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Black OPS and the need for a re-design

Author
Tipa Riot
Federal Navy Academy
Gallente Federation
#41 - 2015-03-11 19:21:26 UTC
Maybe I'm a noob, but how exactly will further jump fatigue reduction help here? Once you show up in local of the region you want to operate in, the countdown is ticking ...and the time between targets was long enough usually to skip fatigue in the ops I participated in.

I'm my own NPC alt.

John Selth
Collapsed Out
Pandemic Legion
#42 - 2015-03-11 19:51:00 UTC  |  Edited by: John Selth
As someone who has been heavily involved with the Bombers Bar and the Black Ops community as a whole for nearly 4 years running, I have to agree. I would also want to add that covert haulers be able to use a refitting bay to give them a proper fleet logistics role.

Follow the Bombers Bar on twitter @TheBombersBar
GeeShizzle MacCloud
#43 - 2015-03-11 20:21:37 UTC
Rebalancing black ops battleships cannot be truely discussed unless you also bring up the issue that black ops battleships can dock back into stations with the bridge open.

getting slightly realistic here you are opening up an artificial singularity through to another part of space and as such those forces should be extremely damaging to a station at the range its performed.

but from a purely game balancing perspective there should be a risk associated to opening a bridge, whether it be a titan bridge or a black ops bridge. Currently that does exaist for titans but there is no such associated risk for black ops battleships doing such things on the undock of a station.
Justin Zaine
#44 - 2015-03-11 20:23:43 UTC
Don't get be wrong - I like cloakies as much as the next guy, but all I see in this thread are tears from people that use BLOPS to pad their KB on a nightly basis, whining about how BLOPS should be more of an I WIN button.

No.

Don't try to tell me you guys don't kill enough stuff as-is.

I'm completely behind the idea that NS Local needs to change, for reasons already stated. But to buff BLOPS in all the ways that you're asking is mostly just silly and amounts to "I use this ship a lot and I like it so it needs a buff." - A position every player in Eve can take on their favourite ships. I like Bombers but it doesn't mean they need better tank and more DPS.

Changing the way NS Local works would, depending on how they do it, more than adequately buff BLOPS.

You wanna fly a Covert cloaking ship with good dps and good tank - Fly a T3.

You wanna fly a space taxi that can bridge covert fleets all over the damn place - Then you understandably sacrifice tank and DPS to do so.

"But BLOPS are too expensive!!!" - Okay, and it's 100 bil isk Titan cousin is not?

Have you forgotten that the very reason Jump Fatigue was implemented in the first place was to help stop groups like you from dropping on anyone and everyone you see ratting in NS in something more expensive than a T2 fit BC?

The system may not be perfect, but I'd say that in CCP's eyes it's working mostly as intended, following their goal to limit power projection.


So: CCP, please change NS local.
Problem solved.

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Xpaulusx
Naari LLC
#45 - 2015-03-11 20:31:29 UTC
Agree with OP.

......................................................

Tacknore Lacos
Magister Mortalis.
#46 - 2015-03-11 20:40:31 UTC
I agree with this also. Very nicely said temp o7
Gideon Goldenbelly
The Tuskers
The Tuskers Co.
#47 - 2015-03-11 20:55:39 UTC
i agree in large parts with temp.

im not totally sure which exact changes would be best for blops but if CCP would be able to lift the gameplay quality of the blops to that of bombers and maybe create some synergy between all jumpable cov-ops ships id be very happy!
Vajrabhairava
Perkone
Caldari State
#48 - 2015-03-11 21:03:51 UTC
With the jump changes, BLOPS are pretty terrible compared to what they used to be.

I don't really like the idea of splitting off a new ship type, and I am so-so on more DPS (if you pick your targets wisely that is unnecessary, and a handful of BLOPs is usually more than a match for some ratting carrier as they are now.) But some more DPS and some more resist would be OK I guess.

Main thing is, Templemann is right on the mark about BLOPs needing mobility and jump fatigue killing that.
Leto Aramaus
Frog Team Four
Of Essence
#49 - 2015-03-11 21:33:26 UTC
Orlacc wrote:
Just a module that takes you off local will do it.


No. ******* get rid of local completely.

#Death to all spreadsheets
Garrett Osinov
Doomheim
#50 - 2015-03-11 21:41:49 UTC
Whoever doesn't like local, go and play in WH ! There is no local there ! Problem solved.

Bombers with bombs can jump on top of enemy fleet and drop bombs and do sick damage ! There should not be an I-win button !!!

Someone wants to hotdrop onto everyone head, another wants to do bazilion DPS with cloacky ship. No way it should be like this.

colera deldios
#51 - 2015-03-11 21:58:59 UTC
The only people that are crying about removing LOCAL from 0.0 are people who are crap at PVP and are not really interested in PVP but are interested in safe and calculated GANKS.

They want free kills that's about it. PVPers have shown that local is worth jack **** as well as intel channels 0 help. It's so easy to catch Mauraders, BS, Ishtars and Carriers as well as Supers that are ratting it's not even funny.

If you don't like Local there is WH space for you, enjoy it.
Vic Jefferson
Stimulus
Rote Kapelle
#52 - 2015-03-11 22:00:45 UTC
It would be nice to have the jump fatigue softened.

Mobility,Tank,Damage. Pick two.

I'm 100% cool with mobility and damage; if anything they need to be more mobile and have less jump fatigue. If they had stronger tanks, there would be even less risk with them. If you don't want to risk ships worth 2 billion isk, then maybe you should grab an atron. There has to be some disadvantage and or risk to instantly jumping 1000dps many systems away onto an unsuspecting target, which is why tank should remain light. Blops with T2 resists would be crazy, this is the worst and laziest design change they could make. Now, a two minute overheat bonus? That'd give em more drop power, but not toe to toe combat power, which they shouldn't have in the first place - if you want that, use a marauder. T2 ships are supposed to be specialized, not just better overall.


I don't want to have to own two versions of the same ship. If I'm not going to bridge people, then I just take the module off.

Vote Vic Jefferson for CSM X.....XI.....XII?

Andy Koraka
State War Academy
Caldari State
#53 - 2015-03-11 22:21:09 UTC
If BLOPs get the 90% fatigue reduction then they'll be in a good place where a jump every 10 minutes makes you think about picking a good target.

They were in a pretty balanced spot before Pheobe but now it's just terrible, drop someone, afk cloak at a safe for an hour, drop another target, afk cloak at a safe for an hour, repeat.

The other stuff is interesting and has it's own merits but fixing the fatigue reduction up to 90% would be an easy/immediate quality of life fix.
Quesa
Macabre Votum
Northern Coalition.
#54 - 2015-03-11 22:28:29 UTC
Good news is, Fozzie eluded to delayed-local as a possibility.
Paikis
Vapour Holdings
#55 - 2015-03-11 22:36:56 UTC  |  Edited by: Paikis
First a disclaimer. I have lost exactly 2 ships to hotdrops (both BLOPs) ever. I also have Black Ops V trained and have used it. Personally I dislike the entire mechanic behind hotdropping, and would be happy if it was completely removed from the game. The main way I've seen it used involves a bunch of characters sitting in a POS or docked up completely safely while your bait/scout goes roaming for targets. If the bait gets taken, you either bring overwhelming force instantly, or if the fight wont go well for you, you just don't show up. I know the idea behind BLOPs is to be a mobile force behind enemy lines, but in my experience, it just doesn't happen. They get used as taxis (prefatigue) or as gank ships. Roaming simply doesn't happen.

Tempelman N wrote:
1'st Blops need a reduction in their jump fituage, why?

2'nd Blops need T2 resists. Why?

3'rd Blops need to be either re-bonused or split into separate classes.


CCP added jump fatigue specifically to stop you from flitting all over the map willy-nilly. For you to come here and complain that a change is working exactly as intended seems somewhat silly. While I'm sure it would be nice for your roams to be able to ignore jump fatigue while roaming null, the simple fact of the matter is that as soon as you make any kind of exceptions for jump fatigue we are right back to those ships being used to teleport all over the map (see: nullsec using t1 industrials to bypass fatigue) and the fatigue change is useless.

The T2 resistances are largely a moot point IMO. I have literally never seen BLOPs used in anything other than a completely one-sided stomp, in almost 6 years. It is not uncommon to see 10+ BLOPs battleships dropped onto a single cruiser. Why does being squishy matter if the fight is over before it bagan anyway? in a 10 vs 1 fight, you're going to kill the target so fast that your lack of T2 resistances just doesn't matter.

The class split was something that Fozzie (or was it Rise?) have talked about before. I think their idea at the time was a combat version and an EWAR version. I have no opinion on this one way or another.

Here's a counter proposal for you:

1. Jump drives and jump portals removed from BLOPs and Cov Ops completely. Skill points reimbursed.
2. Warp speed increased to 3 AU/s (cruiser speeds) for BLOPs BSs
3. Cov Ops cloak.
4. T2 resists and a base HP buff. Put it in line with the T1 BSs.

This way you can still go roaming, but you have to put your shiny gank ship at risk to do it, and you can't instantly appear out of nowhere on your target's face and nuke it down.
Celess Firuda
For the Kingdom
#56 - 2015-03-11 23:27:00 UTC  |  Edited by: Celess Firuda
I agree with Templeman. Jump fatigue is killing the mere idea behind covert ops.

* please, somheow reduce the penalty of jump fatigue on covert ops
* delay the local intel
* make black ops can use covert ops cloak to suite its role as a shepard
YoYoMommy
Dreddit
Test Alliance Please Ignore
#57 - 2015-03-12 04:31:42 UTC
Agreed
Valkin Mordirc
#58 - 2015-03-12 04:44:25 UTC
Garrett Osinov wrote:
Whoever doesn't like local, go and play in WH ! There is no local there ! Problem solved.

Bombers with bombs can jump on top of enemy fleet and drop bombs and do sick damage ! There should not be an I-win button !!!

Someone wants to hotdrop onto everyone head, another wants to do bazilion DPS with cloacky ship. No way it should be like this.




Because Blackops are totally usefull in W-space. Roll
#DeleteTheWeak
Zekora Rally
U2EZ
#59 - 2015-03-12 07:17:29 UTC  |  Edited by: Zekora Rally
Black Ops really need to be more of a viable choice than they are atm. There are many ways in which they can be brought up to speed. In addition to a 90% jump fatigue reduction, which would go a long way in making me want to fly one, I suggest a warp speed and acceleration role bonus. Furthermore, change the cloak speed bonus to a role bonus and give all of them ewar bonuses for their respective race. The black ops skill should improve damage application and improve the ships racial ewar modules effectiveness. Webs for minnie; tracking disruptor/neuts for amarr; resebo/point range for gallente; ecm for caldari. This will make black ops more useful in various situations outside of bridging ships. All other black ops ships could use an extra turret hardpoint except the redeemer.



P.S.
If CCP should remove/delay local from nullsec then I foresee a good amount of residents instantly leaving; I'm guessing anywhere from 35% to 50%, if not more, would move to highsec and lowsec, especially with the force to fight/fw-esque changes coming during the summer.
Whether or not it's a good idea, I can't really say but I don't see the nullsec economy taking off with these kind of changes.
LOLWTFBBO
Rely North
#60 - 2015-03-12 10:04:10 UTC
I strongly agree that jump fatigue on black ops should be reduced or removed entirely.

The reduction of jump fatigue would greatly improve the cadence of game play for covert ops fleets, which was affected in the changes target at sov warfare.

A surprise party isn't really a surprise when you already know that everybody is at you house. Until changes are made to the way local chat works, alleviating the jump fatigue imposed on black ops would have a positive impact on covert ops fleets.