These forums have been archived and are now read-only.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.
 

[Kronos] Pirate Faction Battleships

First post First post First post
Author
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1561 - 2014-04-29 15:47:35 UTC  |  Edited by: epicurus ataraxia
If we help CCP rise Work with what he is trying to achieve, we will be far more likely to get a useful effective and desirable ship.
He clearly wants to get to a point where the guristas line becomes a closer focused boat to take advantage of their strength.
He also clearly wants to reduce the number of sentries on the battlefield (in number)
And he also wants to make a popular and effective ship and platform.

If we argue about the exact benefits of missiles, velocity, or other minutia, it does not take us towards this goal.

So questions?
1 how can we suggest options for the superdrones that achieve these goals? Whilst eliminating or removing the downsides.
Personally I think that basing the superdrone concept around Gila Type mediums with appropriate power levels is the best compromise, they would work up and down the scale for everything from frigates to battleships. Not as good as lights where they shine against small targets, not as good at battleship killing, as they need time to get to target, but tough little devils that are extremely mobile and do the job effectively still. Power should scale to ship class, so basically powerful enough to replace a flight of sentries or heavies on the rattlesnake. Ideally even a little more as they have to get to target while not firing.
Mike voidstar suggested 10 unbonused heavies as a DPS level, that seems entirely sensible.

2 ECM. losing light drone bonuses is an issue for ecm uses. Annoying for sure, but Is it a critical issue? The rattlesnake was never considered an ECM boat to my knowledge. So If the superdrone concept gives overall improvements, it may be a balance worth accepting. A little more drone bay to allow for some losses seems a good compromise.

3 Sentries. I understand that CCP rise is trying to keep the peace here together with heavies. It is Very very hard to keep the balance with them now.
If however the medium superdrone concept offered clear benefits, then I could accept losing them (and I love sentries).
Either way, if kept people will learn to use the better medium superdrones but still have something familiar to work with while they discover the advantages. I suggest Slightly increasing the drone bay to allow an extra flight of medium ecm drones. We will lose more.

4 Drone range or the DLA issue. If we have effective medium superdrones, that are a real applied damage and survivability alternative to sentries, then the Drone range is less critical. Exchanging for a launcher is then acceptable as mobile drones do not need the long ranges any more.

So in summation the rattlesnake will be a closer range ship, with great mobility and good survivability.
It's only new requirement will be to allow it to be More mobile to match the new freedom from nursemaiding fixed drones, under the circumstances, it will either need more cap to support an afterburner, more speed or more agility to function in this role. CCP rise can work this out for himself if he feels this is the correct way forward, we do not need to micromanage suggestions.
There will be some PvP uses which are currently missing and The Rattlesnale will continue to be an effective and more mobile PvE ship too

Most importantly? People will want it.

There is one EvE. Many people. Many lifestyles. WE are EvE

stoicfaux
#1562 - 2014-04-29 16:19:39 UTC
I think all of us are aware of how missile speed ties into DPS:
* damage projection- if you're out of range, you do zero DPS,
* potentially reduces DPS loss due to defenders
* reduces DPS loss due to volley miscounting
* reduces DPS loss by hitting the target before you explode (if you explode, your in-flight missiles stop tracking and miss)
* allows you to land that first volley faster, including after reloading, which could allow you to hit before the target's repair cycle kicks in.
* allows you to mount DPS and/or DPS application rigs in place of missile speed/flight time rigs

I think that all of us are aware that DPS application is just as important as raw DPS, and that missile speed is one means of damage application.

I also think that all of us are guilty of using fuzzy terminology once in a while, as well as being overly pedantic in our criticism about it.


tl;dr - I can watch a better quality of bickering idiots by turning on Fox News. At least try to be entertaining.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

KaDa en Bauldry
Aliastra
Gallente Federation
#1563 - 2014-04-29 17:15:36 UTC
stoicfaux wrote:
I think all of us are aware of how missile speed ties into DPS:
* damage projection- if you're out of range, you do zero DPS,
* potentially reduces DPS loss due to defenders
* reduces DPS loss due to volley miscounting
* reduces DPS loss by hitting the target before you explode (if you explode, your in-flight missiles stop tracking and miss)
* allows you to land that first volley faster, including after reloading, which could allow you to hit before the target's repair cycle kicks in.
* allows you to mount DPS and/or DPS application rigs in place of missile speed/flight time rigs

I think that all of us are aware that DPS application is just as important as raw DPS, and that missile speed is one means of damage application.

I also think that all of us are guilty of using fuzzy terminology once in a while, as well as being overly pedantic in our criticism about it.

If you are outside drone control range on a drone ship, you are doing it wrong.
The new Rattlesnake has a range of about 80 km.

  • Thus you do not get out of missile range.
  • Defenders make a difference only between 15 and 20km between the two bonuses as I stated already.
  • Volley miscounting happens above 60km, but still shouldn't really.
  • My death... if at my death in a potentially over 100k EHP Battleship the last volley's arrival makes a difference, that's one epic battle to tell
  • Theoretically the first volley does matter, but what if my last volley before the reload already killed the target!
  • I never used missile speed rigs with Cruise, only Rigor, stays that way.

  • Having to shoot potentially 2 salvoes less wins for me:
  • Faster kill due to higher dps.
  • [*] Less reloads needed as less shots are needed to do the same damage.

    Don't forget about ship insurance before undocking. Don't forget about copy-paste saving before posting.

    afkalt
    Republic Military School
    Minmatar Republic
    #1564 - 2014-04-29 17:22:01 UTC  |  Edited by: afkalt
    @stoicfaux

    I agree and am well aware there are minor - really very minor in the scope of things - changes to performance with missile speeds. However Rod here was claiming (and I quote) "increase DPS significantly", which is nothing short of utter rubbish.

    You know it and I know it - it's why everyone uses rigors and why no-one, no-one uses hydraulic bay thrusters with cruises (outside comedy fits). Even with unbonused missiles it's still rigors because it's insignificant to increase speed.


    I agree on the entertainment part though, it is unfortunate this particular troll can only muster basic name calling.

    Anyway, it might be amusing to watch before it all gets cleaned up again.
    Riot Girl
    You'll Cowards Don't Even Smoke Crack
    #1565 - 2014-04-29 17:51:45 UTC
    I still can't make up my mind about RS. Right now, I'm seeing it as an SNI with 7.5 sentries instead of 3 to compensate for nerfs to missile damage and the loss of a mid (I don't feel the extra low suitably compensates the missing mid). It's just a ship with 2 sub-par weapons systems, where one weapon system can be made moderately decent, but still not competitive with other ships dedicated to that weapon type, while the other weapon system might (or might not) be able to compensate for the weakness of the primary system.

    Whether the RS competes with other missile or drone boats or not, it will still be forced to use two weapon systems to keep up with those ships which only need one. It also makes the RS DPS far less reliable and more situational, as applying full DPS to any target with 2 different weapon systems is a lot more complicated than doing it with just one, especially without application bonuses.

    I'm not really keen on the RS having 2 weapons which are both 75% decent, instead of just giving it a 100% good system and a 25%-50% decent second system. I'd actually prefer it if they just kept the RS as an SNI and gave it the Worm bonus to lights instead, tbh.
    Arthur Aihaken
    CODE.d
    #1566 - 2014-04-29 17:53:54 UTC
    Riot Girl wrote:
    I'm not really keen on the RS having 2 weapons which are both 75% decent, instead of just giving it a 100% good system and a 25%-50% decent second system. I'd actually prefer it if they just kept the RS as an SNI and gave it the Worm bonus to lights instead, tbh.

    I think this is a really good assessment. The Rattlesnake is better (good) - just not great.

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

    motie one
    Secret Passage
    #1567 - 2014-04-29 17:58:13 UTC  |  Edited by: motie one
    Riot Girl wrote:
    I still can't make up my mind about RS. Right now, I'm seeing it as an SNI with 7.5 sentries instead of 3 to compensate for nerfs to missile damage and the loss of a mid (I don't feel the extra low suitably compensates the missing mid). It's just a ship with 2 sub-par weapons systems, where one weapon system can be made moderately decent, but still not competitive with other ships dedicated to that weapon type, while the other weapon system might (or might not) be able to compensate for the weakness of the primary system.

    Whether the RS competes with other missile or drone boats or not, it will still be forced to use two weapon systems to keep up with those ships which only need one. It also makes the RS DPS far less reliable and more situational, as applying full DPS to any target with 2 different weapon systems is a lot more complicated than doing it with just one, especially without application bonuses.

    I'm not really keen on the RS having 2 weapons which are both 75% decent, instead of just giving it a 100% good system and a 25%-50% decent second system. I'd actually prefer it if they just kept the RS as an SNI and gave it the Worm bonus to lights instead, tbh.


    That is a pretty interesting summation. This is a ship that has the potential to be worth having and a decent example of the pirate line. But it just.... Does not make it,
    sort of better, sort of not really......
    lots of good suggestions amongst the "noise" so hopefully CCP rise will take something away from it and make it worthwhile.
    ISD Ezwal
    ISD Community Communications Liaisons
    ISD Alliance
    #1568 - 2014-04-29 18:11:54 UTC  |  Edited by: ISD Ezwal
    I have again removed several rule breaking posts and those quoting them. As always I let some edge cases stay.
    Please people, keep it on topic and above all civil!

    The Rules:
    3. Ranting is prohibited.

    A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.


    4. Personal attacks are prohibited.

    Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.


    5. Trolling is prohibited.

    Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.


    10. Discussion of warnings and bans is prohibited.

    Such matters shall remain private between CCP and the involved user. Questions or comments concerning warnings and bans will be conveyed through email or private messaging. CCP respect the right of our players to privacy and as such you are not permitted to publicize private correspondence (including petition responses and emails) received from any of the aforementioned parties.


    12. Spamming is prohibited.

    Spam is defined as the repetitive posting of the same topic or nonsensical post that has no substance and is often designed to annoy other forum users. This can include the words “first”, “go back to (insert other game name)” and other such posts that contribute no value to forum discussion. Spamming also includes the posting of ASCII art within a forum post.


    22. Post constructively.

    Negative feedback can be very useful to further improve EVE Online provided that it is presented in a civil and factual manner. All users are encouraged to honestly express their feelings regarding EVE Online and how it can be improved. Posts that are non-constructive, insulting or in breach of the rules will be deleted regardless of how valid the ideas behind them may be. Users are also reminded that posting with a lack of content also constitutes non-constructive posting.


    26. Off-topic posting is prohibited.

    Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.



    Thread reopened.

    ISD Ezwal Community Communication Liaisons (CCLs)

    Arthur Aihaken
    CODE.d
    #1569 - 2014-04-29 20:08:18 UTC  |  Edited by: Arthur Aihaken
    ISD Ezwal wrote:
    I have again removed several rule breaking posts and those quoting them. As always I let some edge cases stay.
    Please people, keep it on topic and above all civil!

    Can we please just BAN the repeat offenders?
    (thanks for the excellent job on cleaning this thread thus far, btw)

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

    Arthur Aihaken
    CODE.d
    #1570 - 2014-04-29 20:11:23 UTC  |  Edited by: Arthur Aihaken
    I'm still wondering why the Machariel needs a hit to its agility and scan resolution. At the very least it should be retaining its agility.

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

    Myrthiis
    Boon Odd Ducks Bath Toys
    #1571 - 2014-04-29 20:52:05 UTC  |  Edited by: Myrthiis
    I asked myself why ? and mostly i think it's for PVP purpose, as u can warp out quite fast for a BS sized ship .
    I dislike the nerf because it s adressing false problems ,Reduced sig radius and warp out speed aren't really OP by themselves at least they can be countered (TP,Point).
    The part thats is too strong is the 50 % F/o bonus combined with AC800 mm ,who has been balanced with reduced Cpu and PG .
    Unfortunatly Machariel is equally the only non t1 viable platform for 1400 MM ,and the F/o bonus is quite useless for them and we have to deal with a reduced fitting capability .
    That's why i've imagined Ccp would come with something more refined for it ,afterall the hull is quite popular .
    I'd propose something like this .
    ========================================================================================

    MACHARIEL

    Gallente Battleship Bonus:
    5% bonus to Large Projectile Turret falloff

    Minmatar Battleship Bonus:
    5% bonus to Large Projectile Turret rate of fire

    Role Bonus:
    37.5% bonus to Large Projectile Turret Damage
    note: This ship has increased warp speed and warp acceleration


    Slot layout: 7H, 5M, 7L; 6 turrets, 0 launchers
    Fittings: 17950 PWG, 630 CPU
    Defense (shields / armor / hull) : 10320 / 8550 / 8260
    Capacitor (amount / recharge / cap per second) : 6000 / 1154000ms(-875) / 5.32
    Mobility (max velocity / agility / mass / align time): 161 / .096(+.012) / 94680000 / 12.60(+1.5)
    Drones (bandwidth / bay): 100 / 125
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+13km) / 125(-25) / 7
    Sensor strength: 28
    Signature radius: 350(+10)
    Arthur Aihaken
    CODE.d
    #1572 - 2014-04-29 20:57:00 UTC  |  Edited by: Arthur Aihaken
    Myrthiis wrote:
    Minmatar Battleship Bonus:
    5% bonus to Large Projectile Turret rate of fire

    Role Bonus:
    37.5% bonus to Large Projectile Turret Damage

    I'm cool with this (particularly as we get symmetrical turrets finally), although I think it should retain the 10% falloff bonus as opposed to a reduction to 5%.

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

    Myrthiis
    Boon Odd Ducks Bath Toys
    #1573 - 2014-04-29 21:09:55 UTC
    Arthur Aihaken wrote:
    Myrthiis wrote:
    Minmatar Battleship Bonus:
    5% bonus to Large Projectile Turret rate of fire

    Role Bonus:
    37.5% bonus to Large Projectile Turret Damage

    Thanks, but what we need is less (not more) alpha in this game.


    Alpha is the same one less turret on the profile
    Cassandra Aurilien
    Imperial Academy
    Amarr Empire
    #1574 - 2014-04-29 21:14:04 UTC
    Myrthiis wrote:
    Arthur Aihaken wrote:
    Myrthiis wrote:
    Minmatar Battleship Bonus:
    5% bonus to Large Projectile Turret rate of fire

    Role Bonus:
    37.5% bonus to Large Projectile Turret Damage

    Thanks, but what we need is less (not more) alpha in this game.


    Alpha is the same one less turret on the profile



    I'm pretty sure CCP wanted to avoid buffing it. (I was expecting a nerf, and have been quite content with an extremely mild one.) Without the fitting compromises, you could do some nasty things with a 1400MM Mach... (You can, even with them, actually.)
    Arthur Aihaken
    CODE.d
    #1575 - 2014-04-29 21:19:14 UTC
    Myrthiis wrote:
    Alpha is the same one less turret on the profile

    Sorry, I missed that. I think the 10% falloff should remain, however.

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

    Myrthiis
    Boon Odd Ducks Bath Toys
    #1576 - 2014-04-29 21:30:48 UTC  |  Edited by: Myrthiis
    Quote:
    I'm pretty sure CCP wanted to avoid buffing it. (I was expecting a nerf, and have been quite content with an extremely mild one.) Without the fitting compromises, you could do some nasty things with a 1400MM Mach... (You can, even with them, actually.)


    Well nasty thing sure but mostly what i have in mind is being able to fit a t2 dps rig without having to plug a full genolution set + and a +5% engineering .That open doors for some funny things like Halo ,nomads,ascendancy note they would only profit to a 1400 Mach as AC 800 can already fit these ones without fitting problems.
    stoicfaux
    #1577 - 2014-04-29 21:34:37 UTC  |  Edited by: stoicfaux
    Spreadsheet with Missile Maths
    Google docs spreadsheet: Summer-2014-Rattlesnake-Missile-Damage

    Assumptions/Caveats
    The spreadsheet lists the time/volleys to kill particular mission NPCs. Repairs and defenders are not taken into account. TPs are always assumed to land. The Rattlesnake uses 3 CN BCUs, everything else uses 3xCN BCUs + 1xBCU II. PWNAGE TPs are assumed unless they're overridden in 'Force Single TP Bonus' (1.40 == RF TP.) The number of TPs is for a reasonable fit (my idea of reasonable.) Cruise Fury ammo is used because I can't be bothered to change ammo. Tengu uses Fury or Rage.

    The Golem and the CNR are the "gold standard" in that they can one shot a Seven Bodyguard which seems to be the hardest non-elite cruiser to one volley for level 4s. Meaning, the CNR/Golem can use Fury on everything (but frigates.)

    The first section of NPCs are battleships, then BCs, then cruisers, then elite cruisers, and finally elite frigates. (Except for mercenaries which don't seem to have elite ships.)

    The Summer Rattlesnake with it's Kin/Therm bonus, has two entries/sections since I don't have the time/patience to update the formulas to auto-select the best damage type to use against that particular NPC.

    edit: This is in the context of Level 4 missions.

    Tentative Conclusion: Why the Summer Rattlesnake is 'Meh to Me
    Generally speaking, the Rattlesnake requires one extra volley to kill a level 4 NPC battleship or battlecruiser, some cruisers, and frigates in general. Which means your drones (sentries) need to finish off the target. Since the missiles have a ~8 second cycle and the sentries have a 4 second cycle, this, in very rough terms, means that the Rattlesnake's drones should finish off the wounded ship with one volley, otherwise the Rattlesnake would have no advantage over a first class missile ship. Thus, the Rattlesnake's super-special pirate "extra" DPS equates to roughly one half of the DPS of the sentries. Example: if the missile DPS was 800 and the drone DPS was 700, then the Rattlesnake has effectively 800 + (700 / 2) or 1150 DPS. (These are contrived numbers for demonstration purposes.)

    More importantly, if you compare the Fleet Issue Typhoon (TFI), the TFI, with it's 8.25 effective launchers (versus the <=7.5 of the Rattlesnake) tends to require one less volley. Which means the Rattlesnake ain't that much better than a TFI if we assume that the Rattlesnake's drones even things out.

    Again, these are rough numbers based on some simplified number crunching. Statistics are like a lampost to a drunken man. The lightpost is there more for support than illumination.


    UPDATE: I have updated the Rattlesnake to use two Faction TPs. End results is the Rattlesnake still general requires an extra volley against battleships, but against BCs, cruisers and elite cruisers, it brings the Rattlesnake more in line with the TFI. The Rattlesnake's "extra DPS" is probably a bit more than 50% of the drone DPS.

    Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

    afkalt
    Republic Military School
    Minmatar Republic
    #1578 - 2014-04-29 21:46:51 UTC
    Am I reading that correctly, 3 TP on CNR but only 1 on RS?

    That's a bit light, imho. Can comfortably fit two.
    Arthur Aihaken
    CODE.d
    #1579 - 2014-04-29 21:50:33 UTC  |  Edited by: Arthur Aihaken
    stoicfaux wrote:
    Spreadsheet with Missile Maths
    Google docs spreadsheet: Summer-2014-Rattlesnake-Missile-Damage

    I thoroughly enjoyed this - thanks for doing it up! I particularly liked how you included the Tengu. Lol
    The new Rattlesnake would be a lot more advantageous if it had a flat +50% damage bonus as opposed to kinetic and thermal. I think we'll have to wait and see what the new Mordu battleship holds in a few days...

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

    stoicfaux
    #1580 - 2014-04-29 21:59:40 UTC
    afkalt wrote:
    Am I reading that correctly, 3 TP on CNR but only 1 on RS?

    That's a bit light, imho. Can comfortably fit two.

    IMO, I would rather have Omni's for the drones versus TPs for the missiles.

    You can make a copy of the spreadsheet and then change the number of TPs from 0 to 10.

    Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.