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Nb4DEVBLOG - The New T3 Tactical Destroyer OMG I FORGIVE CCP FOZZIE <3

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2014-10-19 10:23:08 UTC  |  Edited by: Rivr Luzade
Whatever you do, but these planned Tug Boats MUST not be classified as Haulers. If you classify them as haulers, they will have the same fatigue bonus as other haulers and can be used to transport ships with a lot less effort via Titan bridge and thus undermines the purpose of limited power projection. That must be prevented.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Samillian
Angry Mustellid
#22 - 2014-10-19 10:40:10 UTC
Well lets just hope they get it right this time rather than leaving us with another OP mess like T3 cruisers.

NBSI shall be the whole of the Law

Catherine Laartii
Doomheim
#23 - 2014-10-19 11:27:06 UTC  |  Edited by: Catherine Laartii
TBH I really like the approach they have going here with these shifting into different roles. It's smart, especially if they do it with strategic cruisers and give them more forms to shape-shift into.

Here's some of the pros I see with these things:

-Mobility
For expensive vessels, if you don't have a hefty tank mobility is THE most important thing for you to have. The fact that two of three primary roles involve taking advantage of range dictation I think speaks volumes of their intended capabilities. People, ESPECIALLY solo pirates will eat these up due the ability to offset cost with a lower risk of getting caught in one of these.

-Flexibility
If you think about how useful mobile depots have been since they've come out, we can take a minute and pause to think about how essential they'll be for these new destroyers. Unless they have the weird and unique ability to swap out modules from their cargohold out of combat in mid-flight, swapping between different 'stances' will obviously require different modules to take advantage of that change, so it stands to reason that outside of a combat setting they'll function like swapping subs without having to actually carry around subsystems in your cargohold.

-Affordability
While they ARE t3 and will carry a pretty heft premium, once the market quiets down these beauties will probably not cost any more than a pirate faction frigate, which is WELL within the ranges of most solo or small-scale pvpers. Assuming they aren't granted extemporaneous things like covops cloaks or ewar bonuses, they will probably perform pretty well but still be able to be overcome by a handful of dedicated frigates with good setups. And if we're talking about affordability, we can also talk material costs; if they're as low as current destroyers and they don't do something weird, it's likely that you'll be able to do a little day-trip jaunt into w-space and assuming you have the skills, build them fairly easily even if you have to buy a few hard to find components.

-Adaptability
the fact that they can shift their setups mid-flight makes them not only utterly invaluable in roaming subcap fleets, due in no small part to immediately being able shift tactics as a situation develops, means that smart fits have a good chance of getting a leg up on the enemy if you know how to manage your modules with whatever bonuses you'll be getting from each stance. The difference here in flexibility is specifically with in-practice application; once you've committed to a fight and it doesn't go how you planned, you have the option of shifting tactics as the need arises; i.e. shifting from kite into high-dps brawlers when needed. Stuff like that is going to be completely invaluable in places like FW where you have a little forewarning of what you're going to be fighting.


I will definitely be getting the caldari and amarr ones. I look forward to further concept art on the minmatar and gallente, especially if we can see colors on them; thinking of missiles coming off of the caldari one is making me drool a little bit. @_@
Ghaustyl Kathix
Rising Thunder
#24 - 2014-10-19 13:41:54 UTC
Catherine Laartii wrote:
especially if they do it with strategic cruisers
I don't see them doing that. They would have to remove the subsystems from the game, in that case, and do something about the subsystem skills. They'll probably make a balance pass on the T3 cruisers either at the same time or soon after.
Catherine Laartii
Doomheim
#25 - 2014-10-19 17:30:34 UTC
Ghaustyl Kathix wrote:
Catherine Laartii wrote:
especially if they do it with strategic cruisers
I don't see them doing that. They would have to remove the subsystems from the game, in that case, and do something about the subsystem skills. They'll probably make a balance pass on the T3 cruisers either at the same time or soon after.

I was just saying it would make sense as a balance option for them to pursue; it helps negate the "If we nerf x we need to buff y" conundrum they'll be faced with in a proper rebalance.
Bullet Therapist
FT Cold Corporation
#26 - 2014-10-19 20:16:08 UTC  |  Edited by: Bullet Therapist
More kiting and speed meta. Roll

I have a feeling these things will be abused across the map.
Catherine Laartii
Doomheim
#27 - 2014-10-19 20:46:02 UTC
Bullet Therapist wrote:
More kiting and speed meta. Roll

I have a feeling these things will be abused across the map.

There's virtually no chance that they'll be faster and more agile than fast frigates (with the possible exception of the minmatar t3), so I don't see that being an issue. I just see them on the same par power-wise as a good faction frigate like the garmur or the worm, but with strong enough defenses to survive against a small group or more on its own if flown correctly.

Either way we'll just have to wait until the stats for them come out to see where they stand in relation to other ships
Bullet Therapist
FT Cold Corporation
#28 - 2014-10-19 21:01:51 UTC
Catherine Laartii wrote:
Bullet Therapist wrote:
More kiting and speed meta. Roll

I have a feeling these things will be abused across the map.

There's virtually no chance that they'll be faster and more agile than fast frigates (with the possible exception of the minmatar t3), so I don't see that being an issue. I just see them on the same par power-wise as a good faction frigate like the garmur or the worm, but with strong enough defenses to survive against a small group or more on its own if flown correctly.

Either way we'll just have to wait until the stats for them come out to see where they stand in relation to other ships


I didn't really mean to sound quite so pessimistic there; I am excited that they're being added to the game. It's just that the metagame has shifted so much towards speed and range lately that it has (at least for me) gotten a little bit boring. Don't get me wrong, sometimes it is fun, but right now flying anything heavier than a cruiser is suicide and fleet pvp is just t3s or hacs. A little bit of variety is a good thing, even if its only fun fleets.
Catherine Laartii
Doomheim
#29 - 2014-10-20 00:14:40 UTC
Bullet Therapist wrote:
Catherine Laartii wrote:
Bullet Therapist wrote:
More kiting and speed meta. Roll

I have a feeling these things will be abused across the map.

There's virtually no chance that they'll be faster and more agile than fast frigates (with the possible exception of the minmatar t3), so I don't see that being an issue. I just see them on the same par power-wise as a good faction frigate like the garmur or the worm, but with strong enough defenses to survive against a small group or more on its own if flown correctly.

Either way we'll just have to wait until the stats for them come out to see where they stand in relation to other ships


I didn't really mean to sound quite so pessimistic there; I am excited that they're being added to the game. It's just that the metagame has shifted so much towards speed and range lately that it has (at least for me) gotten a little bit boring. Don't get me wrong, sometimes it is fun, but right now flying anything heavier than a cruiser is suicide and fleet pvp is just t3s or hacs. A little bit of variety is a good thing, even if its only fun fleets.


Yeah I'm of the opinion that turrets in general need a pretty massive buff to tracking speed; lasers especially. I think the kiting meta will be in a better place when it revolves more around small-gang ewar as compensation to being shot at rather than just speed.
Bullet Therapist
FT Cold Corporation
#30 - 2014-10-20 00:48:57 UTC
Catherine Laartii wrote:
Bullet Therapist wrote:
Catherine Laartii wrote:
Bullet Therapist wrote:
More kiting and speed meta. Roll

I have a feeling these things will be abused across the map.

There's virtually no chance that they'll be faster and more agile than fast frigates (with the possible exception of the minmatar t3), so I don't see that being an issue. I just see them on the same par power-wise as a good faction frigate like the garmur or the worm, but with strong enough defenses to survive against a small group or more on its own if flown correctly.

Either way we'll just have to wait until the stats for them come out to see where they stand in relation to other ships


I didn't really mean to sound quite so pessimistic there; I am excited that they're being added to the game. It's just that the metagame has shifted so much towards speed and range lately that it has (at least for me) gotten a little bit boring. Don't get me wrong, sometimes it is fun, but right now flying anything heavier than a cruiser is suicide and fleet pvp is just t3s or hacs. A little bit of variety is a good thing, even if its only fun fleets.


Yeah I'm of the opinion that turrets in general need a pretty massive buff to tracking speed; lasers especially. I think the kiting meta will be in a better place when it revolves more around small-gang ewar as compensation to being shot at rather than just speed.


I agree. I'd like to see a better niche carved out for short ranged weapons, ABs, CBCs and battleships. Right now speed and range synergize in a way that makes it so that if you're in anything slower, even if it's more powerful, the fight is theirs to lose, not yours to win. It would be nice to see heavier doctrines made into something viable, even if they're just useful as a force multiplier in fleets or as a tool for local defense.
Arronicus
State War Academy
Caldari State
#31 - 2014-10-20 02:03:36 UTC
Rivr Luzade wrote:
Whatever you do, but these planned Tug Boats MUST not be classified as Haulers. If you classify them as haulers, they will have the same fatigue bonus as other haulers and can be used to transport ships with a lot less effort via Titan bridge and thus undermines the purpose of limited power projection. That must be prevented.


They will be haulers. That doesn't force CCP to give them the fatigue bonus. The value is likely manually inputted for each ship class of haulers. No need for so many tears. CCP could classify them as freighters, or industrials, and give them a fatigue penalty if they wanted.
Kassasis Dakkstromri
State War Academy
Caldari State
#32 - 2014-10-20 14:30:02 UTC
Catherine Laartii wrote:
TBH I really like the approach they have going here with these shifting into different roles. It's smart, especially if they do it with strategic cruisers and give them more forms to shape-shift into.

Here's some of the pros I see with these things:

-Mobility
For expensive vessels, if you don't have a hefty tank mobility is THE most important thing for you to have. The fact that two of three primary roles involve taking advantage of range dictation I think speaks volumes of their intended capabilities. People, ESPECIALLY solo pirates will eat these up due the ability to offset cost with a lower risk of getting caught in one of these.

-Flexibility
If you think about how useful mobile depots have been since they've come out, we can take a minute and pause to think about how essential they'll be for these new destroyers. Unless they have the weird and unique ability to swap out modules from their cargohold out of combat in mid-flight, swapping between different 'stances' will obviously require different modules to take advantage of that change, so it stands to reason that outside of a combat setting they'll function like swapping subs without having to actually carry around subsystems in your cargohold.

-Affordability
While they ARE t3 and will carry a pretty heft premium, once the market quiets down these beauties will probably not cost any more than a pirate faction frigate, which is WELL within the ranges of most solo or small-scale pvpers. Assuming they aren't granted extemporaneous things like covops cloaks or ewar bonuses, they will probably perform pretty well but still be able to be overcome by a handful of dedicated frigates with good setups. And if we're talking about affordability, we can also talk material costs; if they're as low as current destroyers and they don't do something weird, it's likely that you'll be able to do a little day-trip jaunt into w-space and assuming you have the skills, build them fairly easily even if you have to buy a few hard to find components.

-Adaptability
the fact that they can shift their setups mid-flight makes them not only utterly invaluable in roaming subcap fleets, due in no small part to immediately being able shift tactics as a situation develops, means that smart fits have a good chance of getting a leg up on the enemy if you know how to manage your modules with whatever bonuses you'll be getting from each stance. The difference here in flexibility is specifically with in-practice application; once you've committed to a fight and it doesn't go how you planned, you have the option of shifting tactics as the need arises; i.e. shifting from kite into high-dps brawlers when needed. Stuff like that is going to be completely invaluable in places like FW where you have a little forewarning of what you're going to be fighting.


I will definitely be getting the caldari and amarr ones. I look forward to further concept art on the minmatar and gallente, especially if we can see colors on them; thinking of missiles coming off of the caldari one is making me drool a little bit. @_@



That's one approach :)

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Celthric Kanerian
Viziam
Amarr Empire
#33 - 2014-10-20 14:44:33 UTC
I'm surprised to see an EVE veteran spell like that, and have a title like that xD

But I guess it's just excitment.
Kaarous Aldurald
Black Hydra Consortium.
#34 - 2014-10-20 14:45:19 UTC
I can't wait for the Amarr one. The Sniper Mode combined with the normal damage projection of Scorch should be very interesting indeed.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kassasis Dakkstromri
State War Academy
Caldari State
#35 - 2014-10-20 15:53:08 UTC
Celthric Kanerian wrote:
I'm surprised to see an EVE veteran spell like that, and have a title like that xD

But I guess it's just excitment.



Is very excited indeed!

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Milton Middleson
Rifterlings
#36 - 2014-10-20 16:23:25 UTC
It might be quite a wait for the devblog; they're coming in December, unless my memory fails me.

Quote:
Right now speed and range synergize in a way that makes it so that if you're in anything slower, even if it's more powerful, the fight is theirs to lose, not yours to win.


Unfortunately, range and speed will pretty much always synergize like that, whereas DPS and tank just sort of co-exist (and all that DPS doesn't mean **** when you'll never get close enough to apply it). Doesn't help that a brawling configuration than can deal with kiters is frequently at a huge disadvantage vs other brawlers, whereas the converse isn't true. I don't really think that tracking speed is at the heart of the issue though (referencing Catherine Lartii's comment). The speed gap between 'slow' and 'fast' needs to be narrowed significantly and/or heavier ships need better standoff abilities so they don't autolose vs sufficiently fast range setups.

Look on the upside: maybe you'll be able to use the speed mode on tactical destroyers to catch targets and then swap to defense mode while you beat them to death. Actually, the ability to do everything is likely to be the biggest balancing issue for tactical destroyers. Between sniping, kiting, and brawling, there's a good chance you'll have a compelling answer to anything in your weight class.
Catherine Laartii
Doomheim
#37 - 2014-10-20 20:43:40 UTC  |  Edited by: Catherine Laartii
Milton Middleson wrote:
It might be quite a wait for the devblog; they're coming in December, unless my memory fails me.

Quote:
Right now speed and range synergize in a way that makes it so that if you're in anything slower, even if it's more powerful, the fight is theirs to lose, not yours to win.


Unfortunately, range and speed will pretty much always synergize like that, whereas DPS and tank just sort of co-exist (and all that DPS doesn't mean **** when you'll never get close enough to apply it). Doesn't help that a brawling configuration than can deal with kiters is frequently at a huge disadvantage vs other brawlers, whereas the converse isn't true. I don't really think that tracking speed is at the heart of the issue though (referencing Catherine Lartii's comment). The speed gap between 'slow' and 'fast' needs to be narrowed significantly and/or heavier ships need better standoff abilities so they don't autolose vs sufficiently fast range setups.

Look on the upside: maybe you'll be able to use the speed mode on tactical destroyers to catch targets and then swap to defense mode while you beat them to death. Actually, the ability to do everything is likely to be the biggest balancing issue for tactical destroyers. Between sniping, kiting, and brawling, there's a good chance you'll have a compelling answer to anything in your weight class.

A good example for weapon systems that are in a good place right now for ships like this are 75mm rails. Even though their dps is on the lower end, on a corm their range and tracking speed is extremely good, and with javelin they can be made to be particularly effective brawlers should the need arises.
The point you make about brawlers that can deal with kiters are usually bad vs other brawlers is a pretty good one as it applies well to small rails and drones in particular. While I think it would be ideal to get rid of any of the tracking penalties to t2 weapons, and buff it on the short-range high-damage ammo like void and conflag, the issue DOES remain with turrets medium or larger being relatively inflexible vs smaller ships.

It is my guess that the amarr and gallente destroyers will have a primary drone focus with a laser and hybrid secondary focus, and the caldari and minmatar ones have a primary focus on missiles for each of them, and a secondary focus for long hybrid optimal like the corm and a very long falloff for the minnie one that can be used for AC kiting as well as arty sniping.
Soldarius
Dreddit
Test Alliance Please Ignore
#38 - 2014-10-20 20:57:24 UTC
I would rather that they rebalanced strat cruisers before moving on to other T3 ships that will no doubt be horrendously OP and kill small ship combat worse than it already is.

http://youtu.be/YVkUvmDQ3HY

Ned Thomas
Sebiestor Tribe
Minmatar Republic
#39 - 2014-10-20 21:52:05 UTC
Jack Carrigan wrote:
Ghaustyl Kathix wrote:
I'm a little disappointed we aren't getting a fleet boosting variant, to be honest, but I'm still REALLY looking forward to these. Big smile


Baby command ships would be cool.


Could be a role for a T3 frigate. Comes with built in fleet boosts, but only one type of boost can be active at a time.


Just an idea to kick around.
DrysonBennington
Eagle's Talon's
#40 - 2014-10-20 22:28:22 UTC
I wonder if we are going to start seeing T3 appear in missions. With player ships becoming more powerful so to shouldn't the NPC Mission Ships and Belt Rat Ships?

Cool Designs.
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