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[Hyperion] Heavy Assault Cruiser tweaks

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Rowells
Blackwater USA Inc.
Pandemic Horde
#961 - 2014-08-04 08:00:50 UTC
Janice en Marland wrote:
Rowells wrote:
Janice en Marland wrote:
The Eagle can counter an Ishtar better.
Ishtar isn't the fastest, capable of the most tank, nor the farthest range.

So why does the Ishtar do almost twice as much damage at similar ranges? Wardens get about 100km optimal with 45km falloff and eagle gets 135km optimal with 15km falloff. In fact at pretty much every range the Ishtar gets better damage and tracking at pretty much every range pattern. Why is a ship specialized and bonuses for long range dps so easily outclasses in every category? This is what's unbalanced. This is why the other HACs see less use. Why use anything else? The Ishtar can most likely do it better. And you may say "destructible weapon system" but when you actually take a look at how easy it is to negate this, even Rise understood it wasn't as powerful an argument. Ever tried killing 700+ sentries with a 10-30km spread that will just be replaced 2 more times? And I really doubt having 5m/s really has any major arguing points when claiming that being that much faster compensates for the much larger discrepancies between the two.

It is not only about DPS. The Eagle has a much more formidable tank while being able to apply damage at a much further range.

So you're trying to tell me, that dps doesnt matter on the one weapon system that specializes in long range dps? And I already showed you that even taking into account falloff, the wardens will apply better damage at the same ranges as rails. The only point they come even close is at 150km where the wardens drop to near to rail levels but then rail damage drops dramatically as falloff kicks in, all the while wardens have better tracking. So no, rails do not apply damage better than sentries in the same situations. While yes it does tank a bit more than the common fleet ishtar fit, it does not help much against double the dps.
Mike Voidstar
Voidstar Free Flight Foundation
#962 - 2014-08-04 08:30:37 UTC
That is quite the build that has a drone control range sufficient for the sentries to engage at 150km, while the ship can also target that far. That's at least 4 DLA, and a couple sensor boosters. Plus the cpu hit from drone rigs. I assume a tracking computer or two as well. I am sure you run into that every day.
afkalt
Republic Military School
Minmatar Republic
#963 - 2014-08-04 08:41:22 UTC
It's just as stupid as the notion of eagles fighting them at that range Blink




The bottom line is thus - at anything approaching a real engagement envelope, Ishtars are far too good compared to both their immediate peer group and to a lesser (but still very significant) extent anything else you want to bring to the field as a line ship.

Situations where the Ishtar is not the optimal ship to use in the overall circumstance are really pretty contrived and don't pan out like that in the game. A gang of 30-50 Ishtars land on grid with typical fleet support and your sole recourse is to hope you utterly outspent them, or simply have more Ishtars than the enemy.

I don't like it, but the effectiveness cannot be denied and as I say, I'll continue to roll in these until they are fixed. I am, however, honest enough to point out that it is bad for the game and needs fixing ASAP.
Rowells
Blackwater USA Inc.
Pandemic Horde
#964 - 2014-08-04 08:45:26 UTC
Mike Voidstar wrote:
That is quite the build that has a drone control range sufficient for the sentries to engage at 150km, while the ship can also target that far. That's at least 4 DLA, and a couple sensor boosters. Plus the cpu hit from drone rigs. I assume a tracking computer or two as well. I am sure you run into that every day.

IIRC the drone control range is based of the operator ship.

For example:
I am 250km from drone.
Hostile is 100km from me (within targeting range) and 150km from drone
So long as my control range is as far as the target is from my ship the drones will attack. so yes you can get sentries to fire up to and beyond their max ranges. Assuming grid-fu or some other arbitrary limiting mechanic doesn't get in your way
Adrie Atticus
Caldari Provisions
Caldari State
#965 - 2014-08-04 09:06:25 UTC
Janice en Marland wrote:
Rowells wrote:
Janice en Marland wrote:
afkalt wrote:
"Good"? Try preposterously overpowered with stats, fittings and application other ships in the class could only DREAM of.

When the counter to X, is MORE X on the other side, you have a problem. And that's where ishtars are.

Can they die? Sure.
Do they bring far more to the table than any other HAC and do it in the same damned fit no matter the comparision HAC? Incontrovertibly.

The closest match is a cerberus, which cannot get near what an ishtar can do, unless it could magically swap from RLML, to HAMS to HML without a depot or docking. Plus fitting neuts to handle tackle. And with extra lows so nanos are viable whilst still keeping 3 damage mods.

THAT's the kind of nonsense going on here.

A Cerberus/Eagle can hit from farther away, Muninn/ Vagabond is faster, Zealot/Sacrilege out tank it.

Sure, when you over simplify things like that they look great. But why aren't Cerberus fleets being used to counter ishtars? Soon as you turn off the MWD heavies barely scratch and if you go for hams the Ishtar will just run circles around your shorter range. How about zealots? They've got very nice range with the hull bonus and beams, close to if not better than sentries. However you won't get anywhere near as much damage in matter how you fit it. So munnins should be the counter right? Nope. Artillery is great for alpha fleets but they are too fragile and their range is shorter unless you sacrifice alpha damage, which means you need more munnins. Don't even look at the eagle or Deimos. Neither can effectively get the same dps at the same range or tank enough (while keeping proper speed) to get in close enough to use higher dps ammo/guns (which is still a huge step behind sentries) to do anything useful.

They are though. However, an Eagle works better.
The reason I mentioned the different advantages is because some people are trying to use the Ishtars advantages as a gauge to determine if it is OP. That's stacking the deck.


Got a fit to go with this claim for the Eagle?
Mike Voidstar
Voidstar Free Flight Foundation
#966 - 2014-08-04 09:07:32 UTC
Rowells wrote:
Mike Voidstar wrote:
That is quite the build that has a drone control range sufficient for the sentries to engage at 150km, while the ship can also target that far. That's at least 4 DLA, and a couple sensor boosters. Plus the cpu hit from drone rigs. I assume a tracking computer or two as well. I am sure you run into that every day.

IIRC the drone control range is based of the operator ship.

For example:
I am 250km from drone.
Hostile is 100km from me (within targeting range) and 150km from drone
So long as my control range is as far as the target is from my ship the drones will attack. so yes you can get sentries to fire up to and beyond their max ranges. Assuming grid-fu or some other arbitrary limiting mechanic doesn't get in your way


You are wrong, unless it changed since the ai started eating drones and I stopped using them.

Both target and drone must be in drone control range. To use that 150km example you could drop sentries, move 75km from them, and target something 75 km away on the other side, assuming one DLA and perfect drone range skills.

You could not, however, leave your sentries 150km behind you and tackle your target without consuming whole truckloads of cpu on just drone mods. It's probably possible, but it's not really engaging at range if they fly up and tackle.

I won't claim that sentries are not a bit stout to be pushing out full bonuses flights from a cruiser. I have said before I believe the solution to be the introduction of small and medium sentries and an adjustment to bandwidth on the hulls so that it's possible to get fewer, larger, more damaging drones with reduced application or full flights of smaller with enhanced application, with each weight class only fielding a full flight of its own size drone if it's a drone bonuses ship.

Drones have finally seen some development in recent times, and they are becoming an increasingly viable main weapon. There is still work to be done in adjusting their balance and support for them. They need implants, boosters and a bit more module support. The UI needs work and their AI needs kicked in its virtual nuts until it behaves like the semi sentient autonomous weapon system it's supposed to be. And situations like cruisers having full sets of battleship weapons fully supported need toned down. That situation exists because they were never developed as a complete weapon system before.
afkalt
Republic Military School
Minmatar Republic
#967 - 2014-08-04 09:22:43 UTC  |  Edited by: afkalt
Adrie Atticus wrote:
Got a fit to go with this claim for the Eagle?



Yes, along with the other ~25 eagle pilots in the game, I'd LOVE to have a decent one that's not niche and leaving me feeling like I should just stop being a handicap and fly a better hull. But one which isnt merely "decent" and can compete with ishtars? I suspect you're chasing rainbows there.
Kagura Nikon
Native Freshfood
Minmatar Republic
#968 - 2014-08-04 09:42:26 UTC
Khan Wrenth wrote:
I still stand by my previous post from a while ago on how to balance the Ishtar - because drones are the problem not the Ishtar itself. However, someone countered with the fact that Carriers are immune to EWAR, which is just freaking silly. P



Carriers are NOT immune to e-war. Drones effectively are although ....

Removing the quirks and perks of droen sis not the way to go. They have great advantages (no PG usage, no ammo, almost immune to e-war, no Cap usage) and some annoying disadvantages (can be forgotten, allergic to smartbombs).

The way to do it is to give them some meaningful disadvantage that in several scenarios outweights their advantages. That is why I keep pressing on tracking, singe the Ishtar with sentries main offense if being both a perfect murder of battleships and of frigates

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#969 - 2014-08-04 09:44:20 UTC
Arthur Aihaken wrote:
These proposals plain, well - suck. It's already August 3, and with Hyperon slated for an August 26 release it means that these have already been more-or-less fixed in stone. We'll see the traditional 1 week of "fluff" attention to this thread while the changes are prepared for SiSi, to be finalized by mid-August after a few scant days of testing and further casual disregard of player feedback. Hyperion = over-hyped at this point.



Easy dude, has been clearly established that there will not be more for The next release but they want to continue lsitening , because you know.. SHORT RELEASE CYCLES. that means that in 2 months you can have more.

Chill.. and try to be constructive.

Rise and fozzie work will get easier with the new release cycle.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#970 - 2014-08-04 09:46:12 UTC
Higgs Maken wrote:
[quote=Rowells]
According to EFT Ishtar with grades and 5 DDA II gives 766 dps, Cerberus with 4 BCS II have 738 DPS (before over heat). You do realized why rise reduce Ishtar max velocity right? Because that's part of balance package, just like tank. A Ishtar shield fit is usually with shield power relay at low, now subsitude that for DDAS tank is reduce, which is part of balance. Sentries doesn't have problems hitting like HAM right? You mention that for HAM but not sentry. Lets cherry pick.


At what range? with what damage application capabilities, with waht PG usage, with how much charges before reload?

On all those topics the ishtar far outperforms the cerberus.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Rowells
Blackwater USA Inc.
Pandemic Horde
#971 - 2014-08-04 09:50:50 UTC
Mike Voidstar wrote:
Rowells wrote:
Mike Voidstar wrote:
That is quite the build that has a drone control range sufficient for the sentries to engage at 150km, while the ship can also target that far. That's at least 4 DLA, and a couple sensor boosters. Plus the cpu hit from drone rigs. I assume a tracking computer or two as well. I am sure you run into that every day.

IIRC the drone control range is based of the operator ship.

For example:
I am 250km from drone.
Hostile is 100km from me (within targeting range) and 150km from drone
So long as my control range is as far as the target is from my ship the drones will attack. so yes you can get sentries to fire up to and beyond their max ranges. Assuming grid-fu or some other arbitrary limiting mechanic doesn't get in your way


You are wrong, unless it changed since the ai started eating drones and I stopped using them.

Both target and drone must be in drone control range. To use that 150km example you could drop sentries, move 75km from them, and target something 75 km away on the other side, assuming one DLA and perfect drone range skills.

You could not, however, leave your sentries 150km behind you and tackle your target without consuming whole truckloads of cpu on just drone mods. It's probably possible, but it's not really engaging at range if they fly up and tackle.

I won't claim that sentries are not a bit stout to be pushing out full bonuses flights from a cruiser. I have said before I believe the solution to be the introduction of small and medium sentries and an adjustment to bandwidth on the hulls so that it's possible to get fewer, larger, more damaging drones with reduced application or full flights of smaller with enhanced application, with each weight class only fielding a full flight of its own size drone if it's a drone bonuses ship.

Drones have finally seen some development in recent times, and they are becoming an increasingly viable main weapon. There is still work to be done in adjusting their balance and support for them. They need implants, boosters and a bit more module support. The UI needs work and their AI needs kicked in its virtual nuts until it behaves like the semi sentient autonomous weapon system it's supposed to be. And situations like cruisers having full sets of battleship weapons fully supported need toned down. That situation exists because they were never developed as a complete weapon system before.

Just tested it live, it works.

Dropped sentries at undock from station, burned off roughly 150km dropped can. burned off another 80km (not so confident how far my drone control range is with skills) to equal about 220-230km from drones 80km from can. Ordered drones to engage and they destroyed can. The drones do not need to in control range to recieve order but the object of the order (target) needs to be within that control range.
Kagura Nikon
Native Freshfood
Minmatar Republic
#972 - 2014-08-04 09:50:57 UTC
Adrie Atticus wrote:
Janice en Marland wrote:
This is just silly. I thought the "battlship level DPS" meant DPS numbers obtained from a battleship. Not DPS to 90k. An Eos with Heavys and Blasters and produce Battleship level DPS while providing links.


You're thinking of paper DPS, a HAM tengu can get there, but the DPS is useless unless you can actually project it. Megas, Apocs, TFI can all project good DPS at range but ishtar can do it while being close to untouchable with better resists (but less EHP) at speeds up to 2.7k/s. On a domi this is not an issue as bombs wreck havoc to them due to size and lower resist profile.



And if anyone think the ishtar is OK because the APOC can project damage on the same level.. then that person needs to stop with the drugs. The APOC is the king sniper/fire support of the Battleships. The fact hat something as small and mobile as a hacs can be compared to the APOC on that regard just proves that there is a problem.

That woudl be an extra gain of nerfing sentries tracking. Apoc would be more used again.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Odithia
Ministry of War
Amarr Empire
#973 - 2014-08-04 10:00:06 UTC  |  Edited by: Odithia
Kagura Nikon wrote:
Higgs Maken wrote:
[quote=Rowells]
According to EFT Ishtar with grades and 5 DDA II gives 766 dps, Cerberus with 4 BCS II have 738 DPS (before over heat). You do realized why rise reduce Ishtar max velocity right? Because that's part of balance package, just like tank. A Ishtar shield fit is usually with shield power relay at low, now subsitude that for DDAS tank is reduce, which is part of balance. Sentries doesn't have problems hitting like HAM right? You mention that for HAM but not sentry. Lets cherry pick.


At what range? with what damage application capabilities, with waht PG usage, with how much charges before reload?

On all those topics the ishtar far outperforms the cerberus.

Probably Rage HAM with a ~35km range and such application that it will result in 250-300 kinetic dps versus an afterburning cruiser.
Right into the Isthar Highest resist.
Sara Tosa
School of Applied Knowledge
Caldari State
#974 - 2014-08-04 10:29:52 UTC
Rowells wrote:

Dropped sentries at undock from station, burned off roughly 150km dropped can. burned off another 80km (not so confident how far my drone control range is with skills) to equal about 220-230km from drones 80km from can. Ordered drones to engage and they destroyed can. The drones do not need to in control range to recieve order but the object of the order (target) needs to be within that control range.

this need to be changed, pretty much urgently.
sentry/drone code is optimized for drones, sentries should have their own that consider their specific advantages and limitations.
Erg0 Proxy
Tradors'R'us
IChooseYou Alliance
#975 - 2014-08-04 10:50:24 UTC
Like many people stated above I believe the problem with Istars or sentries is their general lack of weaknesses.

Perhaps an alternative to nerfing tracking or damage is providing better counters to the Isthar. This would keep people happy that currently use it for PvE aswell.

For example, with turret weapon systems there is tracking disruptors. Granted these do not work really work very well on a fleet level but even damps and ECM affect other weapons more then they do drones because drones can be assisted.

ECM at the moment is not very reliable and does not preform as well as damps do (because damps are always applied and it is not chance based).

Either a new mod could be designed to counter drones (which would mostly affect sentries) or a currently under performing EWAR system like ECM could be changed to jam out not just the targeting systems of the target ship but their drones.

Another thing that always struck me about sentries that they are one of the few things that EVE players drop in space that don't need anchoring (think bubbles, mobile depots etc).

As an example, giving them a 15 second anchoring time and a 5 second unanchoring time would serve to atleast give them a weakness. Also this would be comparable to highslot weapons that have to reload every time they run out of ammo or want to switch damage type/range. In any fleet fights when positioning changes reloading ammos to change optimals plays a big factor. With sentry drones it is more or less instant because of the ability to abandon drones. Even pulling them in and launching a different set does not consume a whole lot of time. If the weakness of other mobile drone systems is the fact that they are mobile and have travel time (lights mediums heavies) I believe the weakness of sentries should be that they are not, instead of it being mostly a strength as it is right now.

Furthermore, I believe the sentries are a symptom of a bigger problem. Personally my single biggest gripe with nullsec fleetwarfare is that currently almost everyone flies the same ships.Emphasis being on tank and damage projection in the current meta. Logistics is overpowered, Ewar (mostly) is not very useful and brawling setups are never used.

I think we need more options and slightly more ship (or weapon system specific) counters, so we can challenge ourselves and our opponents to more dynamic style of playing. I would love to see an expansion focused on electronic warfare instead of just simple damage buffs and nerfs.
Kagura Nikon
Native Freshfood
Minmatar Republic
#976 - 2014-08-04 11:16:29 UTC
Erg0 Proxy wrote:


Furthermore, I believe the sentries are a symptom of a bigger problem. Personally my single biggest gripe with nullsec fleetwarfare is that currently almost everyone flies the same ships.Emphasis being on tank and damage projection in the current meta. Logistics is overpowered, Ewar (mostly) is not very useful and brawling setups are never used.

I think we need more options and slightly more ship (or weapon system specific) counters, so we can challenge ourselves and our opponents to more dynamic style of playing. I would love to see an expansion focused on electronic warfare instead of just simple damage buffs and nerfs.



That is not fault of game belance. But fault is in the sov and 0.0 income system that promotes massive fleet fights instead of several smaller fights (because no relevant damage can be done with smaller fleets). On hug fleets, brawling has no chance and the key is to allow your logistics better chance to keep your fleet alive.

Well one of the reasons I avoid 0.0. Any fight with more than 20 people is rubish for me.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Ray Kyonhe
Aliastra
Gallente Federation
#977 - 2014-08-04 12:03:10 UTC  |  Edited by: Ray Kyonhe
Kagura Nikon wrote:
On hug fleets, brawling has no chance and the key is to allow your logistics better chance to keep your fleet alive.

The reason why brawling doesn't have chance is actually the fact that there is no such thing as line of fire's obstruction in current game's engine. To understand the connection between those two aspects, just imagine two fleets fighting huge battle. Each fleet have 2 wing, close range and sniping. Two close range wings are brawling and their ranks now intermingled. Now sniper wings have to choose their possitions and targets wisely, as they can't simply shoot through their own brawling buddies (neither through other sniper buddies who happen to get in their line of sight) and asteroids.

Now lets get to those brawling wings. Their ranks now mixed up, and any single one combatant can lock and shoot only those enemys who are adjacent to him, because line of sight to others now obstructed by those adjacent ones. So focusing with dps of all wing now becomes infeasible.

Snipers still can project fire and alfa focus targets pretty well, but if some close range fleet will warp to their 0, same rules will start apply - they won't be able to shoot through their others sniping buddies and adjacent enemy close range combatants to focus one particular target, only those close to them enough.

With this tactical element lacking from the equation it will be very hard to balance things and shift battles to brawlings.

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Wulfy Johnson
NorCorp Security
#978 - 2014-08-04 12:38:31 UTC
How about you just take a look at battleship armor -> shield bomb recillianse and balance that out.. which might result in increased usage of the outrageous slow and unable to defend itself against a frigg waste of minerals.. you might get better stats to see which place they are in atm..


And the Ishtar could use a limitation on amount of sentrys it could carry, which would drastically lower its use, and you might get better stats to see which place the rest of the hacs are in..

Besides that, keep up the good work..
Khan Wrenth
Viziam
Amarr Empire
#979 - 2014-08-04 12:55:38 UTC
Ray Kyonhe wrote:

The reason why brawling doesn't have chance is actually the fact that there is no such thing as line of fire's obstruction in current game's engine. To understand the connection between those two aspects, just imagine two fleets fighting huge battle. Each fleet have 2 wing, close range and sniping. Two close range wings are brawling and their ranks now intermingled. Now sniper wings have to choose their possitions and targets wisely, as they can't simply shoot through their own brawling buddies (neither through other sniper buddies who happen to get in their line of sight) and asteroids.

Now lets get to those brawling wings. Their ranks now mixed up, and any single one combatant can lock and shoot only those enemys who are adjacent to him, because line of sight to others now obstructed by those adjacent ones. So focusing with dps of all wing now becomes infeasible.

Snipers still can project fire and alfa focus targets pretty well, but if some close range fleet will warp to their 0, same rules will start apply - they won't be able to shoot through their others sniping buddies and adjacent enemy close range combatants to focus one particular target, only those close to them enough.

With this tactical element lacking from the equation it will be very hard to balance things and shift battles to brawlings.


I might be wrong, but I believe this has been discussed before. If I recall correctly, the Devs said that forcing the servers to calculate what is essentially collision damage for each instance of a shot would amount to hundreds of thousands of extra complications on the processors per tick, and over the course of any decent sized battle? Forget about it. You'd see even small gang brawls enter into TiDi. So the concept is completely and utterly off the table.
Ray Kyonhe
Aliastra
Gallente Federation
#980 - 2014-08-04 13:48:07 UTC  |  Edited by: Ray Kyonhe
Khan Wrenth wrote:

I might be wrong, but I believe this has been discussed before. If I recall correctly, the Devs said that forcing the servers to calculate what is essentially collision damage for each instance of a shot would amount to hundreds of thousands of extra complications on the processors per tick, and over the course of any decent sized battle? Forget about it. You'd see even small gang brawls enter into TiDi. So the concept is completely and utterly off the table.

I don't think we absolutelty need to do something similar to real world collisions simulation. We could go for approximation and very rough models. Like, lets devide all current grid into cubical blocks of space with sides equal to, say, 5-50km. if line of sight between centers of two ship's "spheres" goes through a block, filled with something, the summary_volume_in_m3_of_this_something devided by the volume_in_m3_of_said_block_of_space_that_contains_something will be the probability that any shot traversing this block of space (thus shot originated from some other block and going to another different block) will land here instead of reaching its designated target.

If shot strayed and landed in block where said obstructions are, then we need to make another check, to decide which particular object in this block of space was hit. Simply binding probability of being hit to volume of the object will do. Thus huge asteroid will be most probably hit, then BS, then some AF. Sig radius won't be included in these calculations as it's a parameter related to targeting systems, it doesn't affect stray rounds; only volume of ships' hulls matters.

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