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[118.6] Capital Balancing

First post First post First post
Author
FT Diomedes
The Graduates
#201 - 2016-06-13 23:01:19 UTC
The Naglfar needs more than 80k powergrid in order to stay competitive. It runs out of powergrid much too easily. 100k would be a lot better, or reduce the powergrid requirement for all projectile capital turrets by 5k or 10k.

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

First Navigator
Guild Navigators
Memento Moriendo
#202 - 2016-06-14 07:50:09 UTC
Rowells wrote:
Why not just have the jam chance apply to each fighter in the squad individually?


Because one squad is in fact just one object in space. This way they cut down on fighters in space in a tricky way. So now supers can only launch 5 fighters max., but CCP tried to keep the illusion that one "squadron" is actually 9/6/3 different fighters. Yawn.
Anthar Thebess
#203 - 2016-06-14 09:49:24 UTC
Quote:
Naglfar has an additional +60 CPU and +80,000 PG
XL Artillery power grid requirements have been reduced (T1: 162,500 > 125,000)


My proposition : 70 CPU and 125.000 power grid.
Exactly what is needed to mount additional gun.

Jennifer Maxwell
Crimson Serpent Syndicate
#204 - 2016-06-14 10:15:17 UTC
Mostlyharmlesss wrote:
I seem to recall a certain CCP employee being adament about immunities going away and being told that it was a bad idea.

Glad to see you ignoring what certain members of the capital focus group told you would happen (And actually happened, surprise!) considering you've gone back on at least 3 things that you were warned about by one person alone.

CCP, never change.

This exactly. Seriously, I know everyone hates ECM pilots but making an entire ship type useless against dreads isn't "fixing" anything, it's avoiding the problem.
Phynix Kautsuo
Pure Avarice.
Rote Kapelle
#205 - 2016-06-14 10:45:55 UTC  |  Edited by: Phynix Kautsuo
Quote:
  • All Capital Shield Extenders now provide 10% less shield HP.

  • Takes Levi out back.

    Turns it round.

    Shoots in the back.
    Jonathan Wolf
    Doomheim
    #206 - 2016-06-14 11:08:16 UTC
    elitatwo wrote:
    Amarisen Gream wrote:
    So i bought a Bowhead to day. Wanted to fit an AB to it. Can we plz have a short visit to the Bowheads stats so we can fit a capital AB/MWD...? Please don't forget the industrials.

    Also, when you redo the Rorqual, please make the Orca a real capital all the way through. no more large riggs.


    Amarisen, don't fit an ab, put a higgs anchor rig and 2x hyperspatial accelerators on. Thank me later.

    I'm trying to figure out what this would really do that would make it better than an AB.

    It reduces align time by 1 second and increases warp speed by 0.5 AU per second. Wouldn't using a 500mn compact be better? You shave 11 seconds off it's align compared with your rig set-up, and you have the rigs available for either hyperspats, or tank.

    Could you elaborate on why you consider a higgs and two hyperspats superior?
    Torgeir Hekard
    I MYSELF AND ME
    #207 - 2016-06-14 12:57:16 UTC
    CCP Larrikin wrote:
  • Naglfar has an additional +60 CPU and +80,000 PG
  • XL Artillery power grid requirements have been reduced (T1: 162,500 > 125,000)[/list]

  • Greeeeat. So now it only needs 2 RCUs and a PDS to fit arty and tank.
    Khan Wrenth
    Viziam
    Amarr Empire
    #208 - 2016-06-14 13:12:31 UTC
    I wouldn't be surprised if the Nag got really gimped fitting due to having the options to have completely capless tank and gank.
    Morrigan LeSante
    Perkone
    Caldari State
    #209 - 2016-06-14 14:00:29 UTC
    Anthar Thebess wrote:
    Quote:
    Naglfar has an additional +60 CPU and +80,000 PG
    XL Artillery power grid requirements have been reduced (T1: 162,500 > 125,000)


    My proposition : 70 CPU and 125.000 power grid.
    Exactly what is needed to mount additional gun.




    You are forgetting skills in both cases.
    Marcus Tedric
    Zebra Corp
    Goonswarm Federation
    #210 - 2016-06-14 14:03:12 UTC
    If there is a single Dreadnought (or any Capital, or indeed any ship) that is the stand-out 'best' of the four races...

    Then there has been no balancing.

    Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium

    Thanatos Marathon
    Moira.
    #211 - 2016-06-14 14:07:52 UTC
    Wouldn't it make more sense to start with stacking penalties on the NSA before hacking the bonus down as well?

    With the decrease in carriers ability to lock and respond it might be worth revisiting fighter stats at the same time to up their HP some to give the carrier pilots more time to respond before their squadrons are all dead.

    (edit: While looking at fighters you might want to consider upping their sensor strength slightly as well)
    Ripard Teg
    Jerkasaurus Wrecks Inc.
    Sedition.
    #212 - 2016-06-14 14:20:22 UTC
    CCP Larrikin wrote:
  • Naglfar has an additional +60 CPU and +80,000 PG
  • XL Artillery power grid requirements have been reduced (T1: 162,500 > 125,000)[/list]

  • This looks like a reasonable place to start. Thank you for considering everyone's feedback and taking it into accout!

    Torgeir Hekard wrote:
    Greeeeat. So now it only needs 2 RCUs and a PDS to fit arty and tank.

    You're exaggerating. It's looking like you'll be able to fit one capital size mod on an arty fit with no fitting mods at all. With one RCU, you'll be able to fit two. What other ships that can comfortably hit out to 160+185km can fit a heavy tank?

    aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

    Morrigan LeSante
    Perkone
    Caldari State
    #213 - 2016-06-14 14:25:26 UTC  |  Edited by: Morrigan LeSante
    Ripard Teg wrote:
    CCP Larrikin wrote:
  • Naglfar has an additional +60 CPU and +80,000 PG
  • XL Artillery power grid requirements have been reduced (T1: 162,500 > 125,000)[/list]

  • This looks like a reasonable place to start. Thank you for considering everyone's feedback and taking it into accout!

    Torgeir Hekard wrote:
    Greeeeat. So now it only needs 2 RCUs and a PDS to fit arty and tank.

    You're exaggerating. It's looking like you'll be able to fit one capital size mod on an arty fit with no fitting mods at all. With one RCU, you'll be able to fit two. What other ships that can comfortably hit out to 160+185km can fit a heavy tank?



    The comedy phoenix?

    A better question is what is the point of (sieged) capitals being able to shoot so far when on grid probing remains a thing and their own lock range is barely over battleship level.
    Torgeir Hekard
    I MYSELF AND ME
    #214 - 2016-06-14 15:08:06 UTC  |  Edited by: Torgeir Hekard
    Khan Wrenth wrote:
    I wouldn't be surprised if the Nag got really gimped fitting due to having the options to have completely capless tank and gank.

    Nag has a bonus to booster cycle time, so it kinda has no benefits for capless tank besides having enough midslots.
    Moreover, unlike smaller shield booster types, capital ancillary shield booster actually gives less shield per cycle than it's T2 counterpart (the opposite case for XLs is why AT tinker logis use XL ASBs - even without charges they give more tank as long as you have cap transfers to feed them), so in nag's case it would probably be more sensible to go for CB+regular SB because each navy 3200 gives you enough cap for an SB activation. It's actually less booster hungry. Given raw stats you get about 60K shield HP/9 navy 3200s for capital ASB and 50K shield HP/6 navy 3200s for capital T2 SB.

    Ripard Teg wrote:

    You're exaggerating. It's looking like you'll be able to fit one capital size mod on an arty fit with no fitting mods at all. With one RCU, you'll be able to fit two. What other ships that can comfortably hit out to 160+185km can fit a heavy tank?

    You can do dualrep+CB beam Revel for a single T1 ACR (or no fitting mods if meta/faction fit). In fact you can do beam + 4 cap mods Revel for a single T1 ACR. Because it has almost twice the PG so it pays almost half the PG price for cap mods relatively speaking.

    EDIT:

    Ah, apparently I WAS exaggerating since the changes aren't on sisi yet, so my attempt to fit the arty nag was kinda premature.
    Edriahn
    The Scope
    Gallente Federation
    #215 - 2016-06-14 15:55:58 UTC
    Larrikin, you scrublord, fix my Moros already.

    Gallente supremacy.

    [20:46:05] Komahal > pl is cancer

    Darkwing Fiftytwo
    Hookers N' Blow
    #216 - 2016-06-14 16:27:59 UTC
    Carriers should have a recall delay on their drones so they cant deploy alpha a ship and then immediately have them back in their bays.

    Add a timer.
    Mia Sedgwick
    Lazerhawks
    L A Z E R H A W K S
    #217 - 2016-06-14 16:34:14 UTC
    Base PG for Faction/T2 Auto's on a Nag is 110k, with skills applied that's 99k, how can removing a role bonus then not giving a ship enough PG to fit the extra gun be good game design?

    Also, wouldn't it have been much easier to simply reduce the fleet hanger to 7500m3 than rebalance an entire ship to avoid a fairly niche refitting option, an option not totally removed by the use of DST fleet hangers for example.
    Scotsman Howard
    S0utherN Comfort
    #218 - 2016-06-14 16:50:13 UTC
    Darkwing Fiftytwo wrote:
    Carriers should have a recall delay on their drones so they cant deploy alpha a ship and then immediately have them back in their bays.

    Add a timer.


    No because they have the delay built into when they return (they would have to rearm that one missile volley).

    This sort of timer servers no purpose as it is the same thing for drones (you can launch and recall all you want).
    Willi Walzwerk
    Little Red Riding Hole
    Wolves Amongst Strangers
    #219 - 2016-06-14 22:07:45 UTC
    Hi guys,

    I have question in this whole dreadnought refitting.

    Why cant we field 2 sets of guns ? One single guns is assembled 4000m³ big. The Fleethangars are 10000m³ big. Would it be that big change to put those Hangars to 12000m³ or 14000m³ ?

    Or would it be a possibility to reduce the size of the guns to 3000m³ so every dread can field both sets of guns. It wouldnt be that big difference because we still have to choose our refit point wisely because of the weapontimer and its just wierd to leave one guns behind at home when u should use 3 of them in some combat situations.

    I would really appreciate an answer to this because i really like the new dreadnought playstyle since citadel was released. They are now combat beasts, but please make them able to refit their two sets of guns complete without leaving one behind in the home hangar. Two sets of guns, both sets should be useable to its full amount of guns.

    Greetings

    Willi


    PS: Sorry for my broken english
    Frostys Virpio
    State War Academy
    Caldari State
    #220 - 2016-06-14 22:22:21 UTC
    Willi Walzwerk wrote:
    Hi guys,

    I have question in this whole dreadnought refitting.

    Why cant we field 2 sets of guns ? One single guns is assembled 4000m³ big. The Fleethangars are 10000m³ big. Would it be that big change to put those Hangars to 12000m³ or 14000m³ ?

    Or would it be a possibility to reduce the size of the guns to 3000m³ so every dread can field both sets of guns. It wouldnt be that big difference because we still have to choose our refit point wisely because of the weapontimer and its just wierd to leave one guns behind at home when u should use 3 of them in some combat situations.

    I would really appreciate an answer to this because i really like the new dreadnought playstyle since citadel was released. They are now combat beasts, but please make them able to refit their two sets of guns complete without leaving one behind in the home hangar. Two sets of guns, both sets should be useable to its full amount of guns.

    Greetings

    Willi


    PS: Sorry for my broken english


    It's like that so you have to make a choice I would guess.