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Idea: "Sentinel" Tech 2, Tier-3 Battleship, PvP Brawler/Turtler

Author
Ralwaldson Solaris
Hooded Monk Mining Industries
#1 - 2014-09-08 04:24:42 UTC  |  Edited by: Ralwaldson Solaris
I know this topic has come up several (if not hundreds) of times in the past, but hear me out pls.

Idea is that it'll be named the "Sentinel" class. I've only yet made the Abaddon-equivalent below, since I fly amarr:

Quote:
Name: Archangel
Ship Class: Sentinel (took your advice, Velicitia, and came up with a better label)
Fitting: 8/3/8

Amarr Battleship bonuses (per skill level):
- 5% bonus to Large Energy Turret damage
- 5% bonus to Large Energy Turret rate of fire
- 5% reduction in Large Energy Turret activation cost

Sentinel bonuses (per skill level):
- 4% bonus to all armor resistances
- 10% bonus to effects received from Remote Repairer
- 10% reduction to Fortress Module capacitor use[/list]

Role Bonus:
- can fit Fortress Module
- [bonus] 15,000 Armor Hitpoint
- [penalty] (40km maximum targeting range; 42mm scan resolution)
- [penalty] (1.00 AU/s Ship Warp Speed)
- [penalty] (0 Drone Capacity)


Quote:
Name: Fortress Module
Fitting: Low Slot

a.) Activated. (kinda like a bastion/siege module)

b.) Has two modes: Wall Mode, and Gate Mode. Right-click module to switch between modes
Wall Mode:
- erects a force field bubble that redirects HALF the damage dealt on fleeted ships within the bubble to the Sentinel
- bubble has 10km radius range
- Sentinel cannot move/warp
- cannot activate within 25km of another Sentinel in Wall Mode (unless you guys can math me some justification for FFB intersection)
Gate Mode:
- 25% bonus to Large Energy Turret damage
- 25% bonus to Large Energy Turret rate of fire
- 25% reduction in Large Energy Turret activation cost
- 100% reduction to MWD capacitor use
- immunity to E-WAR
- can still be remote-repped/boosted
- can be neuted/vamped

c.) 10-second activation time, and drains capacitor so fast on either mode that (even with full skills and cap boosters), when activated alone, the entire capacitor will only last 3 minutes without logi.




My idea behind it is:

1.) We have a PvE Sniper (marauder), a behind-the-scenes scout (blackops), but we don't have a PvP brawler (proposed: sentinel)

2.) The Sentinel's role would be that of a front-line soldier and fleet buffer.
- the presence of a Sentinel in Wall Mode would help tip the balance for the fleet, depending on how well-organized its logi are
- on the other hand, a Sentinel in Gate Mode would be a powerful dps-machine that can blast capitals and battleships into submission... provided they can get into range.

3.) On the other hand, its penalties put it in the niche of being short-range and needing a lot of support
- no drone capacity, no web-bonuses, and BAD targeting range/scan resolution means it's at the mercy of smaller craft and dampeners
- it's very slow: it's 9 m/sec slower than it's T1 counterpart (and that thing's slower than most other ships), while an avatar has 1.37 AU/s; this thing has 1.00 AU/s. My grandma could warp faster by drinking herself into a stupor.
- the Fortress module drinks capacitor like crazy, limiting its true effectiveness unless properly cap-managed and logi'd, further emphasizing its importance as a fleet-ship



So what do you guys think? I've always wondered why there isn't a proper T2-equivalent PvP brawler-battleship, so this is my jab at it.



EDIT1:
- changed from original idea below:
Quote:
Name: Archangel
Ship Class: Warship
Fitting: 8/3/8

Amarr Battleship bonuses (per skill level):
- 10% bonus to Large Energy Turret damage
- 10% bonus to Large Energy Turret rate of fire
- 10% reduction in Large Energy Turret activation cost

Warship bonuses (per skill level):
- 10% bonus to effects received from Remote Repairer
- 6% bonus to armor resistance

Role Bonus:
- 50% bonus to Afterburner duration
- [bonus] 15,000 Armor Hitpoints
- [penalty] 40km Maximum Targeting Range; 42mm Scan Resolution
- [penalty] 1.00 AU/s Ship Warp Speed
- [penalty] 80 m/sec Velocity
- [penalty] 0 Drone Capacity
Tabyll Altol
Viziam
Amarr Empire
#2 - 2014-09-08 05:19:00 UTC
1. The 10% bonuses are much too high. Would reduce both dps skills to 5%
2. The bonus for armor resistance is on all ships equal so make it here to 4% instead of 6%
3. No Bonus for remote reps.

Why the bonus for Afterburner duracation ?

Please think about your idea again and then post it a little less op.



And i see no reason why we would need some Tier 3 BS.

If you wanna a big ship which makes much damage use a Dread.
Zan Shiro
Doomheim
#3 - 2014-09-08 05:42:22 UTC  |  Edited by: Zan Shiro
okay....since t2 it will be expensive. At some point with fit even a crap fit dread is looking good for the extra isk.

Here is why:

Why would I fly this over a dread when in a dread in siege I get e-war immunity?

And to overcome the pita of being big fat and slow all I need is a brave cyno to drop me right where I and my fellow dreads need to be? Fight goes bad, not bubbled/hic'd....I am one oh crap cyno away from a nice gtfo blink.


Your brawler BS will be damped, td'd, ecm'd seconds into landing. If amarr on the field...since you like them most it seems, then the cap war begins.

At least in a dread placed bad and slammed with nos/neut it can fire till its sucked dry, Its dying...but may take something down with it. This here 1 bil+ bs slammed with e-war then vamps is basically dying not doing much of anything.




edit: but all is not lost....the caldari tier 3 is the rokh (purists can say there is no tier 3 now....its still an easy way to identify crap so lets move on with that lol). I want a t2 rokh. Work on your bonuses to not be op....and you may get me liking it lol.
Luwc
State War Academy
Caldari State
#4 - 2014-09-08 06:54:25 UTC
so you basically want a marauder without bastion.

lol

http://hugelolcdn.com/i/267520.gif

ShahFluffers
Ice Fire Warriors
#5 - 2014-09-08 07:08:23 UTC
Fer'isam K'ahn
SAS Veterinarians
#6 - 2014-09-08 08:15:26 UTC
So the Vindicator and others like it are no Brawler ships ?! Ah °°

And why AB duration ? Roll

And logis aren't good ? Shocked

ARRrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr Pirate
Velicitia
XS Tech
#7 - 2014-09-08 09:30:14 UTC
You do realize that nearly all the available ships we fly are "warships" right?

"Frontline Brawler BS(tm)" is fairly easy to pull off -- just fit blasters (or Pulse, or ACs) - done.

Also, all of the reasons everyone else has posted.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Zan Shiro
Doomheim
#8 - 2014-09-08 09:40:54 UTC  |  Edited by: Zan Shiro
Fer'isam K'ahn wrote:
So the Vindicator and others like it are no Brawler ships ?! Ah °°

And why AB duration ? Roll

And logis aren't good ? Shocked

ARRrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr Pirate



With 4weeks of seeing tinker setups I'd almost wager he has some funky little combo of 2 or 3 of these cap transferring to armour logi who then have their reps increased by the "warship"bonus effect in mind. Not by eft at moment but sounds like it might work out better than pure local reps. Not sure about bastion rep boosts though to see if maybe he thinks this is too low for their tastes.


The SR meta they find lacking....at least with blaster Kronos ties to bastion. Once in cycle you are stuck. Being nice and making the Kronos wipe everything...it's waiting till end cycle to move again. Put another way if targets out of range it can't chase em em down till cycle done. It's basically a paperweight during this. As it isn't putting out dps.


Unlike a golem or paladin who we saw in AT killing crap across the whole arena lr spec This would be brawling's weakness. Smart opponents don't fly in range of it or try like hell to out traverse you.

Not even seeing how this fixes it. OP be better off in a Kronos or vindi. tbh....being nice I'd just slam this dream ship with damp. It won't shoot very far starting at max lock of 40 km. Kronos even if not in bastion and vindi has damps eat away lock range from a higher number.
Ralwaldson Solaris
Hooded Monk Mining Industries
#9 - 2014-09-08 11:47:18 UTC  |  Edited by: Ralwaldson Solaris
After giving all of your feedback some thought, I've ramp'd the idea up a notch, and added up the following adjustments:

Quote:
Name: Archangel
Ship Class: Sentinel (took your advice, Velicitia, and came up with a better label)
Fitting: 8/3/8

Amarr Battleship bonuses (per skill level):
- 5% bonus to Large Energy Turret damage
- 5% bonus to Large Energy Turret rate of fire
- 5% reduction in Large Energy Turret activation cost

Sentinel bonuses (per skill level):
- 6% bonus to all armor resistances
- 10% bonus to effects received from Remote Repairer
- 10% reduction to Fortress Module capacitor use[/list]

Role Bonus:[list]
- can fit Fortress Module
- [bonus] 15,000 Armor Hitpoint
- [penalty] (40km maximum targeting range; 42mm scan resolution)
- [penalty] (1.00 AU/s Ship Warp Speed)
- [penalty] (0 Drone Capacity)


Quote:
Name: Fortress Module
Fitting: Low Slot

a.) Activated. (kinda like a bastion/siege module)

b.) Has two modes: Wall Mode, and Gate Mode. Right-click module to switch between modes
Wall Mode:
- erects a force field bubble that redirects HALF the damage dealt on fleeted ships within the bubble to the Sentinel
- bubble has 10km radius range
- Sentinel cannot move/warp
- cannot activate within 25km of another Sentinel in Wall Mode (unless you guys can math me some justification for FFB intersection)
Gate Mode:
- 25% bonus to Large Energy Turret damage
- 25% bonus to Large Energy Turret rate of fire
- 25% reduction in Large Energy Turret activation cost
- 100% reduction to MWD capacitor use
- immunity to E-WAR
- can still be remote-repped/boosted
- can be neuted/vamped

c.) 10-second activation time, and drains capacitor so fast on either mode that (even with full skills and cap boosters), when activated alone, the entire capacitor will only last 3 minutes without logi.


As per Zan Shiro's post, yes. That's exactly my point on my dream-ship's weakness: instead of low sensor strength as with other T2's, this ship will be at the mercy of damps, and that my dream-ship will have to deal with kiters.

But looking closer at the Fortress Module's draft, it could create an interesting pulsing-strategy that would require practice to master. Your reviews on this?

Then again, it can just turtle the fleet with Wall Mode. *shrugs shoulders*

TBH, all I want is a logical reason for a T2 tier 3 battleship to exist. I try to be reasonable, and am open to all your (reasonable) suggestions as to make this work. The point is a PvP-fleet-oriented battleship that its mere presence would entirely justify its exorbitant costs.
Mhari Dson
Lazy Brothers Inc
#10 - 2014-09-08 11:52:29 UTC
A class like this would be severely abused by the incursion community, I don't think we need to equip them with even bigger pwnstars.....
Janeway84
Insane's Asylum
#11 - 2014-09-08 11:58:15 UTC
Meh if i would design a tier 3 battleship I would take the unused t1 tier 3 bs huls and turn them into the t2 bs that would be assault class.
Also slap on existing stuff like the bastion but t2 bastion module, where you tripple the rate of fire, locking speed, targeting range and give it faster mwd / Ab speed / agility. Give it a faster warp speed when not in bastion mode? Put in some animated parts where turret bases are on the hull.
Then call it Sledgehammer class in 4 random languages and apply those names to the factions in eve. Big smile
Increase cargo bay and polish fittings a little to give the new ship class 5-10% more over their t1 counter parts and its done.
Ralwaldson Solaris
Hooded Monk Mining Industries
#12 - 2014-09-08 12:04:58 UTC  |  Edited by: Ralwaldson Solaris
@Mhari Dson:
And what's wrong with that?
In fact, I want this to be severely abused by EVERYONE! I want to make the introduction of the Sentinel a big game-changer that'll make EVE exciting all over again.

... Granted, I should conjure up a better countermeasure against the Fortress Module's Wall Mode than just blap it do death.

@Janeway:
I thought about that idea, but it just makes the HAC redundant, and become another hanger ornament.

No, I want a ship that'll really be an entire class on its own, something that'll help improve the EVE experience into something more dynamic and strategically-specialized.
Celthric Kanerian
Viziam
Amarr Empire
#13 - 2014-09-08 13:02:09 UTC
Oveeeeeerrrrpoooowwwweeeeerrrred.
Ix Method
Doomheim
#14 - 2014-09-08 13:06:22 UTC
Ralwaldson Solaris wrote:
The point is a PvP-fleet-oriented battleship that its mere presence would entirely justify its exorbitant costs.

And there we have the problem.

Travelling at the speed of love.

NearNihil
Jump Drive Appreciation Society
#15 - 2014-09-08 13:44:46 UTC
I was thinking this could be OP until I thought about bombs. The bigger the fleet, the more bomb damage the Wall mode will take. One bomb run could wreck this thing in a 50+ man fleet.

That said, why 2 modes? Can't it be 2 separate modules? Also, the first thing I thought when I saw Gate mode was "sweet, that's going to be insane isk/hr while PVEing!", not "finally, a t2 BS to pvp with". If anything, BSs need tracking or webs/paints to deal damage, not deal half a dread's worth of damage and hitting practically nothing (or in the case of lasers, they'll completely and utterly haze anything in Scorch range).

Also:
"10-second activation time, and drains capacitor so fast on either mode that (even with full skills and cap boosters), when activated alone, the entire capacitor will only last 3 minutes without logi."
That's silly. Either you cycle your booster and then activate it, or you have 2 Guardians cap tranferring you so you never run out.
And how is it justified? Can't it just take Liquid Ozone or Strontium Clathrates or whatever? For PVP, this is pretty standard (cynos, siege/triage) as it limits the amount of it you can do at one time without blockade runners at your side, and for pve... it's not really a thing (unless you count triage Archons and sieged Moroses in wormholes).


Overall, I think this idea tries to do too many things at once. Either make the ship specialized in battleship-size, dread-level DPS or make it a brick that shields the fleet somehow and flesh them out. Why are they necessary? How are they useful? Why isn't it stepping on ship x's toes? Etc.
Komi Toran
Perkone
Caldari State
#16 - 2014-09-08 15:16:01 UTC
There's already a Sentinel...
Kell Braugh
Caldari Provisions
Caldari State
#17 - 2014-09-09 07:46:03 UTC
Are we playing the same game?

First off,
Komi Toran wrote:
There's already a Sentinel...

This.

Secondly, You want a ship with Max High and Max Low slots, double dmg bonus, double tanking bonus, oh and a module that it alone can fit with equally ridiculous bonuses like 15k armor (on top of your 30% bonus to resist), immunity to E-WAR, and the kicker--- Capless MWD.


Oh, but it is balanced-- cause it takes a while to lock up targets.. yeah, balanced.

ShahFluffers
Ice Fire Warriors
#18 - 2014-09-09 08:09:44 UTC
Aside from the above post (which I agree with)... it just looks gimmicky... more so than even Marauders.