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[Citadels Release] Capital Ship changes reaching Singularity!

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Author
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#261 - 2016-03-27 11:50:24 UTC
Those capital modules are nice, but I have a few suggestions:

1. Capital modules fittable on battleships

As all of you know, it is possbile to fit for example 100MN afterburners in cruisers or 10mn afterburners into destroyers, the same also with shield extenders and armor plates(frigates with medium shield extenders or 400mn plates, cruisers with large extenders and 1600mm plates). In this case, you cant fit these capital modules into battleship, either they have restrictions or they use insane amount of pg(many times more than a battleship has). My suggestion is to divide the powergrid use of capital shield extenders, armor plates and afterburners by 10 to make them fittable into battleships. I don't know why cruisers can fit battleship modules and then battleships cant fit capital modules. I also dont believe that a battleship with a capital shield extender (then using 8000 pg instead of 80000) will be that overpowered, because it triples its signature and uses around 50% of its powerpool. The same is the case on cruisers fitting for example 100mn afterburners, they accelerate slowly and use 30-50% of their pg pool. Also you notice that the EHP battlecruisers and Battleships get from 1600mn plates plus implants and eams are almost similar. Armageddon with 2x T2 1600mn plates, 2x eanm 2 and dcu, 3x T2 armor pumps plus HG slave set gets 26k more ehp than a prophency with the same modules and implants fitted. This is probably the reason why battleships are underwhelming in some cases -> they dont have oversized modules other than frigs and cruisers.

So, please make it possibile to fit capital shield extenders, capital armor plates, 1000mn afterburners(obviously change the AB speed bonus on the Nightmare then to 20%), 5000mn microwarpdrives and capital cap batterys into battleships by reducing theyr PG need, but still make sure that they use around 30-50%(4000 to 7000) of the whole PG pool per module, so that they can't really make use of more than one capital module.

2. Algin of capital ships is horrible:
I tested out a Naglfar that goes 1200m/s or 1700m/s with heat and noticed that the algineffect of that ship is horrible. Even with 14sec algin time, turns really slow, so that it flys backwards or sidewards with full speed. This is also the reason why they often enter warp back or sideway.

Suggeston: make sure that capital ships turn as fast as battleships, so they rotate faster and no longer warp of fly side or backway. This looks really horrible.

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#262 - 2016-03-27 12:41:16 UTC  |  Edited by: Miss 'Assassination' Cayman
Today I got to thinking a bit about the carrier bonuses. With the proposed bonuses there would be basically no reason to train a carrier skill to 5 if using normal carriers. Currently training one of the skills from 4 to 5 gives the ability to control an extra drone in addition to the other bonuses. That means a 7.1-11.1% increase in DPS for most carriers, or an 11.6-15.7% increase in Thanatos fighter DPS. Compare that to the 0-2.27% increase in DPS with the new stats and who's going to train a 14x skill beyond 4 for a bonus like that? I was in the middle of training Gallente Carrier V because it was worthwhile for the extra 12% DPS my fits would get, but that plan has been put on hold because it's not nearly worth spending 17 more days on a 2.27% improvement. It's also a bit unfair to players who have already trained the skills to 5 that 40+ days of training time is becoming so worthless. Obviously there needs to be a balance between training the skill to 5 being worthwhile and 4 or less being viable, but with the current numbers on SiSi 5 is far from worthwhile.

It kind of feels like the changes are being designed around supercarriers while the only concern with normal carriers is that they don't compete with supers at all (like this Reddit comment). If there's concern about normal carriers getting too close to supers with their light fighter bonuses, keep in mind that supers can use heavy fighters, two squadrons of support fighters, burst projectors, and have extra warp core strength, while normal carriers are losing a lot of their current utility in favor of a pure DPS role. It's kind of like a T1 Vexor vs an Ishtar; the Vexor has the same damage bonus, but due to the other differences they have vastly different uses and the price difference is justified.
Lugh Crow-Slave
#263 - 2016-03-27 14:05:53 UTC  |  Edited by: Lugh Crow-Slave
Miss 'Assassination' Cayman wrote:


It kind of feels like the changes are being designed around supercarriers while the only concern with normal carriers is that they don't compete with supers at all (like this Reddit comment). If there's concern about normal carriers getting too close to supers with their light fighter bonuses, keep in mind that supers can use heavy fighters, two squadrons of support fighters, burst projectors, and have extra warp core strength, while normal carriers are losing a lot of their current utility in favor of a pure DPS role.



Considering titans can't hurt sub caps and supers used to have no abulity to use sib cap drones I don't think it should be an issue if super carriers are only a little or no better at dealing with sub capitals I really hope you take a second look at this ccp. At the moment with Haw as effective as they ate there is very little reason to train carriers do to how much longer the hull and weapons take to train than dreads.


Disadvantage of dreads

Stuck in one place for 5 min

Illusion of shorter range than fighters.

Less application without fleet support

Disadvantage of carriers

DPS can be killed

Significantly longer to reload of not fighting right of the carrier

Monstrously longer training time

Not effective against other capital ships.

Less dps than HAW



Why most of this becomes an issue is carriers can only fight sub caps but atm there is a better option for less sp

Either fighters need to be stronger/faster (to actually give them the range they appear to have) or haw need to have their dps cut 1/3

Or give carriers some heavys this makes them a better options to dreads do to flexibility but dreads become a better option because they can do more dps to either sub cap or capital.


Personally I like they idea of their role being anti sub cap and I think it will lead to better escalation progression but you cant let them be overshadowed by haw just so they don't compete in their specific role woth one of the super carriers roles

Don't get me wrong I do think haw should have a higher damage potential than carriers just not as much as they do now


EDIT

I forgot the carriers biggest weakness


A T1 frig can permanently jam a carrier if you do nothing else ccp please look at the fighters sensor strength light scout drones have a better ecm resistance



Wait I have been wondering are FSU supposed to be stacking penalised because most of the issues go away if that's a bug
Jen Makanen
Roving Guns Inc.
Pandemic Legion
#264 - 2016-03-27 21:25:00 UTC  |  Edited by: Jen Makanen
I have a few question I'd like to raise here, not sure if they've been asked before but I'll fire away.

1. [DELETED]

2. Is the new Chimera model likely to come with this update? I'd love to see my new updated Chimera in space!

3. Is there a way in place to repair fighters/squadrons while they're in space? Will RR work on them?

4. From referring to the r/evecapitalfocusgroup sub, is there any advance on the numbers for the generic carriers? Nid's speed bonus on fighters feels a tad underwhelming, personally anyway.


Thanks for taking the time to read and answer these (if anyone does!)

JM.
Lugh Crow-Slave
#265 - 2016-03-27 22:01:45 UTC
Jen Makanen wrote:
I have a few question I'd like to raise here, not sure if they've been asked before but I'll fire away.

1. [DELETED]

2. Is the new Chimera model likely to come with this update? I'd love to see my new updated Chimera in space!

3. Is there a way in place to repair fighters/squadrons while they're in space? Will RR work on them?

4. From referring to the r/evecapitalfocusgroup sub, is there any advance on the numbers for the generic carriers? Nid's speed bonus on fighters feels a tad underwhelming, personally anyway.


Thanks for taking the time to read and answer these (if anyone does!)

JM.



2 I doubt it

3 they heal on their own seeing add all their hp is in shield

4 that speed bonus is probably the most powerful put pod all the carriers add it gives the nid much needed range and makes the fighters harder to kill
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#266 - 2016-03-28 10:07:44 UTC  |  Edited by: Soleil Fournier
Good Monday Dev Bros. I've added to and consolidated my feedback from other posts below.


Critical / Showstoppers:


  • Jump Range too short. Needs to be 8LY (w/ max skills). The Jump Fatigue/range nerf was needed, but 5 LY puts too much burden on being a cap pilot and moving even short distances. And longer distances are a nightmare if your corp/alliance needs to travel far, so many players don’t even bother. Players should be able to get where they need to go without having to do 800 jumps. 8LY is fair and fatigue will guarantee players won’t travel across half the map quickly without paying the price. This should finally put an end to the issues surrounding fatigue and this is the best patch to make the change.

  • Inter-Class balance- Not sure the viability of carriers now. FAX’s/Dreads/Supers will be the priority. Carriers should get additional bonuses to Anti-Fighters to give them a more valued role as a screen against fighters for the rest of the fleet.

  • Inter-ship balance – Aeon/Wyvern both out-tank and out-DPS the Nyx due to slot layout and DDAs. The Hel also out DPS’ Nyx due to DDAs but has slightly less tank. Nyx has traditionally been undisputed damage king, but is in jeopardy of being the unwanted black sheep of the group due to DDAs and better stat choices. My preferred fix is to add a 4th slot for heavies to the Nyx. +1low/-1mid could also help this issue.

  • Burst Projectors – They’re promising but need some work. Since someone mentioned a thread coming for modules I’ll provide feedback on these and other modules when those threads get posted.


High:

  • Fighter special abilities need to auto-repeat. This puts the proper focus on ammo management rather than button mashing. Imagine going back to when you couldn't group weapons (shudder) and this makes really big sense.
  • Heavies need a range indicator when using the MJD in the radial menu for better usability.
  • Fighter refuel/rearm time needs to be increased to prevent ability spam when recalled/relaunched.
  • Need stats on fitting screen for fighter Damage/DPS/Etc so we can properly judge our fits. Dmg/Range/Velocity should be displayed for each squadron when mousing over the launch tubes, like weapon damages on turrets.
  • Fighter bay size needs to be increased. 2 types of heavies + 2 types of light + bulky support fighters place a lot of demand on carriers/supers. Fighters are destructible as well so carrying extra wings of each type is going to be difficult to manage without an increase.


Medium:

  • Fighter tube UI “jumps” around when launching fighters. It needs to stay where it’s placed.
  • First tube doesn’t launch when “Launch all” button pressed until pressed a 2nd time.
  • Fighters need to be cheaper to produce than they currently are on TQ. Not sure if this has already been implemented or not, but listing it just in case.
  • Cannot scoop abandoned fighter squads into my fighter bay/fleet hanger. Says ship is not allowed to do that. Submitted a bug report.


Low:

  • Supers need a big size increase. They're smaller than FAXs even.
  • The number of launch tubes and fighter squad slots need to be added to show info panel for supers/carriers as they are listed on XL citadels.
  • Masteries need to be updated for supers/carriers.
  • Damaged squadrons need to auto repair shield once recalled/refueled.
  • Add an “unload all” button on the fighter bay UI next to the launch tubes that unloads all fighters.
  • Change the icons for fighter types - The ^ and the diamond can blend together due to the small font.
  • Change the color for the squadron icons and the radial indicators next to them in the fighter bay window. They’re both white and blend together when squads are loaded.
  • Allow us to change the in-space icon color of fighter squads, so we can tell which ones are which. For ex: heavies would be highlighted in red, lights in yellow, supports in blue while in space. Or maybe think of another way for us to add differentiation while they're out buzzing around.
elitatwo
Zansha Expansion
#267 - 2016-03-28 14:33:39 UTC
After flying a mothership in a 5 frames per second view for an hour, I can another idea for the fighter-bay.

When you detach the fighter-bay to move it on your UI you should have an option to pin it in place, so you cannot move it anymore without unpinning it first.

That ancillary IWIN gun for titans is OP. If it is working as intended there will be titan online following the Citadel release.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#268 - 2016-03-28 21:06:46 UTC
Lugh Crow-Slave wrote:
Personally I like they idea of their role being anti sub cap and I think it will lead to better escalation progression but you cant let them be overshadowed by haw just so they don't compete in their specific role woth one of the super carriers roles


Carrier as mainly anti sub-caps would be nice, and I really cant see where else they could shine. Big dps against big targets is the role of dreads and supers. Support is done by fax. So killing the smaller stuff is basically all there is left.
But they need some some serious dps for that, otherwise there is no point in bringing one. I would really like to know where carriers are supposed to be used... right now I cant see a situation where it wouldnt be better to bring something else.
In small fights you probably want to bring fax if any caps are brought at all, and once things escalate there will be dreads and supers, which just overshadow carrier. But there is no stage inbetween where you want to have a carrier.

Lugh Crow-Slave wrote:
Wait I have been wondering are FSU supposed to be stacking penalised because most of the issues go away if that's a bug


I just checked this because I could hardly believe that these modules really have a stacking penalty. There really is a penalty. I hope thats only a bug.
The values of each unit are way too low to put a penalty on these. And even worse the speed bonus has to compete with navigation comps, so fitting a few of these means that bonus never applies anyway. Either remove the penalty, or make them specialized modules. One module with 18% hp bonus. One module with 18% rof bonus. etc.



Also I just noticed that skill "advanced drone interfacing" was changed to "fighter hangar management" which gives 5% more fighter hangar space per level.
This is really underwhelming. Not only is this much much worse than the old skill (>7% damage increase due to the additional fighter) but just weak overall. And this on a 8x training modifier, those 2 million skillpoints are a huge waste now. Could you make this skill more useful?
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#269 - 2016-03-28 21:35:30 UTC
A short test to get more reliable numbers:

Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.

Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.

The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.

This is just too low.
Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#270 - 2016-03-28 21:55:03 UTC
Marranar Amatin wrote:
A short test to get more reliable numbers:

Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.

Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.

The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.

This is just too low.
Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful.

While I agree that they need more DPS, I have to question your testing methodology. Currently you can see numbers for your drone DPS, but you got the new numbers from shooting something. Did you take the target's resistances into account?
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#271 - 2016-03-28 22:00:38 UTC
Yes of course, thats why I said ehp and not hp.
Lugh Crow-Slave
#272 - 2016-03-29 04:10:05 UTC
Marranar Amatin wrote:
A short test to get more reliable numbers:

Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.

Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.

The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.

This is just too low.
Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful.


While the overall damage does need to go up in both its main abs secondary I would like to see the majority of it raised in its secondary so it feels more powerful at the same time I would like to see it far more alpha based with a slower cycle this would let fighters stay out longer and make more of an impact
Jimcy Darthrakei
Road Ready Canine Transport
#273 - 2016-03-29 04:19:20 UTC
Miss 'Assassination' Cayman wrote:
Jimcy Darthrakei wrote:
anyone else notice that the Satyrs tend to just randomly take off sometimes? i was messin around ratting with a thanny since i couldnt find any other way to test them out (im nowhere near c-6 or whatever it is) after i cleared one site, i hit recall all drones, started to warp to the next site then i noticed my satyr squadron was still stuck in "returning" mode but couldnt see them anywhere. panned out and looked, and they were almost 700km away from the ship.

at this point, warp drive activated. this leads me to the next issue. if for whatever reason, you leave a squadron behind, they get stuck in returning mode. even if you dock up, you can not reload that tube. even logging off and back on, i couldnt reload that tube until after downtime the next day

Interesting. I thought they were supposed to warp after you and be abandonable now. Also, you can type /moveme and choose C-6.



honestly, while im trying to get used to capitals and figure them out, i like it much better being somewhere all by my lonesome. ive only recently in the last couple months finally opened up gallente caps. im one of those OCD freaks who felt compelled to open up every non logi / command ship in the gallente tree first. so being able to undock, and no get instantly DD'd on the dock is much more appealing to me lol

a friend of mine told me about the /moveme command just yesterday so next time im on, i plan to use it so i can at least test out the caps in actual battle scenarios.

in regards to abandoning the drones, anytime i selected them, all i got was track, info and i think approach options. there was only 3 options either way. i certainly wasnt gonna approach them in a nyx 700km away lol. im sure its just another small oversight thing thatll be fixed. i just found it amusing my drones were like lost puppies and decided to just run away once launched
Crazy KSK
Tsunami Cartel
#274 - 2016-03-29 10:13:36 UTC
I feel like a roll carriers could fill is the one of the utility capital and allow them to field 3 flights of support fighters

Quote CCP Fozzie: ... The days of balance and forget are over.

Lugh Crow-Slave
#275 - 2016-03-29 10:32:38 UTC
Crazy KSK wrote:
I feel like a roll carriers could fill is the one of the utility capital and allow them to field 3 flights of support fighters


Except currently support fighters are about as useful as Ewar drones



Also making carriers powerful enough to make them viable in this role would mean making them more powerful than the Ewar sub caps and I worry thus would quickly become overpowered in large numbers



:/ that said I would like to see the Ewar fighters become more useful than they are now
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#276 - 2016-03-29 10:55:48 UTC
There already exist ewar ships that compared to carriers are very cheap, easy to skill, fast and agile.

So to make up for the drawbacks, carriers would have to be much more power in that role than the ewar ships.

While that would give carriers at least a role they can fulfill, I think that there are too many drawbacks:

-Difficult to balance since this would bring a whole new level of ewar to eve. And ewar already is quite strong, not sure how much fun fleets are against capital-damps and capital-ecm, and how to balance them. at least this would need extensive testing.

-There already are specialized ships for that niche, they should keep this as their own role.

-many players have skilled carriers because they want the dps (most for pve reasons), changing their role from dps to ewar would mean their ships and skills are now useless to them.


Lugh Crow-Slave
#277 - 2016-03-29 11:02:08 UTC
Marranar Amatin wrote:
There already exist ewar ships that compared to carriers are very cheap, easy to skill, fast and agile.

So to make up for the drawbacks, carriers would have to be much more power in that role than the ewar ships.

While that would give carriers at least a role they can fulfill, I think that there are too many drawbacks:

-Difficult to balance since this would bring a whole new level of ewar to eve. And ewar already is quite strong, not sure how much fun fleets are against capital-damps and capital-ecm, and how to balance them. at least this would need extensive testing.

-There already are specialized ships for that niche, they should keep this as their own role.

-many players have skilled carriers because they want the dps (most for pve reasons), changing their role from dps to ewar would mean their ships and skills are now useless to them.





Not to mention the anti sub cap role the current balance has placed them in its a perfectly good fit it just needs a bit more tweaking to make sure they do it well enough
Mimiko Severovski
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#278 - 2016-03-29 11:44:17 UTC
T2 triage in its current form on the test server is missing the 'Capacitor need reduction for remote assistance modules -20%' bonus.
Is that intended or a bug?

Test server Triage stats

TQ Triage stats
Lugh Crow-Slave
#279 - 2016-03-29 12:05:05 UTC
Mimiko Severovski wrote:
T2 triage in its current form on the test server is missing the 'Capacitor need reduction for remote assistance modules -20%' bonus.
Is that intended or a bug?

Test server Triage stats

TQ Triage stats


I noticed this to and I really hope is a bug that a cap reduction is one of the only reasons to spend the time getting tactical logistics V
Grookshank
Center for Advanced Studies
Gallente Federation
#280 - 2016-03-29 12:27:49 UTC
Since we are more and more closing in to patch day, can we please get a comprehensive list of new modules, new skills and the transition of them?