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Let's Improve T1 Cruisers!

Author
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#21 - 2011-12-03 01:26:58 UTC
relevant: https://forums.eveonline.com/default.aspx?g=posts&t=24582&find=unread

The outdated tiering system is partly responsible for this, restricting slots and PG/CPU for ships that would otherwise have a valid combat role. In addition, some of the ships are just stupidly designed, like the Maller having no drones. Making these ships more flyable will go a long way towards opening up lowsec and PVP in general by reducing the cost.
Bearilian
Man Eating Bears
#22 - 2011-12-03 02:22:50 UTC  |  Edited by: Bearilian
Obsidiana wrote:
Keep this in mind though: Some cruisers are meant to server as stepping stones. The idea is that you want to outgrow them in time. When Eve first started, back before BCs were introduced, the idea of cruisers was to be a filler between frigates and battleships.


I would like to comment that, i bypassed most cruisers after my innicial comparison between them (within two weeks of playing i new exaclty what cruisers i liked, and still do to this day). but i suppose i often walk up stairs two at a time..

I think a little buff (if not to much)would be good. (but i agree with alot of what has been said, lets buff the no damage mods, keep combat interesting..)

+1 calling yourself a noob, then laying down the stats you did. well argued Bear
Jan'tor
Sebiestor Tribe
Minmatar Republic
#23 - 2011-12-03 02:24:40 UTC
Thanks for your support, friends.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#24 - 2011-12-03 19:34:41 UTC
Bumping with a quote and a link to the related thread in Ships and Modules. One of the most important ideas on the forums, imo.

mkjkgkvk Melkan wrote:
Getting rid of the teir system to add an extra 15+ ships that are currently not flown to the eve universe is probably the best thing CCP could spend their time on...


Jan'tor
Sebiestor Tribe
Minmatar Republic
#25 - 2011-12-04 21:58:13 UTC
Having ship classes divided into tiers definitely does render many ships obsolete and those ships don't get flown very much as a result. Support cruisers and electronics cruisers don't quite have the same problem though, it seems. They aren't bad ships because another t1 ship does their job better, they're bad ships because they aren't useful at the job they're supposed to be doing.

If t2 logistics ships didn't exist people still wouldn't use t1 support cruisers in fleets. That says a lot about how non-functional they are at the logistics role.
Bubanni
Center for Advanced Studies
Gallente Federation
#26 - 2011-12-05 03:14:27 UTC
Most of the t1 cruisers are just fine, I would rather argue that a handful could use an effective hp boost

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Jan'tor
Sebiestor Tribe
Minmatar Republic
#27 - 2011-12-15 07:20:20 UTC
So I'm still flying t1 cruisers. I have Minmatar Cruiser 5 now and I've still never flown anything but a blackbird in fleets. As someone with an interest in ewar/logistics, I would appreciate more options at the t1 level.
Mr Painless
Perkone
Caldari State
#28 - 2011-12-15 08:36:57 UTC  |  Edited by: Mr Painless
The issue with T1 cruisers being underpowered is highly dubious. IMHO the problem isn't in the fact that T1 cruisers (and frigs) are underpowered and should be buffed.
If you compare T1 frigs/cruisers with their T2 counterparts, it's quite obvious that the difference in performance is much smaller than difference in price. For example Caracal costs roughly 4M on the market, and Cerberus (which is basically a beefed up version of Caracal) costs 96, which is a whopping 2400% difference. Does this imply that Cerberus is 24 times better than Caracal? That one Cerberus pilot can solo take down 20+ Caracals? Not by a longshot.
Still, hardly anyone ever chooses to fly Caracal over Cerberus. So why is that?

First reason is that it is quite easy to skill for T2 frigs/cruisers, therefore new players can fly them in relatively short amount of time.
Second reason is that it is obscenely easy to make ISK in EVE today, and this is IMHO the primary reason why hardly anyone flies T1 frigs/cruisers.

So, it's not for the fact that T1 frigs/cruisers suck, it's for the fact that it's too easy to acquire their better versions. This makes them completely useless for anything else than being noobships which people fly only during time it takes them to skill for T2.

As years go by, the accumulation of wealth of players grows to stupendous proportions which makes the price of ships a non-existing factor in deciding what ship to fly. Today, it's not uncommon to see PvP fleets consisting of mostly T3 and faction ships, whose price is usually several times that of T2, not to even mention T1 ships. Some people today regularly fly Bhaalgorns and Machariels in PvP and aren't too much bothered with the prospect of losing them because they can compensate the loss in just a few days (in some cases, few hours). That's ridiculous.
This is IMHO a fundamental problem of EVE, and CCP should really consider the impacts of this fact on gameplay.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#29 - 2011-12-16 08:57:33 UTC
Mr Painless wrote:

If you compare T1 frigs/cruisers with their T2 counterparts, it's quite obvious that the difference in performance is much smaller than difference in price. For example Caracal costs roughly 4M on the market, and Cerberus (which is basically a beefed up version of Caracal) costs 96, which is a whopping 2400% difference. Does this imply that Cerberus is 24 times better than Caracal? That one Cerberus pilot can solo take down 20+ Caracals? Not by a longshot.
Still, hardly anyone ever chooses to fly Caracal over Cerberus. So why is that?


A Scimitar is easily 10-20 times more effective and survivable than a Scythe. I harp on this specific example a lot, but it's the most egregious one.
Alara IonStorm
#30 - 2011-12-16 09:53:28 UTC
Meditril wrote:
No, no, please stop the DPS contest... everyone just wants DPS increased on every ship. Stop that, please!
Please try to think out of the box, what the game need is more tactical and strategic choices, this is exectly the opposite of "gimme more DPS" its more about unique features for different ships like e-war etc. Please come with interesting new and unique ideas for improving ships and for creation of new roles for ships.

This really for combat Cruisers.

Look at the combat Cruisers in use currently. Sig Tanking Zealots, Kiting Cyns and Vaga's. If you want to fix T1 Cruisers you have to make them effective in a combat style that is not tank + DPS because the Nano Cane will beat you in both with more speed then most non Minmatar Cruisers and 2 Neuts to boot. Drake will beat them all in Tank / DPS / Range.

If you want to reinvigorate the Cruiser class, not just T1's but Combat (T1 / Faction / Pirate / T2) Cruisers as a whole they need unique fighting roles that a Nano Hurricane can not do but better. The EWAR and Logi should be a bit more like there T2 Counter Parts. Blackbird has 2 Bonuses to its trade it knows how it is supposed to work, if only the rest could pick up the message.
Mr Painless
Perkone
Caldari State
#31 - 2011-12-16 12:59:54 UTC
Jan'tor wrote:

A Scimitar is easily 10-20 times more effective and survivable than a Scythe. I harp on this specific example a lot, but it's the most egregious one.


Scythe costs 3M, Scimitar 136 (today's Hek prices on eve-central).

Besides, you're missing my point. It's not about how good (or bad) T1 cruisers are. Even if you buff them, they still have to be worse than T2. Since T1-T2 price difference compared to efficiency difference is obviously not an issue to most players, they'll simply choose T2 variants again.
Alara IonStorm
#32 - 2011-12-16 13:25:46 UTC
Mr Painless wrote:

Scythe costs 3M, Scimitar 136 (today's Hek prices on eve-central).

Besides, you're missing my point. It's not about how good (or bad) T1 cruisers are. Even if you buff them, they still have to be worse than T2. Since T1-T2 price difference compared to efficiency difference is obviously not an issue to most players, they'll simply choose T2 variants again.

I think that they should mimic there T2 Counterparts roles but in a diminished capacity. When paying for a T2 Ship what you should get is +2 Bonuses and T2 Resists primarily, perhaps Sig Rad, Extra Slot or Grig Changes if necessary.

All T1's should be able to copy the most important aspects of the T2 Ships Roles but at a Diminished Capacity.

A Scythe for example with 4 Medium Shield Transporters, 30k EHP and Cap stable. Much more effective then the current Scythe and more usable in small gangs but does not match up to it's big brother. Rapiers have 40 KM Webs give Bellicoses 20km Webs, Vegabonds are great Kiter so give the Stabber a Falloff Bonus in exchange for the speed bonus 5 Turrets and 4 Mids / Highs with a 25m3 Drone Bay and with Rigs / 2x Shield Extenders / DCU II let it pull 25-30k EHP.

None of them as good as there T2 Counterparts but pulling tactics a Cane can not do better. Unique Roles that they can accomplish effectively.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#33 - 2011-12-16 19:28:41 UTC
Mr Painless wrote:


Besides, you're missing my point. It's not about how good (or bad) T1 cruisers are. Even if you buff them, they still have to be worse than T2. Since T1-T2 price difference compared to efficiency difference is obviously not an issue to most players, they'll simply choose T2 variants again.


I'm not asking for them to be better than t2. I'm asking for the t1 ship to actually be useful and flyable in fleets. Support cruisers and many electronics cruisers currently are not.

If I could fly a t1 support cruiser that could run 3 medium reps and actually be able to take a little bit of fire and have maybe 7 max targets, that wouldn't come anywhere near the power of a real logistics ship. But it would give newbies a platform to try out logistics with, so they don't have to drop well over a million sp just to try it once.
Spork Witch
The Scope
Gallente Federation
#34 - 2011-12-16 20:11:28 UTC  |  Edited by: Spork Witch
Watch this video: http://www.youtube.com/watch?v=jy2PJpmwoYc


Now that you've seen what a few t1 cruisers can do to highly effective team making use of the very t2 cruiser you're whining about most, let's continue your enlightenment.

Do you comprehend that you're asking for significant buffs and changes to what are arguably the single most-versatile ship class in the game? Cruisers do great damage for the size, can fit a decent buffer, fly plenty fast to speedtank most of the dangerous stuff trying to kill them, and they're not only dirt cheap, but take virtually no skills to make effective use of. Cruisers do enough damage to take on battleships, fly fast enough to survive, and they still manage to do a better job against frigates than a destroyer, even with the new destroyer buffs (that were, admittedly, desperately needed.)

As others have pointed out, if you buff them, you must now buff the T2. The change you seem to want most, to make the "logistics" t1 more effective, is even worse. You want a logistics cruiser, fly a logistics cruiser. The t1 version is there as a stepping stone, to teach you how to do it, and because it's quite simply not built for it as its primary role. The logistics cruiser sacrifices other stats for the sake of its bonuses to remote repair, that's the trade off.

T1 versions of ships are designed to be decent ships overall, that can be made to work in multiple roles. The entire purpose of t2 ships is that they're highly specialized for a particular role. You don't take a Guardian and try to make it DPS, it can't do it. You don't take a Deimos and expect it to fulfill the role of a Guardian, or tank like a Damnation. T1 ships are jacks-of-all-trades, masters-of-none. T2 ships are the specialist. Quite simply, the t1 ships aren't _supposed_ to be really good at anything, they're supposed to be decent overall, and they're not just that, but as I said, they're probably some of the most useful and versatile ships in the game.

I fly capitals, battleships, pretty much any t2 ship you can name that's of any use at all in a fight (and some that aren't), and I _still_ fly the Thorax, especially for roams. Want to know why? Because it's still a great ship, even with everything else, and it's dirt cheap on top of it.

So HTFU, actually learn the game, and honestly, if you expect to learn anything other than blobfare, you'll want to get away from the goons, as the only tactic they know is numerical superiority (though their intelligence arm is, ironically, pretty damn decent).

EDIT:
I'd also like to point out just how effective spider-repping is. I've seen fleets of t1 frigates take out capitals, simply by utilizing speed and everyone fitting a single remote repper. This works all the way up to battleships. You don't need a single RR bonus to make effective use of reppers, you just can't perform the dedicated role effectively. It requires different TACTICS, you know (rhetorical, you're a goon and self-proclaimed noob), those things that require thought and teamwork, to make it work, but it works, and quite well.
Lucjan
Deutzer Freiheit
#35 - 2011-12-16 20:46:57 UTC  |  Edited by: Lucjan
T1 cruisers have uses in ANY fleet! Have we forgotten the Thorax rush of the alliance tournament or many years past? (for those too young to remember i suggest you youtube it) EDIT : Spork Witch beat me to it.

You just have presume you may be targeted first and destroyed get you out of the way or just for an easy kill.

Don't be afraid to die. It will hurt. But that's just your pride hurting.

When you are young you have to be prepared to die... a lot.

T1 cruiser have no place for soloing that is true. (there is always exceptions)
Jan'tor
Sebiestor Tribe
Minmatar Republic
#36 - 2011-12-16 20:54:10 UTC
Spork Witch wrote:

Do you comprehend that you're asking for significant buffs and changes to what are arguably the single most-versatile ship class in the game? Cruisers do great damage for the size, can fit a decent buffer, fly plenty fast to speedtank most of the dangerous stuff trying to kill them, and they're not only dirt cheap, but take virtually no skills to make effective use of. Cruisers do enough damage to take on battleships, fly fast enough to survive, and they still manage to do a better job against frigates than a destroyer, even with the new destroyer buffs (that were, admittedly, desperately needed.)


There are sixteen t1 cruisers. I'm not trying to argue that ships like the Thorax, Rupture, Blackbird and a few others aren't good. What I'd like is for all 16 cruisers to be useful in pvp, something that is currently not true.

I don't see any reason why the t2 ship would need a buff if the t1 support cruiser was brought into line. I'm asking for them to be able to run 3 medium reps, something some t1 cruisers can already do right now, and people still don't use them because the ones that can rep don't have a way to survive more than a few seconds against BCs. I wanted to fly an exequror for an op today (even though I get told all the time to just fly a rifter or cane instead), which can run 3 medium reps just fine even without a buff, but I can't because the nearest one on the market is 3 entire regions away. That doesn't sound like a ship that gets used in pvp much.

Quote:
T1 versions of ships are designed to be decent ships overall, that can be made to work in multiple roles. The entire purpose of t2 ships is that they're highly specialized for a particular role. You don't take a Guardian and try to make it DPS, it can't do it. You don't take a Deimos and expect it to fulfill the role of a Guardian, or tank like a Damnation. T1 ships are jacks-of-all-trades, masters-of-none. T2 ships are the specialist. Quite simply, the t1 ships aren't _supposed_ to be really good at anything, they're supposed to be decent overall, and they're not just that, but as I said, they're probably some of the most useful and versatile ships in the game.


This is what I actually asked for in terms of how to change electronics cruisers. Right now they don't have multiple roles, some of them are quite limited and marginalized in the one role they do get to have. I would like them to have multiple roles and my suggestion actually gives them that. Speaking of multiple roles, t1 support cruisers don't have those either, but my goal of getting them changed would give them an additional role on top of being a stepping stone miner/salvager/pos-repper. I know people in this thread want to keep bringing up the Thorax and one or two other cruisers but there are a lot more ships that should be options and are currently not.

You seem pretty bitter about my alliance tag, I dunno what my friends did to you but you probably deserved it.
Spork Witch
The Scope
Gallente Federation
#37 - 2011-12-16 21:36:25 UTC
Jan'tor wrote:
Spork Witch wrote:

Do you comprehend that you're asking for significant buffs and changes to what are arguably the single most-versatile ship class in the game? Cruisers do great damage for the size, can fit a decent buffer, fly plenty fast to speedtank most of the dangerous stuff trying to kill them, and they're not only dirt cheap, but take virtually no skills to make effective use of. Cruisers do enough damage to take on battleships, fly fast enough to survive, and they still manage to do a better job against frigates than a destroyer, even with the new destroyer buffs (that were, admittedly, desperately needed.)

There are sixteen t1 cruisers. I'm not trying to argue that ships like the Thorax, Rupture, Blackbird and a few others aren't good. What I'd like is for all 16 cruisers to be useful in pvp, something that is currently not true.

I don't see any reason why the t2 ship would need a buff if the t1 support cruiser was brought into line. I'm asking for them to be able to run 3 medium reps, something some t1 cruisers can already do right now, and people still don't use them because the ones that can rep don't have a way to survive more than a few seconds against BCs. I wanted to fly an exequror for an op today (even though I get told all the time to just fly a rifter or cane instead), which can run 3 medium reps just fine even without a buff, but I can't because the nearest one on the market is 3 entire regions away. That doesn't sound like a ship that gets used in pvp much.

That's just it, though, _why_ does every ship need to be good in PvP? Where is it written? Would you take a farm tractor into a warzone? Would you take a tank to the farm? There's no reason that _everything_ needs to able to do _anything_. That's the nature of the beast: some things are better suited to different things. The exequoror is an OK support ship. It's also nice for mining, since it gets a decent cargo bonus and can fit 4 miners. It can fight as well, and have decent room for loot, but there are others that do the PvP job better. It also has those repair bonuses, around a full month or two worth of training sooner than you'd be able to fly a Guardian (noone flies oneiros in fleets, really, they're too squishy, and can't cap xfer indefinitely). I wouldn't take a thorax mining.

As to the distance, of course they're not used much out there, there are better t1 cruisers for combat, and if you're not in a hulk, you're more use hauling than mining. You have to keep in mind that you're living in nullsec, the markets there cater to whta's used there, and ships and equipment that new players can use, that isn't particularly good in the current COMBAT fleet setups in that region, just doesn't get built or moved. It's like selling umbrellas in the desert: who's going to buy it? The cost and effort doesn't warrant the potential reward.
Jan'tor wrote:
Quote:
T1 versions of ships are designed to be decent ships overall, that can be made to work in multiple roles. The entire purpose of t2 ships is that they're highly specialized for a particular role. You don't take a Guardian and try to make it DPS, it can't do it. You don't take a Deimos and expect it to fulfill the role of a Guardian, or tank like a Damnation. T1 ships are jacks-of-all-trades, masters-of-none. T2 ships are the specialist. Quite simply, the t1 ships aren't _supposed_ to be really good at anything, they're supposed to be decent overall, and they're not just that, but as I said, they're probably some of the most useful and versatile ships in the game.

This is what I actually asked for in terms of how to change electronics cruisers. Right now they don't have multiple roles, some of them are quite limited and marginalized in the one role they do get to have. I would like them to have multiple roles and my suggestion actually gives them that. Speaking of multiple roles, t1 support cruisers don't have those either, but my goal of getting them changed would give them an additional role on top of being a stepping stone miner/salvager/pos-repper. I know people in this thread want to keep bringing up the Thorax and one or two other cruisers but there are a lot more ships that should be options and are currently not.

You seem pretty bitter about my alliance tag, I dunno what my friends did to you but you probably deserved it.

If you buff a t1 ship in a role filled by a t2 ship, you must absolutely provide a comparable bonus to the t2 _specialist_, otherwise what's so special about the specialist? Why should I pay several hundred to a couple thousand percent more for a ship that's only marginally better? That's what officer mods are for: spending fortunes for marginal improvements to get that last edge. T2 is the first-line specialist, it's supposed to be cost effective for the performance improvement.

And what do you mean they can't be a POS-repper? I'm staring at a 500% bonus to range on the Exequoror, and I know for a fact you can fit a large RR on it with Engineering 4 or 5, and even easier if you use fitting modules. A t1 medium repper will reach 25km on that ship, also, which is sufficient to hit a POS. As I already said, the very ship you're complaining about the most can do quite a few things, it's just not what you _want_ it to do. The reason you're told to climb into a different ship is because you can be _more_ use in that, while the people using the dedicated ships handle that. They don't _need_ you doing repping, they need you providing damage to the blob.

As to my dislike of goons, they're largely a bunch of noobs with no real connection or relation other than being a giant blob, and they're not even remotely fun to play with. I've fought engagements against both BoB and the Goons, and I'd happily fight BoB any day: they actually were good pilots and good people, and they were FUN to fight. The Goons would be more at home on X-Box Live than EVE.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#38 - 2011-12-16 22:44:35 UTC
Spork Witch wrote:

That's just it, though, _why_ does every ship need to be good in PvP? Where is it written? Would you take a farm tractor into a warzone? Would you take a tank to the farm? There's no reason that _everything_ needs to able to do _anything_. That's the nature of the beast: some things are better suited to different things. The exequoror is an OK support ship. It's also nice for mining, since it gets a decent cargo bonus and can fit 4 miners. It can fight as well, and have decent room for loot, but there are others that do the PvP job better. It also has those repair bonuses, around a full month or two worth of training sooner than you'd be able to fly a Guardian (noone flies oneiros in fleets, really, they're too squishy, and can't cap xfer indefinitely). I wouldn't take a thorax mining.


Because t1 ships are supposed to teach newbies like me how to play the game. There's this big, important t2 ship that takes a year to train the support skills for, but its t1 version is a farm tractor? Am I supposed to learn how to do the big, important role by flying a ship thats only used in pvp for repping structures? They don't have to be pvp powerhouses, but it should be possible to fit them in a way that relates to their t2 role.

A Scimitar fits 4 large reps and has a strong tank and can rep out to 70km, all at the same time. A Scythe can run 1 large rep, can't fit a tank with that, and can only rep to 8km. It doesn't function as a training platform, not even close. The Osprey can get 2 large reps plus a range bonus, but since it's impossible to fit even a minimal tank on that you're stuck repping structures. That's hardly pvp.

Is there some reason why these ships should be relegated to mining/salvaging/pos-repping only? Other traditional stepping-stone mining/salvage ships like the Brutix or Thrasher can be used in pvp. I hate to use your farm equipment analogy because I hate it, but pitchforks were used during wars just fine not even a hundred years ago.

Quote:
As to the distance, of course they're not used much out there, there are better t1 cruisers for combat, and if you're not in a hulk, you're more use hauling than mining. You have to keep in mind that you're living in nullsec, the markets there cater to whta's used there, and ships and equipment that new players can use, that isn't particularly good in the current COMBAT fleet setups in that region, just doesn't get built or moved. It's like selling umbrellas in the desert: who's going to buy it? The cost and effort doesn't warrant the potential reward.


The region I live in isn't a desert. Lots and lots and lots of different shiptypes are available here, and if the support cruisers were useful at all in fleets they'd be here too. I would like them to be useful, they are not.

Quote:
If you buff a t1 ship in a role filled by a t2 ship, you must absolutely provide a comparable bonus to the t2 _specialist_, otherwise what's so special about the specialist? Why should I pay several hundred to a couple thousand percent more for a ship that's only marginally better? That's what officer mods are for: spending fortunes for marginal improvements to get that last edge. T2 is the first-line specialist, it's supposed to be cost effective for the performance improvement.


A Scimitar isn't only marginally better than a Scythe. It reps 4-5 times more shields and can tank very well while doing it. A Guardian reps 2-3 times more armor than an Augoror at almost ten times the range. The difference between a Muninn and a Rupture, or a Rook and a Blackbird, that might be marginal and more along the lines of what the jump from t1 to t2 should be, but that's not what's happening here with support cruisers.

I also don't agree with this idea that t2 ships are any more specialized than t1 ships. A Scimitar historically fits into more pvp roles than a Scythe does, a Basilisk excels in a lot more situations than an Osprey. A Rapier can do many, many more things than a Bellicose can. A Hound is more versatile than a Breacher is. A Zealot can do everything an Omen can do, except "be cheap". While I would like t1 ships to be generalist, and be about learning how to pvp and learning which ships I would like to specialize in, that's not really how they function in the game.

I've suggested some things to make t1 electronics cruisers more generalist, in fact right now those ships are some of the most pigeon-holed "generalist" ships I can think of. Ship roles are often determined by players rather than devs anyway, and a big part of the reason electronics cruisers aren't useful is because they try to be a combat ship with a bolted-on extra bonus, and end up getting outshined at both.
Spork Witch
The Scope
Gallente Federation
#39 - 2011-12-16 23:02:51 UTC  |  Edited by: Spork Witch
The scimitar also doesn't see much use, because the basi gets the cap xfer bonuses, same reason you see Guardians, not Oneiros. And you're right, the difference between the t1 and t2 is not marginal right now, which is intended. Nor is the t1 useless, however, but no one is going to take a less useful tool, when a more useful one is available. You, being unable to fly the ship _built for that role_, are more useful as additional damage. Want to learn how to fly logistics? ASK. CTA's are rarely 23/7 affairs, ask your goonmates to go into a belt and teach you about properly repping (honestly, it's not exactly rocket science: watch broadcast, right click person asking for reps, target, click module on, complain to CCP that logi's get screwed on killmails unless we split our attention and targets with sentries to get a cheese shot in for the KM).

That support cruiser _is_ a farm tractor. Sure, it can pull the busted tank off the battlefield, but the one designed for the job is going to do it a hell of a lot better. Likewise, that tractor can do the farming work a lot better than the tank that can't do it at all.

And no, t1 ships are _not_ there just to teach you how to play different roles. Quite the contrary, they're there to give you something that you can use, period. Some are better suited to particular jobs than others, but just because they have lowers skill requirements does _not_ mean they're supposed to just sit there and teach you how to do the job of the specialized t2 ship that does a particular role. Hell, take interdictors or HICs for example. What exactly is suppose to teach you how to properly utilize one of them? There's not a single t1 ship even remotely relatable to them. Sure, there might be a ship or two with a range bonus to scrams, but that's about it, it doesn't teach you anything about how or when to use a bubble.

Your mistake is in thinking that it's like a level-based progression system. It's not. T1 ships are good overall, great at nothing. T2 ships are highly specialized to excel at a particular role, to the exclusion of all or nearly all others. T3's we'll have to wait and see what they do with the next ones, but the ones we have no versatile adepts. Unlike the t1's that can do whatever, whenever, you need to dock up and refit them for their purpose with the correct subsystems (and it completely changes their characteristics, not just appearance; even slot layout), and they're much more effective at that job than a T1 ship would be, but they're generally not going to excel at it to the same extent that a T2 does.

The Tech Level system is a measure of how "advanced" it is, it's not a simple linear progression. It's not a level system. This is not WoW. They are their own things, they're just more advanced and require higher skills. The fact that they use the same hull can basically be ignored, unless you're the one building them (building t2 ships requires the t1 hull as a construction component).

EDIT:
Sorry, I missed the part where you said you didn't agree that T2 ships are more specialized than T1. That's _exactly_ what they are. T1's are generalists (though not so much the battleships or battlecruisers; but then, the name alone tells you what they're built in mind of), t2's fit a specific role, and do so extremely well. Sometimes those t2 ships do a particular thing that others flat-out can't, such as stealth bombers and their bombs, covops and warping cloaked, blackops and their jump engines and portal. That is what t2 is. This is not an opinion thing. There's nothing for you to agree or disagree on. It's quite simple and straight forward: you either acknowledge the fact that t2 ships are specialists in particular roles, while t1's are generalists that happen to do certain things better than others, or you sit there willfully ignorant, and wrong.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#40 - 2011-12-16 23:24:27 UTC
The T1 ships on the skillplan that my alliance suggests to help out newbies are actually great at a lot of things.

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Want to learn how to fly logistics? ASK. CTA's are rarely 23/7 affairs, ask your goonmates to go into a belt and teach you about properly repping (honestly, it's not exactly rocket science: watch broadcast, right click person asking for reps, target, click module on, complain to CCP that logi's get screwed on killmails unless we split our attention and targets with sentries to get a cheese shot in for the KM).


I already went through the lessons on it that my alliance does for free (thank you, friends). In theory I already know how to fly a logistics, however I don't particularly enjoy the fact that I have to train support skills for a year before I can even get an idea of how it handles in fleets, and whether or not I actually want to do it. If I want to learn how to tackle in fleets, I have other options to practice with that aren't a major expense. If I want to learn how to fly logi in fleets, it's "you can maybe come along at logistics 4, but you should probably just wait for logi 5". If I want to learn how to fly a Broadsword, there isn't a t1 option to practice with, but it's not quite as costly or unexpected to lose Sabres in fleets as practice for that. Fortunately for me, whenever I need to figure out how to fit a Sabre I can just ask my alliance leader.

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You, being unable to fly the ship _built for that role_, are more useful as additional damage.


I don't think I've ever flown "additional damage".
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