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Dev blog: Reworking Capital Ships: And thus it begins!

First post First post
Author
Rowells
Blackwater USA Inc.
Pandemic Horde
#401 - 2015-10-27 02:37:37 UTC
E1ev1n wrote:
My suggestion is to increase the High Angle battery DPS over the 3k DPS mark, battleships are a heck of a lot cheaper and can do OVER 2k dps already so for a Dread to be stuck under that mark is very shameful.

lol, your glass cannon vindi can do 2050dps at what range? With which drones?

No, you are grossly overstating your typical battleship. Not to mention the range of the HAWB is supposed to be similar to current short range XL (I wish I had the video handy to source).

I'm not against the idea of a bump in dps, but I don't like that kind of justification. If we really balanced damge based on isk, you would be flying battleships either. Not when tier3 BC and pretty much any other ship is laying around.
Aliath Sunstrike
#402 - 2015-10-27 02:38:19 UTC
(Preface: Having attended EVE Vegas and the Cap ships roundtable and read/skimmed the 20 plus pages of this thread....)

I have one major concern on capital ships...

...Price of ownership.


To me, if cap ships are going to have much less EHP and thus go boom more, their overall total cost of ownership should go down to come in line with that. Let me first clarify and say that I REALLY like the cap ship changes and how CCP has thought out this new "TIER" of ship warfare; I think myself and all the other players agree on this. (Cap ships seem to have a good balanced role versus risk and they seem to have just the right amount of interaction with all the other ships in game as to not make them OP.)

However, the impression I got from CCP was that these would be going boom more accordingly and I have not seen many people talk about this. I don't mind cap ships going Boom more, what I mind is that the price reflects this.

IF regular capitals (Dreads, carriers and force aux) were only a few billions fitted say...

and super caps (Super carriers and Titans) say 10b-15b fitted...

THEN, I think it would make more sense. This is my suggestion. CCP is lowering their EHP so the price should match. This would make them a more affordable group to match their more common loss. More accessible game play to match their more balanced level of gameplay. More losses is good for CCP, good for players (EVE Economy overall) and good for fair/balanced fights which are really what all these changes are about.

I just think price needs to be talked about more here as part of the planning process and not left out to dry. Let me be clear, The cap ship PLAN (and higher planning) taking place right now will NOT work without said discussion and I challenge the devs to look at this idea I present as a microtransaction that is good for the game instead of trying to hold on to huge prices for capital ships that aren't reflective in their survivability / EHP anymore post changes.

Thank you.

Aliath

P.S. Thanks to all the devs for an awesome EVE Vegas.

P.P.S. To all the players asking about the RORQ, we tried to push on the devs for answers and they were extremely tight lipped. Mine (and others) personal two cents was for a mining doomsday that would pop those rocks at a record rate in exchange for the RORQ's risky gameplay (Industrial mode) and over total cost of ownership; the devs wanted nothing to do talking about it imho.

Continuous player since 2007.

lisa 8
School of Applied Knowledge
Caldari State
#403 - 2015-10-27 02:44:10 UTC
d0cTeR9 wrote:

We really need some skill information for those new capital modules. Do we need to start training those level 5's to use t2? We getting deadspace equivalent modules?


The answer at least relating to T2 Guns, from the Capitals Round Table discussion recording was Yes, you must have level 5's in order to use the T2 varient.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#404 - 2015-10-27 02:49:39 UTC
Some more feedback;

Carriers
- will they need to lock targets? if so, they will need to get targeting ranges of up to 500km to utilise these new 'drive by wire' fighters. if not, then....uh. Weird to think of carriers just driving fighters into the vicinity of enemies and the fighters auto aggress. I dunno.
- you do realise that carriers will have damage projection of over 500km? OK. just making sure.

Capital scrams
- I do hope you make these....rather longer-range. Like, 100km range. Otherwise the laughable situation of Carriers kiting away from dreads, and sicking fighters from edge of grid (250? 300km?) and killing the sieged up dread before it can siege red and move/warp, will be in effect. And if the carrier gets attacked, it just warps out because the dread has 24km point range.

- I don't have any problems with capitals pointing capitals. But you should do it in a progression so that the maths require capitals to work with at least some subcaps to point other capitals.

For example, if you give capitals 20 warp strength and suercapitals 40 warp strength, you either need a HICtor or a bunch of Rifters, or a capital warp disruptor.

Then you can give capital disruptors +18 strength and 100km range (see above for reason) and +36 for scrams and 50km range, so that long-pointing caps with caps requires support fleets, and you need 2 carriers plus 2-4 subs to point a super.

This would prevent capitals from pointing each other, true, which would prevent people say, hotdropping a carrier at 90km from a dread and blapping it. They'd have to drop it at 50km and use a capital scram.

It would also by default give supers immunity from 2 capital dissy's, or 1 capital scram. This would allow a supercap to do what it does now, which is driveby, but as usual a single HIC or DIC, or a counter-drop with capital scram fit dreads and you'd be toast.

This would be a rather sensible kind of setup, IMO.

Dread range
If carriers are going to be able to stand off and lay waste with drive-by-wire fighters, Dreads need to have capabilities to threaten the carriers at range.As said above, you need long-range dissy's and scrams, and we'd hope some support fleet, to achieve this. But you also need guns capable of projecting damage to threaten Carriers at the edge of a stretched grid (350km?).

Of course, you run into targeting range issues as well. So you'll want to think about whether 250km is a reasonable limit and whether caps get to break this, or you'll have to limit yourself to 250km for carriers. Which might be most reasonable.

And, by the by, our C4 Black Hole cruise Phoenixes hit to 250km. But torp phoenix outside a BH is 70km. Maybe that's fine, maybe it's not. But the capital turrets are in a worse place for LR weapons at the moment, and targeting range is woeful.

And, again, scan res! Scan res!

Fighters
I also believe fighters should be way cheaper than they are now, given each squadron is composed of many fighters. It should cost a hundred or two hundred million to load up a carrier, not 3 billion.
Mai Ling Ravencroft
Duragon Pioneer Group
#405 - 2015-10-27 02:58:53 UTC
Mr Floydy wrote:
Having seen a few people mention it now.... I too am now concerned by the idea of Capital points/scrams. These need to be balanced extremely carefully to not just favour the biggest group of capitals. As others have stated, if you get bubbled/pointed by a HIC you can kill it and escape. If you have 10s of supers pointing you? Well you're stuffed.


If the numbers suggested stay the same, look at it like this (T2 points on basic hulls):

1 HIC = your tackled (max range 34k)
1 DIC = your tackled (max range 20k)
50 subcap points = your tackled (max range 20k)
10 cap points = your tackled (max range 20k)

This is based off the current statements and suggestions, which still puts HICS as the longest range and cheapest option. While at the same time giving more options and greater chances of forcing a fight. Yes, HICs are more vulnerable, but they keep their role as best single pilot option, DICs coming in second. The real change here is that you no longer have to rely on two specialized ships to keep a fight going.

Oh and unless changed, it will be much easier to break the needed number of locks with an ECM burst or remote ECM, to escape the 50 subcap points, or even 10 cap points, then break a single HICs infinite point and well you can't jam a bubble.

In practical terms, a HIC can lock down a Titan, giving your fleet a chance to get into the fight, then your cap fleet or subcap fleet can maintain that tackle cause by now you should have killed the hero HIC. So the Titan either calls friends or dies. If he gets help, then you fight it out and both sides have to either commit enough numbers to hold or break enough tackle to defeat each other or run away.

This makes cap on cap battles much more in line with subcap style battles, just with much more costly and fun toys.
Mai Ling Ravencroft
Duragon Pioneer Group
#406 - 2015-10-27 03:18:27 UTC
Tiberizzle wrote:
How will this RTS interface for fighter control interact with fleets? If you can't engage on a locked target or aren't locking targets to engage them, will you be able to direct them to attack a broadcasted target? If you are able to engage on a broadcasted target, will it be possible via interaction with the broadcast status line and broadcast log, or will you have to find it on overview or (worse) direct the fighters at the target's bracket in space?

Will there be assist or guard mechanics for the new fighters? Drone mechanics have long been preferred by multiboxers for their ability to allow some limited scaling. Fighters almost gained this with the skynet nerf but then lost it before the skynet nerf left sisi -- if fighters don't gain something comparable to assist for this iteration in place of the lost drone assist mechanic, multiboxers will be largely shut out of capitals and you can expect hundreds if not thousands of subscription losses to result.

Fighters are too expensive to carry hundreds of or send waves of on a 100km death march to the target currently. You can fit a 20 man frigate gang out for the cost of a single wave of fighters at current costs and the frigate gang will shred the wave of fighters inside of a minute with no losses. Will fighter and fighter bomber cost be adjusted to reflect the reality that they're pretty much kamikaze against even modest opposition? If not, carriers and supercarriers will not have a viable damage dealing mechanic as launching fighters for 300M per wave is an invitation to be trolled and nothing more.

Will fighter volume or the fighter bay volume be adjusted to accommodate extended engagements where AOE DPS or free fire on fighters can under current mechanics rapidly render carriers and particularly supers pretty much helpless when they're reliant on fighters for damage?

A major concern for many players who use capitals in PVE is that fighters don't currently auto-aggress NPCs. Will fighters auto-aggress NPCs after this iteration which removes the ability to use regular drones which do auto-aggress NPCs?

edit: also embedding fighter staging / launching in the inventory screen as shown in the preview is pretty much ebola, have you considered not doing that? That whole UI mock-up is horribly space inefficient, it'd be hard to believe something worse than the existing drone bay interface could exist without being shown that mock-up. Fully a third of the interface area is inherited from the inventory interface and has absolutely nothing to do with fighter functionality. Then you get to the fighter-relevant parts of the interface, where more than half the display area is empty space. 4k monitors are not very common yet, you can't waste that kind of screen real estate in 2015 TYOOL P


While many people cry out that capitals are not intended for PvE, it is what many pilots use them for. I would guess, after years of being a cap pilot and knowing hundreds of them living all over the north and south, that at least 50% of all cap pilots spend at least 80% of their time flying caps in PvE usage. That doesn't even begin to describe capital alts, which are dedicated to PvE activities.

I honestly feel that if carriers fail to have auto engaging squadrons, or can't assist squadrons, then there will be a huge decline in active accounts. You will see a major amount of skills being ripped from these alts, and then those accounts will be unsubed. Some might be reskilled into industry or mining, but most will just be lost.
McDarila
The Scope
Gallente Federation
#407 - 2015-10-27 03:22:45 UTC
I am seeing repeat of cost of ownership being a huge issue. I was in the omg with the light fighter cost and them being unrepairable. Its the ammo costing as much or more than half the hull in best . I did not even think of the nerf to the ehp would do unless it is offset by the new mods.

I was more worried that CCP did not realise that they are heading for a clift. All ready the nullsec changes have caused the the majority of regions to become deadly board as no one wants to move out of a defensive posture. Many people unsubbed with the inability for broadcast commands and they compounded this with new sov system and changes to fleets. I was logging on to 120k people now down to 25 to 30k. If this one is fouled up it will get worst.
Burl en Daire
M.O.M.S. Corp
#408 - 2015-10-27 07:23:18 UTC
Mai Ling Ravencroft wrote:

If the numbers suggested stay the same, look at it like this (T2 points on basic hulls):

1 HIC = your tackled (max range 34k)
1 DIC = your tackled (max range 20k)
50 subcap points = your tackled (max range 20k)
10 cap points = your tackled (max range 20k)




The Maulus Navy Issue has +1 strength on scramblers - I understand you said basic hulls - so it has the potential to be a powerful tool for small gangs. I like the idea of larger ships have higher warp core strengths and I would like to see that mechanic trickle down to smaller ships.

I don't fly capitals so I don't have any experience to speak from but it looks like these changes would encourage diversity in fleets and might even cause more good fights. They may be hard to swallow but if they are tweaked some they don't seem to be game breaking.

I would change the purposed Dread guns. Dread guns should have a select-able mode (normal - HAW) that worked more like the T3D does now or just use ammo as the deciding factor. The reload time from cap to subcap ammo would make it where they couldn't be insta-swapped. I think having a binary choice isn't a good idea.

Yesterday's weirdness is tomorrow's reason why. Hunter S. Thompson

afkalt
Republic Military School
Minmatar Republic
#409 - 2015-10-27 08:04:25 UTC  |  Edited by: afkalt
Rowells wrote:
E1ev1n wrote:
My suggestion is to increase the High Angle battery DPS over the 3k DPS mark, battleships are a heck of a lot cheaper and can do OVER 2k dps already so for a Dread to be stuck under that mark is very shameful.

lol, your glass cannon vindi can do 2050dps at what range? With which drones?

No, you are grossly overstating your typical battleship. Not to mention the range of the HAWB is supposed to be similar to current short range XL (I wish I had the video handy to source).

I'm not against the idea of a bump in dps, but I don't like that kind of justification. If we really balanced damge based on isk, you would be flying battleships either. Not when tier3 BC and pretty much any other ship is laying around.



Rattlesnake, 1400 to 84km, well over 200k EHP.

Approx 1/6 the cost of a fitted dread.

Or the poor mans version, the fleet phoon can accomplish the same albeit at a much weaker tank. Change from 475m.

This is a particular factor in WH because of mass - it's not just cost.
Luscius Uta
#410 - 2015-10-27 09:56:12 UTC
CCP, would you consider reimbursing CCC rigs on my Archon once they become useless?

Workarounds are not bugfixes.

Tiberius Heth
Doomheim
#411 - 2015-10-27 10:03:41 UTC
E1ev1n wrote:
The problem with all of this

The current way Capital Guns work in relation to Sub Caps is apply webs and paints to hit, vaporizing or next to, targets in a few short bursts. This is perfectly fine. It means applying a good amount of DPS to targets that actually can kill Caps in relatively short order through e-war and DPS combined.

This will cripple any fleet in a C5 or C6 wormhole. Making the capital guns hit less well and the Sub Cap guns hit for a terribly low amount is a huge fail. Please reconsider the changes to Capital sized turrets. I have a really hard time seeing this as a Fix and rather seeing it as a way to drive wormholers into empire space and null sec.

My suggestion is to increase the High Angle battery DPS over the 3k DPS mark, battleships are a heck of a lot cheaper and can do OVER 2k dps already so for a Dread to be stuck under that mark is very shameful.


Stop lying, your (not so) hidden agenda is showing.
Siliya
State War Academy
Caldari State
#412 - 2015-10-27 10:16:48 UTC
1 question I have as a c5 Wormhole resident
Currently Escalations are run as 2x carrier, 2x Dreadnaught
my question is where do force auxiliaries fit into the equation

Will Aux's count as a Carrier for the purposes of whats what ?
or will the structuring of an escalation be reworked with the addition of a new capital

or worst case - is this the long promised end to capital escelations
Mai Ling Ravencroft
Duragon Pioneer Group
#413 - 2015-10-27 10:41:57 UTC  |  Edited by: Mai Ling Ravencroft
Burl en Daire wrote:
Mai Ling Ravencroft wrote:

If the numbers suggested stay the same, look at it like this (T2 points on basic hulls):

1 HIC = your tackled (max range 34k)
1 DIC = your tackled (max range 20k)
50 subcap points = your tackled (max range 20k)
10 cap points = your tackled (max range 20k)




The Maulus Navy Issue has +1 strength on scramblers - I understand you said basic hulls - so it has the potential to be a powerful tool for small gangs. I like the idea of larger ships have higher warp core strengths and I would like to see that mechanic trickle down to smaller ships.

I don't fly capitals so I don't have any experience to speak from but it looks like these changes would encourage diversity in fleets and might even cause more good fights. They may be hard to swallow but if they are tweaked some they don't seem to be game breaking.

I would change the purposed Dread guns. Dread guns should have a select-able mode (normal - HAW) that worked more like the T3D does now or just use ammo as the deciding factor. The reload time from cap to subcap ammo would make it where they couldn't be insta-swapped. I think having a binary choice isn't a good idea.


Malus is special case, as is faction points and T2/T3 hulls. Those all have a ton of possible variations so you can't do a fast breakdown. The point though is that if a super runs into a roaming gang, unless a HIC/DIC is with them, odds are super still jumps away.


As for the idea about Dreads having a "mode" like T3D's is a bad idea. That would allow dreads to rappidly switch from cap killing to subcap killing in a snap. As for it being ammo based, you face the same thing, plus the added issue that the tracking and fire rates are turret based, thus the ammo would have to have major bonuses and penalties.
L iriel
Arach-Tinilith
#414 - 2015-10-27 11:07:02 UTC
Unless somewhere in this Capital overhaul you fix the fighter support, jump range and timers, Capitals are worthless and will continue to be worthless.
Captain Awkward
Republic University
Minmatar Republic
#415 - 2015-10-27 11:10:26 UTC
afkalt wrote:
Rowells wrote:
E1ev1n wrote:
My suggestion is to increase the High Angle battery DPS over the 3k DPS mark, battleships are a heck of a lot cheaper and can do OVER 2k dps already so for a Dread to be stuck under that mark is very shameful.

lol, your glass cannon vindi can do 2050dps at what range? With which drones?

No, you are grossly overstating your typical battleship. Not to mention the range of the HAWB is supposed to be similar to current short range XL (I wish I had the video handy to source).

I'm not against the idea of a bump in dps, but I don't like that kind of justification. If we really balanced damge based on isk, you would be flying battleships either. Not when tier3 BC and pretty much any other ship is laying around.



Rattlesnake, 1400 to 84km, well over 200k EHP.

Approx 1/6 the cost of a fitted dread.

Or the poor mans version, the fleet phoon can accomplish the same albeit at a much weaker tank. Change from 475m.

This is a particular factor in WH because of mass - it's not just cost.


Wormholes aside, your Rattle as only 1/10 of the EHP of dreads and does not have the option do refit to 6k+ dps when the situation requires it.

Those new weapon system are designed to give dreads a way to contibure to a fight where there are no (more) big targets to shoot at. Its makes your dead may more versatile.
Baki Yuku
Doomheim
#416 - 2015-10-27 11:21:50 UTC
Captain Awkward wrote:
afkalt wrote:
Rowells wrote:
E1ev1n wrote:
My suggestion is to increase the High Angle battery DPS over the 3k DPS mark, battleships are a heck of a lot cheaper and can do OVER 2k dps already so for a Dread to be stuck under that mark is very shameful.

lol, your glass cannon vindi can do 2050dps at what range? With which drones?

No, you are grossly overstating your typical battleship. Not to mention the range of the HAWB is supposed to be similar to current short range XL (I wish I had the video handy to source).

I'm not against the idea of a bump in dps, but I don't like that kind of justification. If we really balanced damge based on isk, you would be flying battleships either. Not when tier3 BC and pretty much any other ship is laying around.



Rattlesnake, 1400 to 84km, well over 200k EHP.

Approx 1/6 the cost of a fitted dread.

Or the poor mans version, the fleet phoon can accomplish the same albeit at a much weaker tank. Change from 475m.

This is a particular factor in WH because of mass - it's not just cost.


Wormholes aside, your Rattle as only 1/10 of the EHP of dreads and does not have the option do refit to 6k+ dps when the situation requires it.

Those new weapon system are designed to give dreads a way to contibure to a fight where there are no (more) big targets to shoot at. Its makes your dead may more versatile.


They don't doh there is no value in bringing a knife to a gun fight and that is what the new dread guns are a knife a blunt knife. Why would you field a ship that costs 3b can not be repped won't be able to refit [If they go though with weapon timer for siege] can be jammed can be damped can be tracking disrupted. And in exchange for all these disadvantages you do a stragering 2k dps. You're better off putting your dread alt into an extra rattlesnake.
Galphii
Caldari Provisions
Caldari State
#417 - 2015-10-27 11:23:59 UTC
Querns wrote:
Galphii wrote:
If XL citadels are allowed in Highsec, capitals will need to be able to go into HS as well to knock 'em down. Otherwise corps can just build XL's and never have to worry about anyone else getting enough battleships together to destroy one. XL's will eventually blot out the stars, given enough time. Straight

An XL citadel has a DPS cap of 60,000. That's 40 battleships worth of DPS, or six dreadnoughts. Hardly insurmountable.

And it will be hilarious to watch an XL obliterate said battleships with ease.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

John McCreedy
Eve Defence Force
#418 - 2015-10-27 11:33:52 UTC  |  Edited by: John McCreedy
McDarila wrote:
At Eve Vegas we ran the number on fighter costs and I am very worried that this had been overlooked. You asked for me to post the numbers on the blog when I brought it up after the Q and A.

fighter

dragonfly
Title     Quantity  0 Price      Price for all 
Tritanium 715 904  5.43 ISK  3 887 359 ISK
Pyerite   273 926  10.95 ISK 2 999 490 ISK
Mexallon  79 695    49.84 ISK 3 971 999 ISK
Isogen    27 526   115 ISK    3 164 664 ISK
Nocxium   4 697    519 ISK   2 437 743 ISK
Megacyte  1 137    1 452 ISK 1 650 969 ISK
Zydrine   464      1 176 ISK 545 669 ISK  
In total: 18 657 893 ISK

firbolg
Title     Quantity  Price      Price for all 
Tritanium 907 174  5.43 ISK   4 925 955 ISK
Pyerite    249 592  10.95 ISK 2 733 032 ISK
Mexallon  82 425   49.84 ISK 4 108 062 ISK
Isogen     31 931   115 ISK   3 671 107 ISK
Nocxium   5 306    519 ISK   2 753 814 ISK
Megacyte  1 126    1 452 ISK 1 634 997 ISK
Zydrine   515      1 176 ISK 605 645 ISK  
In total: 20 432 612 ISK

einherji
Title     Quantity   Price      Price for all 
Tritanium 1 132 267 5.43 ISK  6 148 210 ISK
Pyerite   219 861   10.95 ISK 2 407 478 ISK
Mexallon  82 663    49.84 ISK 4 119 924 ISK
Isogen    20 673    115 ISK    2 376 775 ISK
Nocxium   4 864     519 ISK   2 524 416 ISK
Megacyte  1 098     1 452 ISK 1 594 340 ISK
Zydrine    587       1 176 ISK 690 318 ISK  
In total: 19 861 460 ISK

templar
Title     Quantity  Price      Price for all 
Tritanium 936 819  5.43 ISK  5 086 927 ISK
Pyerite   220 013  10.95 ISK 2 409 142 ISK
Mexallon  85 782   49.84 ISK 4 275 375 ISK
Isogen    22 876   115 ISK    2 630 054 ISK
Nocxium   4 239    519 ISK   2 200 041 ISK
Megacyte  1 122    1 452 ISK 1 629 189 ISK
Zydrine   675      1 176 ISK 793 807 ISK  
In total: 19 024 535 ISK


cheepest at 3 squads of 10 fighters plus 30 replacements 746,315,720 isk

cheepest at 5 squads of 12 fighters plus 120 replacements 3,358,420,740 isk



Damn that's expensive. Carriers would be the only ship in the game whose weapon system was more expensive than the platform they're on. Those values definately need looking at.

13 years and counting. Eve Defence Force is recruiting.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#419 - 2015-10-27 12:02:01 UTC
Luscius Uta wrote:
CCP, would you consider reimbursing CCC rigs on my Archon once they become useless?

LOL. Do you whine every time ccp rebalances a ship you own.
Htfu
Syzygium
Ventures Bar
#420 - 2015-10-27 12:04:19 UTC
Anti-Subcap guns for Dreads are - imho - a horrible idea.

For large parts, ISK play little to no role in Combat any more, so why in hell should anyone bring a BS when he could simply bring a Dread? Same abilities to shoot subcaps but way more EHP and DPS per pilot, plus the option to refit if larger targets appear.

Dreads should be anti-BIG-target ships and nothing more, structures, capitals, supercapitals. Period. If you want to use them, protect them with stuff that can shoot smaller ships. For example BS or carriers. Yeah, these cannot deal 10.000 DPS if needed, but thats fully intentional. With that "one-ship-to-rule-them-all" concept you are going into the complete wrong direction. And that "yeah but you need one minute to refit!!!" does not make it any better.