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Strategic Cruisers - specifically what fixes they need

Author
Reaver Glitterstim
The Scope
Gallente Federation
#41 - 2016-01-03 17:07:10 UTC
zbaaca wrote:
quite a bit , is that how much ? do even have 10kk in missiles to start talking about them ?

That's a lot. Not counting capital skills, there's only a little over 15 "kk" in missile skills to have, and some of that is in skills that aren't really used, like Auto-Targeting Missiles and Defender Missiles. I have 3.4 million SP in missiles, but I have been able to "start talking" about them since back when I was shooting tech 1 missiles from a Drake and didn't even have 3.4 million SP on my character in total. Yes, the missile support skills make a difference. No, you do not need to train them all to 5 to understand it.

Most importantly, the missile support skills are similar enough to turret skills in how much they alter damage projection that having both turrets and missiles trained to a similar level, regardless of what level that is, does qualify you to compare missiles to turrets.


zbaaca wrote:
remind me which ones. as i recall only common ehp nerf . HM castration , and med rails nerf were common ones

EHP nerf, HM nerf, yep. That's what hit the Tengu harder than the rest. Sure, they nerfed medium rails but Tengu wasn't using those even when they were OP--and any Tengu sure would have been OP using rails back then (they still are today) but they were more OP using missiles and still are today.

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."

FT Diomedes
The Graduates
#42 - 2016-01-03 18:30:46 UTC
Reaver Glitterstim wrote:

EHP nerf, HM nerf, yep. That's what hit the Tengu harder than the rest. Sure, they nerfed medium rails but Tengu wasn't using those even when they were OP--and any Tengu sure would have been OP using rails back then (they still are today) but they were more OP using missiles and still are today.


Actually, several Null Sec alliances were using Rail Tengus, because they were awesome. Some still are - but not everyone - which tells me they are in a pretty decent place. No T3 doctrine has been nearly as bad as Ishtars were in terms of totally dominating the meta.

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

Zhilia Mann
Tide Way Out Productions
#43 - 2016-01-03 21:34:15 UTC
FT Diomedes wrote:
I honestly feel like T3 cruisers are in a pretty decent spot right now. They are viable as a high end fleet composition, but have counters. And they have some uses in nearly every part of space. I just do not see them as cancerous or so obviously superior to every other possible ship at every possible role. Frankly, if they are a better choice than the Zealot or the Eagle, I am okay with that, because those ships are fairly weak.

Unlike some, I am unwilling to gut what is left of WH space in order to put T3 cruisers in a neat spot between T1 and T2 just because that is where someone thought they should be. For the next iteration of T3 cruiser adjustments, I am all in favor of making them closer to Battlecruisers in sig radius and speed, but also making the weaker subsystems more viable options.


This makes sense. Any change to T3s has to include specific consideration of wormhole space. A very slight tone-down to the most used subsystems might be in order but I think it's actually more important for the overall health of the ship type to bring the least used subsystems up to snuff.
Omnathious Deninard
University of Caille
Gallente Federation
#44 - 2016-01-03 21:42:25 UTC
Zhilia Mann wrote:
FT Diomedes wrote:
I honestly feel like T3 cruisers are in a pretty decent spot right now. They are viable as a high end fleet composition, but have counters. And they have some uses in nearly every part of space. I just do not see them as cancerous or so obviously superior to every other possible ship at every possible role. Frankly, if they are a better choice than the Zealot or the Eagle, I am okay with that, because those ships are fairly weak.

Unlike some, I am unwilling to gut what is left of WH space in order to put T3 cruisers in a neat spot between T1 and T2 just because that is where someone thought they should be. For the next iteration of T3 cruiser adjustments, I am all in favor of making them closer to Battlecruisers in sig radius and speed, but also making the weaker subsystems more viable options.


This makes sense. Any change to T3s has to include specific consideration of wormhole space. A very slight tone-down to the most used subsystems might be in order but I think it's actually more important for the overall health of the ship type to bring the least used subsystems up to snuff.

There is always room for new T3 ships, so long as they maintain the proper initial balance rather than OP then nerf to the correct level.
Sorry, but balance needs to be first WHs will continue to thrive even if T3s are needed to cruiser levels.

If you don't follow the rules, neither will I.

zbaaca
Republic Military Tax Avoiders
#45 - 2016-01-03 22:18:15 UTC
Reaver Glitterstim wrote:
I have 3.4 million SP in missiles, but I have been able to "start talking" about them since back when I was shooting tech 1 missiles from a Drake and didn't even have 3.4 million SP on my character in total.
10kk -11.5kk sp in missiles is a threshold when you can compare and learn how to use them. not just get HAML with HAM L4 and load some navy missiles , and forget , just because you basically have no choise .
11.5kk is all support 5 with all subcap missile spec4 (exept defenders , fof , and bomb dep) . (10kk is without torps)

Reaver Glitterstim wrote:
Most importantly, the missile support skills are similar enough to turret skills in how much they alter damage projection that having both turrets and missiles trained to a similar level, regardless of what level that is, does qualify you to compare missiles to turrets.


LOL. nope Big smile

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Reaver Glitterstim
The Scope
Gallente Federation
#46 - 2016-01-03 22:32:54 UTC  |  Edited by: Reaver Glitterstim
Zhilia Mann wrote:
Any change to T3s has to include specific consideration of wormhole space.

Not really. If T3Cs are the only ships that can farm the sites properly, then T3Cs are blatantly overpowered and the sites are blatantly overdifficult. Nerf the ships hard, then nerf the difficulty of the sites hard. The supply of materials to build a ship should never rely on that ship to farm the materials and create the supply.

But I just ran some C5 sites yesterday in a group with mixed armor destroyers, wasn't very hard. I don't have much experience with anything above C3 but it seems like with a big enough group you can do it with cheap tech 1 ships.

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."

zbaaca
Republic Military Tax Avoiders
#47 - 2016-01-04 00:36:05 UTC  |  Edited by: zbaaca
Reaver Glitterstim wrote:
I don't have much experience with anything above C3 but it seems like with a big enough group you can do it with cheap tech 1 ships.

why use marauder when you can do it on drake ?Big smile

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

FT Diomedes
The Graduates
#48 - 2016-01-04 03:49:39 UTC
Reaver Glitterstim wrote:
Zhilia Mann wrote:
Any change to T3s has to include specific consideration of wormhole space.

Not really. If T3Cs are the only ships that can farm the sites properly, then T3Cs are blatantly overpowered and the sites are blatantly overdifficult. Nerf the ships hard, then nerf the difficulty of the sites hard. The supply of materials to build a ship should never rely on that ship to farm the materials and create the supply.

But I just ran some C5 sites yesterday in a group with mixed armor destroyers, wasn't very hard. I don't have much experience with anything above C3 but it seems like with a big enough group you can do it with cheap tech 1 ships.


It's not just about being able to run the sites, if the ships are rubbish then part of the value in the space goes away.

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

Valacus
Streets of Fire
#49 - 2016-01-04 07:15:35 UTC
I don't think T3Cs need a damage nerf. If anything I'd give them a slight damage buff or leave as is. What they really need is an EHP nerf. Right now, the Proteus can fit a 200k tank with a tiny sig, which is just way too much. Even my Navy Megathron struggles to hit that number, and it's way larger, way slower, has worse tracking, and locks slower. They are immune to bombers as well. There needs to be a way to nerf the EHP potential of T3Cs all around, but the Proteus and the Legion are the two worst offenders. That means you either have to target fitting power or buffer subsystems, or both, with the nerfs. I don't have any problem with T3Cs bringing world ending DPS for their class, as that is what makes them viable solo, but they shouldn't be able to tank for days.
Reaver Glitterstim
The Scope
Gallente Federation
#50 - 2016-01-04 07:22:17 UTC
Valacus wrote:
I don't think T3Cs need a damage nerf. If anything I'd give them a slight damage buff or leave as is. What they really need is an EHP nerf.

It's easy to see why they have such tremendous EHP. They have HAC resists but after you fit up your weapons, there are gobs of powergrid left over. Also the base hit points are well above HACs base hit points, more up there around pirate faction cruisers which rely on raw hit points because they lack the resist bonuses.

You could take away the resists and T3Cs would still have excellent HP, or you could lower their powergrid and base HP to HAC levels and they'll still have plenty of EHP because HACs have plenty of EHP.

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."

Khan Wrenth
Viziam
Amarr Empire
#51 - 2016-01-04 07:35:54 UTC
Valacus wrote:
I don't think T3Cs need a damage nerf. If anything I'd give them a slight damage buff or leave as is. What they really need is an EHP nerf. Right now, the Proteus can fit a 200k tank with a tiny sig, which is just way too much. Even my Navy Megathron struggles to hit that number, and it's way larger, way slower, has worse tracking, and locks slower. They are immune to bombers as well. There needs to be a way to nerf the EHP potential of T3Cs all around, but the Proteus and the Legion are the two worst offenders. That means you either have to target fitting power or buffer subsystems, or both, with the nerfs. I don't have any problem with T3Cs bringing world ending DPS for their class, as that is what makes them viable solo, but they shouldn't be able to tank for days.


This seems entirely reasonable. The EHP that T3C can attain is a large part of why they obsolete so many different ships across the board.

Whatever CCP is going to do with T3C, I just wish they'd get it over with. I'm training everything except T3 ships because I'm waiting for CCP to get them (mostly) where they want to be, before I start training them. I've had the misfortune of almost everything I've trained into gets nerfed mere days later. It's not even that I'm chasing FOTM either, I just cross-train ships that look fun or new roles that might break up monotony, without any imput from other players or deep research into the subject. Then, days after I finish training, BAM! Nerfs. It's frustrating. So, I'm waiting for these things to get into place before I decide what I want to do with them.

I think the only things that got buffed after I trained them were Electronic Attack ships and Recon ships.
Reaver Glitterstim
The Scope
Gallente Federation
#52 - 2016-01-04 07:48:26 UTC
Khan Wrenth wrote:
I think the only things that got buffed after I trained them were Electronic Attack ships and Recon ships.

You're doing it wrong. Train for what you want to fly, and ignore the nerfs and buffs,

I'm usually happy when CCP nerfs my favorite ship because it means people can't accuse me of flying it to match FotM--but since I know the ship so well I can make it useful in many situations where other players would primarily leave it behind.

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."

zbaaca
Republic Military Tax Avoiders
#53 - 2016-01-04 08:17:28 UTC
Khan Wrenth wrote:


This seems entirely reasonable. The EHP that T3C can attain is a large part of why they obsolete so many different ships across the board.

Whatever CCP is going to do with T3C, I just wish they'd get it over with. I'm training everything except T3 ships because I'm waiting for CCP to get them (mostly) where they want to be, before I start training them. I've had the misfortune of almost everything I've trained into gets nerfed mere days later.


same happened with me only once , but Heavy Missiles were too good then .

ccp touched t3c only once with fairly reasonable nerf . so be calm , and train tengu Roll



Reaver Glitterstim wrote:
Valacus wrote:
I don't think T3Cs need a damage nerf. If anything I'd give them a slight damage buff or leave as is. What they really need is an EHP nerf.

It's easy to see why they have such tremendous EHP. They have HAC resists but after you fit up your weapons, there are gobs of powergrid left over. Also the base hit points are well above HACs base hit points, more up there around pirate faction cruisers which rely on raw hit points because they lack the resist bonuses.

You could take away the resists and T3Cs would still have excellent HP, or you could lower their powergrid and base HP to HAC levels and they'll still have plenty of EHP because HACs have plenty of EHP.




and everyone should be flying t3c ... oh wait...

you know why t3c used in c5-6 ? and why not t2 or BS ?

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Khan Wrenth
Viziam
Amarr Empire
#54 - 2016-01-04 08:33:51 UTC
Reaver Glitterstim wrote:
You're doing it wrong. Train for what you want to fly, and ignore the nerfs and buffs,

I'm usually happy when CCP nerfs my favorite ship because it means people can't accuse me of flying it to match FotM--but since I know the ship so well I can make it useful in many situations where other players would primarily leave it behind.


I want to fly everything sub-cap. I've cross-trained almost every sub-cap ship already and I plan on continuing that trend. But what is wrong with wanting to know where a ship is (again, MOSTLY) going to stand before diverting training time and isk to acquire it?
Rek Seven
University of Caille
Gallente Federation
#55 - 2016-01-04 08:57:17 UTC  |  Edited by: Rek Seven
T3 cruisers are not versatile at all so I'm not sure where that notion comes from. Sure you get greater fitting options because of the different configurations but many of the less popular configurations are not viable because there is often a better solution in a T2 or faction ship. The T3 alone is never OP, it is only when you combine them with logistic support.

The main reason that T3 cruisers are considered OP is due to two subsystems; the hitpoint defensive sub and the high damage offensive sub. If you take these away T3 cruisers are not worth using. However, if you buff the RR and local rep subs and increase the turrets/missile and high slots, it could work.

I have been flying and designing fits for T3 cruisers for years and IMO they need to be the best at doing something or they need a complete redesign.
RcTamiya
Magister Mortalis.
#56 - 2016-01-04 09:04:00 UTC
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.



Bad news for you, a vindicator hits T3s perfectly for minimum of 1.6k dps
No, your suggestion is a wrong approach, you'll nerf Legions way too much, it is not their PG/CPU which makes them the best brawling T3 it's the combo of 1-2 neuts, hams with 540 dps and 1-2 utility midslots for a 800mil hull using 99,99% cpu and PG allready.... if oyu however rework the neutingbonus to 20%, even with 1 less high slot you **** any wspace logi out there.
Why? Because a pair of Guardians has ~ 150 cap/s available, a usual 10k dps Tank triage has ~ 750 cap/s in average
a Neutinglegion as it is right now has ~ 120 cap/s neutingstrenght, if you apply your changes, they'll have somehting between 150-170 cap/s neuting, so all you need is hostile Logis-1 Legions to 100% win the fight if oyu can get in neuting range... now considering that most fights are Brawls and it is possible to make this happen you just killed wspace meta :)

You need in fact to take a deep look into railgun proteus, Tachyonlegions and Artylokis, they outperform their hacbrothers by far and a tweak there is the only decent approach to get Zealots, Munins(/Sleipnirs too), Deimos/Ishtars in a better spot in compairson to a T3, right now we're playing T3 online because everybody loves using Railguns on Tengus and Proteuses, just because you can't kite them that good and they counter many many Doctrins because of that.
As far as i know they've become so popular because they're a great Counter to ishtars, now with Ishtars gone, they are still doing good vs Machafleets and Rattlesnakes.

-> Proteus too tanky
-> Railguns on T3s perform too good in compairson to other Platforms
-> Legion is perfectly balanced, maybe a small rangebonus (like the curse and pilgrim), may need to check them as Laserplatform, their Projection and Application is outstanding (small nerf?!)
-> Tengu is fine, however i'd prefer an Armor defensive Subsystem and a rework of that shieldrecharge bonus ... it's just bad.
-> Loki is absolutely fine, however it REALLY struggles to have decent fits with 720mm artys, may need a tweak there


Happy new year!
Regards
RC
Morrigan LeSante
Perkone
Caldari State
#57 - 2016-01-04 09:48:12 UTC  |  Edited by: Morrigan LeSante
Reaver Glitterstim wrote:
Zhilia Mann wrote:
Any change to T3s has to include specific consideration of wormhole space.

Not really. If T3Cs are the only ships that can farm the sites properly, then T3Cs are blatantly overpowered and the sites are blatantly overdifficult. Nerf the ships hard, then nerf the difficulty of the sites hard. The supply of materials to build a ship should never rely on that ship to farm the materials and create the supply.

But I just ran some C5 sites yesterday in a group with mixed armor destroyers, wasn't very hard. I don't have much experience with anything above C3 but it seems like with a big enough group you can do it with cheap tech 1 ships.



It's not just the power, the mass is a factor too.

Something else to consider is that actually we tend not to see much in the way of T3 fleets these days. They're out there, to be sure, but they're used pretty infrequently next to the likes of cerbfleet and in my recent experience when people need the big blingy guns to draw upon, the armor machs come out. Alpha out the ass to neuter logi by proxy, substantially higher EHP (links and implants scale like a *****) and most relevant - half the price and one can reship instantly on loss, not so with the cruisers.

I would expect greater proliferation if they were that overpowered. Now don't get me wrong, they are pretty brilliant but tbh a sig increase or a very small ehp drop is probably about all they really need.

Or the one thing I've never seen suggested yet, and that's crank the subsystem skill rank up to 2 or 3. Make a loss hurt more.

I do not believe that these are sufficiently overpowered that we should crash low end wormhole income along with whole sections of the economy as well as nerf the hulls into effective uselessness. Already they are semi-unpopular next to the other heavy lifters, it really wouldn't take much at all the push them into the "who flies them anyway" bracket.


People get hung up on the "battleship" tank, yet somehow seem to forget that in every other thread the common wisdom is that bigger is not always better. I mean, compared to a "standard" machariel, a T3 has less EHP, less DPS (when AC fit, although most are arty because of the alpha taking reps out the game feature), less range but a better sig (115 vs 229 links in both cases). Yet this comes at double the cost with SP on the line to boot.

Honestly, it's not that unreasonable. I find it exceptionally hard to give a crap that a T1 "battleship" is outclassed by a T3 strategic cruiser at the cost and SP stakes involved.

Something will always be the best choice in a given situation, currently we do not (imo) see T3s being the best choice in "most" situations. They are a long way from the H1 2015 ishtar.

About 30 arty machs will volley a linked proteus with a single web on it. The T3s won't ever break the mach fleet because they lack the alpha to break reps. Not bad for an old and busted battleship with less DPS at half the price eh?
Helios Panala
#58 - 2016-01-04 10:04:04 UTC
I liked the 'give them tactical destroyer treatment' idea.

2 subsystems are passive and give you your ship bonuses.
3 subsystems are active and become your modes.

They'd have to be basically rebuilt from the ground up for that to work at all. Build your own space transformer though, that's got to be worth looking at.
Reaver Glitterstim
The Scope
Gallente Federation
#59 - 2016-01-04 11:11:07 UTC
RcTamiya wrote:
Bad news for you, a vindicator hits T3s perfectly for minimum of 1.6k dps

That's laughable. How exactly do you propose to coax T3Cs to fly into your blaster range?

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."

RcTamiya
Magister Mortalis.
#60 - 2016-01-04 11:49:22 UTC
Reaver Glitterstim wrote:
RcTamiya wrote:
Bad news for you, a vindicator hits T3s perfectly for minimum of 1.6k dps

That's laughable. How exactly do you propose to coax T3Cs to fly into your blaster range?


I hope this is not a serious question....