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Idea: t2 Heavy Command battleships

Author
Catherine Laartii
Doomheim
#1 - 2015-01-23 22:43:13 UTC  |  Edited by: Catherine Laartii
One of the more vexing issues facing advocates for new t2 ships is what role t2 versions of the rokh, abaddon, hyperion and maelstrom would fit, and how they would be balanced. I have a specific idea in mind for them as passive fleet boosters in the same way that Titans give out passive bonuses, albeit with these being *significantly* less powerful. Due to this, they wouldn't require the same skills with links as current command ships, but they're probably need at least leadership 5 and some lvl 5 support skills to run.

These would be a natural step up from Command ships, and have their own unique flavor. Resist profiles would be on-par with interdictors, so they'd have a very nice tank, but not as overpowered as a HAC resist profile. I am definitely fine with reducing that down to Blops level minor resists if this it's a problem, but command ships are generally very tanky so I think it would work just fine.

I am also proposing that this would HAVE to be paired with a nerf to command links which only allows them to boost ships on-grid. I would not support these ships or ships like it being introduced until current command links are balanced, and ONLY apply on-grid with the ship boosting them. Keep that in mind with their role bonus.

DRAGON
t2 Rokh, ishukone manufacturer

8/7/4 slot layout, 8 turret slots

Caldari Battleship skill:
10% bonus to Large Hybrid Turret optimal range per level,
4% bonus to shield resists per level

Heavy Command Ship skill:
5% bonus to Large Hybrid Turret damage per level,
5% increase in fleet members' turret optimal range and missile velocity per level



ZEUS
t2 Hyperion, Roden manufacturer

7/5/7 slot layout, 6 turret slots

Gallente Battleship skill:
10% bonus to Large Hybrid Turret damage per level,
7.5% bonus to Large Armor Repair amount per level

Heavy Command Ship skill:
7.5% bonus to Large Hybrid Turret tracking speed per level,
5% increase in fleet members' sensor resolution and targeting range per level


HELLFIRE
t2 Abaddon, Khanid manufacturer

8/4/7 slot layout, 8 launcher slots

Amarr Battleship skill:
10% bonus to Torpedo, Cruise, and Heavy missile velocity
4% bonus to armor resists per level

Heavy Command Ship skill:
10% bonus to armor amount per level,
5% bonus to fleet members' transfer array range per level


WARHAMMER
T2 Maelstrom, Core Complexion manufacturer

8/6/5 slot layout, 8 turret slots

Minmatar Battleship skill:
5% bonus to Large Projectile Turret rate of fire per level,
7.5% bonus to Shield Booster repair amount per level

Heavy Command Ship skill:
7.5% bonus to Large Projectile Turret tracking speed per level,
5% reduction to fleet members' module heat damage taken per level


ROLE BONUS: 10% bonus to boosted ship command link effectiveness. (total, not per level)

EDIT: I am tweaking a few things to make these stronger, and enforce the line progression I have in mind for these as an intermediary between command BCs and titans. I am upping the boost bonus to 5% per level, and adding a role bonus of "booster booster" with increasing boosted command links underneath them being 10% more effective.

This will allow the option in skirmish fleets of diversifying with more command ships, or augmenting the boosts to squads and wings more effectively, and give them more reason to be plugged into wing or fleet command positions. I am fine with resetting this if it sounds absurdly overpowered, but the intention and placement I have in mind for these is as the middle ships between command BC and titan boosts, and that would require them to be quite strong from a fleet standpoint.

I am updating the Zeus to have better targeting speed and range instead of augmenting drone power. I feel with the state that sentries and fightercraft are in, this would feed too much fuel into the fire of drone unbalance, and will instead focus on augmenting fleet sensors.
Catherine Laartii
Doomheim
#2 - 2015-01-23 23:02:28 UTC  |  Edited by: Catherine Laartii
NOTE: the 'transfer array' range bonus on the Hellfire applies to not only shield and armor reps, but capacitor as well as neuts and nos since they fall under emission systems. This should go towards benefitting logistics and energy disruptors in fleet without unbalancing them too terribly like an amount bonus would.
Bullet Therapist
FT Cold Corporation
#3 - 2015-01-23 23:40:15 UTC
Not a bad idea, but I'm not sure that we're ever going to see a t2 battleship that follows the hac line. The bonuses an ship types, though there's only 4 of them, do fall in line with hac bonuses, but the command bonuses are still kind of screwed up. Cap use isn't something that's really going to matter for ewar or turret users, especially not compared to ewar optimal. The overheat is a little less powerful imo but the cap use bonus is crap.
Catherine Laartii
Doomheim
#4 - 2015-01-24 00:00:14 UTC  |  Edited by: Catherine Laartii
Bullet Therapist wrote:
Not a bad idea, but I'm not sure that we're ever going to see a t2 battleship that follows the hac line. The bonuses an ship types, though there's only 4 of them, do fall in line with hac bonuses, but the command bonuses are still kind of screwed up. Cap use isn't something that's really going to matter for ewar or turret users, especially not compared to ewar optimal. The overheat is a little less powerful imo but the cap use bonus is crap.

Fair point, but what would you suggest? I'm mostly trying to find balance that isn't too terribly overpowered, and I'm of the opinion that tanking bonuses from something that doesn't sacrifice for command links (or is a supercap) would be too powerful. I figured that for turrets at least it would be useful for extended fleet engagements, especially with things like lasers.

Do you think having a 5% bonus and having the Zeus get cap reduction to repair modules be a thing, or would there be something more...unique...to apply to them instead of cap usage?

And the idea isn't so much to follow the HAC line, but more the command ship line since they follow a bit different roles and stat lines. That being said, they would make very good combat ships by themselves, although they'd be blingy as hell with costing as much if not more than a marauder Cool
ShahFluffers
Ice Fire Warriors
#5 - 2015-01-24 01:03:01 UTC
Until warfare links apply only on grid... I'm going to have to say "no" to this idea.
Arden Elenduil
Unlimited Bear Works
#6 - 2015-01-24 01:38:52 UTC
Please search for the thread called "flagships"
You'll find that it has been discussed quite a bit.
Lugh Crow-Slave
#7 - 2015-01-24 02:09:40 UTC
the caldari bonus would seem a bit off to me since a lot of there E-war ships can get over 100km optimal already

and a reduction in heat from the minmatar one would see that it would be one of the only ones used. heat reduction is extremely powerful
Celthric Kanerian
Viziam
Amarr Empire
#8 - 2015-01-24 14:43:51 UTC
Redundant post.
Lugh Crow-Slave
#9 - 2015-01-24 15:02:48 UTC
it is a bit redundant as to a new T2 BS but at least this one brings a new idea to the table and at least has some thought put into it


do i think it will work in EvE probably not but if some form of small titan style boosts made it in to sub cap fights it could be cool
Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2015-01-24 18:39:54 UTC
I'd rather not have as many bonuses to individual ships for flying in a fleet. Small gangs are already at a disadvantage for being small.

I'd be in support if these ships were like regular command ships, having to fit the same ganglink modules. That way you couldn't stack the effects from these battleships on top of other command bonuses.

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
#11 - 2015-01-24 19:27:18 UTC
Lugh Crow-Slave wrote:
the caldari bonus would seem a bit off to me since a lot of there E-war ships can get over 100km optimal already

and a reduction in heat from the minmatar one would see that it would be one of the only ones used. heat reduction is extremely powerful

Do you have an idea for what might be good bonuses for them? I'm hesitant about giving them tanking bonuses since it would feel a little too overpowered.
Catherine Laartii
Doomheim
#12 - 2015-01-24 19:43:28 UTC  |  Edited by: Catherine Laartii
EDIT:
I have updated the OP with new bonuses to the caldari, gallente and amarr heavy command ships.

  • The Dragon now gives passive strength boosts to ECM, damp, TP, TD and webifier strength

  • The Zeus now gives bonuses to drone effectiveness

  • The Hellfire now gives bonuses to logi and neut/nos range

  • Let me know if any of these are too strong. P
    Lugh Crow-Slave
    #13 - 2015-01-24 19:43:57 UTC
    Reaver Glitterstim wrote:
    I'd rather not have as many bonuses to individual ships for flying in a fleet. Small gangs are already at a disadvantage for being small.

    I'd be in support if these ships were like regular command ships, having to fit the same ganglink modules. That way you couldn't stack the effects from these battleships on top of other command bonuses.



    these bonuses would be like the ones on titans so no they wouldn't stack and you would still need to be in the booster slot



    Catherine Laartii wrote:
    Lugh Crow-Slave wrote:
    the caldari bonus would seem a bit off to me since a lot of there E-war ships can get over 100km optimal already

    and a reduction in heat from the minmatar one would see that it would be one of the only ones used. heat reduction is extremely powerful

    Do you have an idea for what might be good bonuses for them? I'm hesitant about giving them tanking bonuses since it would feel a little too overpowered.


    not any off hand a cycle time to E-war mods may be fun to play with (my personnel favorite) or if that is to strong then maybe a sensor strength bonus (would fit with caldari ships having the highers sensor strength)

    or for tank go with a bonus to shield recharge rate (this one may also be to weak for most situations but would work in a few niche roles

    I don't fly many minmatar ships so that ones is a little harder for me to find one that fits that isn't already covered by a warfare link
    Catherine Laartii
    Doomheim
    #14 - 2015-01-24 19:46:15 UTC
    Lugh Crow-Slave wrote:
    Reaver Glitterstim wrote:
    I'd rather not have as many bonuses to individual ships for flying in a fleet. Small gangs are already at a disadvantage for being small.

    I'd be in support if these ships were like regular command ships, having to fit the same ganglink modules. That way you couldn't stack the effects from these battleships on top of other command bonuses.



    these bonuses would be like the ones on titans so no they wouldn't stack and you would still need to be in the booster slot



    Catherine Laartii wrote:
    Lugh Crow-Slave wrote:
    the caldari bonus would seem a bit off to me since a lot of there E-war ships can get over 100km optimal already

    and a reduction in heat from the minmatar one would see that it would be one of the only ones used. heat reduction is extremely powerful

    Do you have an idea for what might be good bonuses for them? I'm hesitant about giving them tanking bonuses since it would feel a little too overpowered.


    not any off hand a cycle time to E-war mods may be fun to play with (my personnel favorite) or if that is to strong then maybe a sensor strength bonus (would fit with caldari ships having the highers sensor strength)

    or for tank go with a bonus to shield recharge rate (this one may also be to weak for most situations but would work in a few niche roles

    I don't fly many minmatar ships so that ones is a little harder for me to find one that fits that isn't already covered by a warfare link

    I updated the OP with new bonuses for them; Gallente one might be adding some fuel to the fire for drones, but I think it would be useful for bigger fights involving fighters and such.
    Catherine Laartii
    Doomheim
    #15 - 2015-01-24 19:51:19 UTC
    ShahFluffers wrote:
    Until warfare links apply only on grid... I'm going to have to say "no" to this idea.

    While I agree with your sentiment about links needing to be on grid, you gotta admit; snuff would love using these things. Pirate
    Catherine Laartii
    Doomheim
    #16 - 2015-01-24 19:56:24 UTC
    Arden Elenduil wrote:
    Please search for the thread called "flagships"
    You'll find that it has been discussed quite a bit.

    I see an old thread talking about t3 battleships. These are t2 with passive bonuses, and thus covering a different topic area. It is not a redundant thread.
    Lugh Crow-Slave
    #17 - 2015-01-24 19:59:32 UTC  |  Edited by: Lugh Crow-Slave
    Catherine Laartii wrote:

    I updated the OP with new bonuses for them; Gallente one might be adding some fuel to the fire for drones, but I think it would be useful for bigger fights involving fighters and such.


    the problem with the gal one is fighters are already able to apply damage to well to sub caps even as small as cruisers as well the last thing we need is Ishtars with better tracking than they had b4 the nerf


    and the caldari one would get over ridden if some one was using the same warfare link on a T3 or BC thats why i had it as cycle time rather than strength or people would just oped to use the stronger smaller (and no doubt cheaper) one on a command ship

    However the problem with cycle time is it would force all E-war to use more cap however can change scripts more offten

    it could could be useful on nuets if you have the cap for it(blood ships would be scary and it may need to not affect nuet/nos for this reason)

    with ECM you are now in a situation where you get more roles to see if you jam but your jams don't last as long
    Tiddle Jr
    Brutor Tribe
    Minmatar Republic
    #18 - 2015-01-24 23:19:56 UTC
    Hellfire, you've mentioned 3 types of missile sizes which is strange.

    Next thing is dual armor bonuses (resists & hitpoints), which simply make it overetanked.


    "The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

    Lugh Crow-Slave
    #19 - 2015-01-24 23:21:43 UTC
    Tiddle Jr wrote:
    Hellfire, you've mentioned 3 types of missile sizes which is strange.

    Next thing is dual armor bonuses (resists & hitpoints), which simply make it overetanked.




    where have you been m8 BS have 3 missile types now Cruise Rapid heavy and torps go look at the raven, scorp, widow
    Tiddle Jr
    Brutor Tribe
    Minmatar Republic
    #20 - 2015-01-24 23:25:03 UTC
    Lugh Crow-Slave wrote:
    Tiddle Jr wrote:
    Hellfire, you've mentioned 3 types of missile sizes which is strange.

    Next thing is dual armor bonuses (resists & hitpoints), which simply make it overetanked.




    where have you been m8 BS have 3 missile types now Cruise Rapid heavy and torps go look at the raven, scorp, widow


    I know that, and it's not a Caldari BS.

    "The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

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