These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Sansha ship line-up brought up to par with other pirate factions

Author
Petrus Blackshell
Rifterlings
#1 - 2012-01-16 23:51:48 UTC  |  Edited by: Petrus Blackshell
tl;dr: Buff the damage and capacitor use of lasers on Sansha ships to levels acceptable out of pirate faction ships and so they are worth flying at all.

Inspired by this thread. Edit: This was supposed to be a link to the other thread. CCP, please fix your forum to allow at links to different topics in the [url] tags at least. Geez. Edit again: Apparently plain URLs work, so have one: http://goo.gl/3mKew

The Sansha ships (Succubus, Phantasm, and Nightmare) have been the runt of the litter in pirate faction ships. Each pirate ship lineup has a special quirk that makes it worth flying over T2 ships of its caliber:


  1. Angel - insanely fast and agile (the Machariel aligns 0.3 seconds faster than a Punisher with a 400mm plate!), good tracking and flexible falloff
  2. Serpentis - very fast, very agile, do all of the damage ever, plus 90% slowdown webs
  3. Blood Raider - decently tanky, 90% slowdown webs (except Bhaal, which has web range bonus), and great capacitor draining
  4. Guristas - insanely tanky (Drake taken to the max), and all of the drones ever granting wonderful versatility
  5. Sansha - better tracking and damage than equivalent laserboats, plus better speed/agility because of the shield tank.


However, while the tracking of the lasers is beautiful, it is still a bit slower tracking than autocannons of the same size. That in and of itself is not the problem, because lasers have awesome range, but these lasers really don't do enough damage compared to T2 or empire faction ships of their own size (e.g. Phantasm = 534 DPS, Harbinger = 620 DPS, Zealot = 509 DPS, Omen Navy Issue = 512 DPS). Their tank is mediocre (Phantasm is outdone by ONI), and their speed/agility are not sufficient for kiting (Succubus and Phantasm). They also all have capacitor issues.

They are sort of... poor excuses for pirate faction damage boats. As such, I am proposing a series of damage buffs. By ship, they are:

Succubus

Right now, the Succubus functions as a sub-par AF. It has comparable damage to AFs, but way less tank. Since it can't rely on special shiny bonuses abilities to support it like the other pirate faction frigates do, it will badly need a buff once the AF changes hit TQ.


  • +1 turret hardpoint. Number of high slots remains the same.
  • Remove 5% damage bonus per level of Caldari Frigate
  • Add bonus: "Caldari Frigate: 20% bonus to Small Energy Turret capacitor usage per level" Edit: upped from 15%


This creates a net 20% buff in damage at max skills (229 dps to 251 dps with two MPLs and two Heat Sinks).

The cap bonus functions as a "special ability" of sorts, making Sansha ships "laser ships using little cap", a sweet spot they were already aiming for by having fewer turrets with a blanket damage bonus. This same bonus is present in the buffs of the Phantasm and Nightmare as well.


Phantasm

The Phantasm (as stated previously) functions as a poorly built short range HAC. Its tank is "ok" and its speed/agility is decent, and its damage is decent... but not excellent. Plus, I hear frequent complaints about its cap. That should be a non-issue for a ship with only 3 lasers! It has mediocre tank (outdone by ONI), decent speed/agility (but high sig radius), and mediocre damage. The latter should not be the case for a ship meant to be a laser damageboat.


  • +1 turret hardpoint. Number of high slots remains the same.
  • Remove 5% damage bonus per level of Caldari Cruiser
  • Add bonus: "Caldari Cruiser: 20% bonus to Medium Energy Turret capacitor usage per level" Edit: upped from 15%
  • Change special ability to: "Special Ability: 150% bonus to Medium Energy Turret damage"


This creates a net 33% increase in damage. This would take the Phantasm from a crappy 534 DPS damage (with drones) to a commendable and worth-flying 696 DPS (793 overheated!). Now that's a ship I'd pay 120 mil to fly instead of a Harbinger or an ONI.

Nightmare

As is right now, the Nightmare is utterly unacceptable. It does damage similar to an Abaddon, and tanks way less. While the tank is excusable because the Abaddon is an uber-brick, the damage is simply not acceptable, and does not make the Nightmare worth flying at all.


  • +1 turret hardpoint. Number of high slots remains the same.
  • Remove 5% damage bonus per level of Caldari Battleship
  • Add bonus: "Caldari Battleship: 20% bonus to Large Energy Turret capacitor usage per level" Edit: upped from 15%
  • Change special ability to: "Special Ability: 250% bonus to Large Energy Turret damage"


This creates a 75% increase in laser damage output. It means bringing a Nightmare that does 1126 DPS (with drones) to 1581 DPS.

This may seem like a lot, but consider its damage output is the only thing the Nightmare has going for it. The Bhaalgorn caps out carriers and webs everything down, the Machariel is a giant Vagabond, the Vindicator does even more damage than this while webbing everything down, and the Rattlesnake is the king of PvE and has obnoxious tank even in PvP. The Nightmare needs a "niche" and being the king of lasers is quite a nice niche.

Plus... you know... it costs upwards of a billion ISK. You get what you pay for.

Thoughts? I will edit OP as needed based on discussion.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kahega Amielden
Rifterlings
#2 - 2012-01-16 23:56:42 UTC  |  Edited by: Kahega Amielden
A change to Sansha ships is common sense. They're just awful at the moment, especially the nightmare.

The main thing is I don't think they generally go far enough. 1581 DPS isn't all that impressive when a Vindicator tanks harder and does way more damage, and has 90% webs...though I guess making the nightmare a damageboat would make it megapopular missionboat.
Iris Bravemount
Golden Grinding Gears
#3 - 2012-01-17 00:11:28 UTC
I like your ideas.

Faction ships are damn expenisve, so they deserve a bit of oompf! Twisted

Another approach would be to try to tweak their price a bit, but this would be much more complicated.

Plus, my general policy is to promote buffs of what is underpowered rather than nerfs to what is overpowered. Avoids a lot of whining.

However, here is another path to think about:

How about giving Sansha ships jumpdrive equivalent artificial wormhole generators ? This would match the Incursion storyline and give them something really unique.

This could either be a mere visual difference with jumpdrives, or even function without cyno field to lock on to. They could lock on stars and/or planets.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Petrus Blackshell
Rifterlings
#4 - 2012-01-17 00:16:14 UTC
Well... that doesn't entirely make lore sense. Being able to retrofit Sansha ships with wormhole generators implies we understand how their wormhole tech works, and we do not (or we'd be able to counter it and stop them permanently). Plus, the individual Sansha ships don't have wormhole generators themselves, but rather have some sort of "home ship" on the other side of the wormhole creating and maintaining it (Sansha titan?).

In a balance sense, that would also be overpowered as hell. It's hard enough to keep a fleet from hotdropping you when they require a cyno, and this would just be hell for any 0.0 carebear.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kahega Amielden
Rifterlings
#5 - 2012-01-17 00:16:59 UTC
Quote:
Plus, my general policy is to promote buffs of what is underpowered rather than nerfs to what is overpowered. Avoids a lot of whining.


So? Why the hell should a few forum whiners determine game balance?
Goose99
#6 - 2012-01-17 00:18:02 UTC
Instead of that, nerf Angel down to Sansha levels.Cool
Petrus Blackshell
Rifterlings
#7 - 2012-01-17 00:21:20 UTC
Goose99 wrote:
Instead of that, nerf Angel down to Sansha levels.Cool


I, too, think that limited edition faction ships should just all be awful. Every single one.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#8 - 2012-01-17 00:24:00 UTC
I think the boost would be a lot more exciting with 20% cap reduction per level.

-Liang

I'm an idiot, don't mind me.

Kahega Amielden
Rifterlings
#9 - 2012-01-17 00:25:25 UTC
Cooler suggestion: Spikey ships should cause damage upon bumping. Add additional spikes and perhaps a per-battleship-level spike damage bonus to the nightmare.

Problem solved.
Petrus Blackshell
Rifterlings
#10 - 2012-01-17 00:29:21 UTC
Liang Nuren wrote:
I think the boost would be a lot more exciting with 20% cap reduction per level.

-Liang

I think so too, but... From the other thread:
Quote:
Reduced the cap bonus to 15% rather than 20% because from what I know of CCP systems, capfree lasers would cause the buttons in station to appear upside down, and the overview to turn pink when you are being sensor disrupted.

Or I'm just trying to avoid the "OMGWTF LASERS SHOULDNT BE IMMUNE TO NEUTING RAWRAWR".

Kahega Amielden wrote:
Cooler suggestion: Spikey ships should cause damage upon bumping. Add additional spikes and perhaps a per-battleship-level spike damage bonus to the nightmare.

Problem solved.

So what do obviously and exceedingly phallic ships like Thorax cause?

Causing aggro to the faster-moving ship upon bumping would give an interesting new way to suicide gank people in hisec: bump them into gates/stations/etc and let Concord do the work!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kahega Amielden
Rifterlings
#11 - 2012-01-17 00:35:58 UTC
Quote:
So what do obviously and exceedingly phallic ships like Thorax cause?


The tip of the thorax is more rounded, can't imagine that actually causing pain.

Maybe bumping something with a thorax at >1000 m/s causes them to lose all target locks due to a lapse in concentration from intense pleasure?
Iris Bravemount
Golden Grinding Gears
#12 - 2012-01-17 00:59:20 UTC
Petrus Blackshell wrote:
Well... that doesn't entirely make lore sense. Being able to retrofit Sansha ships with wormhole generators implies we understand how their wormhole tech works, and we do not (or we'd be able to counter it and stop them permanently). Plus, the individual Sansha ships don't have wormhole generators themselves, but rather have some sort of "home ship" on the other side of the wormhole creating and maintaining it (Sansha titan?).

In a balance sense, that would also be overpowered as hell. It's hard enough to keep a fleet from hotdropping you when they require a cyno, and this would just be hell for any 0.0 carebear.


I didn't give this alot of thought, and I knew the background, but here is a walkaround :

- Pod pilot gets Sansha ship.
- Sees strange button with "wormhole" written on it.
- Pushes button and travels a few systems far away.
- " WTF just happened ? No clue, but it works ! "

While actually the ships systems contacted the mothership via subspace and was remotely transported by the mothership. Not much to understand on the pod pilot side, bar a subspace emitter and maybe a few Sansha encryption codes. Just like the average EvE player doesn't need to (and can't) understand the workings of the server, but can still use the client. You could even say that Sansha is aware of this and allows it, hoping to enlist the capsuleer by luring him into trusting Sansha technology.

Now to the gameplay aspect.

First of all, WHs can spawn in 0.0 carebear's system and lead to invasion in pretty much the same unforeseen way.
You could ad a recovery time of a minute or a bit less during which the freshly arrived Sansha ship remains incapacitated (and cloaked) to give 0.0 carebear some time to get away.
Plus, fleets composed only of Sansha faction ships have very limited tactical possibilities and probably can be handled by the locals.





Now, if this is too extreme (and I agree that it is extreme, not to say wormhole x-treme), you could also give Sansha ship something that makes them more suited to WH life and/or navigation than other faction ships.

Reminder : I also like your original purposal. I merely try to inspire alternatives.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Liang Nuren
No Salvation
Divine Damnation
#13 - 2012-01-17 04:35:11 UTC
Iris Bravemount wrote:

Now, if this is too extreme (and I agree that it is extreme, not to say wormhole x-treme), you could also give Sansha ship something that makes them more suited to WH life and/or navigation than other faction ships.

Reminder : I also like your original purposal. I merely try to inspire alternatives.


You know what would make the Sansha ships awesome at WH usage? Capless lasers. No, seriously, hear me out:
- Sansha ships already have utility highs for core probe launcher + cloak/neut
- WH rats neut like crazy. This is very bad for the cap guzzling sansha ships... not even being able to fire your guns because you're neuted out is just not ok.
- WH space is actually pretty passable for the small gang combat where active tanks are best. Unfortunately, Sansha ships don't have the capacitor to power them..... because of the guns.

Capless guns would go a long ways towards making Sansha ships actually pretty decent for WH space. +1 turret (choose between neut/cloak/probe launcher) and capless lasers would just make them awesome.

-Liang

I'm an idiot, don't mind me.

Corina Jarr
en Welle Shipping Inc.
#14 - 2012-01-17 04:41:56 UTC
That actually sounds nice Liang.
Petrus Blackshell
Rifterlings
#15 - 2012-01-17 05:02:56 UTC
Liang Nuren wrote:
Iris Bravemount wrote:

Now, if this is too extreme (and I agree that it is extreme, not to say wormhole x-treme), you could also give Sansha ship something that makes them more suited to WH life and/or navigation than other faction ships.

Reminder : I also like your original purposal. I merely try to inspire alternatives.


You know what would make the Sansha ships awesome at WH usage? Capless lasers. No, seriously, hear me out:
- Sansha ships already have utility highs for core probe launcher + cloak/neut
- WH rats neut like crazy. This is very bad for the cap guzzling sansha ships... not even being able to fire your guns because you're neuted out is just not ok.
- WH space is actually pretty passable for the small gang combat where active tanks are best. Unfortunately, Sansha ships don't have the capacitor to power them..... because of the guns.

Capless guns would go a long ways towards making Sansha ships actually pretty decent for WH space. +1 turret (choose between neut/cloak/probe launcher) and capless lasers would just make them awesome.

-Liang


It does sound nice, but it just feels wrong for lasers to not have at least a token amount of cap usage.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#16 - 2012-01-17 06:08:01 UTC
It would feel wrong for Amarr, I agree. This isn't Amarr. :D

-Liang

I'm an idiot, don't mind me.

Iris Bravemount
Golden Grinding Gears
#17 - 2012-01-17 08:04:58 UTC
Liang Nuren wrote:
Iris Bravemount wrote:

Now, if this is too extreme (and I agree that it is extreme, not to say wormhole x-treme), you could also give Sansha ship something that makes them more suited to WH life and/or navigation than other faction ships.

Reminder : I also like your original purposal. I merely try to inspire alternatives.


You know what would make the Sansha ships awesome at WH usage? Capless lasers. No, seriously, hear me out:
- Sansha ships already have utility highs for core probe launcher + cloak/neut
- WH rats neut like crazy. This is very bad for the cap guzzling sansha ships... not even being able to fire your guns because you're neuted out is just not ok.
- WH space is actually pretty passable for the small gang combat where active tanks are best. Unfortunately, Sansha ships don't have the capacitor to power them..... because of the guns.

Capless guns would go a long ways towards making Sansha ships actually pretty decent for WH space. +1 turret (choose between neut/cloak/probe launcher) and capless lasers would just make them awesome.

-Liang


See, this is where my lack of WH experience fades in. But this seems reasonable. Machariels get insane agility and speed on top of their 80km-ish falloff on ACs. To me this doesn't sound more or less crazy than cap-free lasers.
I am in favor of this.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#18 - 2012-01-17 13:32:23 UTC
Would be nice to see them get some boosts to make them used in PvP a little more. At the moment the Nightmare gets used for Incursions/Missions/Wormholes and that's about it from what I've seen!

I'd like to see a speed boost on the Phantasm in additon to any damage. A Big cap usage bonus (not the normal 10%) would be quite interesting on the ships, although I would prefer more base cap/recharge and maybe a better than 100% overall damage bonus?
Petrus Blackshell
Rifterlings
#19 - 2012-01-17 14:53:26 UTC
Mr Floydy wrote:
Would be nice to see them get some boosts to make them used in PvP a little more. At the moment the Nightmare gets used for Incursions/Missions/Wormholes and that's about it from what I've seen!

I'd like to see a speed boost on the Phantasm in additon to any damage. A Big cap usage bonus (not the normal 10%) would be quite interesting on the ships, although I would prefer more base cap/recharge and maybe a better than 100% overall damage bonus?


The Phantasm already goes over 1500 m/s with a MWD, and it is shield tanked so won't lose that speed. It's speedier than both the Caldari and the Amarr cruisers it's based on, so I'm fine with it. Yes, it is slower than the Gila, Vigilant, and most importantly, the Cynabal, but they don't have quite as excellent damage projection as the Phantasm does (or that it would given the changes outlined here). The issue with Phantasm appearing "slow" is the class most likely to challenge it -- battlecruisers -- having a few absurdly fast entries, such as nano-cane, nano-drake, shield Brutix, etc. Those ships are far heavier but can reach higher speeds somehow, causing an imbalance that renders cruisers overall a bit outgunned. The solution to that would be to nerf nano battlecruisers, not to buff cruiser speeds.

Nobody has had any egregious complaints about making the guns capless at max skills, and there has been plenty of positive feedback on that so I will change the OP to reflect that.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Petrus Blackshell
Rifterlings
#20 - 2012-01-17 15:12:45 UTC
A note on how I tried to balance damage: apart from using DPS figures to compare ships, I tried to use "effective turret count" to calculate how much damage ships are doing relative to each other. For example, a 4-turret ship receiving a 25% damage bonus (from a 5% per level skill maybe) is doing an effective 5 turrets of damage (4 * 1.25 = 5).

Some comparisons with other faction frigates:

Old Succubus = 5 effective turrets (2 turrets, plus 100% damage bonus, plus 25% multiplicative damage bonus on top of that)
Cruor = 4 effective turrets (2 turrets, plus 100% damage bonus)
Dramiel = 4 effective turrets (2 turrets, plus 100% damage bonus)
Daredevil = 6 effective turrets (2 turrets, plus 200% damage bonus)
New Succubus = 6 effective turrets (3 turrets, plus 100% damage bonus)

Old Phantasm = 7.5 effective turrets (3 turrets, plus 100% damage bonus, plus 25% multiplicative damage bonus on top of that)
Ashimmu = 6 effective turrets (3 turrets, plus 100% damage bonus)
Cynabal = 7.5 effective turrets (4 turrets, plus 10% per level damage bonus, plus 25% RoF bonus)
Vigilant = 8.75 effective turrets (5 turrets, plus 75% damage bonus)
New Phantasm = 10 effective turrets (4 turrets, plus 150% damage bonus)

Old Nightmare = 10 effective turrets (4 turrets, plus 100% damage bonus, plus 25% multiplicative damage bonus on top of that)
Bhaalgorn = 8 effective turrets (4 turrets, plus 100% damage bonus)
Machariel = ~11 effective turrets (7 turrets, plus 5% per level damage bonus, plus 25% RoF bonus = 10.9375)
Vindicator = 11 effective turrets (8 turrets, plus 37.5% damage bonus)
New Nightmare = 12.5 effective turrets (5 turrets, plus 250% damage bonus)

Consider in all these cases that the Sansha ships always have few low slots to use for damage mods, and they are overall easier to counter due to tracking disruption still being able to break their range/tracking very easily. The changes puts them just under Serpentis level DPS, but at the somewhat longer range and poorer tracking of lasers.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

123Next pageLast page