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Just a thought concerning D3's

Author
Sobaan Tali
Caldari Quick Reaction Force
#1 - 2015-03-22 00:05:00 UTC
Just wanted to pitch an idea considering all the crying I've seen regarding how D3's are too OP. No, I'm not disagreeing with you, they are pretty deadly from what I've heard.

Simple really, make the 10 second cool-down timer for the mode switching into a warm up timer. Rather than immediate mode switch and 10 seconds wait to switch again, make it so that you have to wait ten seconds for a switch to take effect. It's not perfect or completely fixes the issue, but would that help at all? What do you guys think?

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Lienzo
Amanuensis
#2 - 2015-03-22 00:19:32 UTC  |  Edited by: Lienzo
The only part of them that is broken is how easy it is to fit 10MN microwarpdrives, and the vastly reduced mass penalty.

It's not that destroyers able to go +15km/s are really a huge threat, it's just that you can't really interact with them. It's small part of a larger trend of the problem created by oversize prop mods and oversized buffer tanks.

The idea of a warm up time rather than a cool down is a reasonable change though.
thatonepersone
Black Jack 0-1
#3 - 2015-03-22 01:09:40 UTC
Best thing to do is nothing, since there isn't a problem. The 10 MN uses a lot of the pg, and I can't imagine a t3 tracking you while going 12 km/s. I can fit my to cruiser with a 100mn mwd, does that make it op? No.
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#4 - 2015-03-22 20:44:50 UTC
does the 10mn mwd have a correspondingly larger sig bloom on the Dessy, if so even going 15km/s it ought to be easy enough for a BS to track it and alpha, especially since going 15km/s for even 3 seconds will undoubtedly give you low transversal
Lugh Crow-Slave
#5 - 2015-03-22 21:14:36 UTC  |  Edited by: Lugh Crow-Slave
the sig bonus is the same no matter the siz

also in my understanding its not MWDs that are the problem but ABs as the MWDs take way to much PG to fit on anything practical but i could be wrong

the OPs idea may work but this may hurt all of them when only 1-2 wind up being OP

and honest for the most part D3s aren't all that bad if they are 10mn fit they normally can't deal much damage you just can't normally kill them either and this frustrates people just like warp stabs


the miny one may need to be toned down a bit but the confessor is pretty balanced


I say we wait a few months after the last two are released see what ones become OP in the meta (if any) then take a look at them




right now a lot of them are being used and not many people know how to fly against them

this is because they are new so every one wants to try them out and not many have experience fighting them yet not because they are flat out OP

a nerf at this point may be premature
ShahFluffers
Ice Fire Warriors
#6 - 2015-03-22 21:17:36 UTC
Aeryn Maricadie wrote:
does the 10mn mwd have a correspondingly larger sig bloom on the Dessy, if so even going 15km/s it ought to be easy enough for a BS to track it and alpha, especially since going 15km/s for even 3 seconds will undoubtedly give you low transversal

- No. The sig bloom is percentage based. So it gives the same amount as a 1MN microwarpdrive.

- The idea behind oversized prop mods is that they produce more power (because each class of prop mods is supposed to push a ship with much higher mass), which allows for more speed.

- The pitfall with oversized prop mods is that, when activated, they add a godawful amount of mass relative to the ship (in addition to taking up a huge chunk of a ship's CPU/PG). So it takes about 7 to 12 seconds before they can reach top speed.
A 3 second "burst" will produce an effect no different from a "regular" MWD.
And changing direction with an oversized prop mod at top speed is akin to a freighter aligning.
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#7 - 2015-03-22 21:43:02 UTC  |  Edited by: Aeryn Maricadie
ShahFluffers wrote:
Aeryn Maricadie wrote:
does the 10mn mwd have a correspondingly larger sig bloom on the Dessy, if so even going 15km/s it ought to be easy enough for a BS to track it and alpha, especially since going 15km/s for even 3 seconds will undoubtedly give you low transversal

- No. The sig bloom is percentage based. So it gives the same amount as a 1MN microwarpdrive.

- The idea behind oversized prop mods is that they produce more power (because each class of prop mods is supposed to push a ship with much higher mass), which allows for more speed.

- The pitfall with oversized prop mods is that, when activated, they add a godawful amount of mass relative to the ship (in addition to taking up a huge chunk of a ship's CPU/PG). So it takes about 7 to 12 seconds before they can reach top speed.
A 3 second "burst" will produce an effect no different from a "regular" MWD.
And changing direction with an oversized prop mod at top speed is akin to a freighter aligning.


still that ought to make it relatively easy to hit if they use an oversize MWD, you just need the range and alpha to hit them once they get far enough to lower their transversal.

The 10mn AB fits don't seem to be all that OP in my opinion, my corp and I just whelped a small gang of structure tanked T1 cruisers in Null sec the other night, we killed a T2 HAC, a Confessor, some other minor stuff, and almost killed a svipul. We would have been isk positive if the guys hadn't' decided to go full Yolo with limited edition hulls. (and I was wearing 60mil in implants that I didn't need at all)
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#8 - 2015-03-22 23:59:05 UTC
A ten second warm up kind of kills the purpose of the ship, but splitting that 10 second window between warm up and cool down might be fun. Say a three second warm up and seven second cool down.

I kinda like that.
Sobaan Tali
Caldari Quick Reaction Force
#9 - 2015-03-23 01:06:25 UTC
Ned Thomas wrote:
A ten second warm up kind of kills the purpose of the ship, but splitting that 10 second window between warm up and cool down might be fun. Say a three second warm up and seven second cool down.

I kinda like that.


Interesting...but I disagree that the purpose of the ship gets lost by replacing the cool-down with a warm-up process. Rather, the fact that you can suddenly and instantly switch over to what you need now kind of defeats the need or point of the cool down, as it seems hardly like what anyone would call a drawback unless you find yourself trying to rapidly switch from mode to mode.

I got the idea from noting the fact that even T3's need to dock up (not sure where else T3's are allowed to refit subs, MDU's maybe?) to change sub systems out. On top of that, you have to actually have these subs, like any other module, present at the time when switching them out. You can't just flip a switch. D3's don't really have anything to balance out the fact that they can accomplish the same effect without needing to dock up, without needing some arbitrary bag of sub systems to do it, and you can literally apply the effects of an alternate mode instantly when you decide that particular mode is prevalent.

I figured adding a delay between making the decision to switch modes and when the effects of that move are felt helps to justify having such a potentially powerful ability in a way that would otherwise have virtually no drawbacks. I also figure this would be a much easier trade to swallow than simply asking for some negative bonus's being added to each mode, which was another idea of mine but I don't think that will be as popular of a pitch.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Lugh Crow-Slave
#10 - 2015-03-23 01:37:33 UTC
Sobaan Tali wrote:
Ned Thomas wrote:
A ten second warm up kind of kills the purpose of the ship, but splitting that 10 second window between warm up and cool down might be fun. Say a three second warm up and seven second cool down.

I kinda like that.


Interesting...but I disagree that the purpose of the ship gets lost by replacing the cool-down with a warm-up process. Rather, the fact that you can suddenly and instantly switch over to what you need now kind of defeats the need or point of the cool down, as it seems hardly like what anyone would call a drawback unless you find yourself trying to rapidly switch from mode to mode.

I got the idea from noting the fact that even T3's need to dock up (not sure where else T3's are allowed to refit subs, MDU's maybe?) to change sub systems out. On top of that, you have to actually have these subs, like any other module, present at the time when switching them out. You can't just flip a switch. D3's don't really have anything to balance out the fact that they can accomplish the same effect without needing to dock up, without needing some arbitrary bag of sub systems to do it, and you can literally apply the effects of an alternate mode instantly when you decide that particular mode is prevalent.

I figured adding a delay between making the decision to switch modes and when the effects of that move are felt helps to justify having such a potentially powerful ability in a way that would otherwise have virtually no drawbacks. I also figure this would be a much easier trade to swallow than simply asking for some negative bonus's being added to each mode, which was another idea of mine but I don't think that will be as popular of a pitch.


no it does defeat the purpose of a ship that is meant to be able to react to the situation small gang and solo PvP 10 seconds is a long time some fights don't even last that long once the engagement starts
Iroquoiss Pliskin
9B30FF Labs
#11 - 2015-03-23 01:52:57 UTC  |  Edited by: Iroquoiss Pliskin
The modes themselves aren't the problem.

Real issue vs cruiser-sized target is the very small base signature size, and coupled with Defensive mode which reduces it further, makes certain situations "mathematically impossible" to resolve in the favour of the cruisers. Smile

I've seen a dual-rep 10MN AB DLP Confessors take down dual web Thoraxes with Electron blasters.

To alleviate this, I propose to increase the base+Defense mode-bonused sig size to a figure a bit higher than the T2 Destroyers/Dictors.
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#12 - 2015-03-23 02:02:26 UTC
Iroquoiss Pliskin wrote:
The modes themselves aren't the problem.

Real issue vs cruiser-sized target is the very small base signature size, and coupled with Defensive mode which reduces it further, makes certain situations "mathematically impossible" to resolve in the favour of the cruisers. Smile

I've seen a dual-rep 10MN AB DLP Confessors take down dual web Thoraxes with Electron blasters.

To alleviate this, I propose to increase the base+Defense mode-bonused sig size to a figure a bit higher than the T2 Destroyers/Dictors.

I don't think there is anything wrong with a T3 destroyer taking on a T1 ship of the next higher class, it is just like a T3 cruiser vs. a BC. Like I said I wasn't really impressed by the T3 destroyers capabilities vs our T1 cruisers so once you get beyond 1v1 there just isn't much OPness.
sabre906
The Scope
Gallente Federation
#13 - 2015-03-23 02:56:22 UTC
The problem is gtfo ability. Risk aversion is a force multiplier when it comes to "OPness."

Is a lone ratting carrier OP (lulz?)? For the cost of 5 HACs, it has the dps of 8 HACs and tank of 30 HACs. Oh and it's insurable, so it actually costs less than 5 HACs.

When something is small and fast, it can be slightly OP and be "OP." When something is large and slow, it can have dps/tank off the roof without being "OP."

CCP making t3 destroyers strong is a bad idea. They should make t3 destroyers weaker than sabres, then tune it up bit by bit and watch usage.

If CCP ever makes t3 BS, they can go ahead and make that OP, and it'll just attract gank, no matter how OP it is.
Iroquoiss Pliskin
9B30FF Labs
#14 - 2015-03-23 03:06:15 UTC
Aeryn Maricadie wrote:
Iroquoiss Pliskin wrote:
The modes themselves aren't the problem.

Real issue vs cruiser-sized target is the very small base signature size, and coupled with Defensive mode which reduces it further, makes certain situations "mathematically impossible" to resolve in the favour of the cruisers. Smile

I've seen a dual-rep 10MN AB DLP Confessors take down dual web Thoraxes with Electron blasters.

To alleviate this, I propose to increase the base+Defense mode-bonused sig size to a figure a bit higher than the T2 Destroyers/Dictors.

I don't think there is anything wrong with a T3 destroyer taking on a T1 ship of the next higher class, it is just like a T3 cruiser vs. a BC. Like I said I wasn't really impressed by the T3 destroyers capabilities vs our T1 cruisers so once you get beyond 1v1 there just isn't much OPness.


No, the tracking by T1 and even T2 Cruisers is an issue.

https://www.youtube.com/watch?v=mq1jI2U-7fs

Smile
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#15 - 2015-03-23 03:06:41 UTC
sabre906 wrote:
The problem is gtfo ability. Risk aversion is a force multiplier when it comes to "OPness."

Is a lone ratting carrier OP (lulz?)? For the cost of 5 HACs, it has the dps of 8 HACs and tank of 30 HACs. Oh and it's insurable, so it actually costs less than 5 HACs.

When something is small and fast, it can be slightly OP and be "OP." When something is large and slow, it can have dps/tank off the roof without being "OP."

CCP making t3 destroyers strong is a bad idea. They should make t3 destroyers weaker than sabres, then tune it up bit by bit and watch usage.

If CCP ever makes t3 BS, they can go ahead and make that OP, and it'll just attract gank, no matter how OP it is.


I don't think they have anymore gtfo ability than any other kite relative to their engagement profile, the two that died to my corps t1 cruisers certainly didn't.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#16 - 2015-03-23 03:08:39 UTC
Lugh Crow-Slave wrote:
Sobaan Tali wrote:
Ned Thomas wrote:
A ten second warm up kind of kills the purpose of the ship, but splitting that 10 second window between warm up and cool down might be fun. Say a three second warm up and seven second cool down.

I kinda like that.


Interesting...but I disagree that the purpose of the ship gets lost by replacing the cool-down with a warm-up process. Rather, the fact that you can suddenly and instantly switch over to what you need now kind of defeats the need or point of the cool down, as it seems hardly like what anyone would call a drawback unless you find yourself trying to rapidly switch from mode to mode.

I got the idea from noting the fact that even T3's need to dock up (not sure where else T3's are allowed to refit subs, MDU's maybe?) to change sub systems out. On top of that, you have to actually have these subs, like any other module, present at the time when switching them out. You can't just flip a switch. D3's don't really have anything to balance out the fact that they can accomplish the same effect without needing to dock up, without needing some arbitrary bag of sub systems to do it, and you can literally apply the effects of an alternate mode instantly when you decide that particular mode is prevalent.

I figured adding a delay between making the decision to switch modes and when the effects of that move are felt helps to justify having such a potentially powerful ability in a way that would otherwise have virtually no drawbacks. I also figure this would be a much easier trade to swallow than simply asking for some negative bonus's being added to each mode, which was another idea of mine but I don't think that will be as popular of a pitch.


no it does defeat the purpose of a ship that is meant to be able to react to the situation small gang and solo PvP 10 seconds is a long time some fights don't even last that long once the engagement starts


Just to point out, if a D3 can't survive 10 seconds then it isn't worth talking about.

That said, the strategy has to come from choosing the mode, not from waiting for that choice to be active.
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#17 - 2015-03-23 03:26:18 UTC
Sobaan Tali wrote:
Just wanted to pitch an idea considering all the crying I've seen regarding how D3's are too OP. No, I'm not disagreeing with you, they are pretty deadly from what I've heard.

Simple really, make the 10 second cool-down timer for the mode switching into a warm up timer. Rather than immediate mode switch and 10 seconds wait to switch again, make it so that you have to wait ten seconds for a switch to take effect. It's not perfect or completely fixes the issue, but would that help at all? What do you guys think?

This actually does make a lot of sense since a ten second cool down timer is really only a penalty if you accidentally hit the wrong mode.
Milton Middleson
Rifterlings
#18 - 2015-03-23 05:08:42 UTC
Iroquoiss Pliskin wrote:
Aeryn Maricadie wrote:
Iroquoiss Pliskin wrote:
The modes themselves aren't the problem.

Real issue vs cruiser-sized target is the very small base signature size, and coupled with Defensive mode which reduces it further, makes certain situations "mathematically impossible" to resolve in the favour of the cruisers. Smile

I've seen a dual-rep 10MN AB DLP Confessors take down dual web Thoraxes with Electron blasters.

To alleviate this, I propose to increase the base+Defense mode-bonused sig size to a figure a bit higher than the T2 Destroyers/Dictors.

I don't think there is anything wrong with a T3 destroyer taking on a T1 ship of the next higher class, it is just like a T3 cruiser vs. a BC. Like I said I wasn't really impressed by the T3 destroyers capabilities vs our T1 cruisers so once you get beyond 1v1 there just isn't much OPness.


No, the tracking by T1 and even T2 Cruisers is an issue.

https://www.youtube.com/watch?v=mq1jI2U-7fs

Smile


A cruiser with zero webs and max caliber guns couldn't hit an afterburning target inside 5km. That doesn't strike me particularly offensive.

On the other hand, this:

Quote:
if they are 10mn fit they normally can't deal much damage


is patently false. A 10mn afterburner svipul can break 350 dps while sporting a 20k EHP tank (or injected equivalent). The confessor isn't quite as nuts in that respect (though it benefits elsewhere), but it's still nothing to sneeze at either.

The mode switching itself isn't really a problem, and it'd be a shame to weaken that aspect. The bigger issue is that the stats are just too damn good. Too much fitting, especially.
Iroquoiss Pliskin
9B30FF Labs
#19 - 2015-03-23 06:13:03 UTC  |  Edited by: Iroquoiss Pliskin
Milton Middleson wrote:

A cruiser with zero webs and max caliber guns couldn't hit an afterburning target inside 5km. That doesn't strike me particularly offensive.


I've brawled both t1 and faction cruisers - Scythe Fleet Issue with a web and 180mm ACs couldn't track a 10MN Confessor, nor would a double web Electron blaster Trax with Faction ammo loaded.

The issue is the 10MN AB in Defense mode. Broken sig is broken - would be fine with a MWD, however.

So, CCP, either reduce T3Ds powergrid, halve the number of turrets by 50%, add/increase the rate of fire (otherwise Svipul is y0lo) to compensate so they can't fit 10MNs, or increase the base signature radius substantially.

I'll let the gameplay speak for itself, especially seeing as the prices keeps hitting new lows er'ry day. Smile

P.S. Pure profit (Sell price - materials - installation cost) is still over 12 mil per ship sold for these things, so go over-produce them guys. Blink
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#20 - 2015-03-23 08:16:04 UTC
Milton Middleson wrote:
Iroquoiss Pliskin wrote:
Aeryn Maricadie wrote:
Iroquoiss Pliskin wrote:
The modes themselves aren't the problem.

Real issue vs cruiser-sized target is the very small base signature size, and coupled with Defensive mode which reduces it further, makes certain situations "mathematically impossible" to resolve in the favour of the cruisers. Smile

I've seen a dual-rep 10MN AB DLP Confessors take down dual web Thoraxes with Electron blasters.

To alleviate this, I propose to increase the base+Defense mode-bonused sig size to a figure a bit higher than the T2 Destroyers/Dictors.

I don't think there is anything wrong with a T3 destroyer taking on a T1 ship of the next higher class, it is just like a T3 cruiser vs. a BC. Like I said I wasn't really impressed by the T3 destroyers capabilities vs our T1 cruisers so once you get beyond 1v1 there just isn't much OPness.


No, the tracking by T1 and even T2 Cruisers is an issue.

https://www.youtube.com/watch?v=mq1jI2U-7fs

Smile


A cruiser with zero webs and max caliber guns couldn't hit an afterburning target inside 5km. That doesn't strike me particularly offensive.

On the other hand, this:

Quote:
if they are 10mn fit they normally can't deal much damage


is patently false. A 10mn afterburner svipul can break 350 dps while sporting a 20k EHP tank (or injected equivalent). The confessor isn't quite as nuts in that respect (though it benefits elsewhere), but it's still nothing to sneeze at either.

The mode switching itself isn't really a problem, and it'd be a shame to weaken that aspect. The bigger issue is that the stats are just too damn good. Too much fitting, especially.

I'll take a look at pyfa, if it can be done without implants/boosters/links/purple and all that jazz you might have a point
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