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The end of an era - the T3 nerf thread

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2016-08-03 20:56:57 UTC
There are tons of other targets a new player can engage that are not Svipuls and viability extends only so far, usually hitting the ceiling when you try to engage something above your weight class.

What would a Svipul look like that gives a Thrasher a better chance at winning?

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Vic Jefferson
Stimulus
Rote Kapelle
#22 - 2016-08-03 21:07:54 UTC
Rivr Luzade wrote:
There are tons of other targets a new player can engage that are not Svipuls and viability extends only so far, usually hitting the ceiling when you try to engage something above your weight class.

What would a Svipul look like that gives a Thrasher a better chance at winning?



What we currently have, svipul wise:

400dps, 20k tank, super fast.

Pick one of those at great cost to the other two. Modes should carry penalties as well as bonuses.

Vote Vic Jefferson for CSM X.....XI.....XII?

baltec1
Bat Country
Pandemic Horde
#23 - 2016-08-03 21:22:36 UTC
Rivr Luzade wrote:
There are tons of other targets a new player can engage that are not Svipuls and viability extends only so far, usually hitting the ceiling when you try to engage something above your weight class.

What would a Svipul look like that gives a Thrasher a better chance at winning?


Actual drawbacks to their different modes and lose the cruiser like stats coupled with frigate like sig and speed.
Nevyn Auscent
Broke Sauce
#24 - 2016-08-03 22:10:39 UTC
Rivr Luzade wrote:
An interesting module to study for this subject are the 2 new Multi-Purpose Analyzers, Ligature and Zeugma. They both combine Data and Relic analyzer functionalities in one module, the Zeugma at least is better than T1/worse than T2 (Ligature is worse than T1) but cost 150/350 million ISK, respectively. Except for the 1 free slot that you gain with this module:

How many people use these over the T2/T1 variations for the reason of versatility/1 gained slot?
How many people have lost more cans in sites due to these modules compared to people with the specialized modules?
How willing are people to pay an extra premium for slight increase in versatility over the specialized version if the versatility comes at such high cost (both in terms of ISK and performance drop)?

Actually the Zeg is better than T2, and the Lig may be almost as good as T2. They get bonuses from both skills, so their numbers are better than they look.
However the fact they cost something like 150 times more due to crazy build requirements is what kills them. If it was only 15 times more, you would see a lot more of them being used. Which considering we are comparing a T2 to a T3..... T3C's are only about 3-4 times more than a T2 at the moment. Much closer than your example you tried using.

And sure Ft, there is only a narrow spot for them to be better than a T1 at two things while still being worse than a T2 at those two things. And to make it work you would have to remove the total flexibility of subsystems and go much more like the tactical modes. Though as I said before, you could use subsystems to decide what tactical modes you get on your T3. So you don't have to get rid of subsystems entirely, they just become a much smaller part of the ship, since part of the problem is balancing every single possible combination of subsystem/slot layout they can have.

And sure to Baltec's idea to get rid of rigs on T3C's. (Would that help balance T3D's also?). I can see the point.
elitatwo
Zansha Expansion
#25 - 2016-08-03 22:41:41 UTC
baltec1 wrote:
Rivr Luzade wrote:
There are tons of other targets a new player can engage that are not Svipuls and viability extends only so far, usually hitting the ceiling when you try to engage something above your weight class.

What would a Svipul look like that gives a Thrasher a better chance at winning?


Actual drawbacks to their different modes and lose the cruiser like stats coupled with frigate like sig and speed.


The only "problem boat" here is that minmatar abomination. The Confessor was right at the beginning, now she is a very, very small titan with terrible movement and capacitor.

The Caldari and Gallente one can be alphaed of the field while they try to move around.

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This is the law of ship progression!

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Rawketsled
Generic Corp Name
#26 - 2016-08-03 23:55:08 UTC  |  Edited by: Rawketsled
baltec1 wrote:
The goals should be as follows.

T3 must not invalidate T1 ships, they can be more powerful sure but not to the point where a t1 will get crushed.

T2 cruisers must be better at their job than a T3. They are specialists, T3s should not do their job better.

T3 should not be invalidating ships of a higher class. For example, T3 cruisers should not be sporting battleship level tanks.

T3 should be jack of all traits, masters of none.

Nullification and covert ops should not be allowed to be on the same ship.

Jack-of-all-trades implies that it can do several things simultaneously. I think that's where T3Cs become too strong.

They have;

  • BS-size tanks,
  • Cruiser-size sigs,
  • Nullification,
  • Damage.

All at the same time.

It's fine to call a ship flexible, but if it can flex three ways at once then it's a problem. The direct approach of nerfing numbers while keeping the 'flexibility' will leave ships in on a knife-edge of being too weak to do anything and strong enough to do everything.

What I think should happen is the T3D treatment to subsystems. An active subsystem provides bonuses. Only one subsystem is active at any point in time.

You've got break the synergy of certain subsystem combinations. And a good balance will break that synergy without making the subsystems useless.

[EDIT]

I realise that role bonuses (can fit module x) are somewhat incompatible with mode-switching. I'd like to propose that all subs that give role bonuses be moved into one special group that is always on. For argument's sake, let's say Engineering Subsystems. Cloaking, Nullification, and Command Links all move to there.

Would this open up room for more role-bonus subsystems? I imagine a bubble launcher would be OP. Fun, but OP.
Nevyn Auscent
Broke Sauce
#27 - 2016-08-04 02:32:59 UTC
Rawketsled wrote:

Jack-of-all-trades implies that it can do several things simultaneously. I think that's where T3Cs become too strong.

They have;

  • BS-size tanks,
  • Cruiser-size sigs,
  • Nullification,
  • Damage.

All at the same time.

It's fine to call a ship flexible, but if it can flex three ways at once then it's a problem.

That isn't three different ways. Sig is part of tank. Tank & Damage are both part of a single role. Direct combat.
When flexibility is used we are meaning Ewar, specialist tackle, Logistics. Look at all the T2 specialities or even the T1 differences.
Rawketsled
Generic Corp Name
#28 - 2016-08-04 03:40:50 UTC
Yes, sig and mobility do affect overall tank. Maybe I had a poor choice of words. I was thinking in terms of HP pool and resists when I said BS-size tank.

I consider getting bonuses that help being in a Direct Combat role and getting bonuses that help specialist at the same time to be the key problem.

I can slap together a shitfit Proteus that is; cloaky, nullified, and have bonused probes. After dropping a gun to fit the probes, I still get 550dps out of it hot with a 5% implant. It's got 100k EHP without Slaves or links.

Individually, a cloaky Proteus is fine. As is a nullified one. Individually, each bonus is perfectly reasonable.


If modes were applied to this, I would lose access to; 20% dps, (roughly) 27% EHP, mobility while cloaked, bubble immunity, 50% probe strength. Having to pick a mode means if I want to burn something to the ground, I lose tank and some ability to disengage. If I need to tank while waiting for fleet, I can't do full damage. If I'm warping cloaked, I should get caught by bubbles. Conversely, if I'm bubble immune, a conventional gatecamp should catch me.
Nevyn Auscent
Broke Sauce
#29 - 2016-08-04 05:13:16 UTC
The problem there is you are quoting statistics that are BETTER than the T2 versions that are specialised in the same thing.
Having to drop one thing to do another is still overpowered if it means that the T3 is better than the specialised T2 in that particular role. Especially since it can then later switch to be better than another T2 in another role. So it doesn't work as a 'swap mode to mode' thing. Which is why the T3D's are too good.

To get T3's where they are meant to be they need to have T1 level bonuses to several totally different aspects at once.
Rawketsled
Generic Corp Name
#30 - 2016-08-04 05:35:25 UTC
For the Augmented Plating bonus, and the probe bonus; you're right. They are bigger than T2/Faction (Stratios being the only cruiser with probe bonuses). I has assumed that they'd be equal.

However, the Covops bonus is +5% damage per level, which is the same as the Arazu. Relevant differences are that the Arazu has three guns, not 4-5, but has drones where this Proteus had none.

I'll concede that you have a valid point.
baltec1
Bat Country
Pandemic Horde
#31 - 2016-08-04 08:45:33 UTC
One of the big problems is the shear number of bonuses these ships get, for example this is the old Imperium "HMLgu" bonus list:


5% reduction in module heat damage amount taken
5% bonus to capacitor recharge time per level.
5% bonus to Kinetic Missile Damage per level
7.5% bonus to Heavy, Heavy Assault and Rapid Light missile launcher rate of fire per level
10% bonus to Heavy Missile and Heavy Assault missile velocity per level
5% bonus to shield hitpoints per level.
3% bonus to passive shield recharge rate per level.
10% increase to scan strength of probes per level.
20% bonus to range and velocity of tractor beams per level.
Role Bonus:
-99% reduced CPU need for Scan Probe Launchers.
+10 Virus Strength to Relic and Data Analyzers
10% bonus to afterburner speed per level.

All of these are per level.

A ship with that many bonuses stands no chance of being balanced.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#32 - 2016-08-04 09:38:56 UTC
Well, other ships have many of these things already integrated into the hull, in particular the tanking bonuses. Many bonuses also have no influence on one another: The virus strength bonus and tractor beam bonus have no meaning for PVP. On the other hand, the probe scan strength bonus would take away a high slot, reducing the damage. That takes out 4 bonuses and puts the number of actually useful bonuses closer to Recons. The tank bonuses could be turned into a fixed number of HP, though.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

elitatwo
Zansha Expansion
#33 - 2016-08-04 11:20:37 UTC
Rawketsled wrote:
For the Augmented Plating bonus, and the probe bonus; you're right. They are bigger than T2/Faction (Stratios being the only cruiser with probe bonuses). I has assumed that they'd be equal.

However, the Covops bonus is +5% damage per level, which is the same as the Arazu. Relevant differences are that the Arazu has three guns, not 4-5, but has drones where this Proteus had none.

I'll concede that you have a valid point.


Crisis averted Smile

If you remember we had a Covert Ops thread a few weeks back, where we discussed that covert ops damage bonus to be a waste since nobody would ever put a gun on a paper craft.
A bonus to cargo and fitting scanners would be much better and a salvager bonus.

No wonder the t3 rebalance is the last point on the to-do list.

Eve Minions is recruiting.

This is the law of ship progression!

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afk phone
Repo Industries
#34 - 2016-08-04 11:46:41 UTC
elitatwo wrote:
Rawketsled wrote:
For the Augmented Plating bonus, and the probe bonus; you're right. They are bigger than T2/Faction (Stratios being the only cruiser with probe bonuses). I has assumed that they'd be equal.

However, the Covops bonus is +5% damage per level, which is the same as the Arazu. Relevant differences are that the Arazu has three guns, not 4-5, but has drones where this Proteus had none.

I'll concede that you have a valid point.


Crisis averted Smile

If you remember we had a Covert Ops thread a few weeks back, where we discussed that covert ops damage bonus to be a waste since nobody would ever put a gun on a paper craft.
A bonus to cargo and fitting scanners would be much better and a salvager bonus.

No wonder the t3 rebalance is the last point on the to-do list.



A point range bonus would be pretty awesome for covert ops frigs. MWD sig penalty reduction would also be cool.
elitatwo
Zansha Expansion
#35 - 2016-08-04 11:59:01 UTC
afk phone wrote:
A point range bonus would be pretty awesome for covert ops frigs. MWD sig penalty reduction would also be cool.


Thanks for derailing my thread!

And no, a covert ops is a covert ops because you are not supposed to be seen since you mission is covert.

Eve Minions is recruiting.

This is the law of ship progression!

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Specia1 K
State Protectorate
Caldari State
#36 - 2016-08-04 22:34:06 UTC
Rather than "rebalancing" what is broken in so many convoluted ways, might I suggest starting anew.
Design a brand new T3 Cruiser platform from the ground up.

eliatwo has the right idea, by defining the roles that the ships are intended for, and what they should offer.
baltec1 has the right idea by simplifying the bonusus system
FT Diomedes has the right idea by reducing the overall maximums considering the T2 variants.
and the other people are putting good input as well.

But you will never balance what is there now. Definitely not by committee.

It's time for a fresh new design.

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Rawketsled
Generic Corp Name
#37 - 2016-08-05 02:40:08 UTC
A question on racial ewar.

Should T3Cs get bonuses to T1 ewar (damps, TDs, painters) or T2 ewar (point, neuts, webs)?

Yes, ECM is in a weird place here.
elitatwo
Zansha Expansion
#38 - 2016-08-05 04:24:16 UTC
Rawketsled wrote:
A question on racial ewar.

Should T3Cs get bonuses to T1 ewar (damps, TDs, painters) or T2 ewar (point, neuts, webs)?

Yes, ECM is in a weird place here.


Since they have that already, I thought I'll bring it up. But they should only have the t1 abilities and bonuses.

Eve Minions is recruiting.

This is the law of ship progression!

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Rawketsled
Generic Corp Name
#39 - 2016-08-05 05:25:11 UTC
Would that extend to command links?

T1 BCs can roll about with unbonused links. T2 BCs get strength bonuses. What is the per-level bonus on the command sub going to be? I'd be okay with a cap-usage bonus (or a fitting bonus) so that you can fit a modicum of tank+pew on them.
elitatwo
Zansha Expansion
#40 - 2016-08-05 05:34:04 UTC
Rawketsled wrote:
Would that extend to command links?

T1 BCs can roll about with unbonused links. T2 BCs get strength bonuses. What is the per-level bonus on the command sub going to be? I'd be okay with a cap-usage bonus (or a fitting bonus) so that you can fit a modicum of tank+pew on them.


In case they have to keep them, they can be the same as now. But now pew pew in those. If you want to link and pew pew, a Command Ship might be the proper boat for that.

Eve Minions is recruiting.

This is the law of ship progression!

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