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Make battleships and battlecruisers worth the warp! 2.0

First post
Author
unidenify
Deaf Armada
#401 - 2014-12-16 23:08:02 UTC
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.
Kagura Nikon
Native Freshfood
Minmatar Republic
#402 - 2014-12-16 23:16:59 UTC
unidenify wrote:
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.



The problem with that is that it does not help Shiedl Battleships as much as armor ones and .. it is not exaclty on the concept of combat battleships.

Might be somethign that woudl work for the concept of attack battleships although.

So maybe a simple role bonus. attack battleships get 20% extra range on all ewar (just a random number) coudl be something.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bullet Therapist
Caldari Provisions
Caldari State
#403 - 2014-12-17 01:17:45 UTC
unidenify wrote:
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.


The idea has been thrown around before and I've made the suggestion myself. From what I've seen people suggest it's mostly centered around warp disruptors and webs, with three tiers with hull limitations built into the powergrid requirements of the modules. It's a pretty big change though, with wide reaching implications, and we already have access to powerful faction webs and scrams as it is. They're expensive, but damn, they're nasty, and if you ever want to have fun doing a bling roam they're worth it for the extra capability.
Kagura Nikon
Native Freshfood
Minmatar Republic
#404 - 2014-12-17 08:33:47 UTC
Bullet Therapist wrote:
unidenify wrote:
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.


The idea has been thrown around before and I've made the suggestion myself. From what I've seen people suggest it's mostly centered around warp disruptors and webs, with three tiers with hull limitations built into the powergrid requirements of the modules. It's a pretty big change though, with wide reaching implications, and we already have access to powerful faction webs and scrams as it is. They're expensive, but damn, they're nasty, and if you ever want to have fun doing a bling roam they're worth it for the extra capability.



It is much EASIER to just roll a ewar range bonus on the battleship hulls. No need to screw market, create tons of new items and a lot of other issues.


Problem remains, it makes sense just for a few of the battleships.

"If brute force does not solve your problem....  then you are  surely not using enough!"

James Baboli
Warp to Pharmacy
#405 - 2014-12-17 10:46:45 UTC
Kagura Nikon wrote:
Bullet Therapist wrote:
unidenify wrote:
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.


The idea has been thrown around before and I've made the suggestion myself. From what I've seen people suggest it's mostly centered around warp disruptors and webs, with three tiers with hull limitations built into the powergrid requirements of the modules. It's a pretty big change though, with wide reaching implications, and we already have access to powerful faction webs and scrams as it is. They're expensive, but damn, they're nasty, and if you ever want to have fun doing a bling roam they're worth it for the extra capability.



It is much EASIER to just roll a ewar range bonus on the battleship hulls. No need to screw market, create tons of new items and a lot of other issues.


Problem remains, it makes sense just for a few of the battleships.

And if I can't get things to balance otherwise, a 3-5%/lvl bonus to some kinds of EWAR might be included. I still don't see battleships as being a good platform for EWAR unless this is their primary focus.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Bullet Therapist
Caldari Provisions
Caldari State
#406 - 2014-12-17 12:07:06 UTC
James Baboli wrote:
Kagura Nikon wrote:
Bullet Therapist wrote:
unidenify wrote:
very long debate, not have chance to read an entire thread.

I see some point out ideas about Battleship get resist to EWAR, I have opposite idea. Why not introduce BS-level EWAR similar to Officer Modules for Warp Disruptor, Warp Scramble and Web Stasis.

T2 module stats would be current Meta 14 stats, and officer modules will get buff to much stronger. So, BS would have more stronger EWAR modules that can be very threatening to frigate/cruiser.


The idea has been thrown around before and I've made the suggestion myself. From what I've seen people suggest it's mostly centered around warp disruptors and webs, with three tiers with hull limitations built into the powergrid requirements of the modules. It's a pretty big change though, with wide reaching implications, and we already have access to powerful faction webs and scrams as it is. They're expensive, but damn, they're nasty, and if you ever want to have fun doing a bling roam they're worth it for the extra capability.



It is much EASIER to just roll a ewar range bonus on the battleship hulls. No need to screw market, create tons of new items and a lot of other issues.


Problem remains, it makes sense just for a few of the battleships.

And if I can't get things to balance otherwise, a 3-5%/lvl bonus to some kinds of EWAR might be included. I still don't see battleships as being a good platform for EWAR unless this is their primary focus.


Yeah, I'm in the same camp on this one. I think that the fact that battleships can fit tackle is well enough in the first place. Battleships will always be able to to hold tackle, but cruisers will do it better, and frigates will do it a lot better, which constitutes something of a limiting factor on battleships. This isn't neccessarily a bad thing, because deficiencies in one region are opportunities for growth in another direction and I'm perfectly happy that frigates or cruisers are a better choice for fast or initial tackle than battleships, so long as battleships do something else better in return. Big smile

I don't know if it's easier or not roll ewar in the hull of a ship, but something that I do know is that even a small change in web or scram range has some pretty big consequences in PVP, so either making specific case hull changes or adding new modules is going to change the face of the game quite a bit, and I don't know if it's something that the game is in the right state for at the moment. There's still so much work to be done balancing existing ships and modules, some of which are ewar specialists, like the force recons, which I'd rather see rebalanced before or concurrent with blanket changes to ewar.

It's not something that's bad to think about or maybe even theory-craft with a little bit, but I think it should go in the 'wait and see' folder for now.
Kagura Nikon
Native Freshfood
Minmatar Republic
#407 - 2014-12-17 13:54:05 UTC  |  Edited by: Kagura Nikon
There is another issue. The concept of attack cruiser and combat cruiser was cute. But is totally fail on the battleship level.



Battleships need to be pruned more towards roles so that the classification becomes useful.

The typhoon for example, is much more used on a COMBAT role! Probably would be better for him to get MORE AHP and lose a bit of its speed, since it does not need speed to keep things on range of its cruise missiles. The tempest on other hand is more of an attack ship and should be as fast if not faster than current typhoon.

The maelstrom is a mess. It mixes an arti platform , clearly ship of the line with a shield boost bonus that is nonsense. The scale of combat were you will bring maesltroms is a scale where active tanks does not WORK!

Mega and hyperion attack and combat role are reversed! Mega should be the COMBAT one, the ship of the line, with more EHP. The hyperion with the clear focus on close range should be the attack one.


The apoc, its the most COMBAT battleship of ALL (for god sake its bonus have written all over SHIP OF THE LINE) yet they made it attack one.


Btw, On my view PVE should not be a fair reason to keep a battleship on a state where it is horrible at PVP. PVE is not an area of the game where you need full balance. You do not need all battleships to be competitive on PVE. PVE will always be a min max scenario that will gravitate to 1 or 2 options, and there is no direct competition, therefore when youa re using a not optimal battleship you will not be slaughtered, will jsut make less isk/h.

Balance shoudl be primary focused on PVP, and large issues on the PVE spehere shoudl be treated individually after a useful role for the ship in pvp has been found.

"If brute force does not solve your problem....  then you are  surely not using enough!"

James Baboli
Warp to Pharmacy
#408 - 2014-12-17 14:20:42 UTC
Kagura: No argument on the majority of that. I will argue that the apoc has what seems to me the most attackship-y bonuses out of the Amarr line, as the abbadon has the resist bonus, and the new geddon is a disruption ship rather than combat or attack IMO.

On a few related notes:
Active tank bonuses are great on attack platforms, which are mostly for roam and raid playstyles. I tenatively want to swap these off of any combat ship which has them for one of the other forms of tank bonus. Because of crystals, ASBs, XL shield boosters and the like, they are more powerful on shield hulls for tank, but tend to have more pressure on the slots they would go in because of tackle.


Resist bonuses are insanely powerful on ships with a small number of slots, but perform less well as the number of slots increases. Also, due to the higher resists generated by invulns vs EANMs, they are less powerful for shield. This is because resists use both a stacking penalty and a distance formula, meaning the overall resist bonus ends up stacking harder.

Straight HP bonuses are much more powerful when you have large numbers of slots to play with, as decent resists are easy. They are more powerful for armor than shield because of the slave set, and the much larger buffer increase of a 1600 plate vs an LSE. This synergy is even worse if the rigs aren''t needed for other things but can be trimarks.

For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

baltec1
Bat Country
Pandemic Horde
#409 - 2014-12-17 14:58:51 UTC
James Baboli wrote:


For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?



The two utility highs are what sells the ship.
FireFrenzy
Cynosural Samurai
#410 - 2014-12-17 17:22:28 UTC
I also like the "5 mids with a bunch of lows for armor/gank" aspect alot... But as stated i am far from an expert...

I seem to recall CCP asking what players would think of a -1 mid +1 low version of the tempest in another announcement thread around the kronos expansion somewhere...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#411 - 2014-12-17 19:32:45 UTC
FireFrenzy wrote:
I also like the "5 mids with a bunch of lows for armor/gank" aspect alot... But as stated i am far from an expert...

I seem to recall CCP asking what players would think of a -1 mid +1 low version of the tempest in another announcement thread around the kronos expansion somewhere...



Problem with tempest is it has the same slot layout with typhoon FI. Plus with double damage bonus, dps is mediocre with armor tank. Typhoon FI is much better IMO than tempest.

Id like to see a low moved to a mid to have a shield BS other than mael. Nanopest returns?
Kagura Nikon
Native Freshfood
Minmatar Republic
#412 - 2014-12-17 21:08:10 UTC
James Baboli wrote:
Kagura: No argument on the majority of that. I will argue that the apoc has what seems to me the most attackship-y bonuses out of the Amarr line, as the abbadon has the resist bonus, and the new geddon is a disruption ship rather than combat or attack IMO.

On a few related notes:
Active tank bonuses are great on attack platforms, which are mostly for roam and raid playstyles. I tenatively want to swap these off of any combat ship which has them for one of the other forms of tank bonus. Because of crystals, ASBs, XL shield boosters and the like, they are more powerful on shield hulls for tank, but tend to have more pressure on the slots they would go in because of tackle.


Resist bonuses are insanely powerful on ships with a small number of slots, but perform less well as the number of slots increases. Also, due to the higher resists generated by invulns vs EANMs, they are less powerful for shield. This is because resists use both a stacking penalty and a distance formula, meaning the overall resist bonus ends up stacking harder.

Straight HP bonuses are much more powerful when you have large numbers of slots to play with, as decent resists are easy. They are more powerful for armor than shield because of the slave set, and the much larger buffer increase of a 1600 plate vs an LSE. This synergy is even worse if the rigs aren''t needed for other things but can be trimarks.

For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?



Ship bonuses are NEVER stack nerfed.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#413 - 2014-12-17 21:11:24 UTC
baltec1 wrote:
James Baboli wrote:


For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?



The two utility highs are what sells the ship.



Problem is typhoon can use 2 utility highs and do MORE dps and have about same buffer and smaller (less vulnerable to bombers). Armageddon and dominix can use 6 Neuts and do only a bit less dps. If you really need neut powert you want drone battleships.

The tempest is an innefective choice. You guys still use them sometimes in 0.0 because its a doctrine that you guys already have trained, and the cost of changing surpasses the gains.

The tempest dual neuts is relevant on a 1v1.. but that is a semi mythological combat condition.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#414 - 2014-12-17 21:17:39 UTC
James Baboli wrote:


For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?




Taht was always the line of my proposal. But shield boost bonuse smust be 7.5% otherwis e peopel do not use them.

1 neut is great. But if you need mroe than 1.. then you will soon jump to 6 with the drone boats. Therefore 2 neuts do nto have a usage envelope that is relevant.

Still 8/6/5 woudl be great. Why? Because 6 low slots are hard to justify on a shield tanking battleships. 3 damage mods 1DC and 1 TE.




If the tempest is to be ketp armor tanking. The correct way to fix it its to neutralize the fact taht its damage is largely mitigated by having 1 less slot for damage mods, and you do that by adding a 7th turret slot. Touch nothing else except fittings.. it would at least be a ship that is not overstepped by the malestrom, typhoon and megathron on all roles.

The fleet tempest could be kept as an armor boat, beign different from the little brother.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#415 - 2014-12-17 21:20:36 UTC
James Baboli wrote:
Kagura: No argument on the majority of that. I will argue that the apoc has what seems to me the most attackship-y bonuses out of the Amarr line, as the abbadon has the resist bonus, and the new geddon is a disruption ship rather than combat or attack IMO.





The definition of cobmat BS i am using is beign used as aship of the line without usage of mobility. And th e apoc escel at that. ITs trackign and massive range means it does nto need to move.Therefore it is a great bonus set for a combat ship.

The armageddon with its neuts woudl be a much more logical ATTACK ship, with more mobility and less ehp, so that it could move in and use his dreadful neuts (Taht even on extende range are clsoish range weaponry)

"If brute force does not solve your problem....  then you are  surely not using enough!"

baltec1
Bat Country
Pandemic Horde
#416 - 2014-12-18 04:54:57 UTC
Kagura Nikon wrote:
baltec1 wrote:
James Baboli wrote:


For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?



The two utility highs are what sells the ship.



Problem is typhoon can use 2 utility highs and do MORE dps and have about same buffer and smaller (less vulnerable to bombers). Armageddon and dominix can use 6 Neuts and do only a bit less dps. If you really need neut powert you want drone battleships.

The tempest is an innefective choice. You guys still use them sometimes in 0.0 because its a doctrine that you guys already have trained, and the cost of changing surpasses the gains.

The tempest dual neuts is relevant on a 1v1.. but that is a semi mythological combat condition.


Pest is not in our doctrines and it is not a mythical ship. It is effectively a bigger brother to the old cane (now the navy cane) that everyone flew before CCP stopped the cane from using two med neuts and perfectly suited to smaller gang work.
Kagura Nikon
Native Freshfood
Minmatar Republic
#417 - 2014-12-18 08:43:29 UTC
baltec1 wrote:
Kagura Nikon wrote:
baltec1 wrote:
James Baboli wrote:


For the tempest:

How do similar fitting and other hard stats as are currently in the spreadsheet with a switch to a 7.5% ROF bonus and a 5%/lvl shield boost amount and a 7/6/6 layout sound?



The two utility highs are what sells the ship.



Problem is typhoon can use 2 utility highs and do MORE dps and have about same buffer and smaller (less vulnerable to bombers). Armageddon and dominix can use 6 Neuts and do only a bit less dps. If you really need neut powert you want drone battleships.

The tempest is an innefective choice. You guys still use them sometimes in 0.0 because its a doctrine that you guys already have trained, and the cost of changing surpasses the gains.

The tempest dual neuts is relevant on a 1v1.. but that is a semi mythological combat condition.


Pest is not in our doctrines and it is not a mythical ship. It is effectively a bigger brother to the old cane (now the navy cane) that everyone flew before CCP stopped the cane from using two med neuts and perfectly suited to smaller gang work.


When I say you I mean large 0.0 groups, sorry if i was not precise enough, although you guys had not long ago the fleet tempest dotrine (so tempest is automatiacally trained). The mythical I spoke about was the 1v1 scenario.. not the tempest. 1v1 fights are mythical and should not be main balance factor of any ship.

On the hurricane case things were a bit easier for it. The hurricane had same or more low slots than its counterparts, exact opposite to tempest.

The tempest simply does not have a logical reason to be flown except trying to lure solo cruiser sized ships to engage you, by pretending you are doing some PVE or something stupid.

We just want to push tempest into a role that is not already outdone by mealstrom, typhoon, megathron , geddon..

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#418 - 2014-12-18 08:50:12 UTC
Other option for the tempest. Since in theory the sell point of the tempest are the neuts... you coudl captalize on that. Armageddon is the long range neut boat..

but you could make the tempest have a 7.5% ROF bonus (a bit less than now) and a 20% neutralizer AMMOUNT per level. The 2 neuts would become 4. The ship would have less dps but a specific role.


And before anyone complain that this is amarr bonus.

TP bonus on golem, ROF bonus on mega (rof bonus was supposed to be minmatar only when the racial identities were creaed), falloff bonus on several gallente ships, navy zealot faster than fleet sttaber. Gallente ships effectively more mobile than minmatar ones. The racial identities of minmatar were already stolen EONS ago... its is nothign more than fair.. that minmatar would have a ship that EXCELLED TO FIGHT against ammar ships!

It makes sense on a lore development scenario... it makes huge sense on the balance of ships, since the bad slot layout of the tempest balances well with a bonus that makes it a great ATTACK BATTLESHIP!! And makes a lot of sense on the ROLE scenario, because it is a role not covered yet, it makes it completely orthogonal to the typhoon and maelstrom and not a shadow of them.

"If brute force does not solve your problem....  then you are  surely not using enough!"

baltec1
Bat Country
Pandemic Horde
#419 - 2014-12-18 08:56:55 UTC
Kagura Nikon wrote:


We just want to push tempest into a role that is not already outdone by mealstrom, typhoon, megathron , geddon..


None of those ships can pull the cane only bigger trick. Geddon lacks the speed, Mega lacks the neuts, phoon is a nimble raven, mael is an arty platform and also too slow.

Pest is its own animal and can run either armour or shield tanked which gives it more adaptability then most ships. It is also one of the few battleships that can go solo including into wormholes and still sport a neut.
Kagura Nikon
Native Freshfood
Minmatar Republic
#420 - 2014-12-18 09:32:14 UTC  |  Edited by: Kagura Nikon
baltec1 wrote:
Kagura Nikon wrote:


We just want to push tempest into a role that is not already outdone by mealstrom, typhoon, megathron , geddon..


None of those ships can pull the cane only bigger trick. Geddon lacks the speed, Mega lacks the neuts, phoon is a nimble raven, mael is an arty platform and also too slow.

Pest is its own animal and can run either armour or shield tanked which gives it more adaptability then most ships. It is also one of the few battleships that can go solo including into wormholes and still sport a neut.



Being adaptable.. at DOCKED time is just an excuse to being FAIL whenever you are undocked.


What trick you talk about? Where is it usable nowadays ? I suppose you are talking about shield tempest with neuts to kill capitals as a cannon fooder thing to throw and collect insurance later...

The typhoon can drop 1 launcher to fit 2 neuts and do same DPS (in fact a tiny bit more) as a tempest but with PURE damage type (advantage) but smaller and more nimble . You can do the same with the raven!!! In fact if you drop 2 turrets fromt he mega to field Neuts, it does only 90 dps less than the tempest!!!!

Even if the tempest was slightly superior on this VERY Limited trick scenario (that it is not) it would still not be enough to justify its existance.

I must laugh at anyone that thinks that a ship is balanced because at a single NICHE and rare usage.. it can do 90 dps more than a mega that has dropped 2 of its turrets to fit the same neuting capability. All whiel the mega can be easily used as a INFITENLY superior ship in the other 99.5% of eve situations.

And what is the speed that you speak that it has and the geddon do not? is not as you need an extra 150m/s to bump a capital ship, and ALL battleships are too slow to have their mobility matter against smaller ships. It is a VERY minor advantage that does not compensate the MASSIVE disadvantage everywhere else.

The geddon and domi are still far superior on that role, by sheer capability of bringing MORE neuts with same DPS or WAY more neuts with a bit less dps and fielding much more EHP at same time.

The tempest only trick is to resemble superficially a ship that was in a completely different size class of a completely different metagame? wow amazing role.. almost as relevant as having a bonus to festival launchers

In the last 1 year, I have seen only 1 tempest .. only one!! The only battleships more rare nowadays is the scorpion.

"If brute force does not solve your problem....  then you are  surely not using enough!"