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Filling The Gap - T2 Battleships: The Carrier Escort

Author
Justin Cody
War Firm
#1 - 2015-05-31 09:51:25 UTC  |  Edited by: Justin Cody
T2 Battleship - CVE - Carrier Escort

Rokh Hull - Hydra Class CVE
Manufacturer - Ishukone

Taking a cue from the Marauder Class Battleship The Hydra is the first in the series of battleships now open to capusleers that uses the Bastion Module to mimic a triage carrier but a more offensively useful one.

The Hydra has a drone bay and a fighter bay

While in Bastion Mode The hydra gets +100% to local repair systems; immunity to electronic warfare and +100% to the effectiveness of remote repair systems. It can still use fighters or fighter bombers but not drones. +33% to all resistances.

Bonuses Per Level

Caldari Battleship:
4% Shield Resistance
7.5% shield HP

Carrier Escort: (only active in bastion mode)
10% to fighter damage and hit points and optimal range
25% to remote shield and remote hull repair systems

Slot Layout

4 hi
8 med
6 Low
(2) Rigs

Maelstom Hull - Rakshasa Class CVE
Manufacturer - Core Complexion

Bonuses Per Level

Minmatar Battleship:
7.5% Shield Boost Amount
10% to drone HP and damage per level

Carrier Escort: (only active in Bastion Mode)
10% to fighter damage and hit points and MWD speed
25% to remote shield and remote armor repair systems

Slot Layout

5
7
6
(2)

Abaddon Hull - Emissary Class CVE
Manufacturer - Khanid Innovations

Bonuses Per Level

Amarr Battleship
4% Armor resistances
10% Armor HP

Carrier Escort: (only active in Bastion Mode)
10% to fighter damage and hit points and tracking
25% to remote armor and remote hull repair systems

Slot Layout

4
6
8
(2)

Hyperion Hull - Boreas Class CVE
Manufacturer - Roden Shipyards

Bonuses Per Level

Gallente Battleship:
10% Hull HP
10% to drone HP and damage

Carrier Escort: (only active in Bastion Mode)
12.5% to fighter damage and hit points and -10% to signature radius
15% to remote shield, remote hull and remote armor repair systems

Slot Layout

5
6
7
(2)

(Maximum locked targets - 5 + Skills For All)
Justin Cody
War Firm
#2 - 2015-05-31 09:52:47 UTC
Limited to 5 fighters total
Celthric Kanerian
Viziam
Amarr Empire
#3 - 2015-05-31 10:18:47 UTC
How would this contribute to the overall gameplay at all? The random ship bonuses and everything doesn't mean anything unless you explain the reasoning behind it.
Justin Cody
War Firm
#4 - 2015-05-31 10:35:55 UTC
I did explain the reasoning - you just have to read the text.
Lugh Crow-Slave
#5 - 2015-05-31 10:43:42 UTC
Justin Cody wrote:
I did explain the reasoning - you just have to read the text.


is your reasoning to justify this redundancy also in the text? because i didn't see it
Zan Shiro
Doomheim
#6 - 2015-05-31 11:06:30 UTC
Lugh Crow-Slave wrote:
Justin Cody wrote:
I did explain the reasoning - you just have to read the text.


is your reasoning to justify this redundancy also in the text? because i didn't see it



because of marauder bastion the short version. They started one, lets have the other the (bad) reason it seems


But if this the basis OP....you are aware of the fact bastion removed siege damage bonus.

So....you have a better chance of the 3 adult movies stars you like most swinging by your place for a weekend of fun than getting rep bonuses on this.

Hint: caps get this because they use fuel for them. CCP was nice and naughty at the same time here. Nice in not playing fuel bay and fuel skill games. Naughty in the case all they got for the guns was range...not damage. Your triage would be gutted out too rep bonus wise.

Also op look up sentry carrier. See why its liked. Then....research the love -hate people have for fighters....mainly hate. From the actual cap pilots. not people chased into warp and killed off grid from the carrier. CCP took that away...means fighters lost what actually made them fun really. Tl;DR....you are going down the path of idiocy many before you have. Can you please tell me what you see in them...besides they aren't in empire. A quick install of sisi with right skills will fix that to see why they aren't liked.
Samillian
Angry Mustellid
#7 - 2015-05-31 11:28:49 UTC  |  Edited by: Samillian
Exactly what gap are you trying to fill here?

Fighters (let alone fighter bombers) on a sub-cap hull, EWAR immunity and T2 battleship tanks with large resistance bonuses and access to the Bastion module has got to be one of the most OP combinations I have ever seen suggested. If these ever came into being we would probably just be using carriers for transport and forget about logistics cruisers altogether.

So some detailed explanation of what gap exists that needs these monsters to fill it would be useful because I just don't see it from your explanation.

NBSI shall be the whole of the Law

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2015-05-31 12:11:06 UTC
A nidhoggur is 1-1.1 billion ISK.

A vargur is 950mil, we'll take that as a representative price of your T2 battleship.




Why bother?


You're going to be looking at what, 750 DPS from five fighters with no DDAs?

While you only get 475 out of a domi or a snake, you're getting that with no bastion downsides, and can easily double that once you add in missiles on the snake.

So, again, why bother?


And if you think CCP will ever put fighter bombers on anything smaller than a super, I have a bridge to sell you.
Zan Shiro
Doomheim
#9 - 2015-05-31 12:48:42 UTC
Danika Princip wrote:
A nidhoggur is 1-1.1 billion ISK.

A vargur is 950mil, we'll take that as a representative price of your T2 battleship.




Why bother?


You're going to be looking at what, 750 DPS from five fighters with no DDAs?

While you only get 475 out of a domi or a snake, you're getting that with no bastion downsides, and can easily double that once you add in missiles on the snake.

So, again, why bother?


And if you think CCP will ever put fighter bombers on anything smaller than a super, I have a bridge to sell you.


snake breaks 1000/1100 easily on cruise.

Or as I saw in an AT last year run 3 of these and they run a spider chain rep setup pretty decent. Took a while to break up a 3 man setup as I recall in one match.




Not sure these peeps eve saw what massive leap a carrier is. Its a floating tank really. Spec'd right BS's get equal if not greater damage. Its just you can plop these in a haven/sanctum and not watch the tank so much really.

Also never saw what I think these people think is the gap to them. Its the triage boost and jump. 2 more actions really. The jump is the only major shift. One one should be used to if anytime in a titan based home. Gets ample time to work jumping. Some seat time as the cyno pilot....you work that angle too. Do all this for a bit grinding carrier....you walk in knowing a fair bit really. If shaky on the process....fire up sisi and play with a carrier for waaaaaaaaaaaay less isk really.

Everything else imo is covered really. Good cap home will tell the bare minimum fuels needed for planned jumping and cycles. want to bring more, have at it. Still have that magic number fed by planners. Rest of it.....is follow simple orders. When FC says NO MORE DAMN CYCLES.....its kind of self explanatory really. Don't be the idiot who goes 1 more cycles aye sir....and the world a better place really.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#10 - 2015-05-31 12:55:08 UTC
Danika Princip wrote:
A nidhoggur is 1-1.1 billion ISK.

A vargur is 950mil, we'll take that as a representative price of your T2 battleship.




Why bother?


You're going to be looking at what, 750 DPS from five fighters with no DDAs?

While you only get 475 out of a domi or a snake, you're getting that with no bastion downsides, and can easily double that once you add in missiles on the snake.

So, again, why bother?


And if you think CCP will ever put fighter bombers on anything smaller than a super, I have a bridge to sell you.


rattlesnake can hit 1500 dps.
James Baboli
Warp to Pharmacy
#11 - 2015-05-31 14:04:43 UTC
This does not have a coherent theme to the ship bonuses.
There is no reason besides "CVEs existed, so we should have them"
The resist and HP bonuses heterodyne into a tank which is absolutely recockulous.
We have enough problems balancing t2 drone cruisers, now you want to add fighter battleships.
This post is known to the state of California to cause brain cancer.

Not supported. -4 and a joke.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Omnathious Deninard
University of Caille
Gallente Federation
#12 - 2015-05-31 14:17:20 UTC
The gap was closed when they removed battleships v as a requirement for capital ships.
This concept no longer has any merit, and once upon a time I supported this concept all the way.

If you don't follow the rules, neither will I.

Zan Shiro
Doomheim
#13 - 2015-05-31 14:53:09 UTC  |  Edited by: Zan Shiro
James Baboli wrote:

The resist and HP bonuses heterodyne into a tank which is absolutely recockulous..



the caldari alone is a wtf case really.

As T2 bases itself on t1 for at least one bonus. As they are stripping off guns of rokh. Leaves only one bonus to carry over....4% per level resists. I'll take that hang on bonus with ghetto triage boosts lol. Weak on the stacking admitted but base hull (with skill) + resist boost of "triage" outside stacking maths (someone please correct if wrong). Now th fun begins with resist mods and rigs. And hell give it some resist links for fun and profit.


Funny thing is I am usually open minded to an idea that gave me a t2 rokh. I want it that bad. But.....not this bad lol.
James Baboli
Warp to Pharmacy
#14 - 2015-05-31 16:23:05 UTC
Zan Shiro wrote:


Funny thing is I am usually open minded to an idea that gave me a t2 rokh. I want it that bad. But.....not this bad lol.

I'm working on something for this. T2 rokh, maelstrom, hype and geddon. Just need to finish the theory crafty bits needed before I post it.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Christopher Mabata
Northern Accounts and Systems
#15 - 2015-05-31 17:21:38 UTC
I stopped reading when you said battleship can use fighter bombers
-1000 for the very thought of that

also here several other points that garner a big red No from me:
- bastion modules are specific to marauders, it should stay that way the same way no other hull can use siege/triage
- Super DPS logi, because logic and reasons
- 8 mediums and 6 lows? Get real
- failure to explain the point of this, or even what caused you to think of it
- ishukone hulls
- the post in general

the only thing i even liked about this post was the name "hydra" because then i could name it Heil

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

ShahFluffers
Ice Fire Warriors
#16 - 2015-05-31 18:23:17 UTC
Yet another post of someone asking for "sub-capitals-with-capital-like strengths-and-weapons-but-can-be-used-in-high-sec-because-the-OP-doesn't-want-to-go-to-'big boy'-space-to-use-'big boy'-toys."

There is no "gap" here OP. The mechanical differences between battleships and capital ships is MUCH smaller than you think.

Hell... the only thing I personally had trouble learning when I got my carrier (years ago) was the jump drive. And there are nifty 3rd party sites that can run the calculations for you.
FT Diomedes
The Graduates
#17 - 2015-05-31 18:24:53 UTC
Not supported. You are looking for a solution to a problem that does not exist.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Market Wizard
Doomheim
#18 - 2015-05-31 18:43:47 UTC
Aside from the reasons from everyone else for why these ships should not be put in the game, can you explain a few things that you have not explained yet.

Why do T2 hulls not have a second set of bonuses? Is it that you realize they would be overpowered at that point?
Why did you give the Caldari and Amarr RR hulls double tank bonuses making them virtually immortal?
Why does the Minmatar hull have local and RR bonuses? Not to mention the obscure drone bonus.
Why does the Gallente one get a lesser bonus to RR and get a bonus to all three RR types when it has a hull HP bonus? Did you learn halfway through writing this that remote hull reps are garbage?

This whole post sounds like a bad idea cooked up at the end of a 60 hour Eve Mountain Dew marathon you just had with zero thought and no sleep.

-1 from me
Nasar Vyron
S0utherN Comfort
#19 - 2015-05-31 18:45:06 UTC
While I agree we need T2 BS hulls in this game I do not at all agree with what you have suggested here. One of the worst things CCP ever did was allow weapon/logistics systems to be used cross platform from their intended hulls. Bombers are super specific, fighters are carrier specific - this needs to stay with no more crossover than between those two hull types.

Simply put, T2 BS hulls should be crossed with their corresponding racial Ewar as a secondary to their repair services.
Amarr: Tracking disruption
Caldari: ECM
Gallente: Sensor damps
Minmatar: Target painting

Bastion is a miniature siege modules, while I agree it can, for the purposes of smaller BS hulls, be giving a multi purpose rather than introducing a new "triage" type modules. Such that each T2 hull to be released will also be focused around use of this module to boost their respective roles. Typically involving improved range and application of the involved system with an increase to local tank in exchange for complete immobility and loss of remote assistance.



Once we fill the power gap between sub caps and capitals we can then look to properly balancing capital hulls. In my opinion starting by vastly increasing build requirements of carriers more on the lines of a dreadnought. Then a 1 billion isk battleship hull compared to a 3 billion isk carrier/dread won't seem out of line. Ending with boosting capital ship power levels back up with an emphasis on their given roles. Carriers: logistics, dreads: damage/application, supers: mini-squadron, titans: cap superiority
Market Wizard
Doomheim
#20 - 2015-05-31 19:21:54 UTC
Nasar Vyron wrote:
Once we fill the power gap between sub caps and capitals we can then look to properly balancing capital hulls. In my opinion starting by vastly increasing build requirements of carriers more on the lines of a dreadnought. Then a 1 billion isk battleship hull compared to a 3 billion isk carrier/dread won't seem out of line. Ending with boosting capital ship power levels back up with an emphasis on their given roles. Carriers: logistics, dreads: damage/application, supers: mini-squadron, titans: cap superiority


I think we should do it the other way around. Balance the capitals first with the idea in mind that new ships could be added to see if there is even a gap that needs to be filled. We have to remember that any ship added that isn't classified as a capital will be allowed in high sec. This could lead to an imbalance in high sec forcing CCP to do more balancing passes to fix a problem that could have been avoided.

Nasar Vyron wrote:
Simply put, T2 BS hulls should be crossed with their corresponding racial Ewar as a secondary to their repair services.
Amarr: Tracking disruption
Caldari: ECM
Gallente: Sensor damps
Minmatar: Target painting


I don't believe this to be true. On one hand you have a BS sized ship with the same bonuses as a cruiser that is slower, easier to hit and more expensive, which will make most people just use cruisers. On the other you give them bonuses to ewar that are higher than cruisers making them borderline OP (if not crossing it).
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