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Proposed Changes for Command Ships

Author
Segraina Skyblazer
Doomheim
#1 - 2015-08-17 01:03:30 UTC  |  Edited by: Segraina Skyblazer
Commands ships are Tech 2 BCs right? Then why do they only have ONE role bonus? Why can they only fit 2 warfare links when they have bonuses for 3? Even though CSs have higher base Cap buffer then HACS, they have much slower cap recharge rate, why? All BC class can use MMJD, but shouldn't the CS get bonuses to use these modules for being T2 Ships? I have all these grievances against CS for lacking so much for having such a ridiculous long training time, that it makes me wonder if I was the only one foolish enough to train for them before their training requisites changed. Maybe I was thinking that somewhere down the line that CCP would continue the SHIPS rebalance and remember that CSs are indeed T2 BCs (not T1.5 BCs) Hence I have come up with a proper power balance for these ships that would justify their ridiculous lengthy training time.

Reduce all CSs weapon hardpoints from 5 to 4, so that they would viably fit 3 warfare links instead of only just 2.

Increase all cap recharge rate on all CSs by additional 25% (37.5% for the Absolution for obvious reasons)

Add two additional role bonuses: a 70% reduction in MMJD reactivation delay and a 75% bonus to racial weapon system rate of fire. Or a 100% bonus to racial weapon system damage.

The big picture would look like this:

Absolution
Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret Optimal Range
3% bonus to Armored Warfare and Information Warfare Links effectiveness
Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
4% bonus to all armor resistances
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Energy Turret rate of fire

Damnation
Command Ships bonuses (per skill level):
5% bonus to ship capacitor recharge rate
10% bonus to Heavy Missile and Heavy Assault Missile damage
3% bonus to Armored Warfare and Information Warfare Links effectiveness
Amarr Battlecruiser bonuses (per skill level):
10% bonus to Heavy Missile and Heavy Assault Missile max velocity
4% bonus to all armor resistances
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Missile Launcher rate of fire

Astarte
Command Ships bonuses (per skill level):
7.5% bonus to Medium Hybrid Turret damage
10% bonus to Medium Hybrid Turret falloff
3% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
Gallente Battlecruiser bonuses (per skill level):
7.5% bonus to Medium Hybrid Turret tracking speed
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Hybrid Turret rate of fire

Eos
Command Ships bonuses (per skill level):
7.5% bonus to Heavy Drone max velocity and tracking speed
7.5% bonus to Sentry Drone optimal range and tracking speed
3% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
Gallente Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Hybrid Turret rate of fire

Sleipnir
Command Ships bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
3% bonus to Siege Warfare and Skirmish Warfare Links effectiveness
Minmatar Battlecruiser bonuses (per skill level):
7.5% bonus to Medium Projectile Turret tracking speed
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Projectile Turret rate of fire

Claymore
Command Ships bonuses (per skill level):
7.5% bonus to Heavy Missile and Heavy Assault Missile Launcher flight time
5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity
3% bonus to Siege Warfare and Skirmish Warfare Links effectiveness
Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Missile Launcher rate of fire

Vulture
Command Ships bonuses (per skill level):
10% bonus to Medium Hybrid Turret optimal range
7.5% bonus to Medium Hybrid Turret damage OR tracking speed
3% bonus to Siege Warfare and Information Warfare Links effectiveness
Caldari Battlecruiser bonuses (per skill level):
10% bonus to Medium Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Hybrid Turret rate of fire

Nighthawk
Command Ships bonuses (per skill level):
10% bonus to Heavy Missile and Heavy Assault Missile Launcher damage
5% bonus to Heavy Missile and Heavy Assault Missile explosion radius
3% bonus to Siege Warfare and Information Warfare Links effectiveness
Caldari Battlecruiser bonuses (per skill level):
10% bonus to Heavy Missile and Heavy Assault Missile max velocity
4% bonus to all shield resistances
Role Bonus:
• Can use 3 Warfare Link modules simultaneously
* 70% reduction in MMJD reactivation delay
* 75% bonus to Medium Missile Launcher rate of fire

These are my propose changes for the Command Ships. Not all may be great, but would hopefully encourage further input to balance the skills out where needed.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2015-08-17 01:13:22 UTC
I've heard it said that a rof bonus adds more than a straight up damage bonus.

So are you thinking 1600+ for an Astarte, or are you aiming for the full 2k?
Arthur Aihaken
CODE.d
#3 - 2015-08-17 01:26:32 UTC
Segraina Skyblazer wrote:
* 75% bonus to Medium Missile Launcher rate of fire

Sure, I'll take that. RLMLs will be just insane...

I am currently away, traveling through time and will be returning last week.

Nevyn Auscent
Broke Sauce
#4 - 2015-08-17 01:30:02 UTC
They only have 2 utility slots to deliberately cause a tension between fitting for max DPS and fitting for max boosts.
Xackattack Avianson
Hold The Pod
Not Purple Shoot It.
#5 - 2015-08-17 01:36:18 UTC
Nevyn Auscent wrote:
They only have 2 utility slots to deliberately cause a tension between fitting for max DPS and fitting for max boosts.


I agree, if you're looking to mix boosting with fighting then you're going to have less of both, you can't expect to be a fleet booster and a high dps ship simultaneously.
FT Cold
Federal Navy Academy
Gallente Federation
#6 - 2015-08-17 02:07:30 UTC  |  Edited by: FT Cold
I'm in agreement on the point that the training time for command ships is unreasonable, however, I disagree with the proposed changes to ship bonuses. If anything, what needs to happen is that command oriented skill requirements be reduced. Also, I think that the current five hard point plus two utility high slot scheme is perfectly reasonable as it forces players to fully optimize one strength of their ship at a time.

As a whole, I don't believe that the battlecruiser class as a whole is very healthy, but the command ship lineup is certainly far stronger than the t1 line. Buffing them in the way you've outlined would lead to an ugly situation where the t2 derivatives would be far, far stronger than the t1 hulls and unreasonably increase the disparity between low skill point or low income characters and higher end PVPers.

Stitch Kaneland wrote a nice proposal here a few months ago detailing a list of potential changes to battlecruisers that are reasonable, and I believe would help establish the class a little better at countering cruiser sized hulls. I strongly encourage you to check it out, there are some very well reasoned arguments both for and against the proposal to be found there.
Nevyn Auscent
Broke Sauce
#7 - 2015-08-17 03:18:23 UTC
Training time isn't an issue for Command Ships.
Assuming a balanced map they are actually very good, the problem is attributes causing min max towards ships & weapons which then slows down the CS pre-reqs. Nothing to do with the skill multipliers and the skills make perfect sense.
Tom Gerard
Glorious Nation of Kazakhstan
#8 - 2015-08-17 03:29:31 UTC
Segraina Skyblazer wrote:
Commands ships are Tech 2 BS right?



Nope.

Now with 100% less Troll.

Zan Shiro
Doomheim
#9 - 2015-08-17 03:33:54 UTC
Nevyn Auscent wrote:
They only have 2 utility slots to deliberately cause a tension between fitting for max DPS and fitting for max boosts.



Yep....pick a poison here.

The people its boosting should be the muscle as it were for the CS if loading up the links. Or if needed as muscle....no/limited links and have at it.

Also not digging the mjd bonus. Sounds like the CS is trying to avoid dying. While not a link boat must burn zealot (will admit I love it when my booster is making the day go much better lol)....I do not shed tears when they die either. Think the idea here was to make them more approachable to kill.

For the force multiplier they can be CS should have some pita factors associated with take away really.
FT Diomedes
The Graduates
#10 - 2015-08-17 03:47:45 UTC
The only problem with Command Ships is that T3 Cruisers are more survivable and take less training time.

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

Zan Shiro
Doomheim
#11 - 2015-08-17 04:15:49 UTC
FT Diomedes wrote:
The only problem with Command Ships is that T3 Cruisers are more survivable and take less training time.



T3 to run more than 1 link needs some extra time for the mod to do that. Not much of a tradeoff but it is there kind of.

At least ccp made the bonuses favor CS at some point. Back in the day....yeah....cs was a hard sell really. for linking anyway, sleipnir I know was liked more for its combat ability. As I recall, it was, and may still be but not sure, preferred over the most pimp loki you can think of iirc.
FT Diomedes
The Graduates
#12 - 2015-08-17 05:07:22 UTC
Zan Shiro wrote:
FT Diomedes wrote:
The only problem with Command Ships is that T3 Cruisers are more survivable and take less training time.



T3 to run more than 1 link needs some extra time for the mod to do that. Not much of a tradeoff but it is there kind of.



The Warfare Link Specialist skill is essentially mandatory for any serious boosting pilot anyway.

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

Tragot Gomndor
Three Sword Inc
#13 - 2015-08-17 05:33:22 UTC
Commandships are fine, nerf T3.

NONONONONONO TO CAPS IN HIGHSEC NO

Segraina Skyblazer
Doomheim
#14 - 2015-08-17 07:27:03 UTC  |  Edited by: Segraina Skyblazer
Danika Princip wrote:
I've heard it said that a rof bonus adds more than a straight up damage bonus.

So are you thinking 1600+ for an Astarte, or are you aiming for the full 2k?


Did you read the part where I said this "Not all may be great, but would hopefully encourage further input to balance the skills out where needed." And I think you need to check you math again and redo the calculation with 4 turrets. If the figures are still the same then have the base damage bonus reduce to 5%.
Segraina Skyblazer
Doomheim
#15 - 2015-08-17 07:30:06 UTC
FT Cold wrote:
I'm in agreement on the point that the training time for command ships is unreasonable, however, I disagree with the proposed changes to ship bonuses. If anything, what needs to happen is that command oriented skill requirements be reduced. Also, I think that the current five hard point plus two utility high slot scheme is perfectly reasonable as it forces players to fully optimize one strength of their ship at a time.

As a whole, I don't believe that the battlecruiser class as a whole is very healthy, but the command ship lineup is certainly far stronger than the t1 line. Buffing them in the way you've outlined would lead to an ugly situation where the t2 derivatives would be far, far stronger than the t1 hulls and unreasonably increase the disparity between low skill point or low income characters and higher end PVPers.

Stitch Kaneland wrote a nice proposal here a few months ago detailing a list of potential changes to battlecruisers that are reasonable, and I believe would help establish the class a little better at countering cruiser sized hulls. I strongly encourage you to check it out, there are some very well reasoned arguments both for and against the proposal to be found there.


I already did, but his focus is mainly on T1 & Faction BCs, not CSs.
Segraina Skyblazer
Doomheim
#16 - 2015-08-17 07:32:59 UTC
Tom Gerard wrote:
Segraina Skyblazer wrote:
Commands ships are Tech 2 BS right?



Nope.


Re-edited, I obviously meant T2 BCs, but thanks anyway for pointing out that error.
Lu Ziffer
Balanced Unity
Goonswarm Federation
#17 - 2015-08-17 07:57:15 UTC
A commandship should be a fleetboostingship that is on grid and it sacrifces its combat abilities for the huge boost it gives to the fleet
The shield commandships need a way to gain another 200k ehp so they are not volleyed of the field.

The last thing I fit on a commandship as a booster is a weapon there are, smartbombs, probelaunchers, cynos, entosis links and auto targeters(for more locked targets)
Commandships do not need more firepower.
afkalt
Republic Military School
Minmatar Republic
#18 - 2015-08-17 08:51:28 UTC
Lu Ziffer wrote:
A commandship should be a fleetboostingship that is on grid and it sacrifces its combat abilities for the huge boost it gives to the fleet
The shield commandships need a way to gain another 200k ehp so they are not volleyed of the field.

The last thing I fit on a commandship as a booster is a weapon there are, smartbombs, probelaunchers, cynos, entosis links and auto targeters(for more locked targets)
Commandships do not need more firepower.


Can get ~189k out a vulture with all T2 mods and no heat. It's hardly unreasonable.

If you want to make an argument for command processors being low AND mediums slots...well that I could get behind.
FT Diomedes
The Graduates
#19 - 2015-08-17 09:09:52 UTC
FT Cold wrote:
I'm in agreement on the point that the training time for command ships is unreasonable, however, I disagree with the proposed changes to ship bonuses. If anything, what needs to happen is that command oriented skill requirements be reduced. Also, I think that the current five hard point plus two utility high slot scheme is perfectly reasonable as it forces players to fully optimize one strength of their ship at a time.

As a whole, I don't believe that the battlecruiser class as a whole is very healthy, but the command ship lineup is certainly far stronger than the t1 line. Buffing them in the way you've outlined would lead to an ugly situation where the t2 derivatives would be far, far stronger than the t1 hulls and unreasonably increase the disparity between low skill point or low income characters and higher end PVPers.

Stitch Kaneland wrote a nice proposal here a few months ago detailing a list of potential changes to battlecruisers that are reasonable, and I believe would help establish the class a little better at countering cruiser sized hulls. I strongly encourage you to check it out, there are some very well reasoned arguments both for and against the proposal to be found there.


I pretty much agree with everything here. CCP might consider reducing the leadership prerequisites to train the Command Ships skill to Level IV, but I know they intended to make it a long skill train to get into Command Ships.

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

Lu Ziffer
Balanced Unity
Goonswarm Federation
#20 - 2015-08-17 09:12:18 UTC
My problem with shield commandships is that they have 190k ehp no midslots and armor commandship can get 350k ehp and have it's midslots for support using target painters. In big fleetfights a Vulture with 400m Signature and 190k ehp is a easy target, a Damnation with 265m signature and 350k ehp has a good chance to survive when being the primary.

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