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Strategic Cruisers - specifically what fixes they need

Author
Reaver Glitterstim
The Scope
Gallente Federation
#61 - 2016-01-04 12:01:05 UTC
RcTamiya wrote:
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....

I hope you weren't serious about shooting strategic cruisers with a Vindicator.

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
#62 - 2016-01-04 12:15:31 UTC
RcTamiya wrote:
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....


Remember that some people - and I'm talking about Reaver here - spend more time thinking and posting about Eve, than they do playing it. You have to provide them with the real server experience to balance out their ideas. He doesn't understand that many wormhole fights take place on the wormholes and therefore are brawls right from the beginning.

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

RcTamiya
Magister Mortalis.
#63 - 2016-01-04 12:33:08 UTC  |  Edited by: RcTamiya
Reaver Glitterstim wrote:
RcTamiya wrote:
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....

I hope you weren't serious about shooting strategic cruisers with a Vindicator.


Okay, you know that our anti-t3c-doctrin is Vindicators, Typhoon fleet issues and Bhaalgorns?!
They're eating them, guess what it works very good in wspace, however i'll give you an example to prove that point, let's take the usual Blastervindi, it still has ~ 1.2k dps @15k, hits decent and has minimum amount of two 90% webs, with a range of 14-21 k(skirmish links/heating) to deal with that t3c, in wspace that is all you need to rip em apart.
Now LS and 00 are having a slightly different enviroment, but now we have CDs, you can in fact either:
a) jump your bs fleet via cyno and/or CD on top of the T3cs.
b) use your 1.5 km/s MWD speed (minimum) in Vindis to hunt those T3cs.
c) just go for their logis instead, kill them and then hunt and pin down T3cs.
d) add a few weblokis to your Setup or have Webs on Bhaals to web T3s at distance and go to b).
e) laugh because they have to bail from you.
f) use those Bhaals to neut T3cs (thanks falloff) to turn off their MWD and go to b).

So, why don't we see BS-Fleet as T3 Counter that often? Because Blapdreads.
So it's not the T3c itself which is the issue, the fact that you can add Blapdreads to your composition to Counter their Counter is an issue.
Same in wspace, if I see somebody spamming BS on us, he'll face enough Blapdreads, this is btw what everybody does, obviously.
Sadly i am at work right now, but without a doubt there's people who can post some very nice DPS-Graphs on how awesome Vindis and Typhoon Fleet issues can hit T3cs for minimum auf 1.2k dps at higher ranges and in case of Vindis for 1.5- 1.6k dps within scrambrange.

And there's plenty more tactics, this is just ONE out of many.


EDIT: The power of Blapdreads, thanks to Team Pizza

Regards
RC
Syrias Bizniz
some random local shitlords
#64 - 2016-01-04 13:07:11 UTC
The real "problem" why T3C are so powerful is because of many things.
To name a few:
-Abundance of ISK in player wallets, combined with huge supply of T3C materials.
-High-End-Cruiser DPS combined with battletship EHP and Cruiser Signature and strong resistance profiles
-Battlecruiser Application
-Versatility

However, the most notable thing is probably:
LOW SKILL REQUIREMENTS
as in: If you max out a Thorax to get the absolute maximum performance possible out of it you're about 3 Weeks away from doing the same things in a Proteus. All you need is 3 Weeks and about 300m ISK.
But you don't just get a better Thorax with that, no. You get a scram range bonus. You get covert ops cloaks. You get bonus to probe strength. You get local tank bonuses like the Deimos has it.
You get ALMOST all the good stuff that is also available to T2 Ships - but you don't have to spend 40 days to get that HAC V so you deal max dps. You don't have to spend 40 days to get that CovOps V so you can probe all the things. You don't have to spend 40 days to get that Command Ship to V for the best gang links.

All you do is skilling 5 subsystems that are Rank 1 and you just upgraded from Racial Cruiser V and good overall support skills (Read: Being a good T1 Cruiser Pilot) to a maxed out subcapital warfare gang / fleet / solo pilot.
RcTamiya
Magister Mortalis.
#65 - 2016-01-04 13:28:08 UTC
Syrias Bizniz wrote:
The real "problem" why T3C are so powerful is because of many things.
To name a few:
-Abundance of ISK in player wallets, combined with huge supply of T3C materials.
-High-End-Cruiser DPS combined with battletship EHP and Cruiser Signature and strong resistance profiles
-Battlecruiser Application
-Versatility

However, the most notable thing is probably:
LOW SKILL REQUIREMENTS
as in: If you max out a Thorax to get the absolute maximum performance possible out of it you're about 3 Weeks away from doing the same things in a Proteus. All you need is 3 Weeks and about 300m ISK.
But you don't just get a better Thorax with that, no. You get a scram range bonus. You get covert ops cloaks. You get bonus to probe strength. You get local tank bonuses like the Deimos has it.
You get ALMOST all the good stuff that is also available to T2 Ships - but you don't have to spend 40 days to get that HAC V so you deal max dps. You don't have to spend 40 days to get that CovOps V so you can probe all the things. You don't have to spend 40 days to get that Command Ship to V for the best gang links.

All you do is skilling 5 subsystems that are Rank 1 and you just upgraded from Racial Cruiser V and good overall support skills (Read: Being a good T1 Cruiser Pilot) to a maxed out subcapital warfare gang / fleet / solo pilot.



which is important, because in c5 space BS and t1/t2 cruisers hulls struggle if beeing shot by 2-3 escalationwaves (incredible alpha)
So getting into them is actually fine, i agree on the above mentioned options, however if BS get a small tweak it sohuld balance itself out.
Serendipity Lost
Repo Industries
#66 - 2016-01-04 13:29:24 UTC
I think T3 need some work. The problem they bring to the field is their small sig radius and large tank. I would be OK with one or the other. Both together and it gets messy.

The vigilant can hit crazy dps numbers, but it has T1 resists, cruiser HP and a cruiser sig radius.
The proteus can hit crazy dps numbers, and it has T2 reisists, BC HP and a cruiser sig radius.

One of these ships is balanced. One isn't.

Throw a couple of T2 logi in with a T3 fleet and you have just sucked the fun out of any engagement that fleet enters. Low sig with high risists and enough buffer to hold tank until reps land makes these ships unfun and unbalanced. (unfun IS unbalance - I'm assuming we can agree this is a game and should be fun).

Overall I really like the versatility of T3 cruisers. It's a great concept. My general opinion is that if you configure your subs to effectively have a BS tank, then you should also effectively have a BS sig radius.

My opinion of how to balance these things out:

1. Give the RR changes a few months to settle out - this had an impact on the T3 / logi gang meta - get a good understanding of what it did.
2. Complete any secondary tweeks to logi balance based on their performance across all the ships in eve. Don't balance logistics based on T3 performance alone.
3. Adjust T3 cruiser tanks. Scale their sig radius appropriately with their EHP. Subsystems improving risists or HP should also raise sig radius. Also take a look at raising sig radius for subsystems that add low slots (armor based ships) and mid slots (shield based ships) as these also play into the ships overall tanking ability (good luck w/ the loki).

I think some of the OP's proposals would benefit large blobs a little too much and would lend to a new rash of null T3 doctrines. On the one hand - I build T3 stuff so weeeeee, but I'd rather have a fun game over vast space riches. (if only a few other space numpties would choose fun over riches.... sigh).
Serendipity Lost
Repo Industries
#67 - 2016-01-04 13:51:23 UTC
RcTamiya wrote:
Syrias Bizniz wrote:
The real "problem" why T3C are so powerful is because of many things.
To name a few:
-Abundance of ISK in player wallets, combined with huge supply of T3C materials.
-High-End-Cruiser DPS combined with battletship EHP and Cruiser Signature and strong resistance profiles
-Battlecruiser Application
-Versatility

However, the most notable thing is probably:
LOW SKILL REQUIREMENTS
as in: If you max out a Thorax to get the absolute maximum performance possible out of it you're about 3 Weeks away from doing the same things in a Proteus. All you need is 3 Weeks and about 300m ISK.
But you don't just get a better Thorax with that, no. You get a scram range bonus. You get covert ops cloaks. You get bonus to probe strength. You get local tank bonuses like the Deimos has it.
You get ALMOST all the good stuff that is also available to T2 Ships - but you don't have to spend 40 days to get that HAC V so you deal max dps. You don't have to spend 40 days to get that CovOps V so you can probe all the things. You don't have to spend 40 days to get that Command Ship to V for the best gang links.

All you do is skilling 5 subsystems that are Rank 1 and you just upgraded from Racial Cruiser V and good overall support skills (Read: Being a good T1 Cruiser Pilot) to a maxed out subcapital warfare gang / fleet / solo pilot.



which is important, because in c5 space BS and t1/t2 cruisers hulls struggle if beeing shot by 2-3 escalationwaves (incredible alpha)
So getting into them is actually fine, i agree on the above mentioned options, however if BS get a small tweak it sohuld balance itself out.


I re-read the rule book on this - It's perfectly legal to do 1 escallation at a time if that's what your fleet tanking ability dictates. We use recons that tank just fine with triple spawning on warp in. Quad spawning puts the alpha too high and out T2s don't survive - so we do 3.
RcTamiya
Magister Mortalis.
#68 - 2016-01-04 13:52:37 UTC
Serendipity Lost wrote:
RcTamiya wrote:
[quote=Syrias Bizniz]The real "problem" why T3C are so powerful is because of stuff


I re-read the rule book on this - It's perfectly legal to do 1 escallation at a time if that's what your fleet tanking ability dictates. We use recons that tank just fine with triple spawning on warp in. Quad spawning puts the alpha too high and out T2s don't survive - so we do 3.


Rapiers? :P
Serendipity Lost
Repo Industries
#69 - 2016-01-04 14:37:13 UTC
RcTamiya wrote:
Serendipity Lost wrote:
RcTamiya wrote:
[quote=Syrias Bizniz]The real "problem" why T3C are so powerful is because of stuff


I re-read the rule book on this - It's perfectly legal to do 1 escallation at a time if that's what your fleet tanking ability dictates. We use recons that tank just fine with triple spawning on warp in. Quad spawning puts the alpha too high and out T2s don't survive - so we do 3.


Rapiers? :P


Huggins - they tank better. (pulsar)
RcTamiya
Magister Mortalis.
#70 - 2016-01-04 14:49:43 UTC
Serendipity Lost wrote:
RcTamiya wrote:
Serendipity Lost wrote:
RcTamiya wrote:
[quote=Syrias Bizniz]The real "problem" why T3C are so powerful is because of stuff


I re-read the rule book on this - It's perfectly legal to do 1 escallation at a time if that's what your fleet tanking ability dictates. We use recons that tank just fine with triple spawning on warp in. Quad spawning puts the alpha too high and out T2s don't survive - so we do 3.


Rapiers? :P


Huggins - they tank better. (pulsar)


Pulsar is boosting their ehp, obviously i agree that they perform better in a Pulsar, however in no effect and outside of WR, Rapiers even if deadspace fit struggle with dual and triple escalations, Rapiers have better armortank than Huginns, the issue here is alpha.
FT Diomedes
The Graduates
#71 - 2016-01-04 15:37:35 UTC
Syrias Bizniz wrote:
The real "problem" why T3C are so powerful is because of many things.
To name a few:
-Abundance of ISK in player wallets, combined with huge supply of T3C materials.
-High-End-Cruiser DPS combined with battletship EHP and Cruiser Signature and strong resistance profiles
-Battlecruiser Application
-Versatility

However, the most notable thing is probably:
LOW SKILL REQUIREMENTS
as in: If you max out a Thorax to get the absolute maximum performance possible out of it you're about 3 Weeks away from doing the same things in a Proteus. All you need is 3 Weeks and about 300m ISK.
But you don't just get a better Thorax with that, no. You get a scram range bonus. You get covert ops cloaks. You get bonus to probe strength. You get local tank bonuses like the Deimos has it.
You get ALMOST all the good stuff that is also available to T2 Ships - but you don't have to spend 40 days to get that HAC V so you deal max dps. You don't have to spend 40 days to get that CovOps V so you can probe all the things. You don't have to spend 40 days to get that Command Ship to V for the best gang links.

All you do is skilling 5 subsystems that are Rank 1 and you just upgraded from Racial Cruiser V and good overall support skills (Read: Being a good T1 Cruiser Pilot) to a maxed out subcapital warfare gang / fleet / solo pilot.


While on the whole I do not have an issue with T3 cruisers, I could see some options if CCP chose to revisit them. T3 cruisers could be: versatile ships that can mimic the capabilities of their T2 cruiser or battlecruiser equivalents. The key thing here is that the T3 cruisers become the more expensive, lower skill requirement alternative to T2 cruisers and Battlecruisers, with the drawback of skill point loss. Thus, a few general guidelines for T3 cruisers:

1. They should not exceed their T2 equivalents in capability in any given configuration. Thus, in the right configuration a Tengu can be essentially a Cerberus, an Eagle, a Falcon, a Rook, a Nighthawk, a Vulture, or a Basilisk. It cannot fill more than one of these roles. Gaining Command Ship level EHP comes with Command Ship sig radius and speed. Gaining HAC speed and sig radius means being limited to HAC EHP and DPS levels.

2. It cannot do these roles as well as the T2 counterpart while simultaneously being covert ops cloak or interdiction nullified (that requires refitting).

3. They should also be able to fill some unique, specialized roles. For example, scanning T3's, covert ops bridge capable logistics, interdiction nullified variants, etc. The T3 cruiser must be less effective in this configuration than a T2 counterpart. Thus, a covert ops capable Tengu should be more like a covert ops capable Osprey than a Basilisk. An interdiction nullified, covert ops cloak using, jamming T3 should be worse than a Falcon (but roughly equivalent to a Falcon if it is not interdiction nullified).

4. Skill training time is shorter than training for the equivalent T2 hull, but the drawback is the skill point loss.

5. T3 cruisers either lose the rig slots, while gaining additional mids or lows, or gain the ability to remove rigs without destroying them. This makes reconfiguring the ships more practical.

6. Some of the weaker HAC's could be buffed to make them better (e.g. Zealot, Muninn, etc).

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

Morrigan LeSante
Perkone
Caldari State
#72 - 2016-01-04 15:57:34 UTC
Quick question: What happens when more people cotton onto the fact that command ship fleets can put T3s to shame and start wielding them in serious force?
RcTamiya
Magister Mortalis.
#73 - 2016-01-04 16:32:45 UTC
FT Diomedes wrote:
Syrias Bizniz wrote:
The real "problem" why T3C are so powerful is because of many things.
To name a few:
-Abundance of ISK in player wallets, combined with huge supply of T3C materials.
-High-End-Cruiser DPS combined with battletship EHP and Cruiser Signature and strong resistance profiles
-Battlecruiser Application
-Versatility

However, the most notable thing is probably:
LOW SKILL REQUIREMENTS
as in: If you max out a Thorax to get the absolute maximum performance possible out of it you're about 3 Weeks away from doing the same things in a Proteus. All you need is 3 Weeks and about 300m ISK.
But you don't just get a better Thorax with that, no. You get a scram range bonus. You get covert ops cloaks. You get bonus to probe strength. You get local tank bonuses like the Deimos has it.
You get ALMOST all the good stuff that is also available to T2 Ships - but you don't have to spend 40 days to get that HAC V so you deal max dps. You don't have to spend 40 days to get that CovOps V so you can probe all the things. You don't have to spend 40 days to get that Command Ship to V for the best gang links.

All you do is skilling 5 subsystems that are Rank 1 and you just upgraded from Racial Cruiser V and good overall support skills (Read: Being a good T1 Cruiser Pilot) to a maxed out subcapital warfare gang / fleet / solo pilot.


While on the whole I do not have an issue with T3 cruisers, I could see some options if CCP chose to revisit them. T3 cruisers could be: versatile ships that can mimic the capabilities of their T2 cruiser or battlecruiser equivalents. The key thing here is that the T3 cruisers become the more expensive, lower skill requirement alternative to T2 cruisers and Battlecruisers, with the drawback of skill point loss. Thus, a few general guidelines for T3 cruisers:

1. They should not exceed their T2 equivalents in capability in any given configuration. Thus, in the right configuration a Tengu can be essentially a Cerberus, an Eagle, a Falcon, a Rook, a Nighthawk, a Vulture, or a Basilisk. It cannot fill more than one of these roles. Gaining Command Ship level EHP comes with Command Ship sig radius and speed. Gaining HAC speed and sig radius means being limited to HAC EHP and DPS levels.

2. It cannot do these roles as well as the T2 counterpart while simultaneously being covert ops cloak or interdiction nullified (that requires refitting).

3. They should also be able to fill some unique, specialized roles. For example, scanning T3's, covert ops bridge capable logistics, interdiction nullified variants, etc. The T3 cruiser must be less effective in this configuration than a T2 counterpart. Thus, a covert ops capable Tengu should be more like a covert ops capable Osprey than a Basilisk. An interdiction nullified, covert ops cloak using, jamming T3 should be worse than a Falcon (but roughly equivalent to a Falcon if it is not interdiction nullified).

4. Skill training time is shorter than training for the equivalent T2 hull, but the drawback is the skill point loss.

5. T3 cruisers either lose the rig slots, while gaining additional mids or lows, or gain the ability to remove rigs without destroying them. This makes reconfiguring the ships more practical.

6. Some of the weaker HAC's could be buffed to make them better (e.g. Zealot, Muninn, etc).



you just killed wspace meta, thank you.


Morrigan LeSante yes and no, it might be true for some ships, but a damnation does not outperform a ham legion, dps might be better, utiltiy slots equal/better, BUT the neuting strenght is less ;)
Also as usual -> Blapdreads eat BCs too.
Serendipity Lost
Repo Industries
#74 - 2016-01-04 16:50:02 UTC
RcTamiya wrote:


Stuff and stuff



Pulsar is boosting their ehp, obviously i agree that they perform better in a Pulsar, however in no effect and outside of WR, Rapiers even if deadspace fit struggle with dual and triple escalations, Rapiers have better armortank than Huginns, the issue here is alpha.



I agree, but I think my point still stands. Use the ships and the tactics dictated by the environment. For us - pulsar and huggins and we tripple spawn, knock them down and then bring in the 4th spawn when the time is right. I've seen guys in the RR bonus wh drop 5 or more carriers on the site and bring the dreads in at 200km and back out just for spawning the waves. I don't think the tank on a T3 cruiser (loki in this case??) should be based on it being able to survive the alpha of multiple escallation spawns - that would be crazy.

As a side note for you - have you played arround w/ how you run the sites - the sleeper AI is just that - an AI. It doesn't make a lot of on the fly decisions. Try messing around w/ how they react to different things. An example would be bring in an abaddon (assuming you're fitting armor) with as good a tank as you can fit - Put an ECM in the mids and start jamming one of the frigates (the trigger maybe) and see how the guardians respond to that. If aggro is a problem - bring and aggro sponge to sop it all up. Spending a few hours messing around w/ a few out of the box ideas may grant you some beneficial results. Dorp a faction BS into the site - thngs happen. Put skins on some dreads and not others - things happen. It's a game - play aournd a little.
RcTamiya
Magister Mortalis.
#75 - 2016-01-04 17:14:44 UTC
Serendipity Lost wrote:
RcTamiya wrote:


Stuff and stuff



Pulsar is boosting their ehp, obviously i agree that they perform better in a Pulsar, however in no effect and outside of WR, Rapiers even if deadspace fit struggle with dual and triple escalations, Rapiers have better armortank than Huginns, the issue here is alpha.



I agree, but I think my point still stands. Use the ships and the tactics dictated by the environment. For us - pulsar and huggins and we tripple spawn, knock them down and then bring in the 4th spawn when the time is right. I've seen guys in the RR bonus wh drop 5 or more carriers on the site and bring the dreads in at 200km and back out just for spawning the waves. I don't think the tank on a T3 cruiser (loki in this case??) should be based on it being able to survive the alpha of multiple escallation spawns - that would be crazy.

As a side note for you - have you played arround w/ how you run the sites - the sleeper AI is just that - an AI. It doesn't make a lot of on the fly decisions. Try messing around w/ how they react to different things. An example would be bring in an abaddon (assuming you're fitting armor) with as good a tank as you can fit - Put an ECM in the mids and start jamming one of the frigates (the trigger maybe) and see how the guardians respond to that. If aggro is a problem - bring and aggro sponge to sop it all up. Spending a few hours messing around w/ a few out of the box ideas may grant you some beneficial results. Dorp a faction BS into the site - thngs happen. Put skins on some dreads and not others - things happen. It's a game - play aournd a little.



Don't worry, I am aware of that, however predicting and influencing the AI doesn't guarantee safety, i prefer my Ships not to explode from dual excalations ;)
Which Rapiers do ... sadly
Omnathious Deninard
University of Caille
Gallente Federation
#76 - 2016-01-04 17:16:01 UTC
RcTamiya wrote:
FT Diomedes wrote:
Syrias Bizniz wrote:
Any proposed change to T3 Cruisers



you just killed wspace meta, thank you.

This is what is going to be said if there is any change to T3 cruisers.
Fact is there is room for expansion from WH industry still.

T3 Cruisers need to be balanced as cruisers, nothing more, nothing less.

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

Serendipity Lost
Repo Industries
#77 - 2016-01-04 17:20:59 UTC
FT Diomedes - I'll also have to disagree w/ you post about relative strength between T2 and T3. Sort of.

I'm OK with a T3 outperforming a T2 at a given task. I don't think it's game breaking. What I do believe is along the following lines.

It's OK for a Loki to be able to outweb a Huggin or a Rapier. It's not OK for a Loki to out web them AND be cloaky AND be nullified. It's the stacking of unrelated super powers that are making things go sideways. My 100MN AB armor (120k EHP) shouldn't be able to cloak, superweb and be nullified and it shouldn't have a lot of damage. That configuration should be able to heavy tackle and that's about it. A loki should be able to
1. EHPlike a BS
2. Web like a huggin
3. Cloak like a cov ops
4. Be nullified like an interceptor
5. Provide fleet boosts
6. Probe
7. Deal good damage

I think the balance move for the ship is to allow all of the above, but carefully make only certain abilities combinable in the same fit and prevent combining the ones that shouldn't go together. I'm OK w/ the BS EHP going with other super powers as long as it yeilds a BS size sig along with that tank. The T3 concept is great, it's just too much in certain configurations. Overall when they were added to the game - it was pretty much a quantum leap in ship fitting. I think they did a pretty good first pass on them. A little further refinement and things will be right as rain.

I would recommend that since there are 5 subsystems and 5 skill attributes - making each sub have a different primary attribute. This idea is moot if skills are going to be dumbed down to a flat rate with no decisions being made on what to train when.
Serendipity Lost
Repo Industries
#78 - 2016-01-04 17:38:05 UTC
RcTamiya wrote:
Serendipity Lost wrote:
RcTamiya wrote:


Stuff and stuff



Pulsar is boosting their ehp, obviously i agree that they perform better in a Pulsar, however in no effect and outside of WR, Rapiers even if deadspace fit struggle with dual and triple escalations, Rapiers have better armortank than Huginns, the issue here is alpha.



I agree, but I think my point still stands. Use the ships and the tactics dictated by the environment. For us - pulsar and huggins and we tripple spawn, knock them down and then bring in the 4th spawn when the time is right. I've seen guys in the RR bonus wh drop 5 or more carriers on the site and bring the dreads in at 200km and back out just for spawning the waves. I don't think the tank on a T3 cruiser (loki in this case??) should be based on it being able to survive the alpha of multiple escallation spawns - that would be crazy.

As a side note for you - have you played arround w/ how you run the sites - the sleeper AI is just that - an AI. It doesn't make a lot of on the fly decisions. Try messing around w/ how they react to different things. An example would be bring in an abaddon (assuming you're fitting armor) with as good a tank as you can fit - Put an ECM in the mids and start jamming one of the frigates (the trigger maybe) and see how the guardians respond to that. If aggro is a problem - bring and aggro sponge to sop it all up. Spending a few hours messing around w/ a few out of the box ideas may grant you some beneficial results. Dorp a faction BS into the site - thngs happen. Put skins on some dreads and not others - things happen. It's a game - play aournd a little.



Don't worry, I am aware of that, however predicting and influencing the AI doesn't guarantee safety, i prefer my Ships not to explode from dual excalations ;)
Which Rapiers do ... sadly


Since your corp flag implies some degree of math savvy - I'll answer as follows:


WH escallations + guarantee safety = X/zero


And again - I don't think it's reasonable to 'balance' the loki around the ability to web sleepers while surviving the wrath of multiple escallation waves all at the same time. If you want an armor loki to do all that - move into an armor wh. If any of you wiki folks can do the quick look (I'm at work) - please post the incoming DPS and the missile alpha of a triple escallation (6-6-8). It's not what a cruiser should be designed to do.

And it won't end all wh life as we know it. That's over dramatic even for a gal such as myself Shocked
Morrigan LeSante
Perkone
Caldari State
#79 - 2016-01-04 17:54:07 UTC  |  Edited by: Morrigan LeSante
RcTamiya wrote:
Morrigan LeSante yes and no, it might be true for some ships, but a damnation does not outperform a ham k ehplegion, dps might be better, utiltiy slots equal/better, BUT the neuting strenght is less ;)
Also as usual -> Blapdreads eat BCs too.



A linked abso has a small sig (actually smaller even than an unlinked proteus @ 174m vs 176m. Linked prot is 115m) and has 219k ehp. Its lowest resist is 85, vs a proteus 76 has a very similar DPS profile but tracks twice as well and is helpfully less than half as expensive.

Now, concentrate on those resists. A linked armor prot with a single large T2 remote repper on it will rep 495 EHP/s. That abso will rep 768 EHP/s. Your logi is 55% more effective, unless you can alpha it. And if you can alpha that abso, you can damned sure alpha the proteus.

Seriously, command ship fleets will decimate T3C fleets in terms of effectiveness - just the general population doesn't know it yet and the number of pilots with CS V (which is rather essential) is a shallow pool, relatively speaking.
RcTamiya
Magister Mortalis.
#80 - 2016-01-04 17:58:54 UTC
Serendipity Lost wrote:
RcTamiya wrote:
Serendipity Lost wrote:
RcTamiya wrote:


Stuff and stuff



Pulsar is boosting their ehp, obviously i agree that they perform better in a Pulsar, however in no effect and outside of WR, Rapiers even if deadspace fit struggle with dual and triple escalations, Rapiers have better armortank than Huginns, the issue here is alpha.



I agree, but I think my point still stands. Use the ships and the tactics dictated by the environment. For us - pulsar and huggins and we tripple spawn, knock them down and then bring in the 4th spawn when the time is right. I've seen guys in the RR bonus wh drop 5 or more carriers on the site and bring the dreads in at 200km and back out just for spawning the waves. I don't think the tank on a T3 cruiser (loki in this case??) should be based on it being able to survive the alpha of multiple escallation spawns - that would be crazy.

As a side note for you - have you played arround w/ how you run the sites - the sleeper AI is just that - an AI. It doesn't make a lot of on the fly decisions. Try messing around w/ how they react to different things. An example would be bring in an abaddon (assuming you're fitting armor) with as good a tank as you can fit - Put an ECM in the mids and start jamming one of the frigates (the trigger maybe) and see how the guardians respond to that. If aggro is a problem - bring and aggro sponge to sop it all up. Spending a few hours messing around w/ a few out of the box ideas may grant you some beneficial results. Dorp a faction BS into the site - thngs happen. Put skins on some dreads and not others - things happen. It's a game - play aournd a little.



Don't worry, I am aware of that, however predicting and influencing the AI doesn't guarantee safety, i prefer my Ships not to explode from dual excalations ;)
Which Rapiers do ... sadly


Since your corp flag implies some degree of math savvy - I'll answer as follows:


WH escallations + guarantee safety = X/zero


And again - I don't think it's reasonable to 'balance' the loki around the ability to web sleepers while surviving the wrath of multiple escallation waves all at the same time. If you want an armor loki to do all that - move into an armor wh. If any of you wiki folks can do the quick look (I'm at work) - please post the incoming DPS and the missile alpha of a triple escallation (6-6-8). It's not what a cruiser should be designed to do.

And it won't end all wh life as we know it. That's over dramatic even for a gal such as myself Shocked



in average dual escalation ~ 10k dps, triple ~ 15k dps, quad ~ 21k dps (rounded numbers)
to surrive a dualescalation in raw hp you need ~ 16k armor hp with minimum of 80% resists, obviously transversal and sig help there, however yes a Rapier does surrive a dualescalation if they aint hitting synced, however if they hit synced, anything with less than 68k ehp will instapop
Issue here is we do not know how escalations be like postcapitalrebalance, however i think that every webbingship should tank at least dual escalations at the moment. Why? Because 1 Triage CArrier + 1 Siege dread + X supportships (rapier, huginn,...) is minimum to run those sites if you are not hero dreading or farming with bombers.
Now keeping this in mind we are not having any other solution than
a) pick an enviroment which adds tank
b) pick a tankier ship for that job (hint: it's the loki, Vindicator and Bhaalgorn)

Now lets check the pvp aspect:
sadly (and yes until it's fixxed i'll mention it as viable battlestrategie which is sadly very common), HACs are not having enough buffer to surrive Blapdreads, T3cs with their average ~ 145k ehp on armor at least can kept alive with triage.
So again if you change T3cs, you instantly change wspace meta, if you change Blapdreads, you isntantly change wspace meta in higher classes (mostly) exclusively
Now in lower classes, things and doctrins are different, it would go even further and call it an entirely different gameplay.
T3c-brawls there usually are like "nobody is killing anybody until logis are taken care of", in short, until lucky ecm or lots of neuting isk illing hostile logis, after that it's an ehp vs dps race.

I'm totally fine with T3cs and their tank, i'd rather see a decent counter for them outside of wspace, as they (let's be honest) are our mainhorse and replacement of BS in wspace, mass limits us there.