked hype against usual minigangs, like 2 guards, ecmgu + bunch of T3s and damnations, or against 10ish neuting droneboats. Needless to say both simply don't work out as your time on field is severely limited, while theirs is not. Even assuming I would've had backup, it wouldn't have changed a bit, as the remotetanks for the hostile gang just been way to big to overcome anywhere soon.
Also, tanks 2.8k burst with LAR+LAAR or 3.9 with 2LAR+LAAR with standard exile. Cap Boosters are a hard limit though.

Triplerep-Eos, doesn't move, provides links and 500dps to your gang. Is a very fine ship with a (atleast mine are around) ~3.5k dps tank. Miss a repcycle cause one of your CBs just goes into reload and you're dead, to one volley of each 2x legion, 2x proteus, 2x drake and a navy phoon.
Tanks 3.6k burst with MAAR+2MAR and standard exile.

Double-XL-ASB-sleip, had great success with that one, but again mostly cause people don't know what to do. Smart people logged in alts with falcons and just jammed the **** out of me to not die, else the acceptable velocity and absurd dps-output make it *viable*, not only because you do not lose SP - unlike a ASB-Tengu for example. And don't try to go into a wh-brawl with actual shieldboosters, ASB is pretty much the only working thing here <.<
Booster reps for ~7k ehp each cycle (ghettocrystals + standard blue pill), or around 1.5k sustained on each. Could be wrong though, I fly the same sleipfit for over a year and only added a third gyro with the last rebalance. EFT'ing this one I can barely recall anymore.

And so on.
In any case, your paltry selfrep just isn't going to last in a wormholebrawl, no chance this concept will ever work with current mechanics. On the other hand, you simply can't change it so it works within those limits without totally screwing solo/smallgang. Even now, T3s go beyond 2k-tanks very easily, their active tanks are actually the strongest in the game bested only by marauders and sometimes claymores, there is no room to enhance that even further.

Yet alone suggesting local repped brawlers in wormholes is a terribly uninformed joke. It works when you're better than the opposition by a significant margin, or if they are braindead (though apparently a lot of zombies around). Else they'll melt you like butter in a pan which happens when you meet decent groups like navy lobsters, desert pirates or protean concept.



Please don't compare HACs to T3s and start using CS for that instead. Know why? Buffer, effective turrets, mobility, capacitor capacity, the Warfare Processor, it all just cries *Command Ship* to me atleast. But don't know.
Maybe people believe that a loki is rather similiar to a vagabond then a sleipnir, even though loki+sleip got same tank, mobility differing by some 15%, near identical hardpoints etc., whereas the loki vs. vaga is more like a 40% difference in mobility, 30% dps-advantage for the loki, and two times the buffertank - if not more <.<
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#86 - 2014-03-21 17:03:39 UTC
Lloyd Roses wrote:
To the active tanked debate:
Stuff

A lot to like in this. It's one of the reason I love living in the lower WH's. Fights tend to not escalate past the point where well flown active reps aren't viable anymore, excluding domi swarms...

Another 50 to 75m3 cargospace on the active subs would probably put them at perfect so they can stuff a couple more cap charges into the hold and thus survive out just that little bit longer to get the kills.

Space high five to a fellow Hyp pilot. That ship is soo much fun.

And T3's are certainly baby CS/BS, not big boy HAC's.
Borlag Crendraven
The Scope
Gallente Federation
#87 - 2014-03-21 17:44:15 UTC
Rek Seven wrote:
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.


I don't even see a problem here. People are more than fine with countering dreads by taking out their support in the form of webs, why are people opposed to countering buffer t3's by taking their support which is the logi? None of these three are boats that work on their own in fleet fights, and for each of them there's perfectly viable tactics ranging from sheer dps to ecm to neuts to damps and so on and so on.

The logi picks up range to avoid close range dps and still repair their boats from that distance? Kill their targeting, targeting range or volley them off with the dreads or a combination of all three. The dps gets up close and personal with your logi, break their chain and melt them with your own dps. Their dreads blap your subcaps one by one, kill their webbers or break their locks.... Literally every single tactic has a counter, all you have to do is be aware of what the opponent is doing and react to it. You brought just the logi and dps brawlers without any neuts or ewar? Enjoy the loss, for it's your own damn fault at that point.

Only thing wrong is the useless subs. Outside that the only thing worth considering about changing is the rig issue. Anything else and you'd kill the t3's by making them useless. If they're not any better than ship x, then people will use that ship. Versatile or not, makes no difference.
Rek Seven
University of Caille
Gallente Federation
#88 - 2014-03-21 19:36:22 UTC
Lloyd Roses wrote:

In any case, your paltry selfrep just isn't going to last in a wormholebrawl, no chance this concept will ever work with current mechanics. On the other hand, you simply can't change it so it works within those limits without totally screwing solo/smallgang. Even now, T3s go beyond 2k-tanks very easily, their active tanks are actually the strongest in the game bested only by marauders and sometimes claymores, there is no room to enhance that even further.

Yet alone suggesting local repped brawlers in wormholes is a terribly uninformed joke. It works when you're better than the opposition by a significant margin, or if they are braindead (though apparently a lot of zombies around). Else they'll melt you like butter in a pan which happens when you meet decent groups like navy lobsters, desert pirates or protean concept.


The thing is, if you run in to a gang that has enough dps to break the tank of a self repper, that same gang would kill a buffer tanked ships (without logi) just as fast. If you know you are going into a big fight you could just switch to buffer and bring all the logi you need.

Anyway like i said at the start, i think T3s are fine the way they are for the most part but if CCP nerf their thank down to that of a HAC, a change to active reps is the only thing i can think of to make T3 ships still viable.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#89 - 2014-03-23 12:20:14 UTC
I don't think they can make active tanking viable for large scale encounters without completely screwing the pooch on smaller gang fights. And as someone who loves to local tank, it saddens me

No trolling please

Jack Miton
School of Applied Knowledge
Caldari State
#90 - 2014-03-23 21:36:58 UTC
Rek Seven wrote:
The thing is, if you run in to a gang that has enough dps to break the tank of a self repper, that same gang would kill a buffer tanked ships (without logi) just as fast.

this isnt true at all, lrn2maths.
also, everyone and their mother brings 5 guardians to every fight in WH space these days so it's not really relevant.

There is no Bob.

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Lloyd Roses
Artificial Memories
#91 - 2014-03-23 22:35:35 UTC
Rek Seven wrote:

The thing is, if you run in to a gang that has enough dps to break the tank of a self repper, that same gang would kill a buffer tanked ships (without logi) just as fast.


Thing is, let's say you fly a 2rep-hamlegion (~1.9k ehp/s, ~35k ehp) or a trimarked hamlegion (~130k ehp) to such a fight. In both cases you'll have to deal with say 2 Brutix, a Deimos, a sabre and a Drake. Since you'll go some 250m/s webbed by them all at once, but only mildly neuted, you can sustain reps regarding cap.
So considering that you're moving, they'll maybe apply some 2.2k dps to you, and you decide to take down the sabre, then a brutix, then another brutix and see what's left by then. The trimarked one will die after a minute or two, the active one will keep on reparing, negating near all damage yet starting to bleed structure after about two or three minutes, given it can kill the sabre or even the brutix by then - it might even get to a tank-able level. Everything is a rough guesstimation before OH and such, no tools were used to verify those numbers.

However, if you think about engaging significantly more people or less people, one of the styles will be clearly favorable.
Just for the comparison: If you can outlast them by active tanking, you can over time generate more hp to a multiple of what a buffer would have. Active tanks especially on T3s/CS can become incredibly beasty - even more so on T3s as they can near all combine it with an oversized AB for further damage mitigation and mobility.

Sadly only a handful of fits are well suited to skoot around like this, fitted with what they need for that job: 100mn-tengu, 100mn-legion, 100mn-loki, if you can select a warp-in, 720-nanoloki and shieldlegion become viable aswell. But that's five fits suitable for local tanking against better groups, all are in very serious trouble if tackled by 2 lokis with a tiny bit of backup and all are pretty poorly defended against a single ceptor.

Right now, they can already be used to tank a 8-man vexorfleet, guess that's enough. When moving those values up even more, it will just lower the chances for solo/smallgang-pvp as you need two proteus and a geddon to break even the most basic tank :|
Rroff
Antagonistic Tendencies
#92 - 2014-03-24 15:12:36 UTC  |  Edited by: Rroff
Pushing towards active tank also means you can't do fun stuff like stirr up the hornets nest in null and then poke triage and a dozen t3s out against 100-200 man BC fleets - which personally I find quite fun (even though it doesn't always go to plan) - anything less than a heavily buffer tanked t3 would be vaporized before reps land.
Incindir Mauser
Caldari Provisions
Caldari State
#93 - 2014-03-24 15:32:29 UTC
BayneNothos wrote:
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...


The problem here is remote reps and the Guardian which is broken as hell.

The laws of thermodynamics do not apply to the Guardian as it can make cap from literally nothing.

This is wrong and the problem is not T3's or active reps, but the fact that remote reps are OP as hell.