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[December] Command Destroyers

First post First post
Author
Prometheus Exenthal
Aliastra
Gallente Federation
#561 - 2015-11-28 17:57:47 UTC  |  Edited by: Prometheus Exenthal
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys

https://www.youtube.com/user/promsrage

DO YOUR JOBS, CCP DEVS. FIX THE GAME INSTEAD OF FKING IT

Sgt Ocker
What Corp is it
#562 - 2015-11-28 23:51:23 UTC
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



There has been so many 'pretty" effects added - server space for those who want to play (fly ships) is limited, so everyone needs to fly frigates and destroyers.
Or
CCP have realized - 90% of the pvp content in Eve is in lowsec (FW), they like their destroyers and frigates so why not make them as OP as we can.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Tyranis Marcus
Bloody Heathens
#563 - 2015-11-29 03:02:36 UTC  |  Edited by: Tyranis Marcus
.

Do not run. We are your friends.

Malcanis
Vanishing Point.
The Initiative.
#564 - 2015-11-29 03:09:13 UTC
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Kaarous Aldurald
Black Hydra Consortium.
#565 - 2015-11-29 03:17:12 UTC
Malcanis wrote:
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships.


I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Rowells
Blackwater USA Inc.
Pandemic Horde
#566 - 2015-11-29 03:22:00 UTC
Kaarous Aldurald wrote:
Malcanis wrote:
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships.


I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes.

Honestly, the only thing that kept AF relevant as they were, was the fact that the only threats were two classes up. Any addition of a viable T2 or faction destroyer is going to push them further into uslessness. It's a bit of a trade, and the same thing could be said for any attempts to expand BC line of ships as well.

They're so close together that improving the ships makes either bigger ones or smaller ones irrelevant, or just not much better than the T1 counterpart to begin with.

Guess it really depends on which class you like better.
Kaarous Aldurald
Black Hydra Consortium.
#567 - 2015-11-29 04:47:42 UTC
Rowells wrote:

Guess it really depends on which class you like better.


That's my point.

It shouldn't matter. There should be enough distinctions between the classes by themselves, so that we don't have to make T2 destroyers that are faster than frigates but tank like cruisers.

It's really rather ridiculous that we're even having this conversation. It's simple game balance, after all, if you're going to release something that invalidates a bunch of previously existing stuff, then the release should simply not happen. This has nothing to do with "moving forward" or "progress" or whatever justification you want to use.

It's power creep. Of the worst kind, too, speed. The two biggest pitfalls in game balance are always the same. Stealth, and speed. If they are out of balance, the game is broken. CCP has done a reasonably good job with stealth, but they have not done a good job of managing speed.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

FT Diomedes
The Graduates
#568 - 2015-11-29 05:34:26 UTC
Kaarous Aldurald wrote:
Rowells wrote:

Guess it really depends on which class you like better.


That's my point.

It shouldn't matter. There should be enough distinctions between the classes by themselves, so that we don't have to make T2 destroyers that are faster than frigates but tank like cruisers.

It's really rather ridiculous that we're even having this conversation. It's simple game balance, after all, if you're going to release something that invalidates a bunch of previously existing stuff, then the release should simply not happen. This has nothing to do with "moving forward" or "progress" or whatever justification you want to use.

It's power creep. Of the worst kind, too, speed. The two biggest pitfalls in game balance are always the same. Stealth, and speed. If they are out of balance, the game is broken. CCP has done a reasonably good job with stealth, but they have not done a good job of managing speed.


I agree that speed has proved to be the most difficult thing to balance.

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

elitatwo
Zansha Expansion
#569 - 2015-11-29 06:33:16 UTC
Last year I made a suggestion to remove now very useless attributes from all missiles and it was shut down and I declared certifyable.

Doesn't sound so terrible anymore does it? And who could have predicted that a few years ago.. I DID.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Kenja Saissore
The Voidstalker Heresy
#570 - 2015-11-29 10:16:17 UTC
I really really wanted to see the off grid boosting get touched, its just to powerful, especially since everything is about kiting and range now.

But these are just a joke, why bother even trying to balance the bigger ships if you then immediately throw them back into uselessness?


While I support a change when it comes to links, I cant support yet another meta that will make larger ships even more useless in pvp

Why are these even on the chalk board? you couldnt give this to the BC's and make them useful? What is it with you guys and making BC's viable?

the entire concept seems so much more entertaining on a BC hull.

This looks like another ship with no real counter, more skills to train, to fly a new ship, that doesnt do any role that was needed or wasnt already in the game, but obsoletes entire ships sole purpose for existing.

The last few small ships you guys released have given us enough cancer for the nxt year or so, cmon already...
Lugh Crow-Slave
#571 - 2015-11-29 15:28:01 UTC
After playing around with these on sisi I think scrams should only stop the activation of the mjfg not keep screamed ships from being jumped out this will see almost no use in small gangs as anything other than for disengagement
Malcanis
Vanishing Point.
The Initiative.
#572 - 2015-11-29 21:52:08 UTC
Kaarous Aldurald wrote:
Malcanis wrote:
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships.


I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes.


Well that seems terribly unlikely.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Sgt Ocker
What Corp is it
#573 - 2015-11-29 23:53:52 UTC
Malcanis wrote:
Kaarous Aldurald wrote:
Malcanis wrote:
Prometheus Exenthal wrote:
WHY ARE THESE SO FAST!?
What is wrong with you people?

Ease off on the bloody speed creep.
There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds.

You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them.
Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus?

AND you're adding T2 frig logi Evil
Maybe you guys should log in for once before you start shitting out ideas.

Here's a better idea: Let's just remove frigates from the game. Sound good?
It means far less work for you toilet jockeys



Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships.


I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes.


Well that seems terribly unlikely.
You don't need to physically delete invalidated classes.
They just don't get used, until someone at CCP has a brainfart and decides to re-balance them.
T1 cruisers - Very ordinary for a long time (with 1 or 2 exceptions) - CCP re-balanced them and all of a sudden, they are valid to use.
Since then, unfortunately we had the arrival of T3D's (cruiser in a Destroyer shell) - They put a dent in T1 Cruiser use but they were still valid and a nooby (lower skilled) group could hold their own in a fight.
Now, in the not too far future, we are to get the next OP addition to the "cruisers in disguise as destroyers" class.

So where exactly does this leave T1 Cruisers, or for that matter, any other sub-cap class.

This new class of ships - they aren't destroyers but aren't quite cruisers - so what exactly are they?
Pretty soon there will be no need for anything bigger than a Destroyer, they have all the fleet roles covered, are just OP enough to negate the value of just about every subcap class AND the blobs can use them just as effectively as the small gang ganking solo players. As the meta for pvp has become, many vs one, how could these new ships be bad..

All those saved server resources;
How good is it for those Devs who specialize in "pretty but not functional", all those extra servers resources to cram full of pretty crap.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Ares Desideratus
UNSAFE SPACE
#574 - 2015-11-30 01:29:25 UTC
I guess I'll be the one to say it.

Stork is an awesome name.
Sizeof Void
Ninja Suicide Squadron
#575 - 2015-11-30 06:51:29 UTC
I don't have any objection to the Command Destroyers - a smaller ship which can fit links is probably a good thing.

However, I suspect that the MJFG is going to end up causing a long series of problems - technical, as well as exploits. I vaguely recall an old argument as to why Tractor Beams were never allowed to be used on player and NPC ships, nor on things you did not own. Seems to me that the MJFG is likely to bump up against similar problems to those which were brought up by devs in those old arguments.

I also think there are going to be some strange interactions in the code, when trying to resolve what happens when a MJFG is used when other actions are already in play during the same server tick.

All of this potential trouble for a purely gimmickly feature, which mostly seems to be designed to generate laughs....

And, sure, add them to high-sec, too. They can probably be used to delay Concord by chain-jumping the gankers & prey around, until the prey can be killed. We needed something new to replace hyperdunking, anyways.....
Orwyyn Darsha
The Lone Wolf of EVE
#576 - 2015-11-30 08:12:17 UTC  |  Edited by: Orwyyn Darsha
CCP Rise wrote:
Here is a feedback thread for some awesome new ships, Command Destroyers!

So here's the basics. We are adding a new line of Tech II destroyers based on the Algos, Dragoon, Corax and Talwar along with a new type of module called the Micro Jump Field Generator, which the new Destroyers will have exclusive access to. I'm going to go through some basic questions here at the top and then give you all the details after.

First, why Command Destroyers? We have always wanted to do a line of smaller ships that could provide gang support, but we expected to wait until after a rework of the ganglink mechanics, but here we saw a perfect opportunity to bring you this awesome new module and combining the role with gang support seems ideal. We still want to rework links and think these will slot in perfectly to that rework when it happens, but in the mean time you guys get a few awesome new tools.

Second, how exactly does the Micro Jump Field Generator work? This module is exactly like a Micro Jump Drive except that when it fires, it pulls any ships nearby along with it for the jump. There's a lot of specifics to consider here but the big restrictions you need to know are that you cannot use this module in high sec, you can not pull invulnerable targets (ships that have just undocked or just jumped through a gate and are still cloaked), you can not move capitals, and you can not jump into starbase shields. You CAN however do a lot of really crazy thing such as pull bombs that are midair, pull dictor bubbles or chain multiple jumps in a row using several Command Destroyers. As for numbers, we have a base spool up time of 9 seconds, a reactivation delay of 160 seconds, a pull radius of 6km from the ship and a jump distance of 100km. The module requires 5 PG and 31 CPU to fit and requires the same skill as normal MJDs to use.

Now, for the ships themselves. We are aiming to have a set of destroyers that are both faster and more resilient than either their Tech I counterparts or Interdictors, but sacrifice offense. This should make the support role, whether with MJFG or links, easier to fill while leaving them vulnerable to abuse in combat. Their weapon systems will be missile or drone based, like their base hulls.



And for their attributes I'm using a google doc this time for better readability: ATTRIBUTES

As always, we look forward to your feedback. With these ships I'm especially interested in any opinions or insights on the powergrid and CPU numbers, as the ships will probably get used a few different ways and I'm not positive we've accounted for all of them.

If you have any questions or need clarifications please ask, and don't be surprised if there's a typo here and there that needs fixing :)

Thanks !





@CCP Rise


Congrats. I feel this a very interesting mechanic, possibly one of the most interesting new mechanics to be have happened the past few years right up there with the work @CCP Fozzie has done for EVE.

While I think it is a very interesting idea, I think that perhaps we have not seriously accounted for the amount of abuse this mechanic will generate. I am fairly sure that if this change happens now as planned that we will see not 1 or 2 of these CD in low/null fleets, we will literally see dozens of them being used to punt low/null fleets. I think the amount of hate/ragequitting/forum abuse will be staggering. Support ships will also be generally speaking lacking in a way to defend themselves. This is going to be especially prominent since the CD are being introduced at the same time as falloff in logistics, I think its a bit much, also most logistics ships will not be able to spare a slot for a scrambler.

CCP Rise, may I suggest one change? My idea is that when the module is activated, that the Command Destroyers sig radius grows by the value of all the ships within its 6km radius of the module multiplied by the growth in sig radius that is the penalty of using micro jump. Perhaps even have this signature radius penalty continue for an equal length of time after successful activation of the micro jump. Therefore the CD will be at the increased sig radius for 5 seconds after the end of the successful micro jump.

This will allow bigger ships some measure of defence.


One other thing to consider also is preventing the CD from moving during spool up like the Bastion module, but I am not in favour of limiting the movement after a successful microjump.
Lloyd Roses
Artificial Memories
#577 - 2015-11-30 08:38:29 UTC
I'm a bit on the same page as prom-ex way up on the topic of speed creep.

The Hecate as a prime example, it was a splendid conecept just because the beefy, tanky, ganky hull was accompanied by a very low ship speed. It was a balanced design, with the low speed posing serious issues to overcome on the piloting front. It was extremely rewarding to pull it off, hammering out 450+ dps with neutrons and null or even kiting with 150mms.

It justified all the benefits it had just due to the significant drawbacks, the lack of those on the likes of svipul/confessor ccatapulted those ships up in both usage and effectiveness - and from testing it on SiSi, those CDs are absolute beasts not only due to their tank, but also due to their mobility. The downside of *low dps* really isn't one, if your damage mitigation, application and sheer ongrid mobility are cranked up like this.

Or, please turn them into hecates of sorts.
Mr Mieyli
Doomheim
#578 - 2015-11-30 09:57:36 UTC
I honestly don't understand the thought process behind these new MJFGs. It seems to me that there has never been a "why" for these modules; what problem do they solve? I mean what kind of balance is there in being able to daisy chain these things? I can now move any arbitrary distance I want in any arbitrary direction as long as I have enough of these ships, and we have seen time and again that eve players are good at massing together ships.

Sounds like everybody at CCP has got caught up in a weird internal language where "emergent gameplay" is an excuse to design something that you don't even know what it's for. Seriously the first stage of a design is deciding what the new thing is for. I get that you want to give us tools but they need to still fill a purpose and they still need to be balanced. After 10+ years in existence it's getting hard to add new roles to eve, focus on balance first and then if we still need new ships we can add them.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

afkalt
Republic Military School
Minmatar Republic
#579 - 2015-11-30 10:02:27 UTC
They solve anchoring. Remember that CCP wanted to remove keep at range/orbit. Realistically that isn't terribly viable given how much depends on it (bridging, for example) and how clunky manual control really is vs how it would need to be if we had no other way to fly.

So they have other ways to break the conga-chain with one guy flying for 50 and these are one of them.

It is also another tool in the box to fight/escape from kiting fleets as it can be used defensively to ping your fleet away form long points as well as offensively.

They just need to let us use them in high sec and it'll be perfecto Smile
Tub Chil
Deep Core Mining Inc.
Caldari State
#580 - 2015-11-30 10:19:55 UTC
So current SISI CD-s do 3 things at once:

1. Boost fleet
2. MJD friends / enemies
3. Being an awesome, (even OP) combat ship

Something is not right here.

a single ship should not be able to do everything.

I think it would be a good idea to boost fleet boosting capabilities. let them fit another link, or apply PG bonus to command processors as well.

This would be fine. but at the same time offensive capabilities should be nerfed.

on the small scale we already have following ships that are used for combat:

Normal Frigates
Faction / Pirate frigates
Ass frigs
Interceptors
Normal destroyers
Interdictors
T3 destroyers (that are way too powerful IMO, but that's a topic for another discussion)

I excluded ewar hulls here, but some of them are pretty good combat ships. Especially new faction disruptions frigs.

So do we really need yet another small combat ship?

My argument here is not that new combat ships are bad. It's that every time new ship class is introduced, balance goes to hell.
We have ENOUGH small hulls to fill every combat role. There is no reason to add combat ships, just for the sake of adding ships.

TL;DR
keep (and boost) special powers of CD-s, reduce DPS by a lot.