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Ewar cruiser update

Author
Catherine Laartii
Doomheim
#1 - 2014-10-31 03:41:58 UTC  |  Edited by: Catherine Laartii
I think an interesting balance to the rather lackluster lineup for most of the ewar cruisers (excluding the blackbird) would be to focus them on the secondary disruption characteristics of their t2 counterparts.
The frigates are ideal in the place they are right now for long-range disruption due to their mobility, but I think focusing the cruisers more towards a direct combat role suits their base characteristics more.

-Arbitrator goes from a 7.5% TD bonus to a 10% bonus to neut range per level. This will keep it UNDER t2 disruptor range so as to not become too OP, but make it very useful in brawls.

-Celestis gets a 5% bonus to scrambler and disruptor range per level. Would be good with multiple disruptors as fleet tackle in this setting, and could possibly gain an extra turret and a 5% firing rate bonus for some interesting firepower options.

If you think the bonuses are too much or too little, let me know. The idea is that the disruption frigates compliment the cruisers, and each perform their roles to the best of their ability (to which the frigates already do).

EDIT: webs on the bellicose seem like they would be deal-breaking, so I'm removing them from the equation here.
ShahFluffers
Ice Fire Warriors
#2 - 2014-10-31 05:03:04 UTC  |  Edited by: ShahFluffers
I think the reason that the "secondary" racial Ewar is limited to Tech 2/3 ships is because they are VERY powerful bonuses and one of the primary reasons to use Tech 2 Ewar ships.

Sure... even with the proposed bonuses the Tech 1 ships won't be as effective as their Tech 2 variants... but they are dirt cheap and will still be very powerful. And everyone in EVE loves dirt cheap AND effective ships.

Case and point; I personally would would not hesitate to use a Celestis with a 10% per level warp disruption bonus. At max level, it would be able to point out to ~36km (~43km overheated) and kite like a bawss!! You can even point out to ~45km (~54km overheated) with some light pimping... or 67km if you really want to be ridiculous with warfare links.
All from a 30 million ISK cruiser (+150mil if you want the pimp warp disruptor... but that's still a bargain compared to actually using a Tech 2 ship).
Specia1 K
State Protectorate
Caldari State
#3 - 2014-10-31 05:22:31 UTC
just no

get a t2, or bling out your t1. You gotta pay for that kind of effectiveness.

Champion of the Knights of the General Discussion

Thunderdome

Catherine Laartii
Doomheim
#4 - 2014-10-31 07:06:13 UTC  |  Edited by: Catherine Laartii
ShahFluffers wrote:
I think the reason that the "secondary" racial Ewar is limited to Tech 2/3 ships is because they are VERY powerful bonuses and one the primary reasons to use Tech 2 Ewar ships.

Sure... even with the proposed bonuses the Tech 1 ships won't be as effective as their Tech 2 variants... but they are dirt cheap and will still be very powerful. And everyone in EVE loves dirt cheap AND effective ships.

Case and point; I personally would would not hesitate to use a Celestis with its new ~36km (~43km overheated) warp disruption range and kite like a bawss!! You can even point out to ~45km (~54km overheated) with some light pimping... or 67km if you really want to be ridiculous with warfare links.
All from a 30 million ISK cruiser (+150mil if you want the pimp warp disruptor... but that's still a bargain compared to actually using a Tech 2 ship).

hmm....I could probably tone the Celestis down to a 5% bonus I think. Their potential performance IS kind of silly when you put it that way. Sad
King Fu Hostile
Mea Culpa.
Shadow Cartel
#5 - 2014-10-31 08:20:14 UTC
TIL that Celestis is lackluster?
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2014-10-31 14:42:04 UTC
i thought they were pretty good lol

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

Catherine Laartii
Doomheim
#7 - 2014-10-31 18:49:58 UTC
King Fu Hostile wrote:
TIL that Celestis is lackluster?

Fluffers made a good point earlier about how OP it could be, and I wanted to tone it down a bit since it looked like it would be stepping on the toes of interceptors. A little extra point range is nice, and damps are better on fast ships like mauluses and kereses (keri?) that can keep their range up. I wouldn't be against turning it into a drone boat, but the gallente already have one in the vexor...
ShahFluffers
Ice Fire Warriors
#8 - 2014-10-31 19:42:16 UTC  |  Edited by: ShahFluffers
Catherine Laartii wrote:
A little extra point range is nice, and damps are better on fast ships like mauluses and kereses (keri?) that can keep their range up. I wouldn't be against turning it into a drone boat, but the gallente already have one in the vexor...

*ahem*
Goonswarm would like a word with you. They ran entire fleets of Celestis just because of the dampening bonus.


Also...

[Celestis, Dampening-Kiter]

Damage Control II
Energized Adaptive Nano Membrane II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800 (OR warp scrambler)

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Medium Warhead Calefaction Catalyst I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Acolyte II x5
Warrior II x5


NOTES: You can fly at ~2000 m/sec (~2400 with links, ~2900 with links and mid-grade snakes), restrict the targeting range of any opponent, and nuke any ship faster than you (frigates) out to ~40km.
Currently, the only pitfalls with this ship are that it has pathetic EHP and MUST be within ~24kms of the target it wants to engage.

However... if you give this ship the ability to extend its point range you minimize the EHP problem (because your damps will be more effective and you have to worry less about being shot up).


This problem isn't really confined to the Celestis either. With extra range for neuts the Arbitrator will become similar to the Sentinel (see: people avoid engaging them solo) but with MUCH more EHP... the Bellicose will become what everyone has wanted the Hyena to be; a cheapo range dictation ship WITH damage.

Certain bonuses are inherently better than others. Again... there is a reason that "secondary" Ewar bonuses are restricted to Tech 2 ships.
Bullet Therapist
FT Cold Corporation
#9 - 2014-11-01 04:42:48 UTC  |  Edited by: Bullet Therapist
I don't support the proposed changes because the t1 e-war cruisers are quite powerful situationaly, while retaining a low cost and a great deal of flexibility. All four of them can be fit to be reasonably powerful force multipliers. They, couple with their combat t2 variants are some of the better examples of t1 -> t2 progression where t2 is more powerful but much less adaptable.
Catherine Laartii
Doomheim
#10 - 2014-11-01 07:29:37 UTC
Bullet Therapist wrote:
I don't support the proposed changes because the t1 e-war cruisers are quite powerful situationaly, while retaining a low cost and a great deal of flexibility. All four of them can be fit to be reasonably powerful force multipliers. They, couple with their combat t2 variants are some of the better examples of t1 -> t2 progression where t2 is more powerful but much less adaptable.

This is a pretty fair sentiment to have as it currently does hold true. However, the point I was making is that the frigates perform the role of fielding electronic warfare slightly better than their cruiser counterparts a bit better due to their mobility and range bonuses. I think that BECAUSE the cruisers are powerful situationally, that their bonuses should be a little more direct combat-centric.
Catherine Laartii
Doomheim
#11 - 2014-11-01 07:34:15 UTC  |  Edited by: Catherine Laartii
ShahFluffers wrote:
Catherine Laartii wrote:
A little extra point range is nice, and damps are better on fast ships like mauluses and kereses (keri?) that can keep their range up. I wouldn't be against turning it into a drone boat, but the gallente already have one in the vexor...

*ahem*
Goonswarm would like a word with you. They ran entire fleets of Celestis just because of the dampening bonus.


Also...

[Celestis, Dampening-Kiter]

Damage Control II
Energized Adaptive Nano Membrane II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800 (OR warp scrambler)

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Medium Warhead Calefaction Catalyst I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Acolyte II x5
Warrior II x5


NOTES: You can fly at ~2000 m/sec (~2400 with links, ~2900 with links and mid-grade snakes), restrict the targeting range of any opponent, and nuke any ship faster than you (frigates) out to ~40km.
Currently, the only pitfalls with this ship are that it has pathetic EHP and MUST be within ~24kms of the target it wants to engage.

However... if you give this ship the ability to extend its point range you minimize the EHP problem (because your damps will be more effective and you have to worry less about being shot up).


This problem isn't really confined to the Celestis either. With extra range for neuts the Arbitrator will become similar to the Sentinel (see: people avoid engaging them solo) but with MUCH more EHP... the Bellicose will become what everyone has wanted the Hyena to be; a cheapo range dictation ship WITH damage.

Certain bonuses are inherently better than others. Again... there is a reason that "secondary" Ewar bonuses are restricted to Tech 2 ships.

Good fit and good points. Do you think that even with reduced range bonuses, the proposed changes to the arbitrator and bellicose would reach out too far in this regard? I can see the bell being a menace to kiters with a moderately priced faction web, but not necessarily with neuts on the arbitrator; the ship generally has a bit of difficulty balancing medium neuts/nos with a hefty tank on the bottom due to its lower power grid, so it balances fairly well as it stands with its powergrid.
However...how much more often do you see people using TDs on the arby over neuts? It's a very effective setup, and while increasing the range would make them more powerful, I don't see it becoming as potentially game-breaking as say, a long-webbed bellicose.

In regards to the Celestis, it is pretty effective in the situation you're describing, but I see pretty much the same thing in caldari FW when fighting the gallente on a much smaller scale with mauluses. They're a terror on the battlefield in group because if they're flown right in groups they can shut down any lm or rail fit boat from kiting. The weird thing is they still tend to focus on flying blaster boats for some reason. I would be happy either way, but I still think a celestis with a point range bonus might be a little more effective in a wider variety of pvp situations than the current setup is.
It's a nice ship, but I just think it could use a little more direct combat focus, like the arby and bellicose have with their respective damage bonuses. How would you feel about it getting the point range bonus and a hybrid turret firing rate bonus, with 4 guns? One taken from the low shouldn't be too much trouble. I'd support something similar like a 10% kinetic damage bonus on 4 missile blackbird.

Mainly, I'm just convinced the frigates are superior disruption boats over the cruisers; they're much more mobile, they have better range dictation and projection, and they're more slippery targets to fight in a larger fleet setting. Other than more tank and better firepower, what advantages does the celestis have over the maulus in a fleet fight?
Bullet Therapist
FT Cold Corporation
#12 - 2014-11-01 18:17:37 UTC
Catherine Laartii wrote:
Bullet Therapist wrote:
I don't support the proposed changes because the t1 e-war cruisers are quite powerful situationaly, while retaining a low cost and a great deal of flexibility. All four of them can be fit to be reasonably powerful force multipliers. They, couple with their combat t2 variants are some of the better examples of t1 -> t2 progression where t2 is more powerful but much less adaptable.

This is a pretty fair sentiment to have as it currently does hold true. However, the point I was making is that the frigates perform the role of fielding electronic warfare slightly better than their cruiser counterparts a bit better due to their mobility and range bonuses. I think that BECAUSE the cruisers are powerful situationally, that their bonuses should be a little more direct combat-centric.


I see what you mean now. Still, I think that the proposed bonuses to the bellicose and arbitrator would be extraordinarily powerful given the cost and SP requirements.
Ix Method
Doomheim
#13 - 2014-11-01 18:35:46 UTC
Catherine Laartii wrote:
Mainly, I'm just convinced the frigates are superior disruption boats over the cruisers; they're much more mobile, they have better range dictation and projection, and they're more slippery targets to fight in a larger fleet setting. Other than more tank and better firepower, what advantages does the celestis have over the maulus in a fleet fight?

None but that's kinda the point isn't it? You can't really balance a T1 ship to be effective in all situations. The Celestis gets better sensor/tank/dps/cap, the Maulus is faster/cheaper/probably a bit more flexible, both have a use. That's pretty much all you can ask.

Really agree with the general sentiment too, some of these bonuses would be as oppressive as ECM in solo/small fights, there's a reason they're shoved on 200m/paper thin ships.

Travelling at the speed of love.

Catherine Laartii
Doomheim
#14 - 2014-11-01 19:08:11 UTC  |  Edited by: Catherine Laartii
Bullet Therapist wrote:
Catherine Laartii wrote:
Bullet Therapist wrote:
I don't support the proposed changes because the t1 e-war cruisers are quite powerful situationaly, while retaining a low cost and a great deal of flexibility. All four of them can be fit to be reasonably powerful force multipliers. They, couple with their combat t2 variants are some of the better examples of t1 -> t2 progression where t2 is more powerful but much less adaptable.

This is a pretty fair sentiment to have as it currently does hold true. However, the point I was making is that the frigates perform the role of fielding electronic warfare slightly better than their cruiser counterparts a bit better due to their mobility and range bonuses. I think that BECAUSE the cruisers are powerful situationally, that their bonuses should be a little more direct combat-centric.


I see what you mean now. Still, I think that the proposed bonuses to the bellicose and arbitrator would be extraordinarily powerful given the cost and SP requirements.

Would you support a comparatively small neut/web strength bonus instead of range for them, then? I get how strong range projection can be as a deciding factor in pvp; thinking about the potential for exploitation that you and others have raised leads me to believe that for the sake of argument, keeping the range down in favor of strength would be an acceptable route to go since it leaves them open to being countered more easily.
Catherine Laartii
Doomheim
#15 - 2014-11-01 19:12:38 UTC
Ix Method wrote:
Catherine Laartii wrote:
Mainly, I'm just convinced the frigates are superior disruption boats over the cruisers; they're much more mobile, they have better range dictation and projection, and they're more slippery targets to fight in a larger fleet setting. Other than more tank and better firepower, what advantages does the celestis have over the maulus in a fleet fight?

None but that's kinda the point isn't it? You can't really balance a T1 ship to be effective in all situations. The Celestis gets better sensor/tank/dps/cap, the Maulus is faster/cheaper/probably a bit more flexible, both have a use. That's pretty much all you can ask.

Really agree with the general sentiment too, some of these bonuses would be as oppressive as ECM in solo/small fights, there's a reason they're shoved on 200m/paper thin ships.

Is it the range or the strength on t2 and/or faction ships specifically that give them their oppressiveness, i.e. is web range more of a threat than web strength on a cruiser-sized ship?
ShahFluffers
Ice Fire Warriors
#16 - 2014-11-01 19:24:23 UTC  |  Edited by: ShahFluffers
Catherine Laartii wrote:

Ix Method wrote:
Really agree with the general sentiment too, some of these bonuses would be as oppressive as ECM in solo/small fights, there's a reason they're shoved on 200m/paper thin ships.


Is it the range or the strength on t2 and/or faction ships specifically that give them their oppressiveness, i.e. is web range more of a threat than web strength on a cruiser-sized ship?


Both are equally powerful but give advantages in different situations. A web with a strength bonus will greatly help in a brawling situation (especially for capitals to blap subcaps)... a web with a range bonus can give a very clear advantage when performing kiting tactics. And if you use 2 webs at range you get largely the same effect as if you had a strength bonus... but you need to use 2 mid slots for that.

Webs are basically the ultimate range dictation weapon for small gangs and soloists.
Ix Method
Doomheim
#17 - 2014-11-01 19:34:21 UTC  |  Edited by: Ix Method
Exactly true ^^ Ofc its situational but you're talking about increasing the range of neuts/webs, etc. at which point they **** over brawlers and kiters.

Its exactly the same sort of I Win, **** You problem people have with ECM, there are far too many situations where they'd just be uncounterable.

Travelling at the speed of love.

Samillian
Angry Mustellid
#18 - 2014-11-01 23:20:04 UTC
While I understand what your trying to do I honestly don't think its a good idea.

Not supported.

NBSI shall be the whole of the Law

Catherine Laartii
Doomheim
#19 - 2014-11-01 23:34:07 UTC
Ix Method wrote:
Exactly true ^^ Ofc its situational but you're talking about increasing the range of neuts/webs, etc. at which point they **** over brawlers and kiters.

Its exactly the same sort of I Win, **** You problem people have with ECM, there are far too many situations where they'd just be uncounterable.

ok so webs are out...would neut range or amount on the arby and a small point range bonus on the celestis (with the celestis getting a 5% firing bonus for 4 guns) be acceptable?
Ix Method
Doomheim
#20 - 2014-11-02 09:39:30 UTC
Catherine Laartii wrote:
Ix Method wrote:
Exactly true ^^ Ofc its situational but you're talking about increasing the range of neuts/webs, etc. at which point they **** over brawlers and kiters.

Its exactly the same sort of I Win, **** You problem people have with ECM, there are far too many situations where they'd just be uncounterable.

ok so webs are out...would neut range or amount on the arby and a small point range bonus on the celestis (with the celestis getting a 5% firing bonus for 4 guns) be acceptable?

Probably not. As someone mentioned up there, there is a reason racial and these secondary ewars are differentiated.

Racial ewar have massive ranges and effect everyone equally because they are all (theoretically) counterable by decent piloting. Neuts/Scrams/Webs have their ranges set very specifically because in many situations the moment they're activated the fight is over. They reason you can't tweak away the OPness of your suggestion is not because your maths is bad or reckless, rather any bonus is inherently OP and the reason they're restricted to T2/Faction.

Its the same reason you can't think of the Celestis solely in the context of fleet fights. However dramatically unique the meta around them becomes in the end the thinking always has as its foundation the limitations of a few simple mods, set at specific range, balanced around not being OP in small scale fights.

Travelling at the speed of love.

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