These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rhea] The Confessor

First post First post First post
Author
Catherine Laartii
Doomheim
#141 - 2014-11-29 05:23:11 UTC
Warde Guildencrantz wrote:
Vodka Kovalevski wrote:


rokh,moa


that's not native dipsh**

Catherine Laartii wrote:
Valid Point wrote:
Please make the minmatar t3 destroyer vertical

Or the gallente one. Myrm is pretty.


+1 for vertical destroyer

moreover, wouldn't mind a vertical caldari ship. Heron is nice.

Unfortunately, in the concept art for caldari there were no design specs released for a vertical ship. They may yet change that, so I have my fingers crossed. Bear
Yun Kuai
Garoun Investment Bank
Gallente Federation
#142 - 2014-11-29 07:36:38 UTC
Warde Guildencrantz wrote:
Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons



This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out.

I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them?

--------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#143 - 2014-11-29 10:29:10 UTC  |  Edited by: epicurus ataraxia
Zmikund wrote:
St'oto wrote:
You know I was thinking these things could be pretty awesome with the new "sleeper weapons." Whatever they are called now.. Polarized? Maybe have the mode change cancel out the 0% resistance or "scale it down." Would give that new weapon class an actual use! Sleeper weapons on a T3 - DO IT!

Seriously though, have the polarized weapons put a reduction to T3 destroyer resistances in defense mode but not completely negate resistances like all other ships. I think that's a solid compromise.

Zmikund wrote:
Tried it on sisi and found out its not what you would expect from T3 class ship ...
Here is list of things i would like to see changed a little ...

1) Ship has too low PWG and CPU considering its slot layout, at least one of theese should get little boost ....
2) Ship is too slow, mostly thanks to its heavyness ... im not asking to boost hull speed, but maybe adding 100% bonus to speed mode instead 66% would be nice because with MWD my ship was flying around 1200m/s, adding +66% from speed mode you get to 2k which is pretty much same speed as average cruiser ... flysing same speed as cruiser in destroyer in speed mode doesnt seem enough for me ...

TL:DR:
Confessor is too slow and has too low CPU/PWG ...


Edit Question:
How will their mode change work? will i get full new bonuses right after clicking on new mode? or will i get it over time as the mode animation progress? or will i get them in the end of change process?


There's no way you could know any of this considering the mode change doesn't apply bonuses yet. Plus you can easily fit a full rack of pulse II, Nos II, mwd, web, scram, 1ancil armor rep, 1 HS II, 1 DCU II, and 2 NANO II without any problems. Plus all rigs. (didn't try damage rigs tho.) So fitting is fine to be honest. All your other points are canceled out till they fix the mode changes.


Cant I? you know there is this mighty thing out there called math ... you have actual speed and since speed mode adds 66% unpenalized speed bonus you just have to multiply your actual speed by 1.66 and you get speed in speed mode ... try it when you get back to elementary school, its not that hard ...

... anyway ... when i read those cry-for-cloak posts i can alredy see new cry topics after release how horribly OP it is ... please dont do anything stupid and dont overbonus it ... it doesnt need more bonuses than it alredy has + it would have more dps with cloak than covops T3 has ...


I have a couple of T3 that would strongly disagree with that.Roll

The Confessor is undoubtedtly a good ship. But that is really quite absurd.

I have requested the ability to warp cloaked. However I have also suggested that it has in conjunction a lock delay.
I know people stop reading at "covert ops" and ignore all that follows screaming "overpowered". But things are not really overpowered when even a battleship can warp away before it locks are they?

There is one EvE. Many people. Many lifestyles. WE are EvE

Wadiest Yong
Royal Amarr Institute
Amarr Empire
#144 - 2014-11-29 11:12:08 UTC
dear Fozzie, interesting ship with very nice additions to how we can fly ships in New Eden
+1

Would you consider an aggression flag for use of the Defensive Mode ?
Kaarous Aldurald
Black Hydra Consortium.
#145 - 2014-11-29 11:21:31 UTC
epicurus ataraxia wrote:
But things are not really overpowered when even a battleship can warp away before it locks are they?


Yep, they are.

This is because, thanks to the speed mode on this thing, it can bump tackle anything bigger than a cruiser fairly easily, which makes a lock time delay meaningless.

Duh.

"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.

Oxide Ammar
#146 - 2014-11-29 12:20:29 UTC
Warde Guildencrantz wrote:
Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons


This ..if all 4 destroyers ended up with same 3 modes, we will select the most suitable one and rest will be dumped down.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#147 - 2014-11-29 13:20:28 UTC
Would be quite fun to mix up the bonuses a little. Instead of a sniper mode on the Caldari one it would be great to have the opposite, something that nerfs its range for some dps to make up for so many of their hybrid boats just being snipers and average at anything else.

You'll never manage to make them not slightly tread on toes of other ships - but something that allows them to act a little different to their race does normally would be interesting :)
elitatwo
Zansha Expansion
#148 - 2014-11-29 16:22:00 UTC  |  Edited by: elitatwo
Merrowing Kion wrote:
Ship is really nice, but pleeeease, give him additionally 40\50 CPU and 20 PG. It is impossible, to push all fit in it


No, you don't get an xl-asb on and an 100nm afterburner, deal with it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Deacon Abox
Black Eagle5
#149 - 2014-11-29 18:15:35 UTC  |  Edited by: Deacon Abox
Yun Kuai wrote:
Warde Guildencrantz wrote:
Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons



This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out.

I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them?

Sorry Yun, I disagree. The better question is why give 10% range bonuses to only one race thus making them the only sniper capable race, while those same range bonuses are also nifty for brawling with short range guns? If one race gets to trademark the sniper role then that race should also cede the brawler role, but it doesn't. So should Caldari have a lock on sniping and still be able to field brawlers but Amarr should be stuck with only brawling?

Better to have all races able to field a ship in brawler, sniper, fast skirmisher or whatever roles. That way everyone can find a place in a fleet based on any of those roles no matter what ship race they've trained. This, because it takes a couple years to train all the race ships and corresponding weapons. And noobs should not be locked out of whole fleet types because they have only trained one or two race of ship.

No successful military willingly cedes an entire viable combat role to it's adversaries. It's options in a role may not be as good, but it still keeps production in that role option. Or else it will just be beaten by an enemy using the combat mode it alone possesses to win. And in a game no one likes sinking sp into a line of ships and then discovering that the role they've come to like means they should have trained a whole other race of ships from the getgo.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Ascentior
PIE Inc.
Khimi Harar
#150 - 2014-11-29 20:19:53 UTC
Deacon Abox wrote:
Yun Kuai wrote:
Warde Guildencrantz wrote:
Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons



This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out.

I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them?

Sorry Yun, I disagree. The better question is why give 10% range bonuses to only one race thus making them the only sniper capable race, while those same range bonuses are also nifty for brawling with short range guns? If one race gets to trademark the sniper role then that race should also cede the brawler role, but it doesn't. So should Caldari have a lock on sniping and still be able to field brawlers but Amarr should be stuck with only brawling?

Better to have all races able to field a ship in brawler, sniper, fast skirmisher or whatever roles. That way everyone can find a place in a fleet based on any of those roles no matter what ship race they've trained. This, because it takes a couple years to train all the race ships and corresponding weapons. And noobs should not be locked out of whole fleet types because they have only trained one or two race of ship.

No successful military willingly cedes an entire viable combat role to it's adversaries. It's options in a role may not be as good, but it still keeps production in that role option. Or else it will just be beaten by an enemy using the combat mode it alone possesses to win. And in a game no one likes sinking sp into a line of ships and then discovering that the role they've come to like means they should have trained a whole other race of ships from the getgo.

Actually, every successful military has specialised in specific areas. That's the exact way to beat your opponent, know your strengths and play to those strengths.
We are an alliance that chooses to fly only Amarr ships, it's part of our identity. So we know very well how not giving a particular role to a race penalises that race, more so than anyone. And it is the racial differences in eve that make ship selection (and training anything) interesting. Why would anyone want to train another race if they can get the exact same role out of one race?

Keep the races different! Only once we've reclaimed everything can they start being the same!

Admiral of PIE Inc., Praetoria Imperialis Excubitoris (See 'PIE Public' for recruitment)

Honorary Fabricator-General of the Imperial Navy

Chosen by God to serve the Empire.

Omnathious Deninard
University of Caille
Gallente Federation
#151 - 2014-11-29 20:35:02 UTC
I have to agree that racial diversity should be considered when designing the ships.

I really don't want eve to get to a point that the only difference between ships is what weapon you put on it.

If you don't follow the rules, neither will I.

FT Diomedes
The Graduates
#152 - 2014-11-29 20:38:12 UTC
Yun Kuai wrote:
Warde Guildencrantz wrote:
Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons



This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out.

I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them?


If we went with historical patterns, the Amarr and Caldari would both end up being stronger defensively and at long range. The Minmatar and Gallente would end up being more mobile and better at short range. Basically the same old fleet versus skirmish dichotomy.

I agree that we want four distinct ships. We also want four ships that are viable across the spectrum of Eve, in an already crowded pool of ships. That's the problem with adding new ships is that you have to find a niche for them.

I would rather have four well-balanced ships than one that was clearly superior and three that suck monkey balls. In other words, I don't want to see a repeat of nearly every other ship class across the past few years (especially in regards to the Tengu versus other T3's, Sabre versus other interdictors, Ishtar versus other HACs, etc.). If the differences are primarily in the tank type, resistance profile, and weapons they fit in the high slots, I am okay with that.

The bonus to combat probes is what makes these ships. It is clearly the best feature they have, by far. Basically, with that bonus, you have a ship that is inherently viable in small ship combat as an FC ship. You also have a ship that can hunt, catch, and kill similar class ships solo.

What will be interesting is how much mode switching plays a role in fleet combat. It could be kind of cool to see a sniper mode doctrine plinking away at the enemy fleet, then switching to tank mode to survive a volley of bombs, then switching to speed mode to catch stragglers as they flee from the battlefield. All of the above depends on the actual numbers for the ships in realistic fits, which I have not been able to test yet.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#153 - 2014-11-29 22:00:37 UTC  |  Edited by: epicurus ataraxia
Kaarous Aldurald wrote:
epicurus ataraxia wrote:
But things are not really overpowered when even a battleship can warp away before it locks are they?


Yep, they are.

This is because, thanks to the speed mode on this thing, it can bump tackle anything bigger than a cruiser fairly easily, which makes a lock time delay meaningless.

Duh.


The post before it, I explained that the suggestion was for a t2 cloak with the ability to warp cloaked.
The restrictions of speed limitation still apply.
I doubt you could achieve little more than a quick kiss with that restriction.
However EVE is a game about emergent gameplay, maybe you could use it's clearly overpowered abilities to launch a dred at them or somethingLol

Edit: oh it's you, sorry I would not have replied if I had known.

There is one EvE. Many people. Many lifestyles. WE are EvE

Kaarous Aldurald
Black Hydra Consortium.
#154 - 2014-11-29 23:13:18 UTC
epicurus ataraxia wrote:

The post before it, I explained that the suggestion was for a t2 cloak with the ability to warp cloaked.


And that is hilariously, ridiculously overpowered on this hull. As has been explained to you already.


Quote:

The restrictions of speed limitation still apply.


Good Lord, have you ever actually flown a cloaked ship?

Speed restrictions won't matter at all with what I described.



Quote:

I doubt you could achieve little more than a quick kiss with that restriction.


And you're incredibly, stupendously wrong.

"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.

Reaver Glitterstim
The Scope
Gallente Federation
#155 - 2014-11-30 02:40:34 UTC  |  Edited by: Reaver Glitterstim
Literally Space Moses wrote:
Harvey James wrote:
i would suggest removing sensor strength 100% buff in sniper mode .. why should it become twice as hard too jam all of a sudden??


It's not about the jamming, it's about it becoming harder to probe down and warp to, which fits with the sniper theme nicely.



The very high sensor strength and very long targeting range in sharpshooter mode will make it awfully difficult to use ECM jammers or sensor dampeners on these. I don't see any other purpose for the targeting range being that long. In fact with a base of 45%, you'd be fine with no bonus at all in sharpshooter mode. I fly a Cormorant (36km targeting range base) with 72km effective range using 125mm railguns. The new Confessor will have a smaller base range, but will more easily fit the largest frigate beam lasers while also having a lot more slots for electronics modules. This on top of a huge base targeting range, and I will be able to fit tracking computers/enhancers and ignore sensor boosters entirely.

Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Catherine Laartii
Doomheim
#156 - 2014-11-30 07:20:14 UTC
Please, PLEASE get rid of the bloody cap usage bonus, and increase the cap regen and amount rate appropriately to compensate. It needs a tracking speed bonus or drones, and it has neither.
AnimeHeretic
Ministry of War
Amarr Empire
#157 - 2014-11-30 07:50:06 UTC
Catherine Laartii wrote:
Please, PLEASE get rid of the bloody cap usage bonus, and increase the cap regen and amount rate appropriately to compensate. It needs a tracking speed bonus or drones, and it has neither.


This. I'm kinda sick of the cap usage bonus also. It's a useless bonus that should not be on ANY amarr ships.
elitatwo
Zansha Expansion
#158 - 2014-11-30 07:50:18 UTC
Reaver Glitterstim wrote:
-snip-
Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora?


You could just hop on SiSi and look it up, you know. It's 46/52km in sniper mode.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Rowells
Pator Tech School
Minmatar Republic
#159 - 2014-11-30 08:08:07 UTC
elitatwo wrote:
Reaver Glitterstim wrote:
-snip-
Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora?


You could just hop on SiSi and look it up, you know. It's 46/52km in sniper mode.

does this include tracking comps? i got 64/68 on mine
elitatwo
Zansha Expansion
#160 - 2014-11-30 08:28:32 UTC
Rowells wrote:
does this include tracking comps? i got 64/68 on mine


No

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever