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Drake and Hurricane rebalancing

Author
Roime
Mea Culpa.
Shadow Cartel
#121 - 2012-08-02 09:52:08 UTC
Lili Lu wrote:
But show me a perma mwd Harbinger that can hit at 70km with almost 400dps and 83k ehp and still have a spare mid for some kind of ewar or tackle mod. There is no such Harby, or Cane or Myrm for that matter.


[Myrmidon, Myrmidon 70]

1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Drone Damage Amplifier II
Adaptive Nano Plating II

Experimental 10MN MicroWarpdrive I
[Empty Med slot]
Cap Recharger II
Cap Recharger II
Sensor Booster II

250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
Drone Link Augmentor I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I


Warrior II x5
Hammerhead II x2
Berserker II x2
Hobgoblin II x1

Cap stable, +400 dps at 70km, 70.1K EHP

Yeah, drones, I know, but whatever.





.

Noisrevbus
#122 - 2012-08-02 13:03:18 UTC  |  Edited by: Noisrevbus
Takeshi Yamato wrote:
Noisrevbus wrote:

10. Returning to the Amarr racials, tie that back to the overall balance and see how they could benefit as the cap-race.


Can you elaborate on this? What would you replace the -10% laser cap usage bonus with?

How do you propose to make Amarr the cap race? They clearly are the not much cap race at the moment, at least as far as laser ships are concerned.


Hi Takeshi! It wasn't a "real" suggestion, it was an example of how to constructively approach issues you have with balance. To single out something like that is almost always troublesome, but it's extra troublesome now as it's part of a line of logic, and the point was to help people see how a such a pattern could look. I'll try to explain it anyway:

Amarr is the "cap race" in how they are the race that interact with cap the most - both the good and bad.

Gallente is the "drone race" - they interact with drones the most, but it's not always benefitial to do that, is it?

The example involved a cap total over cap usage because it was made to illustrate how a similar bonus can be better if it's more allround. A cap total bonus may not necessarily be better for firing your guns, or doing that on the fly indefinately (the aim of any such suggestion should be to largely maintain existing design), but it would extend the uptime, increase the value of certain positive mods and act as a buffer inbetween certain negative mods (eg., it would make just running your MWD better, it would make either running utility neuts or facing them better, and so on).

It maintain the idea that Amarr guns are cap hungry, and should be cap hungry - while dealing with balance issues around it. If the uptime on a given ship would go from 3-5 mins to 10-15 mins you would not be able to "perma", but it would be much easier to manage that cap. That is a straight buff while still keeping the trait and influencing the options around it (the value of cap rechargers, or time until being neuted out). It assumes that most people agree that things like how fast you cap out a subcap with neuts would not be entirely imbalanced even if you extended that time by 4-6 times. It's a much easier concept to "sell" than to say that "only capless weapons work, so everyone should be capless". That would make for an incredibly boring game. Conversely, claiming no one should be capless would equally do so, and is just a vindictive retort.

I enjoy the fact that my Amarr ships require me to manage my cap, but if someone had said it may be too challenging on certain ships that would have been an easy concept to sell to me.


Likewise Lili's comments about the Drake.

I don't necessarily disagree with him that it's too easy to do the things blobs do with them. If someone had put an initiative around making the Drake "more challenging and fun to fly" that would make it easier to sell, and would open up discussion around how to do that in a manner that domino positively. As it stands the approach only seem vindictive and any suggestions appearing feel forced, arbitrary and inconsiderate of balance in a larger perspective.

Claiming Missiles "should get transversal because guns have it and it's more difficult" or "have no accuracy issues" only show a disregard for the differences of accuracy, or incompetence understanding their larger balance. Simple is not outright better, popular is not better. The 10 points of Cap may not be the most extensive approach either, but even though it's just an illustration part of a larger argument, it's still a much more wide-in-scope and constructive "suggestion" than most ideas floating around regarding how to deal with "Drakes".

It doesn't matter if it's the community's suggestions or the ones that have been picked up by CCP - so far any ideas regarding how to deal with Drakes, save the cost-effect of BC, have all been incredibly bad (in- or even counter- effective).

I've said it ten times in this thread already: Look at Tier 3 BC - who did hurt? Did it hurt the Drake, or the Harby?

Look at the RoF for resist suggestion - will it hurt the Blobdrake, or the solo pilot who enjoy flying Drakes?

See? I oppose them because it's bad ideas that hurt other aspects of the game. Not because i like Blobdrakes.

I think it's a travesty that there are no targets for my nano-beam Harb anymore, but it's bad attempts at dealing with Drakes while the actual problems were left festering that did that. We got projection-buffer Sniper BS back instead P.

CCP should spend less time on ship rebalance and more time on "Ring mining". Inferno had one interesting change to mechanics, the lowsec changes. The one potentially game-changing part of that expansion.

Did they manage to implement it? Those things would do way way more for Harbs than attempting to slay some "Drake".
Piatora
Bad Investments ULC
Diplomatic Incidents.
#123 - 2012-08-02 13:48:29 UTC  |  Edited by: Piatora
Whar Target wrote:
Did you seriously make a thread to state that two battlecruisers are able to kill frigates and cruisers and this somehow makes them OP? Wtf?

Just no...all around just no..

Nuets are the primary defense against being swarmed by frigs, and most importantly, the main reason for people to think about cracking open that wallet and buying a bigger ship. Over half the players you run into in low sec are in frigates, not because they offer some tactical advantage, but because they are scared to fly a real ship.

As far as balance between the different races BC's, that's slated to be addressed, so nothing to talk about there. Lasers with scorch give autocannons a run for the money any day.

And a power grid nerf on minmatar? You must want artillery removed from the game because even with AWU5 there are minmatar ships that need multiple power grid mods to fit the max size artillery as well as a tank and prop mod, so no, I don't think they need a PG nerf at all.. Also look at the range on autocannons with a given ammo when you consider the paper dps. At one falloff it's half the paper dps.

TLDR
OP is an amarr pilot and seemingly one who has an aversion to flying man-ships (BC+) and this has caused him to request bc nerfs.



Oh noes!! You have to use fitting mods to fit the BEST TIER arty? I don't know what to tell you on that. I mean ... I would love to be able to fit the best medium pulse lazzorz on some ships, but the fitting reqs are too much. I could fit beams I guess, but nope, still not enough PG to fit a full rack of best in tier beams either.

Your arguement is invalid. The rediculous amount of PG on most mattar ships just to have the option to fit arty is dumb. Arty PG needs to be reduced and overall PG on mattar ships slashed. Anyone remember the joke post about how a cane is bad because if it had 8/8/8 you could just BARELY squeeze all T2 mods on it? That seems to be a problem I think.

Take even tier ships of Mattar and Amarr and fit 1/1 as best you can for the different tank types and weapon systems. I bet that the Amarr ship runs out of fitting way before the mattar ship does.

And your arguement on falloff is invalid. If you don't know how to fight in falloff or control range then GTFO scrub. Just own to the fact that even after the hybrid buff, autocannons are better blasters than blasters are.
Takeshi Yamato
Ministry of War
Amarr Empire
#124 - 2012-08-02 15:34:20 UTC  |  Edited by: Takeshi Yamato
Noisrevbus wrote:


Amarr is the "cap race" in how they are the race that interact with cap the most - both the good and bad.

Gallente is the "drone race" - but that doesn't mean it's always a positive experience interacting with their drones, no?


Right. It's easy to misunderstand the term "cap race" because it's so vague. I've seen it used in different ways.


Quote:
The example involved a cap total over cap usage because it was made to illustrate how a similar bonus can be better if it's more allround.


Yes a cap amount bonus is sometimes suggested as replacement for the laser cap usage bonus. This is precisely what I wanted to have a discussion on.

The pro is that it would take longer to neut a laser ship dry or cap out from MWD, while still maintaining an emphasis on cap management. You'd need a 10% cap amount/level bonus for this to be a good idea by the way.

The con is that it will not make people want to fit lasers because it's not a laser bonus.

Another con is that a cap bonus just feels bad in situations that don't require cap endurance. Why do I have a cap bonus on the Coercer when the fight is over in 30 seconds?

So all said, I think this is not a good idea. What could be realistically done though is increasing the base capacitor of laser ships while reducing recharge rate by the same amount. The base cap/sec from the capacitor remains the same, but it takes longer to cap out.

What to do about the -10% cap usage/level bonus is still open though. Most would suggest replacing it with a damage bonus.
feihcsiM
THE B0YS
#125 - 2012-08-02 16:08:38 UTC
Personaly I think tracking / exp radius on all BCs should tweaked and reduced a fair bit when compared to cruisers, so they aren't such an all-round option.

At the moment BCs essentialy make cruisers obsolete 90% of the time.

It's the end of the world as we know it and I feel fine.

Cpt Branko
The Scope
Gallente Federation
#126 - 2012-08-02 20:52:53 UTC  |  Edited by: Cpt Branko
feihcsiM wrote:
Personaly I think tracking / exp radius on all BCs should tweaked and reduced a fair bit when compared to cruisers, so they aren't such an all-round option.

At the moment BCs essentialy make cruisers obsolete 90% of the time.


That would essentially achieve nothing, except make Tier 1 and Tier 2 BCs just as obsolete as cruisers. The reason is very simple. Ignoring the HML Drake, the new Tier 3s make far superior kiting ships and far superior anti-large (and medium, really) ship option then existing Tier 2 / Tier 1 BCs. The only reason to fly a Hurricane over an, eg. Talos is (except price) the ability to carry small-ship counters. Remove that, and the Tier 1 and Tier 2 become just as obsolete as cruisers.

How to make cruisers worthwhile is another question. One option is increasing the prices of battlecruisers. For instance, if rigs were further tiered (so BCs have their own rig size, and destroyers as well), it would increase the price difference. Additionally, a cruiser rebalance is somewhere in the pipeline. Hopefully, it will result in cruisers being more viable as a class for one and the 'bad' ones being more viable compared to their peers within the class. There are ways to achieve this.

A lot of issues regarding usage of ships boil down to cost-efficiency. Naturally, this is not of equal importance to all, but BCs are in good part so popular not because they're the most versatile (which they are not), or have the widest possible target selection (which they don't) or because of somehow superior stats. They are so popular because they have such good stats at an affordable price (and SP cost).

Select Battleships, for instance, have an even wider target selection (from a solo perspective at least, or very small gang perspective) then BCs. The issue is naturally price differences. You really could fiddle with the popularity of direct combat ships by adjusting pricing.
Eternal Error
The Scope
Gallente Federation
#127 - 2012-08-02 22:10:20 UTC
Cpt Branko wrote:


That would essentially achieve nothing, except make Tier 1 and Tier 2 BCs just as obsolete as cruisers. The reason is very simple. Ignoring the HML Drake, the new Tier 3s make far superior kiting ships and far superior anti-large (and medium, really) ship option then existing Tier 2 / Tier 1 BCs. The only reason to fly a Hurricane over an, eg. Talos is (except price) the ability to carry small-ship counters. Remove that, and the Tier 1 and Tier 2 become just as obsolete as cruisers.

I would expect a tier 3 rebalance some time relatively soon. They were supposed to be "more gank, less tank", not "more gank, less tank, but really, who cares because they're so fast the lack of tank doesn't matter all that much."
Lili Lu
#128 - 2012-08-02 22:26:39 UTC  |  Edited by: Lili Lu
Paikis wrote:
Show me a Drake that can do all that. Your fit doesn't. Your fit is actually really bad.

You have 2 slots needlessly wasted on cap mods just so you can blab about "perma-MWD." Anyone fitting CCC rigs to their drakes is flying a ****-fit. You also have an empty midslot, which I'm assuming you left empty because you couldn't find anything to put there that wouldn't remove your "perma-MWD". Also, you're almost out of fitting. Also, your "perma-MWD" comment is dependent upon all Vs. If the pilot is missing just a single level of any cap related skill, your "perma-MWD" isn't "perma" anymore.

All level 5 was used for clenliness of comparison. So what if you are missing energy management 5 and that perma is 20-30 minutes or whatever. It means you can still turn on the mwd and forget about managing your cap. As for the mid, again at level 5 skills (everyone should have weapon upgrades 5, but energy uprgades 5 maybe not) you have 33.5 cpu left. Tackle mods could fit there, or you could pop in a 1% cpu implant and pretty much any ewar mnodule will fit. The fit is not bad - because it is used. It is another symptom of an easy to fit ship and lazy to use and thus overused.

Paikis wrote:
Your fit has no tackle, no utility, uses fitting mods it doesn't need, and needlessly gimps it's tank and DPS by doing so. Oh and it has an empty slot. But hey, a pilot with every cap-related skill at V can leave the MWD on until he gets neuted once.

You CAN get a similar tank on a Harby, you said it yourself. You can also get a similar tank on a Cane or a Myrm. You have to make sacrifices on all those ships (and the Drake) to do it though. The drake sacrifices tackle and utility. The Harby sacrifices DPS, the Cane sacrifices mobility. If you want a nice tank, you pay for it in one way or another.


FFS the slot was left empty because it could be filled with pretty much anything (see above). It could be tackle, but it doesn't have to be because there is this thing called a fleet and dedicated tacklers, if you had bothered to read my whole post without starting to fume over your precious drake getting a nerf. As for neuts, every ship is hurt by neuting as it should. Point is the drake fleet can zip around with no cap worry. Something a Harby can't do.

The Harby not only sacrifices dps to fit a similar sized (but armor) tank to equal a drake, it does so with reduced dps from downgrading guns, with much reduced range, and less mobility. There are ******* reasons the beefy Harby is not sitting at the top of eve-kill usage.

Paikis wrote:
The drake works really well in large spam fleets because it is almost idiot proof, it is relatively quick to train for and it is fairly effective even with low skills.

- T2 Heavy missiles are much faster to train for than T2 medium guns.
- T1/faction ammo for HMs is pretty close to the effectiveness of T2 ammo. Not so much for guns.
- Range means that piloting skill is a non-issue. Take the fleet warp and shoot what the FC tells you to. Don't worry about optimals, don't worry about transversal, just target and press F1.

Having said that, a Drake will lose a 1v1 against the other BCs.

Thank you for restating the obvious points that undergird pretty much everything I post about the Drake.Smile As for the 1v1 point, this game cannot be balanced around 1v1 because it is not a 1v1 game (and I think you underestimate the dualing capacity of a Drake v other BCs). Anyway, all in eve love and war is fair, or if not fair should be expected. Including gang mates warping in, falcon alts, and hot drops. That is eve.

Having just read the new csm notes and particularly the ship balancing section it is well apparent that Yterbium is going to snuff out the Drake fleet phenomenon. Unfortunatley the dev team appears to be somehwat anal about it and won't get to BCs for another year or so, even though that is the biggest problem area. For those of bitching about the Cane it too is slated for a snip (or neuting and thus the dual neut Cane may be gone or weakened).

So sadly we are consigned to yet another year of Drake usage disparity. I still am waiting for someone to tell me what harm would be done to the game if as a quick and balanced interim step, all tier 2 BCs had their base hp stats reset at those of the tier 1 in their race. Tier 2 would still have all its fitting and slots and bonuses. The hp could be sdjusted upward later in the comprehensive phase for all non tier 3 BCs if that was deemed worthy by the dev team.

It would hurt the Harby probably more in comparison to the Prophecy than it would the Drake in comparison to the Ferox, but really what would be the harm with more fat space chickens than Harbys in game.P And it just might be enough of a tick off the Drake ehp to kick it out of blob ship status to the benefit of all of us.

edit- before the tier 2 BCs the game was not overun with BCs. Tier 2 BCs were the new crack. I loved them too. The 125m3 bandwidth Myrm got nerfed very fast. As it should have, only it should have been set at 100 and not 75, and lost a turret hardpoint or something. The Drake was ignored because at the time people were simply so embroiled in discovering the ridiculous pve regen fits and retards were trying to bring those to pvp battles and getting told to gtfo. It did dawn on people though that the resist bonus and mid range dps was quite nifty particulaly after the rig changes and sniper BSs were nerfed through scripts and probing changes. So anyway, BC usage would probably be more balanced (i.e. less prevalent) if the hp and thus ehp got a slight snip.
Lili Lu
#129 - 2012-08-02 22:52:42 UTC
Nosrevibus-

Try fitting heavy beams, 1600 plate, 10mn mwd, and tell me how much grid you have left over. Then as I tried to point out, fit mods to enable it to target and hit at 70km. To get a similar tank it has to be armor, and it thus conflicts with damage mods. My example was putting Aurora in the 7 Heavy beams and using two heatsinks v Scourge fury in the 7 HML II and 2 BCS II. The 70km damage on the max skilled Harby is 271 dps, on the 70km Drake it is 396.

Now of course that Harby can switch to faction MF or Gleam at close range and that becomes 475. But I and indeed it seems the eve population as a whole would rather stay with an easy 396 from 0-70km than go with a difficult 271 at 70km and 475 at 10km.

So many other things I'd like to respond to in your posts but I'd rather just get into the game tonight. Regardless, the CSM minutes have been posted. I would have loved a more extensive discussion of the Drake problem within it but I'm satisfied Ytterbium well knows the Drake problem and continues to state that it will get adjusted in a manner that many drake addicts will see as a nerf.

See my post above. I think there is an easy interim step that could do some small measure of tier 2 BC usage reduction without breaking any of them. Unfortunately it seems we will instead be stuck waiting a year or more til they get to this problem ship class and problem ship.Straight