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[Winter] EW Cruisers

First post
Author
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#361 - 2012-09-28 03:13:39 UTC  |  Edited by: Nyancat Audeles
The Arbitrator could use about 10+ km more range . It has the least range of all when you consider it has too few mid slots- giving even the Bellicose more range.

The Arbitrator could also use a small neut bonus / neut pg/cap bonus.
Otherwise, the Arbitrator is just perfect! Amazing job, CCP. These changes will make the battlefield much more interesting.
Roime
Mea Culpa.
Shadow Cartel
#362 - 2012-09-28 09:32:48 UTC
Muestereate wrote:

The Celestis range bonuses are much needed but its going to need super fast lock times to be effective because its contribution to damage mitigation is limited to the first shot. In a one and a half minute battle it could mitigate 30% of short range and in a longer battle it could delay snipers thereby taking them out but damage mitigation at this point, seems to me, related to engagement length. I don't agree that the celestis is fixed though you've addressed its major range shortcoming. It could be nice if it was dual ewar bonused to that ecm mods could break locks and multiply sensor dampeners effectiveness beyond first lock. Simply a range bonus on Caldari ecm could make a nice tandem that could take 30% damage off a few ships. More midslots to balance? Hmm Beli and Celestis with dual multiplying ewars???


You are missing the other part of sensor dampening, which is range dampening. Celestis can remove a couple of snipers from the equation at any stage of the battle, by reducing their locking range. Damps are scriptable to boost either effect.

Generally scan resolution dampening works well when you fly in a gang of small ships against larger ships and have ECM with you (ECM ships or drones, Cel's drone bay is good for med ECMs), they spend most of the time trying to lock your frigs instead of doing damage.

Range damping is very effective against other recons, logi and snipers. They have to either move closer, or warp out. Rail Arazu with combat drones is one of the few natural enemies of the Falcon.

.

Muestereate
Minions LLC
#363 - 2012-09-28 22:32:04 UTC  |  Edited by: Muestereate
I can see a dampening frigate getting in range of the snipers due to fast speed and slow lock times but I couldn't get a Celestis within range of the dampeners in time to be useful. Based on brief experience,lock and module range are important if you want to get snipers and logi.

Good post on practical uses and considerations btw.
HELLBOUNDMAN
Aliastra
Gallente Federation
#364 - 2012-09-29 03:32:08 UTC
Tracking Disruptors - great expecially with upcoming missile changes

Target Jammers - Great

Sensor Dampeners - Great

CCP Fozzie wrote:

Bellicose:
Cruiser skill bonuses:
7.5% bonus to Target Painter effectiveness
5% bonus to Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire

Slot layout: 4 H (-1), 5 M (+1), 4 L (+1), 4 launchers
Fittings: 575 PWG, 360 CPU (+110)
Defense (shields / armor / hull) : 1400(+150) / 1200(-11) / 1500(+289)
Capacitor (amount / recharge rate / average cap per second): 1200(+262.5) / 427.5s(+92.5s) / 2.8
Mobility (max velocity / agility / mass / align time): 240(+31) / 0.51 / 11550000 / 5.5s
Drones (bandwidth / bay): 40 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(+7) / 7
Sensor strength: 14 Ladar (+3)
Signature radius: 120 (+10)
Cargo capacity: 315


WTF??!?!?

Target Painters?
How is this even considered EW???

Seriously, target painters???

I don't even know how to reply to this other than....Target painters?!?!?!

Well, at least winmatar are getting bones somewhere.

LOL....target painters...haha
Lili Lu
#365 - 2012-09-29 04:35:41 UTC
HELLBOUNDMAN wrote:
WTF??!?!?

Target Painters?
How is this even considered EW???

Seriously, target painters???

I don't even know how to reply to this other than....Target painters?!?!?!

Well, at least winmatar are getting bones somewhere.

LOL....target painters...haha

At first when reading this post, I statrt to agree. Because painters have always been the weakest racial ewar module.

But then you ask how painters can "even [be] considered EW???" And then the rest of your post. As if you really don't comprehend painters as the Minmatar racial ewar module. Even though there are desriptions like this for ewar skills http://wiki.eveonline.com/en/wiki/Long_Distance_Jamming

So it makes me wonder - Do you only fly Caldari? Do you have any experience with Minmatar ships? Or do you just complain about them reflexively when you feel your Caldari ships are unfairly under attack with the HML nerf?
HELLBOUNDMAN
Aliastra
Gallente Federation
#366 - 2012-09-29 04:49:33 UTC
Lili Lu wrote:
HELLBOUNDMAN wrote:
WTF??!?!?

Target Painters?
How is this even considered EW???

Seriously, target painters???

I don't even know how to reply to this other than....Target painters?!?!?!

Well, at least winmatar are getting bones somewhere.

LOL....target painters...haha

At first when reading this post, I statrt to agree. Because painters have always been the weakest racial ewar module.

But then you ask how painters can "even [be] considered EW???" And then the rest of your post. As if you really don't comprehend painters as the Minmatar racial ewar module. Even though there are desriptions like this for ewar skills http://wiki.eveonline.com/en/wiki/Long_Distance_Jamming

So it makes me wonder - Do you only fly Caldari? Do you have any experience with Minmatar ships? Or do you just complain about them reflexively when you feel your Caldari ships are unfairly under attack with the HML nerf?



I do not fly minmatar.

I fly primarily Caldari...

So, I'm not saying that Target Painters arent considered ewar.

I'm saying, how are they even considered ewar?

Sure, it will icrease the sig radius of a ship, but seriously?

How does an increased sig radius compete with not being able to target, not being able to target past a certain range, or not being able to hit/reach a target with weapons??

If you want to put target painters in the same catagory as these other modules and consider it a good bonus fr an ewar ship, then go right ahead, but if you ask me Minmatar are getting ripped off.

I dont' even fly Minmatar and I can tell you that.

Not to mention, with TCs and TEs working with missiles, then wtf is the point of the target painter anymore???

Personally, I think they should just be removed from game and introduce a new ewar module for Minmatar.

Perhaps a module that causes turrets/launchers to randomly shut off or something along that line.
TekGnosis
Rules of Acquisition
#367 - 2012-09-30 17:21:01 UTC
Not that it helps against MWD 'self painted' folks, but TP effectively equate to a remote tracking link activated on your whole gang, but only helping vs a single target.

The long cycle time on the darned things is one reason maybe they aren't used much in practice, but I think the mechanic has good use.

If one is expecting to get target disrupted by lots of random things, then packing a TP can at least partially negate this on the current primary. One concern may be that the benefit of the counter isn't as strong as the module being countered though.

If you have a friendly frig in a turning/tracking war with another frig, applying your TP might just win that fight for him...
HELLBOUNDMAN
Aliastra
Gallente Federation
#368 - 2012-09-30 18:12:18 UTC
TekGnosis wrote:
Not that it helps against MWD 'self painted' folks, but TP effectively equate to a remote tracking link activated on your whole gang, but only helping vs a single target.

The long cycle time on the darned things is one reason maybe they aren't used much in practice, but I think the mechanic has good use.

If one is expecting to get target disrupted by lots of random things, then packing a TP can at least partially negate this on the current primary. One concern may be that the benefit of the counter isn't as strong as the module being countered though.

If you have a friendly frig in a turning/tracking war with another frig, applying your TP might just win that fight for him...


Thing about it is this is the only ship that couldn't be used solo and/or is less helpful in a fleet.

Sure, target painters are helpful to some extent, but less so than any other ewar module.


Lets put it this way. Either of the ewar ships would be capable of soloing bc just by jamming/dampening/disrupting the crap out of them.

The Bellicose can target paint them.

The only way I see this as fair is if the Bellicose has significantly higher dps than the rest of them.

However, even then I feel the Bellicose still doesn't fit near as well in a fleet compared to any of the other ships.

I fear that this will cause Minmatar ewar ships to rarely be used.
Nikuno
Atomic Heroes
#369 - 2012-10-01 07:54:02 UTC  |  Edited by: Nikuno
HELLBOUNDMAN wrote:
TekGnosis wrote:
Not that it helps against MWD 'self painted' folks, but TP effectively equate to a remote tracking link activated on your whole gang, but only helping vs a single target.

The long cycle time on the darned things is one reason maybe they aren't used much in practice, but I think the mechanic has good use.

If one is expecting to get target disrupted by lots of random things, then packing a TP can at least partially negate this on the current primary. One concern may be that the benefit of the counter isn't as strong as the module being countered though.

If you have a friendly frig in a turning/tracking war with another frig, applying your TP might just win that fight for him...


Thing about it is this is the only ship that couldn't be used solo and/or is less helpful in a fleet.

Sure, target painters are helpful to some extent, but less so than any other ewar module.


Lets put it this way. Either of the ewar ships would be capable of soloing bc just by jamming/dampening/disrupting the crap out of them.

The Bellicose can target paint them.

The only way I see this as fair is if the Bellicose has significantly higher dps than the rest of them.

However, even then I feel the Bellicose still doesn't fit near as well in a fleet compared to any of the other ships.

I fear that this will cause Minmatar ewar ships to rarely be used.


In tornado fleets in null it's become mandatory to have TPs along - often bellicose if rapiers aren't available. Tier 3's have small sigs and it became a common counter after Tier 3s appeared to use gang links to lower their sigs further making it impossible to alpha each other; so the counter-counter was painters and coordinated firing as ranges are too great for webs even if it was transversal that was the problem. With the new bellicose this will only become more effective in fleets at it's role, alongside it's new role as an anti-frig support. I can see this ship fitting in perfectly alongside most fleets and also being a superb solo frig-killer .
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#370 - 2012-10-02 09:18:35 UTC  |  Edited by: Kai'rae Saarkus
I'm still not buying the Damp range on the Celestis.

Right now on TQ damps are effective out to 100km. (Hint: watch Exodus.'s Damp Merlins during the AT).
The optimal bonus will push that out to about 120-130Km (ie. Not a Game Changer).

Max skilled Celestis with drones and HMLs will only do damage out to 60km.

So with the proposed Ship you've got 3 choices:

  • Sit at 100km off the fight, don't do any damage, damp their long range DPS ships and not be primary.
  • Sit at 50km off the fight, damp something behind the main fleet (logi etc), do about 200-250DPS and be primaried.
  • Fly as part of a long range gang (ie Celestis, Caracal) with Inties for points, damp the enemy DPS and concentrate on killing tackle as it burns in.

  • A better bonus would be similar to the Drone Velocity bonus proposed for the Maulus.

    Make it: "10% bonus to Drone Control Range and 5% bonus to Drone MWD Speed per level" as the second bonus.

    This, coupled with the 50m3 drone bay gives you:

  • A set of Valks that go almost 4Kps (ie. enough to catch most frigs)
  • A set of Hobos that go 5Kps+ or Warriors that go almost 8Kps (ie. enough that they can burn the 90kms about as fast as missiles)
  • Or, ECM drones that can reach out and **** people of from miles. (@90Km you're outside the lock range or most cruisers, switch a damp to lock time and laugh).

  • Ie. you can do everything the Fozzie's proposed Celestis does, but actually apply damage in all circumstances.

    Re. Drone Veloctiy Bonus vs Tracking:

    I get the effect that will have increased drone velocity has on tracking in some cases (pods, shuttles, non-MWDing frigs): this is why I specified Drone MWD boost. Once the drones settle into an orbit around a tackled ship this should not apply.

    I also think, in most likely combat situations any damage lost to tracking is made up for by the increased damage you get from the fact your drones get onto the target faster and you can actually use them at the range you want to be fighting at.

    T2

    The other benefit of doing this is that it scales nicely into T2 ships:
  • Arazu gets +7.5% Damp Strengh, +10/5% Drone Ctrl Range and MWD Boost, 20% Warp Disruptor Range, and a Covert Cloak.
  • Lach gets +7.5% Damp Strengh, +10/5% Drone Ctrl Range and MWD Boost, 20% Warp Disruptor Range, and a +10% Drone Damage/Durability Bonus.

    Tl;dr: Swap the Celestis' proposed Damp optimal bonus for a +10% Drone Ctrl Range / +5% Drone MWD Speed Bonus.
    TekGnosis
    Rules of Acquisition
    #371 - 2012-10-03 01:07:48 UTC
    Kai'rae Saarkus wrote:
    I'm still not buying the Damp range on the Celestis.

    Tl;dr: Swap the Celestis' proposed Damp optimal bonus for a +10% Drone Ctrl Range / +5% Drone MWD Speed Bonus.


    The above post is spot on, and would make for a fun, effective, and not imbalanced package to fly. Every support ship has to be something you would pick over some other default DPS ship you might have brought.
    TrouserDeagle
    Beyond Divinity Inc
    Shadow Cartel
    #372 - 2012-10-05 14:18:25 UTC
    Any word on the ECM nerf?

    I'm expecting something good like removing ECM modules and ECM drones entirely.
    Doddy
    Excidium.
    #373 - 2012-10-08 15:10:15 UTC
    HELLBOUNDMAN wrote:
    Lili Lu wrote:
    HELLBOUNDMAN wrote:
    WTF??!?!?

    Target Painters?
    How is this even considered EW???

    Seriously, target painters???

    I don't even know how to reply to this other than....Target painters?!?!?!

    Well, at least winmatar are getting bones somewhere.

    LOL....target painters...haha

    At first when reading this post, I statrt to agree. Because painters have always been the weakest racial ewar module.

    But then you ask how painters can "even [be] considered EW???" And then the rest of your post. As if you really don't comprehend painters as the Minmatar racial ewar module. Even though there are desriptions like this for ewar skills http://wiki.eveonline.com/en/wiki/Long_Distance_Jamming

    So it makes me wonder - Do you only fly Caldari? Do you have any experience with Minmatar ships? Or do you just complain about them reflexively when you feel your Caldari ships are unfairly under attack with the HML nerf?



    I do not fly minmatar.

    I fly primarily Caldari...

    So, I'm not saying that Target Painters arent considered ewar.

    I'm saying, how are they even considered ewar?

    Sure, it will icrease the sig radius of a ship, but seriously?

    How does an increased sig radius compete with not being able to target, not being able to target past a certain range, or not being able to hit/reach a target with weapons??
    .


    Quite well really, when those painters get you alpha'd by 200 drakes :) The thing to remember about target painters is that they scale really well with engagement size.
    Whim Aqayn
    Ministry of War
    Amarr Empire
    #374 - 2012-10-08 16:42:46 UTC
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.
    Kai'rae Saarkus
    Sebiestor Tribe
    Minmatar Republic
    #375 - 2012-10-09 07:55:06 UTC
    Now that the new Gallente and Amarr destroyers are getting a +25% Drone MWD Velocity role bonus there is precedence.

    Give a 5% Drone MWD Velocity / level to the Celestis.

    Using one of the Highs for a Drone Link Augmenter and that means you can usefully use Valks out to 84Km.

    It still put the Celestis as a fleet ewar ship (no damage bonus, long range), but gives it a Gal flavour.

    84Km is long enough range to survive blapping by anything sub-Tier 3 BC post-HML nerf (and anyway Alpha-Tier 3s are the game's pre-eminent anti-Ewar platforms).

    Aside: whilst you're at it, take a look at the fitting for a Drone Link Augmenter.
    It's 50 CPU for a mod with only marginal utility on drone boats (because most don't have a range much in excess of 60Km, and therefore require fitting a Signal Booster or Amp to get it's effects), and one of the few useful utility high-slot options for Gallente's "long range" weapon choice.
    Kai'rae Saarkus
    Sebiestor Tribe
    Minmatar Republic
    #376 - 2012-10-09 07:57:41 UTC
    Whim Aqayn wrote:
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.


    LOLWUT additional low slot not worth it on an Amarr ship?

    Drone Damage Amp, Fitting mod, + Armour tank, Nano's (w/ Shield tank ofc), CPR.

    On second thoughts... you must be trollin'.
    Whim Aqayn
    Ministry of War
    Amarr Empire
    #377 - 2012-10-09 14:06:03 UTC
    Kai'rae Saarkus wrote:
    Whim Aqayn wrote:
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.


    LOLWUT additional low slot not worth it on an Amarr ship?

    Drone Damage Amp, Fitting mod, + Armour tank, Nano's (w/ Shield tank ofc), CPR.

    On second thoughts... you must be trollin'.

    The Arb can already fit enough of those modules. It's completely pointless to add a low slot when the ship doesn't need it.
    For soloing you don't care about maximising or damage output, because either you can ewar your opponent or you die.
    For groups DDAs are pointless as you will be running ECM drones if at all. More tank is pointless because you will be way out of range of anything for the most time and in the case you do get caught you're dead anyway.

    There is just no role for the Arbitrator that would notably benefit from the additional low slot.
    Kai'rae Saarkus
    Sebiestor Tribe
    Minmatar Republic
    #378 - 2012-10-10 08:46:27 UTC
    Whim Aqayn wrote:
    Kai'rae Saarkus wrote:
    Whim Aqayn wrote:
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.


    LOLWUT additional low slot not worth it on an Amarr ship?

    Drone Damage Amp, Fitting mod, + Armour tank, Nano's (w/ Shield tank ofc), CPR.

    On second thoughts... you must be trollin'.

    The Arb can already fit enough of those modules. It's completely pointless to add a low slot when the ship doesn't need it.
    For soloing you don't care about maximising or damage output, because either you can ewar your opponent or you die.
    For groups DDAs are pointless as you will be running ECM drones if at all. More tank is pointless because you will be way out of range of anything for the most time and in the case you do get caught you're dead anyway.

    There is just no role for the Arbitrator that would notably benefit from the additional low slot.


    There is no such thing as "enough" low slots. You can always find a use for them.

    Soloing: more damage means you might kill them before their friends show up.
    Small gang: more damage means you kill the primary faster... allowing you to kill secondary faster.... so on. (before the blob shows up)
    Arbi + ECM drones? You're doing it wrong. (unless it's for GTFO). EC-300s on non-bonused ships; Damage drones on bonused ships.
    More tank allows you to tank when enemy Tier 3s > your TDs. It also gives you time for your gang to kill the tackler so you can get out. It also allows time for Logi reps to land.
    CPR - depending on fit - run all TDs, MWD for longer. Kite.
    Shield tank - it gives you Nano's + whatever it was you had.

    And fitting mods, allows you to do so much more (if you want to).

    What about the alternatives?
    High: lol - what for. 4 gives you 2 Weapons, Neut, DLA for a kiting fit or 2 x Anti-tackle Wpns, 2 x Neut for a brawler fit.n A 5th high IS wasted.
    Med: yeah. probably better than that extra low. But 4/6/4 Arbi is too good.
    Either MWD, Long point, 4 x TDs or MWD, Long Pt, 3 x TDs, Cap Booster or MWD, Scram, Web, 2 x Tds, Cap Booster or MWD, LSE, Invuln, 3 x TD or MWD, 2 x LSE, Invuln, 2 X TD. Any of which makes it hands down the best EWAR ship in the game.

    4/5/5 Arbi is balanced. 5 Mids make you have to choose what you want to do with the ship. Brawl with Neuts, 1 TD only. If you want 2 TDs, well you need to choose between point and a cap booster.
    Whim Aqayn
    Ministry of War
    Amarr Empire
    #379 - 2012-10-10 09:08:11 UTC
    Kai'rae Saarkus wrote:
    Whim Aqayn wrote:
    Kai'rae Saarkus wrote:
    Whim Aqayn wrote:
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.


    LOLWUT additional low slot not worth it on an Amarr ship?

    Drone Damage Amp, Fitting mod, + Armour tank, Nano's (w/ Shield tank ofc), CPR.

    On second thoughts... you must be trollin'.

    The Arb can already fit enough of those modules. It's completely pointless to add a low slot when the ship doesn't need it.
    For soloing you don't care about maximising or damage output, because either you can ewar your opponent or you die.
    For groups DDAs are pointless as you will be running ECM drones if at all. More tank is pointless because you will be way out of range of anything for the most time and in the case you do get caught you're dead anyway.

    There is just no role for the Arbitrator that would notably benefit from the additional low slot.


    There is no such thing as "enough" low slots. You can always find a use for them.

    Soloing: more damage means you might kill them before their friends show up.
    Small gang: more damage means you kill the primary faster... allowing you to kill secondary faster.... so on. (before the blob shows up)
    Arbi + ECM drones? You're doing it wrong. (unless it's for GTFO). EC-300s on non-bonused ships; Damage drones on bonused ships.
    More tank allows you to tank when enemy Tier 3s > your TDs. It also gives you time for your gang to kill the tackler so you can get out. It also allows time for Logi reps to land.
    CPR - depending on fit - run all TDs, MWD for longer. Kite.
    Shield tank - it gives you Nano's + whatever it was you had.

    And fitting mods, allows you to do so much more (if you want to).

    What about the alternatives?
    High: lol - what for. 4 gives you 2 Weapons, Neut, DLA for a kiting fit or 2 x Anti-tackle Wpns, 2 x Neut for a brawler fit.n A 5th high IS wasted.
    Med: yeah. probably better than that extra low. But 4/6/4 Arbi is too good.
    Either MWD, Long point, 4 x TDs or MWD, Long Pt, 3 x TDs, Cap Booster or MWD, Scram, Web, 2 x Tds, Cap Booster or MWD, LSE, Invuln, 3 x TD or MWD, 2 x LSE, Invuln, 2 X TD. Any of which makes it hands down the best EWAR ship in the game.

    4/5/5 Arbi is balanced. 5 Mids make you have to choose what you want to do with the ship. Brawl with Neuts, 1 TD only. If you want 2 TDs, well you need to choose between point and a cap booster.


    At this point it's obvious you've never flown the ship. You don't even know the slot layout.

    My point stands.
    Cpt Gobla
    Sebiestor Tribe
    Minmatar Republic
    #380 - 2012-10-10 09:22:21 UTC
    Whim Aqayn wrote:
    The additional low slot on the Arbitrator doesn't add anything. It's completely pointless on that ship.


    Luckily CCP, in their endless wisdom, have foreseen your complaint.

    They have, through acts both miraculous and awe-inspiring, included in their game a feature that fully solves your complaint.

    For CCP has given to you, in their boundless grace, the option that for any slot you deem not to add anything to the ship, for any slot you deem pointless, you may leave that slot...

    empty.