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When will the Command Ships get their Love CCP??

Author
Tora Bushido
Commonwealth Mercenaries
BLACKFLAG.
#61 - 2015-10-15 11:54:25 UTC
Daniela Doran wrote:
Okay so the CBCs got their long overdue rebalance which are starting to make their T2 brothers redundant. So CCP, I really hope you intend on giving the Command Ships the same overdue treatment soon. Otherwise, their usefulness will further deteriorate even more than it already has as their cost continually escalates.
Soon and it will be a great update Blink Go train CS and cloaking to V.

DELETE THE WEAK, ADAPT OR DIE !

Meta Gaming Level VII, Psycho Warfare Level X, Smack Talk Level VII.

Pookoko
Sigma Sagittarii Inc.
#62 - 2015-10-15 12:18:03 UTC
For me personally command ships are working very well and actually feels like what they are supposed to be.

I've used it mainly as part of 3~6 men small gang and there it shines. My main experience is with pure Gallente mix, where EOS is the king pin and any combinations of Deimos/Onerios/Arazu/Proteus are thrown in the mix. Armor & Skirmish boosts it gives complement these boats very well.

It is situational though, because I've used it mainly for brawling around low sec gates. If you want to be on grid part of a kitey nano shield hit & run gang I can see how a CS can be so crappy. But when you use CS in a close range brawl in a fleet size below 10 or so, it feels exactly like how it was meant to be. Nice on-grid boosts for the fleet, tanks well enough for this fleet size and does very respectable DPS. EOS giving boost to Deimos/Proteus tanking while giving them scram/web range bonus fits so well with the Gallente philosophy.

Sure, this type of fighting has been out of trend for like a half a decade or something. :p But you can still force this type of fights in certain situations. It is limited, but when it works, it is beautiful and the ship just feels perfect for the role.

I don't think it's that CS have no purpose/defined role. As the example I gave show, they have very niche role in very specific situations. It's just that the trend of recent years in small gang warfare emphaise so much on speed and range control, that any ship that can't 'keep up' feels out of date and obsolete. But I would hate to see T2 ships' roles always changing to fit the current meta.

Just my two cents. :p

Delt0r Garsk
Shits N Giggles
#63 - 2015-10-15 14:27:56 UTC
Sleipnirs are a thing because they are a bloody good ship. Yep it is a long train mostly because a bit of the train is "off attribute map". But they are a command ship. Live with it. A full links train is much much longer. For a triage carrier i still need to train drone interfacing lvl 5. There are a lot of unlock skills like that.

I have a perfect links account, and everything else to fly these ships with all lvl 5. Not normal for me. But it just worked out that way. Most of the command ships are really good. You have to know how to fit for the role your fly them for however.

Also brain in the box will almost certainly end OGB. I don't even expect much of a cry from anyone over this. However talking to devs at Amsterdam, brain in the box gives all sorts of really really interesting ways to adjust on grid boosting/links. Should be really interesting what is coming around the corner.

AKA the scientist.

Death and Glory!

Well fun is also good.