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[Winter] Attack Cruisers

First post First post
Author
Jon Joringer
Republic University
Minmatar Republic
#401 - 2012-09-23 01:24:57 UTC
Akturous wrote:
Liking these changes EXCEPT why in gods name do you guys insist on giving Minmatar ships missiles? It just makes them worse. Drop a hard point/high altogether and give the stabber 5 guns instead of four and **** off the missiles. It just means Minmi pilots have to train two complete weapons systems AND support skills to get the best out of the ship.

Just get rid of all split weapons systems. It makes no sense, it's annoying and makes no one happy. Please, pretty please.

I disagree. I wouldn't mind if more mini ships used split systems. I think it's one of the things that is special to just Minmatar. Sure, it requires mini pilots to train longer and even 'gimps' dps due to damage mods not covering both systems, but that doesn't bother me much.
Hagika
Standard Corp 123
#402 - 2012-09-23 07:19:15 UTC
Garviel Tarrant wrote:
These things are supposed to be fast,

Stop complaining your god damn 1600´s wont fit ffs..


Rupture fits 1600,MWD,medium guns and 2 small neuts without fitting mods and is faster than everything.

Try again.
Hagika
Standard Corp 123
#403 - 2012-09-23 07:21:17 UTC
CraftyCroc wrote:
Hearing a lot of negative **** about cane changes- the only ship that didn't need a tweak


The cane needed a nerf.
Hagika
Standard Corp 123
#404 - 2012-09-23 07:23:16 UTC
Hannott Thanos wrote:
You cant give the stabber more damage because of its great range and speed. The brutix gets 1200dps vs cane 600 dps, yet everyone fly canes.


SO max skilled and over heat with drones on brutix and no drones or overheat and calling the cane only 600 dps?
You need to redo your EFT.
Hagika
Standard Corp 123
#405 - 2012-09-23 07:25:07 UTC
Dr Sheng-Ji Yang wrote:
Quote:
There should be more thought going into the choice of rigs, rather than just HP rigs on everything. Forcing a choice between EHP and mobility is good design, so speed penalties on trimarks should not only be retained but also extended to Extender and Purger rigs. Altering to an agility penalty would probably also work though.

Active-tanking rigs should get no penalty; resist rigs should get either no penalty or a light one, sig radius would probably work.


Active tanking rigs no penalty????
Actually minmatar have the best tech1 bc (lets not talk about tech2) with asb cyclone (oh yeah I remeber that a fleet of approx 14 cruisers and destroyers couldnt kill it at that gate) and oh oh.... ever tried to kill an asb maelstrom or asb vargur? Well I remember that 4 cynabals 2 vagabonds other cruisers and frigates needed about 5 minutes for ONE asb Maelstrom.
Shield tanking is actually completely superior to armor tanking.
We would need first a fix here.


Yet most people fly armor in pvp..Hmm wonder how that happens
Oh wait.. Caldari sucks..
Hagika
Standard Corp 123
#406 - 2012-09-23 07:27:57 UTC
Exterminatus Illexis wrote:
I very much approve of this, I have long thought the Caracal needed just that kind of buff.

I would say do the same thing to the Drake, I realize this is not the proper thread for saying this, and nerf its passive tanking abilities a bit. The drake can effectively permanent passive tank two Megathrons, that's what makes it OP not any of the missile crap people are rambling about.

Now back on topic, each race should have a more specialized outlook on this. Minmatar should be speed/kiting, so maybe give that a microwarp/afterburner buff. Amarr has always been armor tanking, so give it maybe a resist bonus and a rep bonus to make up for the Omen's almost always pathetic tank level. Thorax looks about perfect, in my opinion. And Caracal, like someone else said earlier, should have an explosion velocity buff and the missile speed buff should be lowered to around 7% ish.



I get over 1000 dps easy in a mega.. so you are seriously trying to say a drake can easily tank 2000+ dps?
Last time i came across a passive drake in a mega, i melted his face...
You liars really need to stop that crap about the drake. It hits like a wet paper napkin, compared to the other BC's which is why it has a decent tank. Now its taking a 20% dps nerf.
Hagika
Standard Corp 123
#407 - 2012-09-23 07:33:55 UTC
ergherhdfgh wrote:
For T1 ships the basic minmatar up and downs are as follows:

fastest ship in class

least dps of other turrets

Artty's have most alpha and ACs have most falloff

weakest tank of any ship in it's class.

damage bonus only applies to part of weapon systems due to split high slots.


The way this plays out is as a minmatar pilot you either are able to manage range and win or can't manage range and loose. There should be no close fights here. A 1 v 1 with a Minmatar ship and any other race should not even be a fight it's sexual assault and the only thing to be determined is who's on top. As the matar pilot if you get webbed you in theory should wind up raped and minus a ship and if you stay out of web range you have a kill mail.

That's the theory anyway. So if things work out that way people should not get pissed but if for some reason the Matar ships win in a one on one situation regardless of what happens then there needs to be balance measures taken.

It seems to me that many people are getting pissed that the matar ships do exactly what they are supposed to do. Did you guys change the ship description to get rid of "lots of guns approach"?


Fastest ships, no cap use on guns, most of the ships have the option of dual or single use.
Easiest ships to fit by far. Some of the best tracking in game. Ridiculous fall off. Still great dps.
Arties are huge alpha and they enjoy far smaller sig rad on their ships, which adds to tanking.
Their BS have BC sig rad, just not Maelstrom. Which gets awesome dps and a huge tank.. Its called Winmatar for a reason.
Eckyy
Sebiestor Tribe
Minmatar Republic
#408 - 2012-09-23 07:44:02 UTC
Hagika wrote:
Exterminatus Illexis wrote:
I very much approve of this, I have long thought the Caracal needed just that kind of buff.

I would say do the same thing to the Drake, I realize this is not the proper thread for saying this, and nerf its passive tanking abilities a bit. The drake can effectively permanent passive tank two Megathrons, that's what makes it OP not any of the missile crap people are rambling about.

Now back on topic, each race should have a more specialized outlook on this. Minmatar should be speed/kiting, so maybe give that a microwarp/afterburner buff. Amarr has always been armor tanking, so give it maybe a resist bonus and a rep bonus to make up for the Omen's almost always pathetic tank level. Thorax looks about perfect, in my opinion. And Caracal, like someone else said earlier, should have an explosion velocity buff and the missile speed buff should be lowered to around 7% ish.



I get over 1000 dps easy in a mega.. so you are seriously trying to say a drake can easily tank 2000+ dps?
Last time i came across a passive drake in a mega, i melted his face...
You liars really need to stop that crap about the drake. It hits like a wet paper napkin, compared to the other BC's which is why it has a decent tank. Now its taking a 20% dps nerf.


With its long-range weapon system. With HAMs the Drake's DPS looks fine on paper, HAMs just need some tweaking with explosion velocity/radius.
Hagika
Standard Corp 123
#409 - 2012-09-23 08:25:04 UTC
Liang Nuren wrote:
Gypsio III wrote:
Try fewer LSEs and more TDs.


Man the Caracal is gonna ******* own:
- Good DPS
- Great projection
- Superior damage application (TE/TC changes)
- Solid tank
- So Much Ewar!
- Fast as ****
- Doesn't give a **** about its own speed or transversal

I figure it's going to generally come in two flavors:
- HAM Caracal
- AML Caracal

You won't see HML Caracals unless you're trying to shoot **** from outside gate gun range or something. In which case you will use a Tornado.

-Liang


Considering the short range and crappy drawbacks of HAMS.. Have you ever tried to fit them on a caracal?
Obviously not, considering that with all LVL 5 skills they leave you 105 pg left over to tank,prop and fit other mods..
Really effective there....The ship cant arm them and have a MWD or tank.
A cerb can barely squeeze them on and does not have enough pg to use a MWD and a LSE..
So try again...
Tsubutai
Perkone
Caldari State
#410 - 2012-09-23 09:23:42 UTC
Zarnak Wulf wrote:
I am curious - how fast would each one go with a MWD? Just as a comparison, assume no armour tank.

Based on eveHQ mockups, without heat/implants or speed-affecting mods/rigs:

Stabber - 2.39 km/s (7.7s prop-active align)
Thorax - 1.98 km/s (7.5s prop-active align)
Omen - 1.87 km/s (8.0s prop-active align)
Caracal - 1.75 km/s (6.8s prop-active align)
Sigras
Conglomo
#411 - 2012-09-23 09:43:10 UTC
Hagika wrote:
Considering the short range and crappy drawbacks of HAMS.. Have you ever tried to fit them on a caracal?
Obviously not, considering that with all LVL 5 skills they leave you 105 pg left over to tank,prop and fit other mods..
Really effective there....The ship cant arm them and have a MWD or tank.
A cerb can barely squeeze them on and does not have enough pg to use a MWD and a LSE..
So try again...

with the new stats: +100 PG and +80 CPU my math says theyll have an end total of 787.5 PG and 537.5 CPU

Each launcher takes 113.4 PG and 37.5 CPU for a total of 567 PG and 187.5 CPU leaving you with 220.5 PG and 350 CPU . . . I dont see the problem . . .

Also, ive always said that it makes no sense to have missiles of the same size have different explosion velocities and explosion radii Why should they be different?

Guns track better at shorter range to compensate for the comparatively increased transversal of their targets, missiles dont have to deal with that, so their shorter ranged versions shouldnt have any better or worse factors.
Nalha Saldana
Aliastra
Gallente Federation
#412 - 2012-09-23 09:53:33 UTC  |  Edited by: Nalha Saldana
Sigras wrote:
Hagika wrote:
Considering the short range and crappy drawbacks of HAMS.. Have you ever tried to fit them on a caracal?
Obviously not, considering that with all LVL 5 skills they leave you 105 pg left over to tank,prop and fit other mods..
Really effective there....The ship cant arm them and have a MWD or tank.
A cerb can barely squeeze them on and does not have enough pg to use a MWD and a LSE..
So try again...

with the new stats: +100 PG and +80 CPU my math says theyll have an end total of 787.5 PG and 537.5 CPU

Each launcher takes 113.4 PG and 37.5 CPU for a total of 567 PG and 187.5 CPU leaving you with 220.5 PG and 350 CPU . . . I dont see the problem . . .

Also, ive always said that it makes no sense to have missiles of the same size have different explosion velocities and explosion radii Why should they be different?

Guns track better at shorter range to compensate for the comparatively increased transversal of their targets, missiles dont have to deal with that, so their shorter ranged versions shouldnt have any better or worse factors.


Yup, this fits.


[Caracal]
Ballistic Control System II
Ballistic Control System II
Tracking Enhancer II
Damage Control II

Experimental 10MN MicroWarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Stasis Webifier II
Warp Disruptor II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile

Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
S4nn4
24th Imperial Crusade
Amarr Empire
#413 - 2012-09-23 10:09:07 UTC  |  Edited by: S4nn4
CCP Fozzie wrote:

Stabber:
Mobility (max velocity / agility / mass / align time): 285(+54) / 0.5(+0.02) / 11400000 / 5.3s (+0.2)
Signature radius: 105


Stabber: Too fast and too small, nerf a little?

The stabber will be both very fast and very small with these values. This will make it harder for both missiles and turrets to do damage to it. I will make an attempt at showing how much extra tank this would give.
Only base speeds will be considered, to avoid mixing in fittings into this, if both ships fit an AB the differance (ratio) of their performance should not change much anyway.
The missile case is easist to show. For turrets only the need for tracking will be looked at, although, the pilots can still decide to fly in a way that reduce the need for tracking, in which case the Stabber will loose its edge.



Comparison of Stabber vs a "standard cruiser" (with 125m sig radius and 225m base speed (=caracal / omen)):

Damage from heavy missiles (T1/Navy type, all skills at 5, no extra bonus from hull, modules, rigs or hardwires):
"Standard cruiser" (125m sig radius)
Vstartspeedtanking = 162m/s
Vhalfdmg = 447,4m/s
Vquarterdmg = 1235,7m/s
Vbasespeed = 225m/s * 1.25 (skill bonus) = 281m/s -> 68,7% dmg remaining from missiles

Stabber (105m sig radius)
Vstartspeedtanking = 136.1m/s
Vhalfdmg = 375,8m/s
Vquarterdmg = 1038m/s
Vbasespeed = 285m/s * 1.25 (skill bonus) = 356m/s -> 52% dmg remaining from missiles



Angular velocities against turrets (T1/Navy ammo, all skills at 5, no extra bonus from hull, modules, rigs or hardwires):
"Standard cruiser"
No penalty or bonus to tracking for medium turrets against this target size
@ 5km range, transversal = targets base speed -> angular velocity = 0.056rad/sec (target orbits around a stationary attacker)
@ 5km range, transversal = targets base speed + 281m/s -> angular velocity = 0.11rad/sec (target and attacker travelling in opposite directions, attacker is given the speed 281m/s)
@ 30km range, transversal = targets base speed -> angular velocity = 0.0094rad/sec (target orbits around a stationary attacker)
@ 30km range, transversal = targets base speed + 281m/s -> angular velocity = 0.019rad/sec (target and attacker travelling in opposite directions, attacker is given the speed 281m/s)

"Stabber"
-16% tracking penalty for medium turrets against this target size (the inverse of this number corresponds to a +19% increase to the effective angular velocity)
@ 5km range, transversal = targets base speed -> angular velocity, +19% from small target size = 0.085rad/sec (target orbits around a stationary attacker)
@ 5km range, transversal = targets base speed + 281m/s -> angular velocity, +19% from small target size = 0.15rad/sec (target and attacker travelling in opposite directions, attacker is given the speed 281m/s)
@ 30km range, transversal = targets base speed -> angular velocity, +19% from small target size = 0.014rad/sec (target orbits around a stationary attacker)
@ 30km range, transversal = targets base speed + 281m/s -> angular velocity, +19% from small target size = 0.025rad/sec (target and attacker travelling in opposite directions, attacker is given the speed 281m/s)



Summary:
Only base speeds has been considered. No AB's or speed modules have been taken into consideration. Even with AB's the comparison between the ships should remain pretty much the same, the only differance is that more speed will mean that the weapons do weaker hits each time. MWD's do not help when speed tanking due to the sig bloom (interceptors, AF's and some faction MWD's are exceptions).
A standard cruiser at base speed will take 68,7% damage from missiles, while the stabber takes 52%. Under these conditions, that is x1.32 more damage for the standard cruiser.
For turrets, the stabber will be pushing the attackers tracking value quite a bit (425mm AC's has 0.132rad/sec and Neutron blasters 0.15rad/sec, all skills V and no extra bonus). When angular velocity = tracking, the situation is mathematically identical to a optimal+falloff distance (50% hits), which leads to 40% remaining DPS with everything considered. Roughly speaking, this leads to a situation where the "standard cruiser" will take about +33% more damage than the Stabber.
This speed and size gives the Stabber, very roughly speaking, about +33% ehp compared to a "standard cruiser", against both missiles and turrets.


If this argument holds, I think it would be a good idea to nerf the Stabber a little. Either by a loss of ehp, but that makes it vulnerable to being alpha:ed. Or by giving it a >125m sig radius, to compensate for its extreme speed.
Apoctasy
GentIeman Bastards
Something Really Pretentious
#414 - 2012-09-23 10:49:07 UTC
The only issue I have, is that with the Stabber it almost makes the Vagabond not worth flying, especially considering the cost.

Sure the vaga can do twice the DPS and at a slightly higher range, but a 15 mill Stabber and 200 mill Vaga fit will have essentially the same tank and speed (vaga's will only be marginally greater).

Basically, whatever I can accomplish with the Vaga, I can accomplish with this new Stabber. Is 200 million really worth ~250 dps?
I most certainly will be taking out my vaga a lot less now.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#415 - 2012-09-23 10:53:02 UTC
Doubling the DPS for ten times the cost sounds pretty standard for Eve.
Martin0
Brave Empire Inc.
Brave United
#416 - 2012-09-23 11:14:10 UTC
Lili Lu wrote:

The after fight mechanic you seek would actually be better served by giving the regenerative membranes and platings a true regenerative component in addition to the raw hp bonus. It could be a very slow regen, nothing like a shield regen, but a regen none the less. So you could go ss for a while (tens of minutes) and have armor damage very slowly repair. This would boost some modules that see no use except maybe on a supercapital. And it would address the problem you raise.


I like this idea, make regen plating actually regenerate armor but only when not being shooted.
So that you can rep between fights but armor dosen't became too much shield-like.
Dread Pirate Pete
Doomheim
#417 - 2012-09-23 11:17:15 UTC
Apoctasy wrote:
The only issue I have, is that with the Stabber it almost makes the Vagabond not worth flying, especially considering the cost.

Sure the vaga can do twice the DPS and at a slightly higher range, but a 15 mill Stabber and 200 mill Vaga fit will have essentially the same tank and speed (vaga's will only be marginally greater).

Basically, whatever I can accomplish with the Vaga, I can accomplish with this new Stabber. Is 200 million really worth ~250 dps?
I most certainly will be taking out my vaga a lot less now.


Isn't this true for most of EvE ships/modules? Cost increase is always exponential to power increase of 'better' ships/modules.

T2 and faction ships will be comparatively less powerful for some time after tiercide as Fozzie buffs and fixes t1 ships, but we can expect things to balance out as the changes to t1 ships are allowed to trickle up to t2's. How long before that happens is another question....
Romvex
TURN LEFT
#418 - 2012-09-23 11:37:49 UTC
time to park the e-peen and fly tech 1!!!Bear
Kaikka Carel
Ziea
#419 - 2012-09-23 12:34:09 UTC
Apoctasy wrote:
The only issue I have, is that with the Stabber it almost makes the Vagabond not worth flying, especially considering the cost.

Sure the vaga can do twice the DPS and at a slightly higher range, but a 15 mill Stabber and 200 mill Vaga fit will have essentially the same tank and speed (vaga's will only be marginally greater).

Basically, whatever I can accomplish with the Vaga, I can accomplish with this new Stabber. Is 200 million really worth ~250 dps?
I most certainly will be taking out my vaga a lot less now.


The difference here is that if you die you will lose 40kk as well as time to go back refit and regroup. Vagabond's chances to die are much lower unless you're intentionally doing something stupid.
Hannott Thanos
Squadron 15
#420 - 2012-09-23 12:39:35 UTC
Hagika wrote:
Hannott Thanos wrote:
You cant give the stabber more damage because of its great range and speed. The brutix gets 1200dps vs cane 600 dps, yet everyone fly canes.


SO max skilled and over heat with drones on brutix and no drones or overheat and calling the cane only 600 dps?
You need to redo your EFT.

I don't have EFT at hand. Don't remember off the top of my head what dps the cane gets, but I do know that it does not get to apply it all because of falloff. My point still stands tho.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}