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Balancing Feedback: New Tech2 modules

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Dream Five
Renegade Pleasure Androids
#281 - 2011-12-15 00:15:20 UTC  |  Edited by: Dream Five
Jack Dant wrote:
Dream Five wrote:
20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf.

You are either comparing command boosted archons to unboosted carriers, or you are terrible at fitting. Max skilled local tanks in triage, with relevant command ship bonuses (not T3):


  • Archon: 21949
  • Thanatos: 16462
  • Nid (shield tanked, CPR in lows): 18208
  • Nid (armor tanked): 16462
  • Chimera: 15000-24000 depending on fittings. Fitting RR on a triage chimera is so hard it's not funny.


Both the nidhoggur fits are for armor RR. The local shield/armor RR one is fairly good, but only for single triage setups.

So, yes, the archon is superior in local tank. But only by 30-40%, not 100% as you were saying.



And whats the cost of these shield fittings? How do you pull 16k on an armor Nid? Archon can do that with triple local reps and 3 SMC I or 2 SMC + 1 CCC. You can't fit the same on a Nid with 3 remote reps and even with two you have to use a PG implant instead of capacitor implant and triage lasts 4:29, so it's not comparable. Also capacitor amount is lower so it's easier to drain. Not 40% dude.. Not to mention that your local reps vs explosive damage is only 12324 (Archon: 18480) and the ratio of 5m/4m30s is 1.11 so another 11%. Not to mention you can have all kinds of other uber setups on Archon with dual reppers and quad remote reppers. And you lose 2.75/3 remote rep amount.. Add all this up and you'll realize that they just don't compare...

Nidhoggur still isn't the best at any niche. Well maaaybe triageless spider tank with lots of them. I don't think there's enough reason to fly Nidhoggur still.

I don't know about Chimera, it seems strictly solo and useless for triage like you said or any remote reps for that matter (since it can't fit enough CPRs)
Svennig
Caldari Provisions
Caldari State
#282 - 2011-12-15 06:40:47 UTC
A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.

This is staggeringly unfair, and this penalty needs to be removed.

Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids.
Baki Yuku
Doomheim
#283 - 2011-12-15 06:49:48 UTC
Aoa Lux wrote:
NO to the local tank increase for T2 triage. That will discourage small gang combat, have no effect on fleet warfare, and is not the intended role of triage. Currently stated cap reduction bonus for remote reps fits the role of triage perfectly.

Do not make the nidhoggur a shield tank plaform unless you intend to fix the inherent problems with capital shields. Examples being:

  • shield gang bonus reset upon session change
  • Lack of slave equivalent for shield supercaps (adding subcap shield-slave implants would unbalance countless ships. Notably Tengu)
  • Original design/existence of shield hardeners. T2 invuln, DG invuln, or officer invuln. No in between. No passive omni.
  • Unbalanced cpu requirement for shield xfer
  • etc



Alex Harumichi wrote:


(golf clap)

Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them.

Or, you know, concede the fact that the Archon is simply better on all levels, and you want to obfuscate that for some reason. Maybe related to fears of Communism, Marxism or Trotskyism :D




The majority of my kills in the last year are with a thanatos, and I have flown a triage chimera on at least a dozen occasions.

The archon does not need a nerf. The other carriers need to be brought to par and given more potential to fill their role.


So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?
Svennig
Caldari Provisions
Caldari State
#284 - 2011-12-15 07:06:48 UTC
Baki Yuku wrote:

So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?


As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus.
Dream Five
Renegade Pleasure Androids
#285 - 2011-12-15 08:10:26 UTC
Svennig wrote:
A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.

This is staggeringly unfair, and this penalty needs to be removed.

Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids.


There's a number of factors that contribute. I think CCP's idea is that SBA and Invulns should balance out the lack of other things but its not how it works. Entirely removing the penalty might be a bit extreme but reducing to 4-5% might be a good way to deal with shields. But considering that CCP nerfed shields multiple times I really have no idea what they must be thinking.
Baki Yuku
Doomheim
#286 - 2011-12-15 09:15:57 UTC
Svennig wrote:
Baki Yuku wrote:

So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?


As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus.


While that maybe true the dps output overall is still fairly even among the T3's.. well expect when it comes to long range setups but thats a different story...
Baki Yuku
Doomheim
#287 - 2011-12-15 09:20:52 UTC
Jack Dant wrote:
Dream Five wrote:
20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf.

You are either comparing command boosted archons to unboosted carriers, or you are terrible at fitting. Max skilled local tanks in triage, with relevant command ship bonuses (not T3):


  • Archon: 21949
  • Thanatos: 16462
  • Nid (shield tanked, CPR in lows): 18208
  • Nid (armor tanked): 16462
  • Chimera: 15000-24000 depending on fittings. Fitting RR on a triage chimera is so hard it's not funny.


Both the nidhoggur fits are for armor RR. The local shield/armor RR one is fairly good, but only for single triage setups.

So, yes, the archon is superior in local tank. But only by 30-40%, not 100% as you were saying.


dude I don't know how you fit your Nidhoggur but I sure as hell would like to see it because with dual rep standard tech2 fit there is no way in hell you get 16k dps tank in triage not to mention that if you fit 2 capreps you will run into PG problems.. And if you build up a shield support nidhoggur with local tank being shield you will run into extreme CPU issues so just how is the Archon not far superior to the rest of the pack.
And your Chierma example wtf are you stoned or something I'd like to see that kind of tank without blowing out 5b on a carrier which only stupid wormhole fucks would do since they feel safe in wh.. besides that you will never be able to fit any kind of decent RR on that due to CPU issues..
Neo Agricola
Gallente Federation
#288 - 2011-12-15 09:26:56 UTC
Baki Yuku wrote:
Svennig wrote:
Baki Yuku wrote:

So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?


As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus.


While that maybe true the dps output overall is still fairly even among the T3's.. well expect when it comes to long range setups but thats a different story...

I think it is good, that we have differnet Types of T3's and not every T3 is the same except the colour.
And I also dont have a problem if the Archon can tank 20 or 50% more than others. The Thani has Shield and Armor remote repping bonus so we are even.
BUT: I want to fitt 3 remote reppers, 1 Cap transfer, 1 Triage and 2 local reppers and have enough PG/CPU spare to fitt tank/ Cap recharge a.s.o. Perhapt the thani can get more cap to even the better tanking ability of the Archon. I don't care.
I don't want to make them the same, I want them to be on the "same" level...

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Jack Dant
The Gentlemen of Low Moral Fibre
#289 - 2011-12-15 10:32:46 UTC
Dream Five wrote:
And whats the cost of these shield fittings? How do you pull 16k on an armor Nid? Archon can do that with triple local reps and 3 SMC I or 2 SMC + 1 CCC. You can't fit the same on a Nid with 3 remote reps and even with two you have to use a PG implant instead of capacitor implant and triage lasts 4:29, so it's not comparable. Also capacitor amount is lower so it's easier to drain. Not 40% dude.. Not to mention that your local reps vs explosive damage is only 12324 (Archon: 18480) and the ratio of 5m/4m30s is 1.11 so another 11%. Not to mention you can have all kinds of other uber setups on Archon with dual reppers and quad remote reppers. And you lose 2.75/3 remote rep amount.. Add all this up and you'll realize that they just don't compare...

All fittings were T2, but I won't spam the forum with copy/paste (not to mention we are actually derailing the thread).

Back to the nid, the numbers were with a damnation with t2 links and implant, but that's quite realistic. You can fit 2 local reps, 2 eanms, 2 armor RR, 1 shield RR and triage to a nid, with the rest of the slots for CPR, rechargers and CCCs. Local tank is 8.6k without command ship, 16k with it. It remote reps 8250 armor/cycle for 6m10s. For comparison, an archon can do either 6000/cycle for 8:57m or 9000/cycle for 2:38m. The thanatos can run 2 reps for as long as the nid, but its reps are inferior. So, for armor triage carriers I'd say archon > nidhoggur > thanatos.

The carrier fitting numbers are, however, out of whack. They are probably based on their racial standards, ignoring the fact that all carriers fit essentially the same modules.

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Neo Agricola
Gallente Federation
#290 - 2011-12-15 14:27:35 UTC
Can we discuss Carrier there: https://forums.eveonline.com/default.aspx?g=posts&t=46814&find=unread and keep this thread for T2? :-)

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Svennig
Caldari Provisions
Caldari State
#291 - 2011-12-15 17:42:49 UTC
Neo Agricola wrote:
Can we discuss Carrier there: https://forums.eveonline.com/default.aspx?g=posts&t=46814&find=unread and keep this thread for T2? :-)


No. Unfortunately, for some modules that are tied specifically to a ship class (such as bubbles for hictors and dictors, bombs for bombers, siege for dreads and traige for carriers) you can't entirely seperate them out.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#292 - 2011-12-16 04:14:25 UTC
the tengu may get a double damage bonus however, asides from it's superior range, it is merely competitive with the others in terms of damage output. shield slaves would not imbalance this paradigm. it would more or less even out the playing field.
Psihius
Perkone
Caldari State
#293 - 2011-12-16 15:13:05 UTC
Zarak1 Kenpach1 wrote:
the tengu may get a double damage bonus however, asides from it's superior range, it is merely competitive with the others in terms of damage output. shield slaves would not imbalance this paradigm. it would more or less even out the playing field.

Have to agree, yesterday we made some testing: Loki, Tengu (me), 2 oracles.
That loki, if he was an enemy, would blow us all to hell. The loki couldn't hit me from far, but I was unable to make any serious damage to the loki with Scource Precision Heavy Missiles (made 350 damage per hit) with 4 faction damage mods, perfect skills and 3 T2 rigs on explosion radius and explosion velocity. The loki just burned into range and blew my shields to hell when I was able to scratch only ~1/3. Oh, and I had a painter on that loki all the time.

Ok, this is one setup, no webs. But anyway - due to missiles damage formula loki will do more real DPS than tengu at any moment.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#294 - 2011-12-16 15:36:42 UTC
In regards to all this carrier discussion going on here. Trip local rep archon is not what I would call an ideal setup. Triage carriers primary function is to keep the fleet alive. If that means keep the fleet alive at the risk of dying so be it. It typically is being used to support ships that cost nearly as much as the carrier itself and in some cases even more.

As far as the other carriers go and using them. The only one that we have labeled with a big AVOID is the thanatos. For a triage platform it has a bonus that does not complement the role very well. All of the other carriers get a useful fourth bonus whether it be extra resistances or more RR amount per cycle in the case of the nid. But, yes, the nid and chimmy are not going to be able to take withering fire from multiple dreadnaughts like an archon can. Unless of course your using a chimera with an officer fit or in a pulsar.

They sure as **** are fun in a pulsar though. Allow me to direct you to these vids.
Ash alliance pulsar
Strag3s pulsar
Tenga Halaris
Galactic Traders Union
#295 - 2011-12-19 12:53:10 UTC
"Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module."


You mean "Max Range" I guess.


When does this hit TQ? My Domi is very sad and doesn't want to go out and play...
Illectroculus Defined
Caldari Provisions
Caldari State
#296 - 2011-12-24 19:24:14 UTC
Svennig wrote:
A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.

This is staggeringly unfair, and this penalty needs to be removed.

Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids.



CPRs used to be without the shield boost penalty, years ago, CCP added the penalty because everyone was running multiple shield boosters on ships designed to armor tank.
Soon Shin
Scarlet Weather Rhapsody
#297 - 2011-12-30 08:55:21 UTC
An update on changes to Tech 2 Triage? I realized that CCP is looking at a 20% reduction in cap cost of RR, but no word on whether it will be implemented or not.

In the age of super carriers, titans, and now buffed dreads the carrier really has been left out in the cold. I believe the carriers deserve any little buff they can get, the Archon less so than the other carriers.

The Tech 2 Siege modules has some really nice pluses of more locked targets, faster locking, and much more damage.

The Tech 2 triage has lower fuel consumption, more locks, slightly faster lock and longer targeting range.

In my personal opinion the Tech 2 triage doesn't really offer much over the tech 2 triage. The tech 2 siege which gives a significant 20% damage boost over the Tech 1 siege. That alone makes it worth training for.
Lee Dalton
Ministry of War
Amarr Empire
#298 - 2012-01-11 19:46:31 UTC
Triage Chimeras are used, and are good.

I would however remove the shield boosting penalty from CPRs on capital ships, or boost CFCs to make them a viable alternative.
Takeshi Yamato
Ministry of War
Amarr Empire
#299 - 2012-01-16 12:01:03 UTC  |  Edited by: Takeshi Yamato
For the "CPR's should not penalize shield boosting" crowd:

Capital Armor Rep
Amount repaired: 9600
Cycle time: 22.5 seconds
Activation cost: 2400 capacitor
Amount repaired per second: 426
Amount repaired per cap: 4

Capital Shield Booster
Shield boost amount: 7200
Cycle time: 10 seconds
Activation cost: 2160 capacitor
Amount repaired per second: 720
Amount repaired per cap: 3.33

Capital Armor Rep x 2
Amount repaired: 19200
Cycle time: 22.5 seconds
Activation cost: 4800 capacitor
Amount repaired per second: 853
Amount repaired per cap: 4

Capital Shield Booster + Boost Amp II
Shield boost amount: 9792
Cycle time: 10 seconds
Activation cost: 2160 capacitor
Amount repaired per second: 979
Amount repaired per cap: 4.53

Shield tanks are superior in efficiency and speed (and scale better when pimped out). On the other hand, armor tanks can use cap rechargers and cap relays without penalty. If a shield tank wants good cap regen, he must sacrifice boost efficiency. Without the boost penalty on CPR's, shield tanks would be overpowered.

That Chimeras are underused has almost certainly more to do with CPU constraints, neuting and other things. The boost penalty on CPR's has nothing to do with it however and changing it would only create more problems.
Mariner6
The Scope
Gallente Federation
#300 - 2012-01-16 16:24:35 UTC
I've been reading this post with great interest and here are my thoughts, if anyone cares. I do have max leadership skills (well, 9 days from FC5) and normally utilize 1 to 2 links in my Myrm supporting our fleet actions, normally interdiction maneuvers and rapid deployment. I find the Myrm to be a fairly good fc/support boat and the bonus from the 1 -2 mods more than sufficient and doesn't break the bank. I get on grid in the fight normally and don't sit at a pos or such. But for those who do, who cares? Though if this really cause people a lot of ass pain then just have CCP make it so you can't activate those mods inside a force field. DONE. But if I was defending a POS, I frankly think I rate to be able to sit in it and boost my fleet defending it so....I just say leave it alone. I do have a problem with the whole idea of having to be on grid. That would suck, for the following reasons:


1) This whole forcing the booster to be on grid does not make any sense at all as things are already difficult when coordinating fleet fights as you need the whole chain of command to be in system to pass bonuses down to squad members. A) Are you going to have to do that for "on grid" also? That would be a real pain especially when engaged in multiple tasks and efforts around a system. Having to get the whole chain of command on grid, especially when baiting would screw this up. Or other such tactics. This would kill sending in your tacklers first to lock down targets as they would not be boosted. This would make a defensively postured boosted fleet way over powered over the incoming fleet especially if they are kiting. Shield fleets would really be sucking if they didn't get their bonus until on grid and don't have time to charge up. B) What is on grid really? I mean how are you going to manage that because all you have to do is grid fu a gate or a spot in space then off grid/on grid starts to get a bit grey. ie, your off grid but actually very close. The grid fu mechanics will just make this a pain and frankly annoying. Easy to set up a battle to grid fu the attacking fleets boosters off grid if desired. So why bother?
c) kiting and catching targets is a real pain, especially with these teir 3 BC's and other ships. Often even with a perfect warp in/punt, by the time you land the ship is so far away you can't get a scram/web even with high sensor strength, and sometimes not even a long point on it. Interdiction maneuvers helps immensely to counter this constant tactic. Having to be on grid to catch targets would mean that right as I land, with my whole chain of command, and my tacklers, I have to get my mods on and hope he hasn't already warped off since he's aligned. This is sometimes more achievable with me being off grid and getting a warp in with our tacklers. Then once the target/targets are locked down I warp in (and shutting off my mods due to warp) and then I can call the fight once I land and turn the mods back on. But bottom line interdiction maneuvers is a god send and a real help against the nano canes/nano drakes, etc. Also, if I'm forced to land on grid with a target, and my chain of command, the target may not engage and just GTFO. But if just my tackler lands, the target will often think "ah, I can win this and stay and fight." But being forced to be on grid just frankly hurts too many tactical situations and only benefits speedy annoying fleets. Which is what seems to be seen 90% of the time at least where we tend to fly.


2) For those who say interdiction maneuvers is overpowered, I disagree. Its exactly what is needed to deal with these crazy fast ships and the only way anyone who fly's gallente has even a remote chance. And frankly, a long point is only some what useful as most ships will just burn out of range anyways since their MWD is still on. Scram range is still only ~ 12.5 km or so, which is still basically nothing. What is really needed is the Brutix to get a range boost to SCRAM only and Mryms to Web range and then things would be interesting, but that's a different subject.

So in summary:
Love the improved T2 gang links, (even better with the even greater buff to interdiction maneuvers)
Leave the grid thing alone, Being in system is fair and reasonable. Being on grid negates so many tactics it would be just be painful and only further unbalance the game in favor of the kiting fleets (which already uber dominate.)