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Strategic Cruisers - specifically what fixes they need

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2016-01-02 01:56:51 UTC
...and by "fixes", what I really mean is, of course, nerfs. ...and a few buffs

In this thread I will point out specifically what makes Strategic Cruisers too strong. To begin, I must get all of you on the same page. There are two dominate opposing viewpoints out there:
1.) Strategic Cruisers are too strong because they can reach battleship damage or defense with cruiser attributes
2.) Strategic Cruisers are not too strong because they are expensive and cost skillpoints when you lose one
I must first explain a few things here:
The cost of the strategic cruisers (in materials) is fairly high, the total labor required to build one is up in the heavy assault cruiser range, or higher. But a lot of the cost associated with these is also tied to their popularity. As people wish more and more to fly strategic cruisers, the value of their components goes up and more people go to wormhole space to farm these, but you experience both a thinning of players willing to go, and a thinning of sites in which the materials are available. So really, part of the price is tied to the value already.
The skillpoint loss is also not a good gauge for how strong these should be, in this case because a really strong ship with a huge skillpoint loss penalty on loss of ship has no penalty to a pilot who does not lose the ship, and the stronger the ship is, the less likely it's going to be lost. I'm going to say skillpoint loss should probably be removed from these, but more importantly we shall disregard it in determining the cost to value ratio of these ships.
Finally, strategic cruisers have a lot of strategic potential in matching various combinations of subsystems together to get the exact ship you want for a given situation. That alone is a powerful tool in the right hands, and it should be considered one of the ship's major selling points. It is trivial to suggest the ship is too weak merely because someone who does not know how to strategize with it is unable to make it match its cost value in field effectiveness. For the above reasons, I am concluding that the Strategic Cruiser's five skill bonuses and currently existing cost in player time/energy to build are in line with a ship that has slightly above tech 1 base attributes, which will put it well above an actual tech 1 cruiser in raw effectiveness yet well below a tech 2 cruiser in raw effectiveness to a given role. The purpose of the strategic cruiser will then be to mix roles and fit for specifically what is needed in a given situation. The best strategic cruiser pilots will be those who carry extra subsystems and can swap them out quickly while docked in a nearby station or at another fitting service.



TL;DR
Read on, the actual changes are below:



First change: remove the tech 2 resistances. Let me explain my reasoning for this:
1.) when combined with the strategic cruiser's very substantial powergrid, it becomes quite possible to give the ship a full weapon setup and still have enough powergrid left over for the top-end defensive modules. This combined with such heavy resistances allows the ship to match HIC defense or higher.
2.) it already has a lot of base hit points. If strategic cruisers all had above standard hit points and below T2 resists, it would make them have high enough EHP to last in a fight, but they would not respond as well to reps and sustained fire.
I could see fit to increase strategic cruiser hit points a bit because of their cost, perhaps up to pirate cruiser amounts. As for their ability to hit battleship EHP, well so can HICs, command ships, and even some HACS or battlecruisers. The problem is that battleship EHP is too low, so don't use that as a metric.



Second change:
Make all subsystems offer only one effective skill bonus. Those subsystems offering 2-3 bonuses with no drawbacks to balance them out are what's making strategic cruisers beat HACs at their own roles. Example: Liquid Crystal Magnifiers - Legion. This subsystem offers an oversized damage bonus plus a full capacitor reduction and optimal range bonus, making its offensive potential FAR above that of a Maller, all the way up to about as powerful as a Zealot which has four skill bonuses all dedicated to its lasers. The Legion gets slightly less DPS but significantly better laser capacitor efficiency. This is a problem because the Legion gets this power from just one subsystem and it can fit four more, making it a LOT more effective than a Zealot.

I am going to list some subsystems that are unbalanced, and tell what changes to make to them to put them in balance. I will also list some that are deceptive and explain how I see them. To save forum space I am not listing all of their attributes. You can view them here.
Disclaimer: some of these attributes may be out of date and I am not going to check them outside of EVE University's info.

I am not going to go over the nitty gritty of the specific attributes, but rather I am going to assume they are about right and save tweaking them for either a later rant or for someone else to work on.


Legion Defensive - Adaptive Augmentor: OK
This adds two effective skill bonuses but the act of using one (the remote rep bonuses) directly infringes on the bonuses you get from the offensive subsystem. The net total is still one bonus.

Legion Defensive - Augmented Plating: OK
10% bonus to armor per level is fine. The standard resist bonus gives the equivalent of 5% per level bonus to hit points as well as 5% bonus to both onboard and incoming remote repair strength, so 10% to only hit points is pretty fair. Same goes for the nanobot injector and, I might add, all ships with the 7.5% rep bonus should have it increased to 10%.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#2 - 2016-01-02 01:57:03 UTC  |  Edited by: Reaver Glitterstim
Legion Electronic - Emergent Locus: NERF
Most of the stats are fine. It combines a probe bonus with a tractor beam bonus, well those tractor beams cost high slots and the probe launcher is already using up the probably only one utility high it gets. What I think needs a nerf is the 99% reduction to probe launcher CPU cost. Other ships must make significant sacrifices to fit combat probe launchers, but the strategic cruiser can fit it for a measly 2.2 Tf CPU. I say give it -50% probe launcher CPU costs, then it costs just 110 TF. That's a sacrifice, but you still have most of the ship's CPU left over for a nice strong fit despite the launcher. I'd say that's very strong. Maybe the CPU cost reduction should be removed entirely.


Legion Electronic - Energy Parasitic Complex: BUFF
10% per level is too low. Curse gets 20% per level on one skill bonus, and fitting these modules to the Legion uses up high slots and powergrid that could be dedicated to offensive modules which would use its offensive subsystem skill bonus. Suggestions for buffing it:
1.) increase to 20% per level and let the Legion pilot use extra utility highs for these
2.) increase the subsystem's bonus high slots by one (and one less mid slot)
3.) switch this out for a tracking disruptor bonus instead


Legion Engineering - Augmented Capacitor Reservoir: NERF
Legion Engineering - Power Core Multiplier: NERF
I'm going to break my trend of not mentioning specific attributes to point out a glaring discrepancy here. This subsystem and the Power Core Multiplier are adding one weapon which can be fully bonused by the offensive subsystem, but they are not increasing the ship's "size" accordingly. With six total weapons, it is more powerful than a cruiser and closer to a battlecruiser. These subsystems should increase the ship's mass or signature radius accordingly. It wouldn't hurt for them both to also increase the ship's base powergrid a bit--the Power Core Multiplier does.


Legion Offensive - Assault Optimization: NERF
This subsystem clearly grants two full skill bonuses which compound with each other, giving the ship very strong missiles. It should have only one of these.
Alternatively, it could have +10% EM missile damage per level, allowing it to get fairly high missile DPS at the cost of having it limited to one damage type.


Legion Offensive - Drone Synthesis Projector: OK
The drone damage bonus is the same as the Arbitrator but the hit point bonus is smaller -- these are counted as one skill bonus. The drone bandwidth is the same, the drone bay is a bit larger on the Legion but I think the Arbitrator could use a bigger drone bay anyway. So then the three turret hardpoints with capacitor cost reduction is really just gravy to balance out the reduced drone hit points and I'll allow it.


Legion Offensive - Liquid Crystal Magnifiers: NERF
Big heavy nerf here. Reduce the damage bonus to 5% and remove the capacitor cost and optimal range bonuses entirely. Alternatively, give it the optimal range bonus and remove the others--this gives the Legion as a whole more options, enabling it to be a turret sniper.
As a third option, we could take a lesson from the Punisher school of ship balance strategy and take away a turret hardpoint, then let it have the optimal range bonus along with 5% damage per level. This frees up powergrid and capacitor as well, while not actually increasing its damage any higher than 5 unbonused lasers. This is similar to the offensive bonuses on Navy ships.


Legion Propulsion - Wake Limiter: BUFF
At only 5% reduction to MWD signature radius penalty, this subsystem isn't doing much for the Legion other than providing its base attributes. Assault frigates get 50% reduction as a role bonus. I say make the subsystem grant at least -10% MWD sig radius penalty per level.




That's it for the Legion's subsystems, maybe later I'll add more on other strategic cruiser subsystems but I think this gets the general idea across.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#3 - 2016-01-02 03:41:56 UTC
I'm not sure on what planet strategic cruisers get battleship DPS.

My battleships get between 900 and 2800 DPS. My Strategic cruisers all do about 700-800.
unidenify
Deaf Armada
#4 - 2016-01-02 03:54:13 UTC  |  Edited by: unidenify
remove hardpoint from engineering is sufficient in my opinion for nerf their DPS capability


Vimsy Vortis wrote:
I'm not sure on what planet strategic cruisers get battleship DPS.

My battleships get between 900 and 2800 DPS. My Strategic cruisers all do about 700-800.



HAM Tengu with faction BCS can hit 1100 dps with Kinetic.

But of course, Caldari missile BS can easily do 1k with any type of damage under same condition
Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2016-01-02 03:57:39 UTC  |  Edited by: Reaver Glitterstim
Vimsy Vortis wrote:
I'm not sure on what planet strategic cruisers get battleship DPS.

My battleships get between 900 and 2800 DPS. My Strategic cruisers all do about 700-800.

Sure, your on-paper DPS is a lot higher for a battleship. But when you take into account the increased application of the strategic cruiser, they are often hitting targets for a lot more damage than battleships are.

But I'm not one of the people saying they get battleship DPS, so what does that have to do with this post?



unidenify wrote:
remove hardpoint from engineering is sufficient in my opinion for nerf their DPS capability

No, it's not enough. The optimal range and capacitor cost reduction bonus of the Liquid Crystal Magnifiers do not increase its on-paper DPS, but they increase its ability to get damage onto the target, and that's just one example. You have to take these factors into account as well.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

unidenify
Deaf Armada
#6 - 2016-01-02 04:10:00 UTC  |  Edited by: unidenify
Reaver Glitterstim wrote:
Vimsy Vortis wrote:
I'm not sure on what planet strategic cruisers get battleship DPS.

My battleships get between 900 and 2800 DPS. My Strategic cruisers all do about 700-800.

Sure, your on-paper DPS is a lot higher for a battleship. But when you take into account the increased application of the strategic cruiser, they are often hitting targets for a lot more damage than battleships are.

But I'm not one of the people saying they get battleship DPS, so what does that have to do with this post?



unidenify wrote:
remove hardpoint from engineering is sufficient in my opinion for nerf their DPS capability

No, it's not enough. The optimal range and capacitor cost reduction bonus of the Liquid Crystal Magnifiers do not increase its on-paper DPS, but they increase its ability to get damage onto the target, and that's just one example. You have to take these factors into account as well.


this is point I do should consider as well.
Nevyn Auscent
Broke Sauce
#7 - 2016-01-02 04:12:40 UTC
I'd rather see them get the tactical treatment, and gain more smaller skill bonuses on 'sub systems' or modes. So they can actually do their versatile role.
The current problem is that they are too good at their focuses, but they don't have a second focus at the same time. That's what makes them stomp so heavily on the specialists toes.
Rawketsled
Generic Corp Name
#8 - 2016-01-02 04:44:20 UTC
Nevyn Auscent wrote:
I'd rather see them get the tactical treatment, and gain more smaller skill bonuses on 'sub systems' or modes. So they can actually do their versatile role.
The current problem is that they are too good at their focuses, but they don't have a second focus at the same time. That's what makes them stomp so heavily on the specialists toes.

I like this idea.

But the problem I foresee is that subsystems like Covert Reconfig and Power Core Multiplier don't have relevant per-level bonuses. How do you enable/disable these subsystems' bonuses without having modules unpowered (and burning cap to turn them back on)?
Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2016-01-02 04:46:17 UTC
unidenify wrote:
if your goal here is have HAC outperform with T3, I won't agree with this because that is whole point of HAC.

Maybe I am misunderstanding you here, but the HAC is specialized for high damage output. Of course the strategic cruiser should have weaker damage output than the HAC, that doesn't even seem to be up for debate, however what is also not up for debate is that strategic cruisers generally can at the very least match HAC damage application but with consistently better overall other attributes.

Consider a comparison between the Zealot, Devoter, and Legion in which all have skills 5, no fleet bonuses, no implants, no boosters, all modules are tech 2, and the Legion has Adaptive Augmentor, Energy Parasitic Complex, Power Core Multiplier, Liquid Crystal Magnifier, and Chassis Optimization.

Right off the bat, we can see that the Legion beats the Zealot at just about everything. With pulse lasers, the Zealot has 346 DPS while the Legion has 374, and the Legion has the same range and a lower capacitor cost . The Zealot has a bit smaller sig radius but the Legion is a bit faster. The Legion has way higher hit points and the same resistances. The Legion has more CPU and a whole 400MW more powergrid, a lot more than it needs for that 6th turret. Sure, the Zealot has two more low slots, but the Legion has them as high slots and it can fit bonused neutralizers up there which it can power with all that extra capacitor it's not using, in order to obliterate the Zealot's capacitor. The Zealot does have a bit stronger capacitor but it really needs it for the weapons. Also don't forget that the Legion has higher armor resists on top of having higher armor hit points and higher powergrid for armor plates.

Now let's compare the Devoter. The Devoter with Acolyte drones has the same net DPS as the Zealot, less than the Legion however the Devoter is spending the least capacitor to run the weapons. The Devoter also has the same resists as the Legion, but only slightly more hit points than the Zealot and still much less than the Legion. The Devoter has the larger sig radius of the Legion yet is barely faster than the Zealot and still significantly slower than the Legion. Now the Devoter also has the extra two low slots that the Zealot has, but its powergrid and CPU aren't that much higher than the Zealot.

All in all, this Legion would roflstomp either the Zealot or the Devoter in a 1v1 match, and can easily perform the Zealot's own role better than a Zealot can, plus all the extra bonuses the Legion gets on top of all that. Also HICs are OP but apparently that's because nobody will fly them otherwise.




Nevyn Auscent wrote:
I'd rather see them get the tactical treatment, and gain more smaller skill bonuses on 'sub systems' or modes. So they can actually do their versatile role.
The current problem is that they are too good at their focuses, but they don't have a second focus at the same time. That's what makes them stomp so heavily on the specialists toes.

That is an excellent point.

I always felt their EWAR bonuses should be on the disruptive side, as that would make an excellent combo with their offensive potential. But the engineering, navigation, and electronic subsystems don't feel all that strategic.

I was thinking there could also be some strategy in choosing different levels of attributes, for instance some subsystems could give you more hit points at the cost of signature radius, more powergrid at the cost of mass, or more targeting range at the cost of scan resolution. Other subsystems could push attributes in other directions. In the end, you could build a strategic cruiser that's bigger and more sluggish than a battlecruiser, one that's sleek and smaller/faster than a Stabber, or anywhere in between with a lot of potential to mix and match, to choose your poison.

It would be nice, though, if more of the electronics subsystems could put the skill bonus into the mid slots, to take the pressure off of the high slots.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Valacus
Streets of Fire
#10 - 2016-01-02 04:53:09 UTC
Vimsy Vortis wrote:
I'm not sure on what planet strategic cruisers get battleship DPS.

My battleships get between 900 and 2800 DPS. My Strategic cruisers all do about 700-800.


And if battleships were capable of hurting anything, that would mean something. Battleships have the worst damage application in existence. You can count on a seiged Phoenix with a few target painters to apply damage to subcaps more than you can count on a battleship. T3Ds have cruiser sized guns with cruiser sized signature resolution, meaning they can hit just about anything. Battleships can't hit anything smaller than a POCO for full DPS.
Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2016-01-02 04:58:08 UTC  |  Edited by: Reaver Glitterstim
Valacus wrote:
Battleships can't hit anything smaller than a POCO for full DPS.

Exaggeration, but yes.

Valacus wrote:
You can count on a seiged Phoenix with a few target painters to apply damage to subcaps more than you can count on a battleship.

That is patently false.

edit: after visiting EFT, all I have to say is this.....wat

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Valacus
Streets of Fire
#12 - 2016-01-02 05:08:43 UTC
Reaver Glitterstim wrote:
That is patently false.


Phoenix's are used to reliably kill sub-caps as small as cruisers on ninja-hot drops extremely often, and they are very successful at it. Much more than any battleship hot drop.
Reaver Glitterstim
The Scope
Gallente Federation
#13 - 2016-01-02 05:09:54 UTC  |  Edited by: Reaver Glitterstim
Valacus wrote:
Reaver Glitterstim wrote:
That is patently false.


Phoenix's are used to reliably kill sub-caps as small as cruisers on ninja-hot drops extremely often, and they are very successful at it. Much more than any battleship hot drop.

Yeah I just checked on EFT. The Phoenix beats the Raven on DPS against a frigate every time. I am blown away. And people whine that it can't hit supercaps or something like that.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

elitatwo
Zansha Expansion
#14 - 2016-01-02 05:23:26 UTC
Legion op didn't say anyone - proteus maybe.

I tried out the Curse subsystem on SiSi once and while I don't see much overpowerded things there, I am curious how you think it is?

You can have 6 high slots with the drone subsystem and 3 or 4 neuts and 2 noses, then a 1600mm plate and you are looking at maybe ~ 40k ehp - for 12km neut range (before the december patch).

My Curse got a nice increase in nos range - by the way, can we increase the powergrid demands on noses to 5 billion powergrid, so it is easier to fit?

Didn't figure out the laser subs yet but I'm more of a shield girl and fly my Phantasm instead, don't strangle me. Also tried to make the Sacrilege subsystems work but no dice.

Can't really tell if it's too strong, so carry on and elaborate a little on that.

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Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#15 - 2016-01-02 06:05:53 UTC  |  Edited by: Scipio Artelius
I'm going to go against the grain here and say they don't need any nerfs at all.

Some greater versatility perhaps, as some additional reasons to use some sub systems, but not nerfs.

If every ship in the game is perfectly balanced, then the challenge in the game would be reduced to just knowing what the established strategies are for each ship.

Imbalance creates challenges that make the game more interesting in my view.

By having some ships that are really strong (above what you'd expect), facing them becomes more engaging in terms of ttying to counter them and different tactics need to be developed to face those ships. Once those tactics are developed, then that makes particular doctrines strong, which leads to more theory crafting to counter that.

For me, T3 Cruisers (and to a degree Destroyers) should be where the imbalance is. T1 is the base in a class, T2 is improved and almost good enough to match T1 in the class above and T3 is on a higher plane again.

T3 Cruisers should be strong against anything smaller and should be at least as strong as any T1 BC, with an OK chance against BS. They are T3 after all.

Why would anyone engineer something that is supposed to be improved and only make it as good as everything else in class?

So for me, the balance comes exactly for the reason that in gaining the benefit, you are risking skillpoints.

Maybe once skill packets come into the game, that risk will be eliminated since skillpoints won't be worth much. But currently, risking SP is a nice balancing mechanism.

Just my 0.02c.
Reaver Glitterstim
The Scope
Gallente Federation
#16 - 2016-01-02 06:07:36 UTC
elitatwo wrote:
Legion op didn't say anyone - proteus maybe.

I tried out the Curse subsystem on SiSi once and while I don't see much overpowerded things there, I am curious how you think it is?

You can have 6 high slots with the drone subsystem and 3 or 4 neuts and 2 noses, then a 1600mm plate and you are looking at maybe ~ 40k ehp - for 12km neut range (before the december patch).

My Curse got a nice increase in nos range - by the way, can we increase the powergrid demands on noses to 5 billion powergrid, so it is easier to fit?

Didn't figure out the laser subs yet but I'm more of a shield girl and fly my Phantasm instead, don't strangle me. Also tried to make the Sacrilege subsystems work but no dice.

Can't really tell if it's too strong, so carry on and elaborate a little on that.

I'd say the Legion is most definitely overpowered, unless someone is going to tell me that the Zealot I compared it to is way underpowered, and having flown Zealots before, I have to feel that the Zealot is most certainly NOT underpowered. My feelings on the Zealot: 9/10 would fly again.

People aren't complaining about the Curse being overpowered but I wouldn't be surprised if it is. People seem to have difficulty understanding anything in the game other than DPS and tank, that's why they won't fly a HIC if it isn't basically a HAC plus extra. Likewise, I wouldn't be surprised if people look at the DPS of the Curse and think it sucks. So maybe the subsystem on the Legion is fine, I don't know because I haven't used energy warfare much in PVP.

You can get a lot more than 40k EHP with a 1600mm plate. 40k is the low end of T3Cs. With the t2 resists, high base HP, lots of powergrid, and plentiful CPU, the ship can easily get past 100k EHP with a T2 fit and still have room left over for weapon mods.

One last point: without checking the hit points I had mentioned earlier in this thread that I think the hit points could be increased along with removing the T2 resists, and I suggested putting them as high as a navy ship. But after looking at them, I can see the T3C's base HP is already in pirate cruiser range.
Legion: . . . . 2300 // 3400 // 1954
Ashimmu: . . 2290 // 2950 // 2325

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2016-01-02 06:15:47 UTC
Scipio Artelius wrote:
If every ship in the game is perfectly balanced, then the challenge in the game would be reduced to just knowing what the established strategies are for each ship.

Imbalance creates challenges that make the game more interesting in my view.

By having some ships that are really strong (above what you'd expect), facing them becomes more engaging in terms of ttying to counter them and different tactics need to be developed to face those ships. Once those tactics are developed, then that makes particular doctrines strong, which leads to more theory crafting to counter that.

Many brilliant minds would agree with you here but I have to wholeheartedly disagree. There is some fun in finding the loopholes and exploiting them, but it is always polarizing. Everyone figures out what is best and gravitates toward it, and some things get left behind and unused. But in a truly balanced system, the ships are not by any means even, they simply are balanced to have effective counters while also being an effective counter to something else. It makes it so everything is good when applied properly, and the skill is in figuring out what you're likely to go up against.

In a balanced system, people will always believe they are finding loopholes. People will always believe certain ships are underpowered, because in their experience it has been an underperformer. People will always believe certain ships are overpowered, because in their experience those ships have performed well. You can see this in EVE Online quite a bit, even though it is somewhat rare in other games, because EVE is one of the few games out there that's actually really well balanced. For example: I feel like the Tristan is overpowered, but I don't see anybody dominating with Tristans. Other people think the Arbitrator is underpowered, but I know from experience it is quite effective in many circumstances.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#18 - 2016-01-02 06:21:48 UTC
Reaver Glitterstim wrote:
But in a truly balanced system, the ships are not by any means even, they simply are balanced to have effective counters while also being an effective counter to something else. It makes it so everything is good when applied properly, and the skill is in figuring out what you're likely to go up against.

Yeah, I guess it comes down to what you accept as an 'effective counter'.

Effective counter is an alternative to "disadvantage" (ie. some ships have advantages over others in particular situations and are counters, putting the other ship as a disadvantage).

If you go to the more general "disadvantage" as opposed to counter, then skillpoint loss is a significant disadvantage to many players.

Each to their own and not saying you are wrong, just putting an alternative view out their that the balance comes not only through direct ship counters, but also from other disadvantages.
Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2016-01-02 07:10:38 UTC
Scipio Artelius wrote:

Each to their own and not saying you are wrong, just putting an alternative view out their that the balance comes not only through direct ship counters, but also from other disadvantages.

Those disadvantages can be factored into what is an effective counter, such as price. Any expensive ship can be countered with a bunch of cheap ships, and the cheap ships will win in ISK efficiency. But as I explained near the top of the OP, skillpoint loss on death of ship is not a good system to use as a disadvantage, because how much of a disadvantage it is to you varies directly by how good you are at keeping your ship intact and for some people it is not a disadvantage.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tiddle Jr
Brutor Tribe
Minmatar Republic
#20 - 2016-01-02 08:27:58 UTC
first few thoughts of mine...

- Make them fragile a little bit vs what they are atm.
- Each offensive subsystem should be limited to one weapon of choice (amarr - lazors etc.)
- Subsystem skill book - increase training time multiplier and make it eaqual to Strategic Cruiser with Rank 5


"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

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