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Faction Battlecruisers - Would they work?

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Author
adopt
Brutor Tribe
Minmatar Republic
#341 - 2012-09-22 10:27:13 UTC
At the moment I'd say that the Tech 3's are fine with of course a few exceptions; those being Fleet boosts, Tanking abilities and general ease of access now (compared to when they were first released in 2009). So here's my view on what needs to be done to Tech 3's to "bring them in line."

First and foremost the Tech 3's 5% Bonus to Warfare Links needs to be replaced with the Command Ships 3%. As well as this, I suggest Tech 3's having a bonus to only one Warfare Link, and Command Ships having a bonus to all four. This way the Tech 3's are generalized and the Tech 2 is specialised.

I personally do not think that Off Grid Boosting should be nerfed at all, this is due to a number of factors. The first being it takes a lot of time and money to train and field an Off Grid Boosting ship, especially a Tech 3 which requires at minimum 200 days of Training to have the leadership skills trained, let alone the extra 60 or so for the actual ship. However this does not mean that Off Grid Boosting is perfect, it does have its flaws, such as the ability to remain in a POS with impunity to the havoc of the battlefield. So a compromise I think should be to remove the ability on Tech 3s and Command Ships to be able to activate Warfare Links in a POS; but keep Off Grid Boosting as with a competent prober they can be destroyed.

Now for their Tanking abilities, at the moment, the Proteus has the highest Sub-Capital EHP at 1.1 Million with 50,000 raw armour Hit Points with an average of 93% resists. In my opinion, that is not normal, and to top it all off, you can still fit 6 Heavy Electron Blasters and 3 Warp Disruptors to boot. The Armour Hitpoint Bonus on the Legion and Proteus as well as the Shield Hitpoint bonus on the Tengu needs to be cut from 10% Per Level, to 5-7.5% Per Level. It makes them stronger than their Tech 2 counterparts but not by a margin such as the Proteus in it's current form.

At the moment the Tech 3 doctrines are becoming increasingly popular; notable examples are Against ALL Authorities' Tengu Doctrine (Which is a successor to Pandemic Legion's ThunderCats), Pandemic Legion's AristoCats (Which is no longer used but was effective against Drake Fleets) and SOLAR Fleets Legion/Loki Doctrine. These are notable alliances, however, many smaller Alliances such as Verge Of Collapse or the many number of Wormhole groups use them as a general doctrine. The Tech 3's are becoming too popular, and in hindsight, too easy to access. To prevent all warfare from turning to Tech 3's I think that not only should you need the gas harvested from Wormhole space, but also gas harvested from NPC 0.0 Regions, to create the Fullerides that make the Tech 3's. (I am not an industrialist so someone with knowledge on the process of Wormhole Industry should elaborate an alternative).

Now that I've covered the Tech 3's and their faults, I believe I should cover Tech 2 hulls in an attempt to elaborate why they are so under used. First and foremost; fitting requirements. It is near impossible on nearly all Heavy Assault Ships (by which from here onwards shall be known as HACs because Heavy Assault Ships is a mouthful) to fit it for a reasonable tank as well as meaningful DPS. An example; the Muninn has 5 Low Slots, 3 Mid Slots 7 High Slots and 5 Turret Hardpoints. It is impossible to fit the Muninn with Armour with meaningful DPS and a tank that doesn't fall apart when you sneeze. You either fit it for DPS which when you press accelerate the fins on your ship start to rattle and you begin to wonder why you didn't train Amarr, or you can fit for tank, and wonder why the shiny golden Zealot your shooting isn't falling apart like you are. On the contrary, the Zealot gets a nice medium between DPS and Tank (A healthy 500 DPS with 50k EHP) as does the Deimos which has similar statistics to the Zealot. But the poor Muninn is left out in the cold with the choice between 50k EHP/279 DPS or 38k EHP/400 DPS. The Muninn isn't the only ship that will fall apart if you give it a pat on the back, the Eagle is even worse, you either fit blasters, and run out of cap in 5 minutes, fit Rails and run out of cap in 2 minutes or fit for tank of which shooting is basically irrelevant as you may as well scratch the hull of your opponent with a rubber brush.

So CCP, before you jump to conclusions with Tech 3's I suggest you take a look at the lost but not forgotten Eagle and Muninn and "fix" them before you fix another Class of ship.
Noisrevbus
#342 - 2012-09-22 14:43:58 UTC  |  Edited by: Noisrevbus
Cheers for a good post Zyella!

The only thing i can say to give you a little summary is... that if you look at the whole discussion in all the various threads: then you will see that most people agree that something should be done about the Drake.

Not all people agree that something need to be done with the Tengu (but it's definately an interesting discussion).

The question is what method to use and the discussion of what is wrong with the Drake, not that something is.

In the discussion of the Drakes ship bonuses or how HML work, the two sides are deadlocked.

People like me don't belive there is a problem with the Drake compared to other BC or HML compared to other cruiser-sized weapon systems.


What do people talk about?

I have personally not seen anyone who argue ships-modules reach any credible conclusion. The problem with any suggestion that have regarded the Drake (changing it's bonuses from resist / kinetic to range / rof) or HML (with 25% range nerf, 20% dmg nerf and adding TD and TE to it's equation, while they remove drawbacks from the ammo and buff the Tech II ammo), is that i don't see them affecting the Drake when paired in a large group.

People like me don't see any problem with the Drake when it's flown in groups of 2, 10, 25 or 50 players (solo, small or medium gangs). The problem with the Drake begin to appear when you have more than 50 players (large fleets) and especially when you have more players than whoever you are shooting at.


Why have Drakes remained popular despite attempts at nerfing them?

Any solution that involve introducing new ships that are better in larger groups and do more damage over longer distances with less of a tank is just that: it's even better in larger gangs fighting smaller gangs. That's the problem with the Drake.

If you drop the Drake's reach to 60km (instead of 80km) or it's damage from 350 / 2000 to 300 / 1600 you will not really deal with how it's still useful at sitting still in large groups while Logis repair you and Recons tackle for you. Many Drake gangs don't use the full 80km anyway, because their tacklers are at 60km. The gangs that could outrange Drakes (and shoot from 100km) existed even before Talos/Oracle/Naga/Nados were introduced. Many Drake gangs have more Drakes than they need anyway, so the damage doesn't really matter.


Why have HAC and other BC hurt from those changes but not the Drake?

What will hurt from these changes are other HML ships or HML in smaller gangs. They will struggle finding roles when the advantages of Missiles have been made to match Turrets (same range, same damage etc.) while the drawbacks of Missiles are not adressed - because they are not properly understood by the community at large.

It's going to be difficult to find new bonuses for a ship like the Cerberus that make it overall appealing if it's not popular even when it does 20% more damage at range and shoot 50% further, because it doesn't shoot as accurate, doesn't move as fast, doesn't apply it's damage as quick and doesn't do as much damage up close. If the weapon system is built to be inferior the ammunition and ship bonuses will have to be awesome instead, and that can lead to new problems.


What's the problem with trying to fix problems in other mechanics by adressing ships and modules?

The people who understand Missiles will see those new, actual, imbalances rise and exploit them. They will see them in things like how you can stack AB + TD to make it very difficult to deal damage to you (in small gangs where the TD is powerful), or stack TE + Painters to make Missiles very powerful against smaller ships. Those are real imbalances! Small gang Drakes doing no damage or specialist Missile ships being way too good at killing small ships.

AB against Missiles is already very powerful (AHACs, 100mn Tech III etc.)

Painters / Rigs / Webs etc. with Missiles against smaller ships is also already very powerful (AML Cerbs etc.).

They don't need TE and TD to make them better or worse.


How will changing the ships or modules make the real problems even worse?

The changes will also be much more powerful in solo, small or medium - than they will be in large groups.

This meanwhile CCP continue to do other changes (buffs to Tech I, moving Tech II specialist roles, such as Repairs) to cheaper ships that also help larger groups.

And also do things that are completely against the philosophy EVE was based on: Killing cheap ships is less meaningfull (that's removing "hardcore death"). They make it difficult for smaller groups to interact with larger groups (that's removing "emergence") and they make traditional roles in other MMO such as "Healers" more pronounced (and that goes against the idea of EVE as an open-progression game, where all players should fly everything and where specialist roles are limited to expensive and difficult ships so we don't see too many of them and so smaller groups can use them as number equalizers - because fielding many of them ramp up the cost of a large gang). Gangs with expensive lynchpins (Logis) become "cheap" when the other ships cost less.


What are the real problems and how can we fix them?

1. Cost effect
Cheap ships will always be more powerful when you have more players, expensive ships will see more risk grow in having more ships. Then it's not arbitraily good to have more. Now: more = less risk.

2. Targets in smaller scale
The problem since the Dominion expansion is that CCP have not been able to introduce targets that appeal to smaller gangs. Those targets are things like "ships in space": incentives for players to make their own money (Ring mining vs. POS mining). They could also be things that let smaller gangs interact with structures. Instead of having hitpoints (that disappear faster when you have more ships or bigger ships) they could have timers independent of number/size.
Noisrevbus
#343 - 2012-09-22 15:09:35 UTC  |  Edited by: Noisrevbus
Psst.

You will see that #2 there is something for example Mittens (from CSM6 and Goonswarm) also talk quite alot about.

About putting players back out in "ships in space" and giving control of the resource gathering back to the individual players. That means the game will be less about waiting for a fleet to form where someone else pay you to show up in the most easily replaced ship (like a Drake) for the task at hand. It will make players play more EVE, rather than sitting offline and waiting for something to happen. It will also create more emergence (content) as solo will interact with small, who interact with medium who interact with large. Everything will not be about scheduled fights where "more" tend to win.

That also mean that we will depend much less on finding "other" things to do for smaller groups. We won't need Wormholes, Factional Warfare, new rollercoasters in Lowsec or w/e else, because shooting ships become more interesting everywhere. If you encourage more players to raise money and fly more expensive ships, there is also more appeal in killing those ships (to grief the other players, starve them in wars so you can win by killing ships or make money off their loot).

If more doesn't always win and gangs of different sizes all have natural targets it also means that ships or overgrouping tactics that doesn't work when it's large gangs and more win (short range weapons, expensive ships, smaller tanks, more difficult mechanics etc.) will also become more popular.

The Drake is a result of "cost-effect" + "projection-buffer" (long range weapons and large passive tanks), which are results of "large gangs", which are results of "large structure targets" + scheduled fights + "cost-effect".

If you fix that inflation (instead of nerfing ships and modules) then you will make other ships and modules more intersting.

You will make Blaster-rush tactics more appealing, thus making Gallente ships more appealing and HACs more appealing - because there are targets for you if you pull 10 players together in those ships. It's very difficult for you to make those ships appealing to 100 players (because short range, transversal movement, active tanks or complicated drones will never be appealing compared to easy long range, simple accuracy and not having to bother with secondary weapons, additional utility like tackle or EW or your own tank, when you have many players on one grid).

Almost all popular ships in large gangs: sit still, shoot far and do one thing at a time (like the Drake).

If you fix those actual problems, you don't have to spend 1000 work hours over 3 years to redesign every ship in the game (and have the game in an "under construction" imbalance meanwhile), or create new carousels in every theme park with it's own demanding demography (more content to empire-bears, more content to pirates, more content to wormhole-explorers). They all have two things in common: mining asteroids or shooting NPC and shooting ships. That is EVE.
Zyella Stormborn
Green Seekers
#344 - 2012-09-22 15:33:02 UTC  |  Edited by: Zyella Stormborn
I agree with you about Logi's. While it is a nice premise, in a game like Eve it throws in a dramatic curve ball, that I am not sure I like at all. I WANT to love it, but I think you are spot on with your assessment of the problems they will bring to game.

As to the Drake, the only problem I ever really had with it was that it makes a very good buffer tank, with decent to high passive regen, and decent dps at ALL engagement ranges, for little to no Cap, at comparatively low cost. It's the full package, the fact that it gets better and better the larger the group comp gets is just gravy. What they can do to change it I have no idea (I personally think a lot of it goes down to my personal belief that shield / armor tanking as a whole needs a rework).

Tengu's...... tough one. I do feel they are OP atm, but that is mainly just 1 or 2 subsystem combo's that it can pull off (the highly touted 100mn ab for example), which can be adjusted without nerfing it into the ground. Other than that I feel all subsystems need work to make them all desireable, and the other T3's need love (legion in particular, but hey, I am biased there).

Missiles.. I started as Caldari, then went over to Amarr. I do love missiles, but a good part of the missile application system needs work imho. HML's I agree with the Devs were too good across too many ranges. Dropping the range a bit: I get that, and can agree with. Dropping the damage, and putting it onto TC's bonus ... I am still on the fence. I like the idea but not sure how well it will work in application. Increasing the speed? Oh hell yes, they need it, in pvp in particular (they should increase the speed of ALL missiles by a margin).

Tracking disruptors working on missiles... no. There is already a huge problem (to me) in game with the proliferation of, and almost need for neut / nos on every ship you can fit it on. This falls closer to the above mentioned 'logi everywhere' issue. Especially for active tanks and 1/2 of the weapon systems in game that use cap. Nos / Neut should be a specialty item, uncommon but feared, just like ECM.
-I brought up an idea a while back (granted, blatantly plagiarized from my nephew, but hey he never put it on line heh) to scrap defender missiles altogether, and to put in a 'point defense' system very similar to our own Navy CIWZ anti-missile systems. A mid slot short range laser system, with fitting requirements similar to TD's. It would have a chance to shoot each incoming missile (giving a bit of randomness to how much damage gets through per volley). This would mean a ship could fit TD's vs turrets, or PD vs missiles, but unless they wanted to go mid-heavy they usually would not do both.

The 'other' ships like the Cerberus, Khanids, and other non-drake/tengu that are being affected. I just hope they are very careful in there adjustments with them.

I feel the game is getting to the point where the ships are mostly decent, but it is time to work on some of the game physics that are behind the scenes: Armor tanking, some weapon system tweaking, POS (don't know much about this one, but I have heard many call out for adjustments), some of the 'staples' like webs, neuts, ewar drones, etc., being fidgeted with a bit, Motivation to go to Low-Sec.

CCP has picked up the ball and run with it, which has been amazing the past several months. I'm sure they will drop that ball here and there, but (so far) it has been a ton more hit than miss. I am hoping to hell they do not homogenize the game. Don't get me wrong, I always did hate the huge learning cliff of the game, as it chases away a lot of otherwise valuable players I would love to see populating this amazing universe. But if they, excuse the term, 'WOW" Eve down, it would be the one thing other than family that could finally get me to leave it for good.

P.S: Love everything about your post #343 above. Some GREAT ideas.

~Zyella

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Noisrevbus
#345 - 2012-09-22 15:52:20 UTC  |  Edited by: Noisrevbus
Zyella Stormborn wrote:

Tengu's...... tough one. I do feel they are OP atm, but that is mainly just 1 or 2 subsystem combo's that it can pull off (the highly touted 100mn ab for example), which can be adjusted without nerfing it into the ground. Other than that I feel all subsystems need work to make them all desireable, and the other T3's need love (legion in particular, but hey, I am biased there).


Keep this in mind...

If you look at all the "best" groups in their respective region at the solo, small to medium scale (1-50): Wormholes (groups like AT-X winners Verge of Collapse), NPC-null (groups like Rooks and Kings, Rote Kapelle, Outbreak or Darkside), Factional Warfare (Shadows of the Federation, Wolfsbrigade, Agony), Lowsec piracy (Snuff box, Heretics), Empire (Noir) or solo-pair roaming (Genos Occidere, Podla) and so forth...

They all use alot of Legions (Loki and Proteus), as much (if not more) than Tengu.

Tengu much like the Drake become much more popular than the other when gangs push well over the medium size (50).

To a degree this also go for Sov-null, since if you look at who have been using more uncommon ships it's usually those who could be labeled the best at the "military" component (which seems to be trendy to call it these days). Groups like PL, PL have used the Legion on many occasions and their strategies are more reminiscent of the groups above (same as how much of their playerbase come from those areas of the game, or that the alliance itself have roots in that gameplay).

Trends budding in sov-tactics today, have been blooming elsewhere all year (over the past two expansions).

It may also be a good idea to look one of them up if you love the Legion Big smile.
Noisrevbus
#346 - 2012-09-22 17:04:50 UTC  |  Edited by: Noisrevbus
I'm sprinting way off-topic now, but a second thing worth mentioning is that CCP have been all too keen to punish creativity lately.

It's pertinent to this topic (regarding "weapon specific counters" etc).

In the last post i put citation marks around the "best", because i don't really want to make it a discussion about good or bad. Instead i'd argue the point that you should design the game around the ingenuity of certain use rather than the lack of creativity to use.

It can be seen in many recent examples.

When CCP decided to "nerf" Burn Edens creative use of ECCM (et al.) to make 150-200km sniping viable again, by escaping the direct on-grid probe-to-warp they inadvertently nerfed those modules and they left the ships that still do shoot 150km+ rotting. That it enabled smaller gangs to interact with larger gangs was not considered or re-balanced. It was just condemned and removed. Now most people sit around and complain about ECCM not having any general appeal instead, while Probing is rarely used and when it is used - arbitrarily useful (outsourced to alts, with high success rate).

When RnK began to showcase creative use of Carrier "refitting" in their movies, CCP's kneejerk reaction was to nerf that. That it had been around since virtually forever, is the entire reason to have such a function on a capital and that those capitals do tend to commit when used (so some flexibility doesn't necessarily have to be completely imbalanced) was something the community basicly had to yell at them loudly about. Luckily they listened then. That similar things could obviously be applied to Tech III who are supposed to be "flexible" with "refitting" have not amounted to anything.

When it occured to CCP that "double bubble" setups on Interdictors had become somewhat standard they moved to remove that. They didn't consider that it had been around for years and never was regarded as much of a problem. They didn't consider that you could still bubble two sides of a gate with two ships instead of one (so they just let larger groups continue to use the tactic, but disabled smaller groups; who didn't have enough players to warrant using two Interdictors; from using it). They also didn't see how they in the same fell swoop removed the "stop bubble" tactic that had been around since the nano era, that enabled smaller gangs on the run to split apart larger gangs over gates and engage them staggeredly. That too, no matter how rare or inadvertent, did alot to make smaller interacting with larger more difficult.

Now "stop bubbles" are only for offensive use (ie., for larger gangs who can sacrifice ships to play offensively; or camps).

It's odd seeing this punishment of creativity (when it's not imbalanced or exploitive), while we streamline and dumb down to have the end result being less "emergence" and incentive to go out and fly your ship casually or interactively.
Noisrevbus
#347 - 2012-09-22 18:18:47 UTC  |  Edited by: Noisrevbus
Ahh, sod it - three for three! Big smile

This quote was just too good for me to pass up.

Zyella Stormborn wrote:

I feel the game is getting to the point where the ships are mostly decent, but it is time to work on some of the game physics that are behind the scenes: Armor tanking, some weapon system tweaking, POS (don't know much about this one, but I have heard many call out for adjustments), some of the 'staples' like webs, neuts, ewar drones, etc., being fidgeted with a bit, Motivation to go to Low-Sec.


I felt the same prior to recent expansions, that the ships themselves were largely balanced. After they have tried to adress other issues with new ships or rebalancing of ships and modules though, i no longer feel that way. The new ships and modules cause imbalance and will continue to do so until CCP are done with their complete overhaul (in two-three years?). Then, and only maybe then, will we see if the new balance is better.

New Dreads, Tier 3 BC, ASB etc. = very imbalanced. I know, i have used them all extensively and early on.

Armor tanking, i've never understood those concerns. Once again, if you look past what's popular and look at how it's used i really don't see any problem with armor tanking. The good groups have used it and continue to use it (new trends even in the popularity venue such as Slowcats and Foxcats, are armor tanks). Good groups use armor, always have.

If you look at active armor you need to separate the discussion into active vs. passive and armor vs. shield.

Dealing with active vs. passive is troublesome because it's one of them "logic" things. Same as projection of damage. You can't really get around that passive (and being repaired by an outsource) is better as volume grow, it's all about buffer to alpha (see the Drake, see projection-buffer). The only natural way to adress it would be to adress volume, but even that is iffy. I simply belive it's better to create options (more small-gang targets), than to somehow punish or restrict logic (trying to solve it by saying, eg., a ship can only be locked by 10 ships at a time is punitive, restrictive and bad - while modules like the new "target breaker" just don't seem to work well and wouldn't be functional at smaller scale).

When it comes to armor vs. shield, the problem is only really the volume in the ASB, and that's easily tweaked.

Armor don't need ASB, shield needed it.

That only had to do with one thing: slot-allocation.

There was nothing wrong with the old active shield modules beyond the fact that MWD, Point (and Web or Scram) and Injector are all active midslots. That left no room for most shield tankers to fit a Booster, amplifiers or resistance mods to do an active shield tank. CCP could easily have made a lowslot MWD, Point or Injector instead, but now they went for the ASB which essentially combine the need for Injector and Booster. The issue with ASB is only the volume, not the mechanics per se and the active armor mechanics are no larger issue either. If the rigs are such a massive problem (i think that's ridiculous, but hey) just remove the penalties from all rigs, or make all of them root in PG/CPU. They serve little to no purpose. In the past year we've seen ample examples of active armor made to work on everything from Frigs, to Cruisers (HAC), BC (Myrms, CS), BS and Capitals. Where is the problem?

Most issues with armor-shield seem to be that more large blobs root in Drakes and Maels, and that ASB have too much volume (as any new imbalanced feature).

If ECM drones are an issue, just remove them. Giving us better web-drones was a mistake (it's better for large gangs), and to some degree so are ECM drones. I don't mind them myself, but i don't care for them either.

Motivation to go to lowsec is entirely based on getting people to move around more by presenting more targets. If there are more ships everywhere there will quite simply be more life. I think it's important to remember, that alot of the powerful groups clogging up lowsec, do so because they lack incentive to go elsewhere. If nullsec operate per a "numbers" hegemony, then advanced smaller groups will remain in lowsec and make it difficult for empire-factions to operate there. If there's incentive to roam or camp both low and null more groups will move around more. People who don't think there's ISK-making possibilities in Lowsec are uncreative (FW, L5, rare agents etc. some of the best income sources have always existed in low).
Zyella Stormborn
Green Seekers
#348 - 2012-09-22 18:27:23 UTC
Noisrevbus wrote:
Zyella Stormborn wrote:

Tengu's...... tough one. I do feel they are OP atm, but that is mainly just 1 or 2 subsystem combo's that it can pull off (the highly touted 100mn ab for example), which can be adjusted without nerfing it into the ground. Other than that I feel all subsystems need work to make them all desireable, and the other T3's need love (legion in particular, but hey, I am biased there).


Keep this in mind...

If you look at all the "best" groups in their respective region at the solo, small to medium scale (1-50): Wormholes (groups like AT-X winners Verge of Collapse), NPC-null (groups like Rooks and Kings, Rote Kapelle, Outbreak or Darkside), Factional Warfare (Shadows of the Federation, Wolfsbrigade, Agony), Lowsec piracy (Snuff box, Heretics), Empire (Noir) or solo-pair roaming (Genos Occidere, Podla) and so forth...

They all use alot of Legions (Loki and Proteus), as much (if not more) than Tengu.

Tengu much like the Drake become much more popular than the other when gangs push well over the medium size (50).

To a degree this also go for Sov-null, since if you look at who have been using more uncommon ships it's usually those who could be labeled the best at the "military" component (which seems to be trendy to call it these days). Groups like PL, PL have used the Legion on many occasions and their strategies are more reminiscent of the groups above (same as how much of their playerbase come from those areas of the game, or that the alliance itself have roots in that gameplay).

Trends budding in sov-tactics today, have been blooming elsewhere all year (over the past two expansions).

It may also be a good idea to look one of them up if you love the Legion Big smile.



Other than some WH play, I rarely see Legions in action (but then I dont count the AT-X, too design specific), and do not see it much in null pvp (but i only see a certain region of null). I almost never see them in low sec from my own experiences, and when I do its in mid sized + groups (10-20ish range and up), or when they are involved in jumping a cap ship.
I do encounter Tengu's all over, and Proteus (usually about a minute before I die, they are BRUTAL out of stealth attackers, lol).
Loki seems to be the more well rounded of them, as I see several different fittings when I encounter them. Tengu its usually 1 of 2 fittings. Proteus is usually the same fit, and Legion is almost always the zealot-tank fit, or the Neut-mega tank tackler in groups.
I also get questioned often on my choice of Legion by people when I pull it out of the hangar, usually disparagingly, which makes me think it is not just my opinion that it is the weaker of the T3's. ;P

/shrug. It may just be my perspective from my own encounters. I don't doubt you on online stats, I am just going by my experience out there, which granted is usually as a solo or small group pilot.

~Zyella

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Zyella Stormborn
Green Seekers
#349 - 2012-09-22 18:57:56 UTC
We will have to agree to disagree on armor and ASB's.

ASB's give a large heal to shields, on command, instantly, and can not be shut down in any way (or has the new patch given a way to counter this?). Neuts are useless against them. There is no equivalent in armor. I have found so far it is not hard to get enough buffer to last through the reload either, so unless your opponent has ASB's also, or you have VERY low dps, you will win. I am not the best pvp pilot out there by a mile, but I am far from the worst as well, and I have won exactly 1 fight against another ship with ASB on it, and that took 3 of us to bring him down (he got one of us before we finished him also).

As a side note, passive shield regen on larger shield buffers I feel is underestimated. The longer an engagement goes on, the better it is. And it also lets you avoid going back to base every fight. ... maybe introduce a nano paste of some type that gives some regen to armor? Eh, who knows.

Armor buffer tank is useless unless you are in a group with reps, or are willing to go back to base after every 1v1 fight. Active armor repping with some buffer is my personal favorite, but is huge on cap (in particular on amarr due to lasers also), very easilly neuted, falls at the end of the cycle, and does not rep for nearly as much. To double / triple rep, you have to give up much more armor and it limits your firepower due to cap use. Armor also slows the ship down, where as ASB does nothing affecting the ships speed.

I see a lot of 'but armor resists better' and 'armor has more ehp buffer', but ASB's have shot the buffer in the foot, and in the field resists tend to level out dramatically in my experience. The response people give about ASB, saying 'just wear them down till they run out of charges' is also a rather poor argument, as so far for me at least, you do not HAVE that kind of time. They WILL be calling for help from their friends.

Medium slots: Armor ships have sometimes as little as 1/3 of the slots of shield ships to account for that. In some cases there could be maybe 1 or more added, but not many. I have a hard time fitting web / point / mwd on my armor ships just as much as I do on my shield ships (hell, look at the Coercer, the Punisher, there are others but these two are the most notable, even with 1 slot more added).


I see many armor ships that have shield fittings, but I see VERY few (the occasional Hurricane) shield ships that use armor. There is a reason for this.

As to the larger scale and blob warfare, I won't even begin to try and get in depth with you there, as my experiences in that arena are purely armchair quarterback (Son & Nephew, me looking over their shoulder and / or watching their screens, calling off new info), so I simply do not have enough personal play experience to give a constructive opinion one way or the other.

*Please keep in mind, all of the above is my personal experience in game. I have no doubt at all about numbers on paper showing one way or the other. All I can give is how things are when im near-punching holes in my keyboard while frenetically pounding away in pvp, hoping I dont knock over my coffee on accident while racing the mouse back and forth, looking like I have a case of palsy, and threatening generational doom on the family of whoever I am fighting at the moment. ;) *

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Vendictus Prime
Caldari Provisions
Caldari State
#350 - 2012-09-22 22:24:42 UTC  |  Edited by: Vendictus Prime
CCP Ytterbium wrote:
This come once in a while. As some people mentioned before:

Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line. It doesn't necessarily means nerfing them to oblivion and beyond, but making sure that each subsystem configuration has a use and they don't overlap on other ships by making them different in role and purpose.



How about this, you reimburse me all the skillpoints I had to train for these ships as well as all the isk I have spent on ships, modules and skill books as well as reimburse me the time Ive spent training for these ships and you can nerf them and I will also unsub all 5 of my accounts the next day.

o7

FIX the broken unused crap instead of breaking some of the most popular items in the game.
Lili Lu
#351 - 2012-09-22 22:53:15 UTC
Zyella,

Noisr cites the AT ship usage. But you are correct to discount that. Ship usuage in the AT is heavily influenced by the point cost in the rules of the AT itself. It is an artificial environment within an artificial environment. P Nothing wrong with that, but it is not the norm and should not be taken into account with ship rebalancing.
Mars Theran
Foreign Interloper
#352 - 2012-09-23 09:16:17 UTC  |  Edited by: Mars Theran
CCP Ytterbium wrote:
This come once in a while. As some people mentioned before:


  • Tier 2 Battlecruisers already are extremely versatile and popular. Introducing yet improved hulls based on them without looking at tech1 battlecruisers first is in direct contradiction with the tiericide initiative.

  • We already have troubles having diverse, interesting hulls roles on this particular level. HACs, tech3 cruisers, battlecruisers and command ships currently are very close of each other on that field. Introducing a Navy Battlecruiser would aggravate the issue even further.

  • What needs to be done before having Navy Battlecruisers, in no particular order:

  • Have a look at tech1 cruisers and bring tiericide to their sorry little sad faces.
  • Fix tech1 battlecruisers as a whole. Most tier1 BCs are not good enough, some tier2 are just too good. You know we know you know which ones we are talking about Twisted
  • Make sure Command Ships have a viable role next to Battlecruisers (Nighthawk versus drake for example). Look at gang links. Eos. Eos. Eoseoseoseoseos.
  • HACs, they need love too.
  • Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line. It doesn't necessarily means nerfing them to oblivion and beyond, but making sure that each subsystem configuration has a use and they don't overlap on other ships by making them different in role and purpose.


When that's done, and if the need for it is true, righteous in the divine gospel of the ship balancing light, then let's have Navy Battlecruisers, maybe. Pirate and new tech2 battlecruisers though are less of a problem if the roles aren't overlapping. Hmmmm spiky bikini Sansha battlecruiser with lazors pewpewnomnomnomnom. But errrr drifting out of topic here, we'd need to make sure current Sansha ships are tiericidead before that happens - we've heard horror stories about the Succubus and Phantasm being left to rot for all eternity in station hangars. That is not right.


I get the disturbing feeling that you're going to outmode the T3 ships so entirely that they're just going to become another unused hull. Seriously, what was the point in making them in the first place, if they are just going to see a place as a multi-role ship which does none of them well? Fact is, if you can buy 5 Battle Cruisers for the price of one T3, and fill all the roles a T3 is capable of filling, only much better, who's going to buy them.

Shouldn't you be thinking of alternative roles? ..or something, to account for their existence, their nature and origin, and the fact that by their nature they cost 5 times as much as another ship in approximately the same class? Frickin' waste. Tech 3 is supposed to be, (in my opinion), a versatile ship with player customization options that serves a role as well as another for a higher cost.

Downgrading them will make them, and Wormhole space, worthless.

edit: Just a thought, but maybe you should consider making them an Inter-Role class ship, where any combination of Subs has them serving two roles effectively. Not as effectively as a ship specialized in either of those roles and fit properly for it, but better than one serving in either of those roles that isn't really intended too, though fit properly for it.
zubzubzubzubzubzubzubzub
Noisrevbus
#353 - 2012-09-23 12:27:23 UTC  |  Edited by: Noisrevbus
"Me" wrote:
If you look at all the "best" groups in their respective region at the solo, small to medium scale (1-50): Wormholes (groups like AT-X winners Verge of Collapse)

"Zyella" wrote:

I rarely see Legions in action (but then I dont count the AT-X, too design specific)

"Lili" wrote:
Zyella,

Noisr cites the AT ship usage. But you are correct to discount that. Ship usuage in the AT is heavily influenced by the point cost in the rules of the AT itself. It is an artificial environment within an artificial environment. P Nothing wrong with that, but it is not the norm and should not be taken into account with ship rebalancing.


Guys, i don't mean to be mean here - but with reading comprehension on that level... Roll.

Verge of Collapse, the winners of AT-X, are one of the "best" Wormhole alliances.

In the solo, small and medium environment of WH (or outside roams), they tend to use other Tech III ships than Tengu.

There is no possible way you should be able to interprete that sentence as discussing the use of Legions in AT-X.

I know i can sometimes be difficult and windmilling... but it's not just on me P.




Apart from that, i think Zyella's experience is quite representative:

The Legion is definately more popular in small (squad) and medium (wing) than they are solo (or pair) and large (fleet).

That doesn't mean it doesn't exist solo or in large fleets though (the 100mn HAM-brick and the support super-Zealot used in the composition of eg., Slow-Fox concepts, comes to mind).


Here comes the ever repeating question again:

#1 If you rarely see Legions, don't you think that have more to do with your scope of the game (as Zyella admits)?

#2 If you rarely see small-medium gangs, don't you think that have more to do with eligable targets for them in your region than the balance of the Legion?

I definately don't oppose looking over the subsystems to churn out disparities (how the offensive-engineering setups differ between Tengus and Legions), but in my world that have nothing to do with: if, how and where the ships are used.

Tengus are popular in fleet because it's sig-and-shield tanked with an LR weapon system, which fits perfectly into the singular role of projection-buffer in large fleets. It is popular as a solo boat because 100mn setups have similar effects on Turrets and SR weapons as old-school nano used to have: it's difficult maintaining transversal with 100mn. Those are the two reasons, two "logical" reasons you can't really buff or nerf around, the ships appeal to different tactics. It's how the mechanics work. Likewise, Legions have other qualities that make it more fit for other scenarios: It simply appeal for different use.


Then you need to ask yourselves the question: is it the ships being imbalanced or their overall use? (#2)

Small-medium is repetetively being relegated to the sidelines. The fact that you want to change the ships and only see the game from the perspective of solo or large fleet (same as CCP) will just continue to create more or new problems with any ship and the content players create in the game. That CCP have undertaken to rebalance all the ships in the game from this stupidly narrow perspective (that small or medium doesn't exist; or exists separately in another world - while solo almost doesn't exist either) is what keeps me speaking up against it.

I still maintain that to keep EVE healthy (with emergent content) you need to see the full persective of solo-small-medium-large. They need to interact to create emergent content. Right now they don't, CCP dropped the ball on that in 2008 and CCP's current direction make it worse. If you want to put it crudely, the direction since 2008 have been to solve problems the "WoW way" (making sure people who can't interact in a balanced manner doesn't have to, as opposed to balancing it). You don't help small-medium and you don't help Legions by nerfing HML (instead, Legions are one of the ships that have appeal thanks to HML, because it's one of the most popular advanced "AHAC-support").

It's the old story of the Cerb and Falcon again. Ships, much like gangs and scales, have target pools. You are not doing the ships that are good against HML a service by nerfing it. Introducing Talos, killed small-medium Deimos (also nano BS: like Nanopests or Nanopocs, LR tier 2 BC like Alphacanes and combat Recons). All those gangs were good against Drakes. We lost creative use over 4-5 different classes. Now we have one ship class and no creative use to do it all, yet not do it well enough because Tier 3 BC do not deal with the cost-effect of Tier 2 BC any better.

Instead they share that problem with the Drakes. They are cost-effective in a way that let large obscure small, medium and solo. They may also be balanced in large settings (large-large), but they are stupidly overpowered in other settings.

You need to see how all these things relate, to understand my perspective.
Noisrevbus
#354 - 2012-09-23 13:13:55 UTC  |  Edited by: Noisrevbus
I'd also like to add this...

If you think "ISK balance" is only a question of ISK, then do the following experiment:

Fit a Tech I Frigate with Tech I modules and autopilot through Lowsec.

Do you think someone will shoot you?

Unless you come across someone who is -10 and incredibly bored you will not be "worth" the sec-hit and you will not even be "worth" the agression timer.

It's completely meaningless - much like a BC in a large gang.


Let's extend that to Empire:

Why doesn't anyone suicide-gank your Tech I fit Tech I Frigate?

Why do people suicide-gank faction-fit Golems, Paladins, Kronos or Vargurs?

It's because you can make a profit and you can impact the player.
Zyella Stormborn
Green Seekers
#355 - 2012-09-23 15:39:30 UTC
Noisrevbus wrote:
*sat down with my morning coffee and read novellete*

You need to see how all these things relate, to understand my perspective.


I do understand your perspective, and I agree with many parts of it, just not all of it. Big smile

I never discounted the rest of the scales of engagement. I don't recall saying that I did, and if it was implied somewhere in there, my mistake. I do agree on some points that CCP is going the wrong direction in its attempts to fix. But I also feel they are going in the right direction in others.

All I have the time for atm, off to work with me. Keep your hull shiny and your victims in your cross hairs.

~Zyella

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Trinkets friend
Sudden Buggery
Sending Thots And Players
#356 - 2012-09-24 03:05:52 UTC
The reason you don't see as many Legions out of w-space is that you are not forced into ball-touchingly close PVP in k-space. In k-space mobility is king. In w-space, EHP and DPS are key. For instance, I have rarely if ever seen Cynabals in w-space, never been killed by one because it can't tank a Cyclone at zero, and can't chase me through a wormhole from 20km as it's kiting me and gnawing on my buffer. At least, not before I jump back.

The Legion / Proteus are popular in w-space because they bring the buffer you need in low-mass hulls, with EWAR and neuting bonuses. For webs, armour Loki or a Vigilant.

Tengus are the ultimate PVE chariots for w-space. With armour RR and guardians the way it is, RR Tengu still works in the mid-sized gang space. But you'll find it hard to justify leeroying shield fleets through a wormhole because you can't make your logi as survivable as the ironclad or other pimped Guardians, and that's the end of it. Find me a 80K EHP Basi fit and I'll find you a 1.5Bn invul to make it happen. (arguably, this is because of the popularity of the Drake/Tengu for PVE driving the prices of shield pimp up relative to armour pimp; nerf the HML and it might change in time).

The issue with the proposed changed to TD's and missiles, as Nosirevbus says, will come with AHAC/armour T3's and sig tankers bringing, eg, a single Pilgrim loaded with massively bonused TD's to trash a whole gang of Drake/Tengus into impotence. In w-space this won't be a giant change, because when you are for reals, you're using these ships anyway.

In nullsec, I really doubt that TDs will scuttle Drakeblob. In large fleet battles TD will behave just like SD's. Theoretically if you have enough SD's you can lock-out the enemy from targeting you. In reality, you have to deploy far too many Lach/Arazu to actually achieve this due to the Drake having such a huge targeting range. Same with TD's. Meanwhile, your Drakes will give up a single midslot and chuck a Optimal scripted TC in their spare tank slot, and the Drakes you don't TD will have even greater missile range/velocity/explosion radius, etc. End result? Drakeblob will probably get better (just bring 20% more Drakes).

We may see interesting things, though. Twin-TC + TE HAM Drakes with ~35km HAMs, a revolution in damage projection which will scuttle the nerf of HMLs. Tracking linked Scimis buffing missile parameters while doing the logi they always did on the Drake blob.

I think it will be interesting to see how things pan out. I think that CCP will introduce more problems by spreading TD's and TE's to missiles. Especially the fact unguided missiles will be afffected - you'll be able to buff torp parameters so they will become ridiculous, but this may see more people doing BLOPs hotdrops with bomber gangs, so....
Noisrevbus
#357 - 2012-09-24 12:30:22 UTC  |  Edited by: Noisrevbus
Now to adress this... as we can't just "agree to disagree", that's not the nature of a discussion forum P.

Quote:

ASB's give a large heal to shields, on command, instantly, and can not be shut down in any way (or has the new patch given a way to counter this?). Neuts are useless against them. There is no equivalent in armor. I have found so far it is not hard to get enough buffer to last through the reload either.


The large heal is the issue...

... but that is mostly attributed to oversizing and active bonuses being intermittently adressed. CCP have tried to tweak active tanking before by improving bonuses (ie., from 5% to 7.5% and such), when they now adressed the issue of slots the bonuses begin to ramp up.

Neuts are useless against ASB by the premise i mentioned in the last post, due to slot-allocation, the ASB is a module that combine booster and injector at the expense of much prolonged reload times. The way to deal with ASB is through burst damage, and pressure - same as standard actives are dealt with through burst and cap pressure.

You could equally argue that neuts are ineffective against active tanks due to the injector. Ofc, neither is true. They do that up until the point when your injector(s) can't keep up with the stacking of neuts. The same however apply to your ASB(s) and stacking of damage. If you have enough damage you will force even multi-ASB setups to run all modules at once and thus quicker reach an unmitigated reload. So running an ASB depend entirely on prolonging time to reload and/or having a second preloaded module in reserve.

Once again, the issue is not really mechanical - it's all about amount between the combination of base module volume, oversizing modules and improved bonuses. Preferrably you'd deal with either the first or last, since oversizing is creative use, while the other two are design concerns.

The problem as it stands is that certain setups can just "slow tank" most things thrown at them at their scale (ie., if you take a Mael that can sustain 7k dps and keep it close-regional it's easy to tank most gangs you can track on the map, whereas if you get dropped you just burst for 1min and dock).

All of this almost exclusively pertain to the Minmatar active tank bonused ships that stood the most to gain from the change (maybe even were intended to gain from it, but were strong ships even before the change); like the Mael, Clone and Sleip.

If you face something like an Eagle or w/e, he will likely not have multiple and oversize, while he won't be bonused and you can shut his weapons and resistances off with neuts.

The only truely cap-independent ships are the mentioned Minmatar specialists, who can forego invuls thanks to their bonus making amps or mod stacking more appealing (and also have the fitting to easily oversize).

It's isolated ships and a volume issue: not something armor "needs".

Quote:
Armor buffer tank is useless unless you are in a group with reps, or are willing to go back to base after every 1v1 fight.

To me, it's once again a question of logic. It goes hand in hand with the shield recharge concern. Almost anywhere you'd use any ship these become non-issues in the environment. How many deep nullsec shield roamers do you think there are who rely on recharge of shields over having a repper with them? How much value do you think it contribute to a fight without reppers in them? How much time do you think it saves waiting in space for a recharge over docking to fix it? Most shield ships also go to station. The difference is that the armor ship have to pay some chump change or bring an active repper and undock to regenerate.

It's quite unique to the "Vagabond style", even that often use Logi.

Not that i oppose "paste", it could be a good idea. It's just such an isolated issue. It wouldn't overtake hitting a station any more than heat paste do now. I happily go 1-5 jumps to dock rather than floating in space to paste up when i can, same as i'd do the same over waiting on a ~10 hp/s regen.

It's hardly something that would assume that "armor need a buff" or "should do".

Quote:
Armor also slows the ship down, where as ASB does nothing affecting the ships speed.

The rigs do, the active/resist modules don't.

The reservation regarding the rigs is also mostly a question of people undervaluing sig since they don't know how accuracy actually works. They think the speed drawback is much worse than the sig drawback of shield buffer and rigs. It's different systems, with different drawbacks and advantages. The Tengu is literally the only "shield AHAC" used, while a dual plated Loki can still go 3km/s. They too are exceptions.

Quote:
The response people give about ASB, saying 'just wear them down till they run out of charges' is also a rather poor argument, as so far for me at least, you do not HAVE that kind of time. They WILL be calling for help from their friends.

The same applies to any decent armor tanker (especially bonused ships like Myrms or Hypes).

Quote:
I see many armor ships that have shield fittings, but I see VERY few (the occasional Hurricane) shield ships that use armor. There is a reason for this.

Of course there is, many shield fits are not really shield tankers but speed-distance "tankers". This is in general not an advantage to shield "tanking". It's simply a matter of certain ships fitting only a limited buffer to deal with common alpha and then rely on piloting (most Snipers with 2-3 slot tanks serve as glaring examples). Choosing to fill the most readily available utility slot doesn't say much about the actual tank though. On other ships (take Recons and Falcons in particular) this is reversed, people tend to throw a single plate on Falcons because it's lows are more available - you can't really use the Falcon as an example of "armor tanks". You have the same situation if you eg., LSE and DC a Zealot.
Noisrevbus
#358 - 2012-09-24 12:52:43 UTC  |  Edited by: Noisrevbus
I always run out of space What?.

Looking at the long post above, i just want to remind you that a bit of a thin-red-line in the above is that: it's important to separate what is exclusive to ships and what pertain to the tanking systems.

Most of the issues people have is that they look at one ship doing something specific they want their ship to do.

They look at eg., their Deimos and want to kite with it like the Vaga. Then they drum up concerns regarding the plated speed or reach of blasters, while they completely ignore the features and advantages of the Deimos. They also completely overlook the actual balance, stats or logic (assuming a ship is slow because it's not as fast as an isolated example or because they look at what a rig does - and ignore what other rigs does not).

As much as things like Tengu and Loki illustrate exceptions (as above) they also cement the typical attributes people have a tendency to ignore. Take the rig-example (above) and think about eg., Eagles used as Zealots (resist-profiles, signature and hitpoint modifiers tend to matter then). That says alot about armor and shield.

That's why most concerns are so easily met, when they are oversimplified and inaccurate (as in how you can neut a repper but not an asb, while at the same time you can neut an invul but not an eanm, some people just look at the reppers and cry wolf). Take that one example of rep-resist and then think about it in terms of the complexity of whole ships or full gangs. Then you'll realize why there is so much misconception and lack of creativity.

Creative use is being swept away under the premise that "well that player is good, you can't use that as an example".

I see it as the complete opposite: That's why creative use make such good examples because they deal with all these wolves' tales (active armor, it's popularity, Falcons, ECM drones, ASB, drones, ships, classes, weapon systems, damage output or fancy tactical manoeuvers etc).

Are creative players "good" or do they simply pay attention to things most people overlook?
Zyella Stormborn
Green Seekers
#359 - 2012-09-24 15:28:46 UTC  |  Edited by: Zyella Stormborn
Noisrevbus wrote:
Now to adress this... as we can't just "agree to disagree", that's not the nature of a discussion forum P.



Out did yourself on this one. Just too much to read for 1 post. I'll finish the remaining third or so later.

Unfortunately, this specific topic of the discussion it is exactly how it stands, for me at least (in that, agree with me or not, I do disagree with you). In particular as it is slowly changing from a discussion to a debate, which is not my desire or intention. ;p

You do not agree with me on my view with them, and you post 1-2 full sections to try and validate your opinion. I do not agree with you and give my experiences and reasons to try and validate my opinion (not saying mine are better or worse, but I will say they are a bit more layman in approach and delivery lol). I have seen nothing you have said to change my mind, and I know I have said nothing to change yours. Since neither of us is trying to run for office, I do not see a reason to go back and forth on this specific topic with you.

But I will certainly be jumping in for or against other posts with you im sure. Smile

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Noisrevbus
#360 - 2012-09-24 21:13:16 UTC  |  Edited by: Noisrevbus
Zyella Stormborn wrote:
Noisrevbus wrote:
Now to adress this... as we can't just "agree to disagree", that's not the nature of a discussion forum P.



Out did yourself on this one. Just too much to read for 1 post. I'll finish the remaining third or so later.

Unfortunately, this specific topic of the discussion it is exactly how it stands, for me at least (in that, agree with me or not, I do disagree with you). In particular as it is slowly changing from a discussion to a debate, which is not my desire or intention. ;p

You do not agree with me on my view with them, and you post 1-2 full sections to try and validate your opinion. I do not agree with you and give my experiences and reasons to try and validate my opinion (not saying mine are better or worse, but I will say they are a bit more layman in approach and delivery lol). I have seen nothing you have said to change my mind, and I know I have said nothing to change yours. Since neither of us is trying to run for office, I do not see a reason to go back and forth on this specific topic with you.

But I will certainly be jumping in for or against other posts with you im sure. Smile


I am definately not a beliver in letting oppinions be, but you're being so amiable and unecessarily nice to me now that i can't keep insisting it P.

I guess we'll have to leave it floating for a while and give some other people a chance to speak their minds.