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[Focus Group] Tactical Destroyers

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Casivek Andrard
True Drone Expanse
What Could Possibly Go Wr0ng
#81 - 2015-10-09 18:23:24 UTC
I have only one concern given that I can understand the balance issue of the T3D but they are only designed to really go after other frigates and T1(poorly fit)0 cruisers so putting them in a place where more often then not is going to be a T2 cruiser of some kind will do more harm to a T3D in FW than good as it would make them pointless when an assault frigate can still go in smalls and have comparable tank. I mean yes getting a 40k+ tank in a small is a bit much but assult figs can as well and have the same issue of dps.the issue is that a T3D can get a strong average of 20k and have high dps of a destroyer. That doesn't make it good against cruisers that can double it. I personally think pushing T3D out of small plexes will just make them useless for FW.
Vaju Enki
Secular Wisdom
#82 - 2015-10-09 19:28:58 UTC
How the **** can you people defend T3D...

These things should have never been put into the game. A sandbox mmo-rpg as durable as Eve shouldn't have powercreep, and this ships completely ruined the balance.

T3D obliterates T1 cruisers, all Frigates, all Destroyers, and then, to add insult to injury, they cost less then 50m isk.

PS: The cherry on top of the ****** cake, TD3 can enter small FW complexes.

The Tears Must Flow

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#83 - 2015-10-09 22:28:09 UTC  |  Edited by: epicurus ataraxia
Vaju Enki wrote:
How the **** can you people defend T3D...

These things should have never been put into the game. A sandbox mmo-rpg as durable as Eve shouldn't have powercreep, and this ships completely ruined the balance.

T3D obliterates T1 cruisers, all Frigates, all Destroyers, and then, to add insult to injury, they cost less then 50m isk.

PS: The cherry on top of the ****** cake, TD3 can enter small FW complexes.


CCP have announced they will be restricted from entering small FW complexes

They are reducing Insurance payouts to a much lower level that addresses the cost argument.

There are 4 TD3 each with different advantages, and weaknesses.

Changing the balance, and adding variety, is NOT ruining balance, after all if there were no changes, then everyone would be complaining?

What it does mean, is tactics and ships flown need to change, what has worked for years, and where people have got comfortable and settled in their ways, no longer works.

That's a good thing, Isn't it?

But I do sympathise with Pilots, who only fly one ship, probably very well, feeling rather, disheartened.

There is one EvE. Many people. Many lifestyles. WE are EvE

Harvey James
The Sengoku Legacy
#84 - 2015-10-10 00:04:46 UTC
Stitch Kaneland wrote:
Harvey James wrote:
Esnaelc Sin'led wrote:
Harvey James wrote:
suggestions

- make all prop mods size specific
- nerf all modes a little
- nerf all base stats a little
- nerf fittings a little
- remove 50% damage role bonus
- remove T2 resists

so the end result should mean they cant outperform any T2 ships like AF's etc at what they do best but they will still have the adaptability and generalisation that is meant too be the point rather than having stronger than T2 power on top of the T3 design


1- Nope. It would kill lots and lots of particular fits around this principle.
2- Nope. ABs are good as they are, even if a bit too slow, they can't be cut off by a point. MWDs have significant fitting and capacitor penalty.
3- This has been done already.
4- Maybe for the Svipul only, but it would kill its Arty version.
5- That's a destroyer class ship. It is MEANT to deal damage.
6- What ?

If the issue comes out when you compare T3Ds to AFs, the issue are the AFs, not the T3Ds.
Why ?
Because AFs were ALREADY not that good before T3Ds were introduced.
And honestly i've flown each T3Ds (at my level), and i could only see the Svipul standing over the others, by far du to its 'wide' fitting capacity.


2 - i said modes not prop mods, i.e. def/prop/sharpshooter modes.
3- they barely touched them
4- depends perhaps a little on 1 but its well noted just how strong their pg is.
5 - a hecate doing 750dps OH is sooo OP, and why should they get such a OP bonus for nothing anyway its bad design
6 - T2 resists should be exclusive too T2 , T3 T1 and navy should all have the base resists only.


Harvey, are you the old CCP? Do you know of any other method of balancing other than nerfing something into oblivion? I see your posts, and for every topic its a list of nerfs everytime.

A hecate is not OP, id actually say its one of the better balanced t3d. The dps it can shoot is only good to about 2-5km unless you go into sharpshooter mode. Ive killed hecates in ac nados, kiting them at 7-10km and ruining them. Hecates are slow as hell, put a web or two on them, get around 7-10km and get a KM. Even easier if youre in a bigger ship with neuts.

Please look at the other numbers in eft besides dps, and you will see the hecate is well balanced. Svipul mainly needs either a bigger sig or slower base speed or speed bonus from prop mode


there are lots of OP things in eve that need nerfing FACT, i just point them out like other people do, i have done threads about buffing various things from time too time and in various threads, but people do tend too focus on things that effect them and them ONLY, which as we know doesn't lend itself too a balanced state of affairs.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#85 - 2015-10-10 00:27:27 UTC
epicurus ataraxia wrote:
Changing the balance, and adding variety, is NOT ruining balance, after all if there were no changes, then everyone would be complaining?

They are flat better than everything below them, two of them even align faster than nano interceptors without fitting. An align fit jackdaw can align in under one tick.
Zappity
New Eden Tank Testing Services
#86 - 2015-10-10 04:20:57 UTC
The fatigue and mode bonus decay are both bad ideas. Decay especially just leads to clickety-click-click to refresh. Fatigue is just annoying and defeats the purpose of having switchable modes.

Just nerf them, especially Svipul and confessor.

Zappity's Adventures for a taste of lowsec and nullsec.

Silverbackyererse
Deep Core Mining Inc.
Caldari State
#87 - 2015-10-10 14:33:32 UTC
Don't suck what's left of the fun out of the game people. T3d's are awesome good fun that are not invincible by a long shot.

Game's going to the dogs already. Don't hasten it's demise.
Leonardo Adami
Doomheim
#88 - 2015-10-10 15:09:23 UTC
Zappity wrote:
The fatigue and mode bonus decay are both bad ideas. Decay especially just leads to clickety-click-click to refresh. Fatigue is just annoying and defeats the purpose of having switchable modes.

Just nerf them, especially Svipul and confessor.


The svipul needs a hard nerf, the confessor just needs to be restricted to mwds with a slight and I mean slight range nerf.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#89 - 2015-10-10 23:41:51 UTC
Bienator II wrote:


i don't quite see how t3ds are in any way related to AFs, because before t3ds we flew interdictors if we wanted something solid and also can enter small plexes.

1% of eve flew interdictors. everybody else in the game fly t1 destroyers.

Amarr Militia Representative - A jar of nitro

Moac Tor
Cyber Core
Immediate Destruction
#90 - 2015-10-11 01:30:09 UTC
Bienator II wrote:
i don't quite see how t3ds are in any way related to AFs, because before t3ds we flew interdictors if we wanted something solid and also can enter small plexes.

People who used to use AFs now use T3s. There are only a few edge cases where it is worth using an AF over a T3. Also AFs would be dangerous to a T3 if they were half decent as they counter one of the main advantages of the T3 which is its low signature. So once AFs are in a good place that will naturally balance T3s in the overall meta.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#91 - 2015-10-11 02:02:40 UTC  |  Edited by: W0lf Crendraven
Moac Tor wrote:
Bienator II wrote:
i don't quite see how t3ds are in any way related to AFs, because before t3ds we flew interdictors if we wanted something solid and also can enter small plexes.

People who used to use AFs now use T3s. There are only a few edge cases where it is worth using an AF over a T3. Also AFs would be dangerous to a T3 if they were half decent as they counter one of the main advantages of the T3 which is its low signature. So once AFs are in a good place that will naturally balance T3s in the overall meta.


While that is true, balancing by power creep is a very bad idea in general. Also, to be fair, afs sucked since the cruiser rebalance, dictors, faction frigs and priate frigates are just so much better all around.





Also, the eveiseasy channel by suitona had a recent svipul video, which does an excelent job of showing what is wrong with t3ds https://www.youtube.com/watch?v=qiC0VCzDElo (although that fit flown in lowsec vs the wrong people is a free killmail waiting to be taken and is awefull vs all other t3ds if fit properly)
Soltys
Brutor Tribe
Minmatar Republic
#92 - 2015-10-11 02:06:27 UTC  |  Edited by: Soltys
Vaju Enki wrote:
How the **** can you people defend T3D...

These things should have never been put into the game. A sandbox mmo-rpg as durable as Eve shouldn't have powercreep, and this ships completely ruined the balance.

T3D obliterates T1 cruisers, all Frigates, all Destroyers, and then, to add insult to injury, they cost less then 50m isk.

PS: The cherry on top of the ****** cake, TD3 can enter small FW complexes.



Well, the lissues in bigger perspective are:

In-between classes ships like destroyers and battlecruisers (though these ones are pretty well balanced with particular role to serve) with their weird postion in hierarchy implicitly turn them as superior-lower class ships (stronger, more durable, more cap - but same gun sizes). Combat destroyers being essentially "frigate killers" by design/idea automatically lead to question - in combat role, why fly a frigate when you can fly a destroyer (at least in T1 vs T1 senarios) ? T2 AFs fared well (relatively, though those have had other issues since forever).

But then once came T3, first to cruiser hulls leaving HACs in shadow (and not only those) up to these days. Now the same was repeated with destroyers. The whole T3 concept is somewhat flawed (especially with relation to T2) and at the edge of being unbalancable with relation to T1 and T2 - particularly if T3Ds (in this case) are supposed to retain "frigate killer" role.


Aside fixing glaring issues like price, instawarping or oversized prop modules (which should be fixed at module level instead of by tinkering with t3d stats) I'm curious what they are going to do.

Jita Flipping Inc.: Kovl & Kuvl

Bienator II
madmen of the skies
#93 - 2015-10-11 03:20:34 UTC  |  Edited by: Bienator II
Flyinghotpocket wrote:
Bienator II wrote:


i don't quite see how t3ds are in any way related to AFs, because before t3ds we flew interdictors if we wanted something solid and also can enter small plexes.

1% of eve flew interdictors. everybody else in the game fly t1 destroyers.

of course because they only had a short glory period. It lasted between the interdictor rebalance till t3d came out.


the class which got overshadowed was the interdictor, not the AF. AF were bad in the meta before t3d and before interdictor. If the period would have taken longer everyone would have used interdictors. But it was too short to change their reputation from being a bubble ship to being a effective combat hull with more dps, speed and tank than a AF.

The fact that nobody is using AFs has nothing to do with t3ds. it has everything to do with AFs never having a proper role. At least not since the T1 frig/destroyer and faction frig rebalance. A few fits like those for harpy fleets worked and still are somewhat popular. But is the role of a AF to be a cormorant with more tank? i don't know. And yes retribution gangs can kill talwar gangs, but almost anything can do that.

you can quote me on that: changing t3ds and restricting their use in small plexes won't help AFs unless AFs itself are also changed and given a proper role in the game. Too many ships do the same thing.


the first thing i do once the t3d small plex restriction is live is to remove the dust of my stack of heretics and flycatchers since they have a use again.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Taggs Corhan
Crimson Reavers
#94 - 2015-10-11 12:43:25 UTC
CCP Fozzie wrote:
The focus group members are free to discuss whatever topics related to T3Ds that they wish, but CCP will also be providing questions for the group to help get discussion going.

The first question I've proposed to the group is:

Quote:
Consider the option of trying to push the mode switching mechanic further into the forefront. Encouraging more switching in an average fight, and more of a performance difference between a pilot who knows how to mode switch well and one that doesn't (which would hopefully raise the skill level required to get something similar to current performance) can you guys:

  1. Point out opportunities you see to encourage that kind of gameplay
  2. Point out issues that are holding it back (for instance common situations where people spend most of the fight in one mode)
  3. Think about whether that goal is one you think will lead to better gameplay for both T3D pilots and those fighting against them (basically, should that be a priority of this balance pass)

For instance, one idea we've been bouncing around internally would be shifting some of the damage bonuses into the sharpshooter mode to provide more reasons to enter and exit that mode multiple times in a fight




These boats are brilliant for PVP, and for PVE content, giving newbros a quick route into doing higher-end pve content, as well as being wonderfully effective in group PVP.

As it stands though, the mode switching is a little lackluster for quite a few situations.

I can't really speak for PVP content, as that isn't an area I'm well versed in, so I won't even try.

For pve however, You'll spend almost all your time in Sharpshooter and Propulsion, never really using tank-mode except for the rare cases where the rats can actually -hit- you.

And in those cases that they can, you'll never leave defensive.

This reduces the mode-switching to a lazy-refit, instead of a feature. Makes the thought process in PVE as follows (and I would imagine, in PVP)

"Can the rats hit me? If no, Sharpshooter, better application, no worries. If Yes, Tank mode."

and then.

"Is the ride the gate more than 40 km? If yes, Prop mode, if not, stay in current mode."


I've even gone so far as to bring up a new alt in the ways of combat to see if having lower skills and needing to train up would affect the decisions in a mission, or a combat site. And, really, it didn't. Within a week, the newly trained alt was running level three's with impunity, and within two, was running level 4's as if it were a non-issue. Any sites she probed down, in high, or nul-sec, (didn't do lowsec, because reasons) were also a complete non-issue.

Whats more, I can break down the modes spent in time-wise. Tank Mode: ~15%, Prop Mode: ~3%, Sharpshooter Mode: ~82%

Combine sharpshooter being the superior mode, along with sharpshooter being rather lackluster on all but the Amarr and Caldari hulls (at least for PVE. I get that the massive tracking boost is awesome for PVP on the Svipul) and that the Gallente sharpshooter mode barely makes a dent in the range of its weapon system....

I have a somewhat hairbrained suggestion as to how to make the other modes a bit more attractive.

Give all of the hulls a role-bonus to the range of their weaponsystem so that they can all (with long-ranged weapons) reach out to 50 km comfortably. Further with the right ammo, but 50 as a goal for longrange weaponry.

Short range weapons with the long range ammo should hit a sweet spot of about 30 km, but because of the differences in weapons, this is likely not possible, and also likely overpowered for some of them. At the same time.... Lolscorch.

With range having been removed from sharpshooter, that mode can then be re-named to Fire-Control, and repurposed. Have the mode give a little bit of tracking/Application bonus, higher scan-res, and a minor AOE Non-stacking bonus to scan-res and tracking to squad, at the cost of a higher sig-radius (more signal coming from the ship) Makes 'Fire-Control' mode attractive to use in small gang, but also makes you -actually- more vulnerable to use it.

Tank mode, I feel, shouldn't give resist bonuses, or at least not as much. Its a destroyer, should be more focused on repping itself, rather than counting on logi to save it. give all tank modes a sig-radius reduction, an agility reduction, and a bonus to active-rep. For the gallente hull, perhaps give it a massive bonus to hull repair as well for hillarities sake.

Propulsion mode - Here, the modes are all very much varied, but the hulls that shine the most with it, are the ones that fit oversized mods. Seeing as all of this is supposed to be taken from the same technology, and that racial flavor is kinda important, this is both a good, and a bad thing. Svipul reins supreme with the oversized mod, with a close second of the Confessor a close second. Caldari's lack of real speed gain plays a detriment in favor of massive agility... too much agility, with too little ability to dictate range to take advantage of its weapon system. ((Speaking from doing cruiser burner missions in the jackdaw)) The Gallente, then get the caldari's agility, with the great speed of other modes - to only one prop mod type. In short, prop mode on Amm/Min is great, lackluster on Gal/Cal. I must admit, i don't have a suggestion for how to make the prop mode more attractive, just a bit of thought on why its not as attractive as it could be.

Summary, Tank mode isn't attractive enough because you aren't vulnerable enough in other modes, resist bonus favors too heavily into logi-ship gameplay favoring larger fleets (60k EHP jackdaw/Confessor fleet anyone?) Tank should favor local tank, and make the ship less focused on maneuvering, more focused on repairing. Sharpshooter should make you MORE vulnerable, instead of 'default' vulnerable, and prop mode is bum.

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#95 - 2015-10-11 15:51:29 UTC
Bienator II wrote:
Flyinghotpocket wrote:
Bienator II wrote:


i don't quite see how t3ds are in any way related to AFs, because before t3ds we flew interdictors if we wanted something solid and also can enter small plexes.

1% of eve flew interdictors. everybody else in the game fly t1 destroyers.

of course because they only had a short glory period. It lasted between the interdictor rebalance till t3d came out.


the class which got overshadowed was the interdictor, not the AF. AF were bad in the meta before t3d and before interdictor. If the period would have taken longer everyone would have used interdictors. But it was too short to change their reputation from being a bubble ship to being a effective combat hull with more dps, speed and tank than a AF.

The fact that nobody is using AFs has nothing to do with t3ds. it has everything to do with AFs never having a proper role. At least not since the T1 frig/destroyer and faction frig rebalance. A few fits like those for harpy fleets worked and still are somewhat popular. But is the role of a AF to be a cormorant with more tank? i don't know. And yes retribution gangs can kill talwar gangs, but almost anything can do that.

you can quote me on that: changing t3ds and restricting their use in small plexes won't help AFs unless AFs itself are also changed and given a proper role in the game. Too many ships do the same thing.


the first thing i do once the t3d small plex restriction is live is to remove the dust of my stack of heretics and flycatchers since they have a use again.

Are you high? 'nobody used afs' i can recall THOUSANDS of minmatar militia fleets using af's instead of destroyers in gangs, yeah the interdictors got a buff but people started docking them back up when they realized 'hey this is only slightly better than a t1 destroyer for a 40mil lossmail'

interdictors were short lived and still are. there are still more af's being flown around than interdictors despite t3ds

Amarr Militia Representative - A jar of nitro

Davis TetrisKing
The Vendunari
End of Life
#96 - 2015-10-13 00:44:32 UTC
motie one wrote:
FT Diomedes wrote:
Davis TetrisKing wrote:
I think fixing the insta-warp trick should be a big priority.


This is definitely a good idea.



Totally disagree.

If frigates can escape gate camps, why should a tactical destroyer, in propulsion mode not be able to follow?

Destroyers are Frigate hunters, I know it is a bit of a shock to suddenly feel that as frigate pilots we are Prey, but there we are, it is going to take some getting used to, but overall a good shake up.

Gate camps are not entitled to be provided easy kills.

If players use the right ship, fitted well, and flown well, they ARE entitled to pass them.

And If this refers to TD3 in combat? Put a point on them! Then there is no insta-warp anything.


Fair call.

The way I see it they can keep the agility bonus in speed mode. This still makes them difficult to catch. Like frigates. Frigates don't insta-warp unless they are nano-fit specifically for it, so I think T3Ds could be the same (pretty sure a dual nano Svipul in speed mode doesn't need to use the mode-switch trick). T3Ds fit to slip through camps would work, they just have to be fit for it.

The current mode-switching mechanic is just awkward. Mix it with insta-lock svipuls and it's just a game of chance with server ticks.
Davis TetrisKing
The Vendunari
End of Life
#97 - 2015-10-13 00:58:23 UTC
Taggs Corhan wrote:
CCP Fozzie wrote:
The focus group members are free to discuss whatever topics related to T3Ds that they wish, but CCP will also be providing questions for the group to help get discussion going.

The first question I've proposed to the group is:

Quote:
Consider the option of trying to push the mode switching mechanic further into the forefront. Encouraging more switching in an average fight, and more of a performance difference between a pilot who knows how to mode switch well and one that doesn't (which would hopefully raise the skill level required to get something similar to current performance) can you guys:

  1. Point out opportunities you see to encourage that kind of gameplay
  2. Point out issues that are holding it back (for instance common situations where people spend most of the fight in one mode)
  3. Think about whether that goal is one you think will lead to better gameplay for both T3D pilots and those fighting against them (basically, should that be a priority of this balance pass)

For instance, one idea we've been bouncing around internally would be shifting some of the damage bonuses into the sharpshooter mode to provide more reasons to enter and exit that mode multiple times in a fight




These boats are brilliant for PVP, and for PVE content, giving newbros a quick route into doing higher-end pve content, as well as being wonderfully effective in group PVP.

As it stands though, the mode switching is a little lackluster for quite a few situations.

I can't really speak for PVP content, as that isn't an area I'm well versed in, so I won't even try.

For pve however, You'll spend almost all your time in Sharpshooter and Propulsion, never really using tank-mode except for the rare cases where the rats can actually -hit- you.

...snip....

Summary, Tank mode isn't attractive enough because you aren't vulnerable enough in other modes, resist bonus favors too heavily into logi-ship gameplay favoring larger fleets (60k EHP jackdaw/Confessor fleet anyone?) Tank should favor local tank, and make the ship less focused on maneuvering, more focused on repairing. Sharpshooter should make you MORE vulnerable, instead of 'default' vulnerable, and prop mode is bum.



I think this is more of a problem with PvE than with T3Ds. Because PvE is so static once you hit break points on stuff like speed tanking, range tanking or active tanking you stop needing to worry about it can focus the rest on damage (and the break points are easy to hit). Due to the drawn-out combat in almost all PvE (except maybe burners) it encourages fits that are either cap stable or capless on normal ships and require the least complicated piloting (why drones and missiles are so popular, you don't have to worry about transversal). On T3Ds it also means you build the ship around the best mode. Since it's easy to kite in the T3Ds at range in sharpshooter this tends to be the best option. You rarely need to worry about incoming damage so you just stick with what will give you the best dps.

Another thing that encourages this is the sheer number of easy to kill targets. This significantly encourages long range weapons over small, because long range weapons kill things almost as quickly but don't have to worry about the travel time to get to your target. If there were less targets but they were significantly tankier brawl pve fits might actually be viable.

All in all PvE in eve is very predictable so the 'tactical' part of tac dessies isn't usually that big a deal. Granted, even if you only use defencive mode 5% of the time, if that 5% saved your ship from dying or needing to warp out it's still a huge bonus over other ships. If it didn't, well, I guess you didn't need to use defencive mode.
Grorious Reader
Mongorian Horde
#98 - 2015-10-13 01:24:35 UTC  |  Edited by: Grorious Reader
CCP Fozzie wrote:
Consider the option of trying to push the mode switching mechanic further into the forefront. Encouraging more switching in an average fight, and more of a performance difference between a pilot who knows how to mode switch well and one that doesn't (which would hopefully raise the skill level required to get something similar to current performance) can you guys:

  1. Point out opportunities you see to encourage that kind of gameplay
  2. Point out issues that are holding it back (for instance common situations where people spend most of the fight in one mode)
  3. Think about whether that goal is one you think will lead to better gameplay for both T3D pilots and those fighting against them (basically, should that be a priority of this balance pass)

In regard to what's holding the mode switching mechanic back I'll just state the obvious: it's the way ship fitting in EVE works. You are always better off to choose a known role and use all your fitting modules to maximize your effectiveness in that role than you are to try to make a hybrid fit that does everything. In an RPG, a specialist pretty much always beats a generalist. Basically what I'm saying is that the fundamental design of tactical destroyers fights against one of the core pieces of EVE's design, and that's why the modes mechanic is under used.

How do you fix that? Well, for one, reduce the number and strength of bonuses that are changed with the mode switching and increase the number and strength of the bonuses that are always active. This reduces pressure to specialize for one particular mode. A more involved option would be to give T3Ds a specialized cargo hold that only allows modules, then let them refit from that hold on the fly, like a built-in mobile depot.

As long as the size of such a "refit hold" was very limited I don't think it would be any more over powered than a mobile depot can be with larger ships.


As far as T3Ds interaction with assault frigates, it was basically inevitable. T3Ds are a small ship class built to excel in front line combat. Their cost increase over assault frigates is inconsequential and they serve the same role but do it better. If not obsoleting assault frigates was a goal, then T3Ds should have been given a role other than direct combat. Keeping assault frigates relevant by artificially restricting T3Ds from FW areas is contrived design cheese.
Raktak Takrak
Deep Core Mining Inc.
Caldari State
#99 - 2015-10-13 04:39:17 UTC
Posted up a few points that may add to the discussion on FactionWarfare.com. Obviously the focus I take is how T3Ds impact FactionWarfare and fighting in Plexes.

Also more generally though I think T3Ds are not priced correctly especially if you compare them to their T3 cruiser brethren. I have compiled some data and conclusions in my article as well.

http://www.factionwarfare.com/t3d-tactical-destroyers-and-faction-warfare/

Interested to hear any feedback!
Tipa Riot
Federal Navy Academy
Gallente Federation
#100 - 2015-10-13 11:15:13 UTC
About the modes in PvP how I use them solo ...

Default: prop mode (switch to instawarp defense mode in case of non-bubbled camp), then switch back
When about to engage a target, sharp mode to get the lock fast, or prop mode to reduce range
In fight keep in sharp/prop until first damage taken (or yellowboxed, depending on enemy's alpha), then switch to defense or GTFO in prop
When winning the fight, back to sharp to get the pod
Prop, GTFO

Sounds reasonable complex to me.

I'm my own NPC alt.