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Battleships are largely fine. Only small tweaks are needed

Author
big miker
Frogleap Factories
#1 - 2015-05-17 16:32:37 UTC
Hello o7

Even though this is anather one of these battleship threads I do want to give my own opinion about them.
Battleships as they are are largely fine, they only require a couple of small tweaks to bring them inline.
I have vast amount of experience flying nanofiber kiting battleships. Ranging from navy Megathrons to Nightmares and beyond. I also have a good sense of how they operate in 0.0 space.

I personaly think increasing battleship warp speed upto 2.5 au/s would be a great start. Even though battlecruisers got buffed upto 2.7 au/s I suggest upping them to 2.75 au/s. Even though it's probably not noticable it does create a sensible warp speed progression across the ship classes.

T1 Frigates - 5au/s
T1 Cruisers - 3.0au/s
T1 Battlecruisers - 2.75au/s
T1 Battleships - 2.5au/s

The difference between battlecruisers and battleships we have right now seems out of line. From 2.7au/s to 2.0au/s doesn't seem like a natural progression.

Other than that there's about four T1 battleships that in my opinion require tweaking / buffing. Mainly the Tempest, Rokh, Abaddon and Maelstrom. Even though the Rokh and Maelstrom have been used in the past I still feel like in the currunt meta game they lack power. My proposal is as following:

ArrowTempest:
The Tempest can be tweaked / buffed in various ways.

- 1. Give the Tempest a 7th turret slot. Increase it's powergrid slightly. This way it'll become the strongest subcapital alpha platform together with the Machariel. It's balanced becuase it'll have low EHP and no application bonus.

- 2. More radical change. Drop one utility highslot for a 7th low-slot. Increase damage bonus to 10% and add a tracking bonus instead of the rate of fire bonus. This will decrease it's dps slightly, but increases alpha and application significantly.
Removing one of the 2 utility highslots would remove it's ability to run 2 heavy energy neutralizers, which is why this is a more radical change.

Arrow Rokh:
My Rokh tweak suggestion is rather simple and should be very healthy for 0.0 style warfare.

-1. Drop one low-slot for a medium slot. It'll have 7 medium slots and 4 low slots this way.
Increases EHP or mobility ( MJD / MWD ) and it remains to have 4 low-slots for damage / application enhancement.

Arrow Maelstrom:
My suggestion is to give it the 'Hyperion' treatment.

-1. Maelstrom gains 7.5% ROF or 10% ROF bonus, drops a highslot for a medium slot giving it:
7 Highslots ( 6 turret slots )
7 Medium slots
5 Lows slots
My only concern is it would become extremely powerfull as a solo / small gang ship.

Arrow Abaddon:
My only suggestion for the Abaddon is increasing it's capacitor recharge / amount. Curruntly it requires either a capacitor booster or many capacitor recharge modules to run all if it's weapons. All in all it's a pretty good ship as it is with alot of EHP and good damage to boot.

I do also think Bombers ( bombs ) require a slight nerf across the board. I feel like capital ships ( dreads ) should be the all end counter to battleships. Having an entire bomber wing take out a fleet of battleships feels wrong.

I'd love to hear what everyone thinks of my suggestions. I welcome criticism and feedback.
I do want to note my English isn't the best. It's not my native language.

Arya Regnar
Darwins Right Hand
#2 - 2015-05-17 16:36:08 UTC
-1

Your propositions are totally out of line.
I'm sure CCP can think of something better.

EvE-Mail me if you need anything.

Sard Caid
The Tuskers
The Tuskers Co.
#3 - 2015-05-17 16:40:31 UTC
7th turret on Tempest would be the stronger variant, though I still like the idea of 10% damage bonus with 6 turrets. I don't agree with tracking bonus on minnie bs - a 5% falloff bonus would benefit both ACs and Artillery while immensely aiding with Tempest's ability to actually apply at warp disruptor range.

Other suggestions look great! Overall I think adjusting sensor strength up slightly such that BS can lock another BS before entering warp would be healthy.
baltec1
Bat Country
The Initiative.
#4 - 2015-05-17 17:43:37 UTC
Why would you want to kill the supercane pest setup?