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The great T3 rebalance

Author
Frostys Virpio
State War Academy
Caldari State
#161 - 2014-08-27 19:24:10 UTC
Ersahi Kir wrote:
Frostys Virpio wrote:
They are meant to be weaker than T2 at specific task but able to do more different task out of the same hull. How hard is it to understand?


So T3's should be the cruiser class nestor?

A hull that is ok at many things is terrible at everything. The jack of all trades model doesn't work in eve.


It does not work becuase the space they are all intended to be used in was not designed to enforce this need. If you could not have a bunch of different ship with you in a WH, a T3 and a nestor would be the best thing ever because it would mean you don't have to get out of the hole every time you want to do something different. With the current design, you just say FU to those limitation and grab another ship ready for you at the POS. We could make those ships usefull by changing how WH works but the people living there would probably freak out about how much would need to change...

You can't expect them to be modular in design and also as good ad T2 at the specific task or you render T2 completely irrelevant.
Jeremiah Saken
The Fall of Leviathan
#162 - 2014-08-27 20:27:39 UTC
Frostys Virpio wrote:
You can't expect them to be modular in design and also as good ad T2 at the specific task or you render T2 completely irrelevant.

Let's make T3's completly irrelevant because you want to fly T2's. Logic. Why i can't expect modulat design to be good? Can i change fits during combat? Why they are so powerfull with same stats or a bit worse as T2's? Rigged for ECM T3 damage dealer won't be as good as combat rigged T2 HAC (assuming T2=T3). What do you think about last HAC's tweaks? Now imagine small steps in T3 rebalance.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Daichi Yamato
Jabbersnarks and Wonderglass
#163 - 2014-08-27 23:57:55 UTC  |  Edited by: Daichi Yamato
Ersahi Kir wrote:
Frostys Virpio wrote:
They are meant to be weaker than T2 at specific task but able to do more different task out of the same hull. How hard is it to understand?


So T3's should be the cruiser class nestor?

A hull that is ok at many things is terrible at everything. The jack of all trades model doesn't work in eve.


clearly works on some things. Why use an ECMgu? or a T3 booster since they were changed?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sigras
Conglomo
#164 - 2014-08-28 01:26:24 UTC
Ersahi Kir wrote:
Frostys Virpio wrote:
They are meant to be weaker than T2 at specific task but able to do more different task out of the same hull. How hard is it to understand?


So T3's should be the cruiser class nestor?

A hull that is ok at many things is terrible at everything. The jack of all trades model doesn't work in eve.

What if they were just slightly worse than T2 at everything but you got to refit in space without a refitting station?

So yeah, you're not as good as a guardian or a zealot or a curse, but you can switch roles mid combat without having to dock somewhere to provide extra rep or damage or Ewar as you need.
Rroff
Antagonistic Tendencies
#165 - 2014-08-28 02:51:57 UTC
Frostys Virpio wrote:
Ersahi Kir wrote:
Frostys Virpio wrote:
They are meant to be weaker than T2 at specific task but able to do more different task out of the same hull. How hard is it to understand?


So T3's should be the cruiser class nestor?

A hull that is ok at many things is terrible at everything. The jack of all trades model doesn't work in eve.


It does not work becuase the space they are all intended to be used in was not designed to enforce this need. If you could not have a bunch of different ship with you in a WH, a T3 and a nestor would be the best thing ever because it would mean you don't have to get out of the hole every time you want to do something different. With the current design, you just say FU to those limitation and grab another ship ready for you at the POS. We could make those ships usefull by changing how WH works but the people living there would probably freak out about how much would need to change...

You can't expect them to be modular in design and also as good ad T2 at the specific task or you render T2 completely irrelevant.


T2 do a good job of making themselves irrelevant (a couple aside) without help from any thing else.

Also apparently it doesn't matter about the people in wh space freaking out :s

As you can't realistically carry everything (modules, ammo, drones, etc.) for a wide range of refits I can't see on the fly versatility being very useful in practice.
Vincintius Agrippa
Crimson Serpent Syndicate
#166 - 2014-08-28 05:11:42 UTC
I still dont see t3's being op against anything because they are t3's alone. People spend billions on advanced modules to fit to these ships. They spend billions more on implants. They arent better than t2's at any specific role, however, given the amount of isk that goes into these things, people can more than hold themselves in combat while being fit for another role, like scanning etc....
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Jeremiah Saken
The Fall of Leviathan
#167 - 2014-08-28 06:31:15 UTC
How about rebalance T3s to the level of T2s (role bonuses, tank, etc.).
Then changing SP loss to 24h timer or longer.
No concrete tanks anymore, still usefull role bonuses.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

SMT008
Deep Core Mining Inc.
Caldari State
#168 - 2014-08-28 11:05:16 UTC
Vincintius Agrippa wrote:
They arent better than t2's at any specific role


Sorry but...they are. T2 fitted Proteus gets a MUCH stiffer tank than a T2 fitted Deimos for a rather small cost upgrade (compared to "billions of expensive modules".

What people don't want to see anymore are T2 150k EHP Proteus with 910 DPS.

That's a T2 fit. Not a single faction/officer/deadspace module.

Now compare that to a Deimos. At most, you get something around 800 DPS with half the tank. That's what's wrong, there is no denying that. Heavy Assault Cruiser really are subpar at being heavy assault cruiser compared to most T3s.

What I want to change with the things I've proposed is exactly that.

Have the massive EHP upgrade compared to HAC bring a DPS loss (Can't have both, you know ?)

Upgrade T3s mobility so that they reach HAC levels in HAC-tanks configurations while keeping current DPS (Yes, they'll be HAC+, but considering the upgrade in cost and the fact that it's not really a MASSIVE DPS upgrade, It's fine)

T3 versatility should be top notch (Refitting/changing subs without exterior help, no rigs, etc)

T3s won't replace T2, they'll still be quite a lot more expensive, they won't have special advantages T2s have (like sig-radius reduction, amazing capacitor life, fantastic ECCM strenght) or at least not all of them at the same time like HACs.
Rroff
Antagonistic Tendencies
#169 - 2014-08-28 11:15:26 UTC  |  Edited by: Rroff
That 70k, 800dps deimos should have 4 significant advantages over a 150k, 900dps prot - signature should be a lot smaller, mwd sig bloom and cap use reduced, base speed quite a bit higher, agility quite a bit better. (part of that does mean making adjustments to both t3 and t2).

If you want more like hac levels of mobility out of your t3, etc. then you'd have to choose other sub-systems and take the tank hit.

Just slashing EHP as a balancing factor in this context shows a massive ignorance and lack of imagination in my opinion (not intended to be an attack on anybody).
SMT008
Deep Core Mining Inc.
Caldari State
#170 - 2014-08-28 11:24:32 UTC
Rroff wrote:
That 70k, 800dps deimos should have 4 significant advantages over a 150k, 900dps prot - signature should be a lot smaller, mwd sig bloom and cap use reduced, base speed quite a bit higher, agility quite a bit better. (part of that does mean making adjustments to both t3 and t2).

If you want more like hac levels of mobility out of your t3, etc. then you'd have to choose other sub-systems and take the tank hit.


Yeah well, that's exactly what I'm talking about.

You can have a 70k EHP 800 DPS Deimos, you can have a 150k EHP 600 DPS Proteus, you can have a 70k EHP 900 DPS Proteus with HAC-like agility (but no MWD sig bloom reduction or no HAC-like ECCM strenght etc).

Mobility = reduced EHP
EHP = reduced mobility and damage
Damage = reduced tank

It's all a trade-off. I want T3s to be able to compare to their races' T2 ships in terms of stats (if not a bit higher stats than the T2 ships) but without the special things T2 ships get (like the smaller sig, MWD sig bloom, cap use reduced, ECCM strenght and so on).
Rroff
Antagonistic Tendencies
#171 - 2014-08-28 11:42:05 UTC  |  Edited by: Rroff
Personally I don't see the need to drop the dps like that, it has nowhere near the damage projection of a battleship with that level of dps and combined with lesser mobility than a hac has a harder time applying it in many situations.

I do agree though that one of the biggest problems with t3s is that they don't get anything like the trade offs they should for a given bonus.

EDIT: One thing I believe that might help to understand my views is that I think t3 should be something a little unique and special and that t3 cruisers should cover a little more than just sitting nicely with t2 cruisers, instead of having t3 cruisers, t3 battlecruisers, t3 transports, t3 battleships, yada yada for every class.
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#172 - 2014-08-28 12:56:57 UTC
SMT008 wrote:
Vincintius Agrippa wrote:
They arent better than t2's at any specific role


Sorry but...they are. T2 fitted Proteus gets a MUCH stiffer tank than a T2 fitted Deimos for a rather small cost upgrade (compared to "billions of expensive modules".

What people don't want to see anymore are T2 150k EHP Proteus with 910 DPS.

That's a T2 fit. Not a single faction/officer/deadspace module.

Now compare that to a Deimos. At most, you get something around 800 DPS with half the tank. That's what's wrong, there is no denying that. Heavy Assault Cruiser really are subpar at being heavy assault cruiser compared to most T3s.


The problem with comparing the T3 to the HAC on just DPS and EHP is that it overlooks key points. That T3 is going to move with the mobility of a cement mixer, meanwhile that Diemost will run circles around it, with its tiny little sig.

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

James Baboli
Warp to Pharmacy
#173 - 2014-08-28 15:38:33 UTC
Rather than argue about generalities, can we please get a list of which subsystems probably need a good hard took to see if they are where they should be, and those that aren't buffed or nerfed accordingly? Here's my little short list, with the over powered systems in BOLD and the underwhelming in italics

All:
Cov ops
Interdiction Nullifier

Supplemental coolant Injector

Proteus:
Augmented Plating
Friction Extension Processor

Drone Synthesis Projector

Tengu:
Rifling Launcher Pattern
Obfuscation Manifold
Amplification Node
Supplemental Screening


Legion:
Augmented plating
Drone synthesis projector
Liquid Crystal magnifiers

Loki:
Adaptive augmenter
Hardpoint Effeciency Configuration
Projectile Scoping Array


Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

SMT008
Deep Core Mining Inc.
Caldari State
#174 - 2014-08-28 17:41:22 UTC
M1k3y Koontz wrote:


The problem with comparing the T3 to the HAC on just DPS and EHP is that it overlooks key points. That T3 is going to move with the mobility of a cement mixer, meanwhile that Diemost will run circles around it, with its tiny little sig.


The key points are EHP, DPS, Mobility.

Those are the main values that dictate if a ship is good or not, in terms of pure combat (I'm not talking about Recons or special roles here).

Combat T3 and T2 HACs should be comparable. Different, but comparable considering they're both combat ships, ruled by the 3 main points, being Firepower, Defense and Mobility.

Let me add a few things to James Baboli's list :

All :

Cov ops = Ok

Interdiction Nullifier = Ok

Supplemental coolant Injector = Needs an interesting additionnal/different bonus, or a serious buff to the current "Heat damage reduction" bonus. I was thinking "Buff to overheating effectiveness", to replicate Red Giant effects, that would be interesting ? As long as the bonus is powerful enough to warrant not using the other 2 good engineering subs.

+ Adaptive Augmenter/Adaptive Shielding = Logistic subsystems are terrible. Nothing to add to that. It really needs a range bonus to be effective. I think something can be done with a 25-35km range.

+ Warfare Processor = As long as the Boosting subsystem wrecks the whole ship by requiring Command Processors, it will be either off-grid boosting, or no boosting at all. Allow 2 links online without Command Processors and add +1 Highslot to those subs. It will still be worse than Command-ships in terms of boosting, but at least it will be usable with a combat-fit, like CS, as opposed to constantly hiding in safes.

+ All mobility/speed subsystems = T3s in general have the agility and speed of a cement truck. There should be subs designed to bring regular cruiser levels of agility and speed (I'm talking +1.8km/s speeds to the slowest T3s, 2-2.2km/s speeds to the fastest T3s). If T3s keep their current BC-level agility and speed...well, it will be a shame for T3 "versatility" if not a single T3 can have cruiser-like speeds.

Proteus:

Augmented Plating = Too much EHP
Friction Extension Processor = Mhmm, yeah maybe a bit over the top.
Drone Synthesis Projector = Yep, sucks big times. It needs more bandwith, more drone-bay, and a drone-related bonus instead of the 5% damage bonus for 3 guns...Like a drone-velocity or drone-tracking bonus maybe ?

+ No damping sub ? Could be interesting to convert one of the least used Electronic subs to a damping sub.

+ I'd like to see a shield subsystem for the Proteus. Gallente ships can be shield fit, why not the Proteus ?

Tengu:
Rifling Launcher Pattern = You say it's too powerful, I'm not so sure about that.
Obfuscation Manifold = Working along with the Rifling Launcher Pattern, it brings a "Combat ECM boat" feel to the Tengu, which means a ship that can actually tanks and deal damage, while being able to jam reasonably well. I like that, it's versatility. DPS is subpar, Jamming power isn't Falcon-like of course. But the mix of the two works (or should work decently when T3 mobility/agility issue is fixed).

Amplification Node = It's a regular active tanking bonus. I don't see what's wrong.
Supplemental Screening = Too much EHP probably. Less than Proteus/Legions, but it's still a bit over the top.

+ Power Core Multiplier = This sub, bonused for PWG, gets less PWG than the Capacitor Regeneration Matrix. Needs a nice PWG boost obviously, so that 100MN fits will use this one and have to deal with capacitor issues (More vulnerability to neuting too)

+ Gravitationnal Capacitor = Uninteresting bonuses tbh. The Tengu could use a good MWD-bonused sub. This one brings the most max velocity, but even with it being the most MWD oriented sub, A MWDing Tengu with a nano gets 1488m/s. That's terrible.

+ Magnetic Infusion Basin = Maybe 20% Optimal per level is a bit too much. I would rather see 10% per level along with a 5% damage per level. Better DPS, lower range. That way, it doesn't step too much on the Eagles' toes.

Legion:
Augmented plating = Too much EHP
Drone synthesis projector = It's horrible, period.
Liquid Crystal magnifiers = I disagree, it's basically Zealot-style bonuses. I don't really see what's wrong here.

+ Assault Optimization = Might want to change "HAM Damage bonus" to "Missile Damage bonus". More versatility, and I don't see how it would wreck the current meta

+ Wake Limiter = Mhmm, that subsystem really doesn't shine. Could use a nice mass-reduction bonus (or an agility bonus), a speed buff to bring a bit closer to the pure MWD subsystem.


Loki :

Adaptive augmenter = Nope, I don't really see what's wrong. If anything, add an Armor RR bonus to that one, when RR subs are fixed it will make the Loki the only T3 that can be a logi for both shield and armor (Not at the same time ofc, that would be terrible).

Hardpoint Effeciency Configuration = Totally agree, this sub needs to be the top brawling sub for the Loki (ie the Max DPS one). It doesn't have damage projection bonus, which should be kept that way. The issue is, you absolutly need the maximum amount of highslots available. And for that, you need to get rid of the good active tanking subs. This is why the dual-weapon sub isn't used much. The DPS is alright, but the required subs to reach it wreck the ship.

Projectile Scoping Array = Yep, but it's not the sub, it's the weapon system. Medium ACs and ACs in general are subpar, and that makes the Loki subpar despite being a pretty good gunboat

Augmented Capacitor Reservoir = Mhmm, 1677 GJ instead of 2228 GJ with the Cap-Regen-Matrix. Nah seriously, Cap-Regen Matrix subs aren't balanced with other Engineering subs for each race. This needs fixing.
Rroff
Antagonistic Tendencies
#175 - 2014-08-28 17:52:17 UTC
SMT008 wrote:

+ All mobility/speed subsystems = T3s in general have the agility and speed of a cement truck. There should be subs designed to bring regular cruiser levels of agility and speed (I'm talking +1.8km/s speeds to the slowest T3s, 2-2.2km/s speeds to the fastest T3s). If T3s keep their current BC-level agility and speed...well, it will be a shame for T3 "versatility" if not a single T3 can have cruiser-like speeds.


You can very easily get cruiser like speeds and agility or better out of a t3 - it comes at some compromise but thats a good thing, on the flip side I don't think that the configurations with augmented plating, etc. are close enough to the penalties to sig, speed and mobility for that level of EHP.

Regarding covert ops + nullifier - yes it is overly powerful but there is a big issue there in terms of there being no real balance - its either overly powerful or almost useless if you go about nerfing it unless someone can think of some clever middle ground. However disguised most of the calls to nerf it are due to people not liking that there is something they can't easily and quickly kill with little effort.
Jeremiah Saken
The Fall of Leviathan
#176 - 2014-08-28 18:23:09 UTC
Why covops subsystem is overpowerd? 100% CPU reduction? same bonus on recon ships. Covop cloak? That's why it's called COVOP subsystem. Dmg bonus? only Proteus has bonus to damage, rest have nondirect bonuses.

Nullifier subsystem is obviously OP, but it's to be or not to be. There's nothing in beetwen. That's why this ships have SP loss. Powerfull ability but huge drawback.

If we start to make limitations which subsystem can or can't be fitted with others it wouldn't make sense to build modular ships.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

SMT008
Deep Core Mining Inc.
Caldari State
#177 - 2014-08-28 18:26:38 UTC
Rroff wrote:

You can very easily get cruiser like speeds and agility or better out of a t3 - it comes at some compromise but thats a good thing, on the flip side I don't think that the configurations with augmented plating, etc. are close enough to the penalties to sig, speed and mobility for that level of EHP.


A Proteus with the best sub for speed and agility gets 1750m/s, 7.5s align time.

A Deimos similarly fit gets 2106m/s, 7.3 align time.

Very easily ? I think not.

A shield Loki with the best sub for speed gets 2061m/s, 8.5s align time.

A Vagabond similarly fit gets 2683m/s, 6.6s align time.

A Tengu with the best sub for speed gets 1488m/s (That's terrible), and a nice suprising 5.9s align time.

A Cerberus gets 1893m/s (6.5s), a Caracal gets 2058m/s (6.3s)

Do I need to go further ?

T3s have horrible mobility in general and that should be fixed at the same time as the outrageous EHP bricktank setups.
Rroff
Antagonistic Tendencies
#178 - 2014-08-28 19:19:57 UTC
^^ Granted the HACs will get a little better speed and mobility in like for like configurations - if you aim for similiar EHP and damage as the equivalent HAC you can get quite close to the same mobility - you do actually end up with slightly more EHP/damage and slightly less mobility.

But you can also do pretty crazy fits with T3s (not like for like with their T2 counterpart) which have great mobility.
Kagura Nikon
Native Freshfood
Minmatar Republic
#179 - 2014-08-28 19:46:11 UTC
Rroff wrote:
That 70k, 800dps deimos should have 4 significant advantages over a 150k, 900dps prot - signature should be a lot smaller, mwd sig bloom and cap use reduced, base speed quite a bit higher, agility quite a bit better. (part of that does mean making adjustments to both t3 and t2).

If you want more like hac levels of mobility out of your t3, etc. then you'd have to choose other sub-systems and take the tank hit.

Just slashing EHP as a balancing factor in this context shows a massive ignorance and lack of imagination in my opinion (not intended to be an attack on anybody).



ya know. .you gave me an idea.. All woudl be fixed if T3 cruisers were BATTLECRUISERS. with speed, agility , mass and warp speed of BC. But with their current other stats.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#180 - 2014-08-28 19:47:20 UTC
SMT008 wrote:
Rroff wrote:

You can very easily get cruiser like speeds and agility or better out of a t3 - it comes at some compromise but thats a good thing, on the flip side I don't think that the configurations with augmented plating, etc. are close enough to the penalties to sig, speed and mobility for that level of EHP.


A Proteus with the best sub for speed and agility gets 1750m/s, 7.5s align time.

A Deimos similarly fit gets 2106m/s, 7.3 align time.

Very easily ? I think not.

A shield Loki with the best sub for speed gets 2061m/s, 8.5s align time.

A Vagabond similarly fit gets 2683m/s, 6.6s align time.

A Tengu with the best sub for speed gets 1488m/s (That's terrible), and a nice suprising 5.9s align time.

A Cerberus gets 1893m/s (6.5s), a Caracal gets 2058m/s (6.3s)

Do I need to go further ?

T3s have horrible mobility in general and that should be fixed at the same time as the outrageous EHP bricktank setups.


My tengu moves almost 3 km/s, just learn how tengus are REALLY fit for speed. And in fact how any of the non proteus t3 are really fit when on kiting mode.

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