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[Winter] Combat Cruisers

First post
Author
Alara IonStorm
#661 - 2012-10-23 18:45:46 UTC
CCP Fozzie wrote:

Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings.
-1H, +1M
+50 PG, +5 CPU
+200 Shield, -200 Armor, +100 Structure
+75 Capacitor, +0.15 Cap/s
-5 Velocity, -0.02 Agility, +500,000 mass

I personally don't like the way you are handling Medium Rails by wrecking the T1 Ships that use them into the same SR Gun categories you jam every T1 Cruiser into.

You have never explained though a bunch of people have asked why you never made it a viable Medium Rail Ship.
CCP Fozzie wrote:

Rupture: As many of you pointed out, the Rupture speed was simply too good. My bad.
-1 Launcher
-100 Structure
-30 Velocity, -0.04 Agility, +550,000 mass, -0.2s Align time

I was a little sad you didn't give it a fifth turret and dumped that silly double DPS bonus for a real second bonus. Also while the speed is more in line with its competitors everything else doesn't seem to be. I would suggest moving a low to a mid, leave the Nano / TE / Gyro game to the Stabber and make this thing a slugger or an Artillery Cruiser.

I think that between the Moa / Rupture / Omen and the Long Range Weapon Ships they are based you could have designed some cool long range ships instead of the same mix of kiters and brawlers but you didn't. That is a big waste and a missed chance to make Cruiser with LR weapons matter and to Medium fix LR Weapons in general.
Aglais
Ice-Storm
#662 - 2012-10-23 18:50:01 UTC  |  Edited by: Aglais
Alara IonStorm wrote:
[quote=CCP Fozzie]

I personally don't like the way you are handling Medium Rails by wrecking the T1 Ships that use them into the same SR Gun categories you jam every T1 Cruiser into.


Want to fit railguns on a Moa? Well, now you have a nice shiny fifth medslot to put a tracking computer in (and actually maybe more than one if you want? I don't recall if they have stacking penalties or not) to achieve some respectable range, without sacrificing damage mods in the lows, and maybe a sensor booster as well. If you're not going for a pure sniping serious long range fit, then you can just replace the theoretical web with a TC as well and keep the tank.

Point is, the Moa has options now. It's not necessarily a pure brawler. It'll work in a long range support role as well as short range. Also do consider that the Moa does have a damage bonus, which it didn't have before- perhaps medium rails won't be utterly anemic in terms of actual DPS on it.
Warde Guildencrantz
Caldari Provisions
Caldari State
#663 - 2012-10-23 18:52:21 UTC
CCP Fozzie wrote:
New changes, designed to solve some of the problems brought up so far:
Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.

Maller: More fittings and cap to help it operate with the still difficult to use lasers. Added 3 light drones to help with damage application.
+150 PG, +20 CPU
-200 Shield, +200 Armor
+75 Capacitor, -50s Cap Recharge Time, +0.5 Cap/s
-10 Velocity, -0.04 Agility, +500,000 mass, -0.2s Align time
+15m3 Dronebay, +15mbit bandwidth

Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings.
-1H, +1M
+50 PG, +5 CPU
+200 Shield, -200 Armor, +100 Structure
+75 Capacitor, +0.15 Cap/s
-5 Velocity, -0.02 Agility, +500,000 mass

Vexor: Upped the mass, as the old values were just a bit too insane in practice. Added 25m3 dronebay to allow more more spare drones to be carried.
-10 Velocity, -0.07 Agility, +1,000,000 mass, -0.2s Align time
+25m3 Dronebay

Rupture: As many of you pointed out, the Rupture speed was simply too good. My bad.
-1 Launcher
-100 Structure
-30 Velocity, -0.04 Agility, +550,000 mass, -0.2s Align time

OP has been updated


Once again everything is fixed after a second go at it, good stuff.

The merlin change was a great way to set up the caldari hybrid combat ships, thus the moa being similar makes it a lot more reasonable. A damage bonus is much more useful for the utilization of rails, because rails have crappy damage and need a bit of a buff up to do well at their great range. A damage bonus helps a lot more than the previous range bonus, just because what's the point of more range when your damage is still pretty bad? As well, caldari boats just need the extra mids to add some passive recharge to compensate for their crappy speed, or to add more tank to offset changing a damage control to an overdrive/nano to get up to speed with the faster combat boats. This new setup is a lot better.

Rupture also isn't faster than the non-minny attack cruisers, that makes it a lot fairer. Combat cruisers should have problems catching attack cruisers unless they are double or triple nano fit.

I can't really say much for the vexor, don't fly them.

Maller looks good and tanky and really needed the drones to help take down frigs, it can't defend itself extremely well against frigs due to minimal mid slots for ewar.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Hellrain Choochoo
The Scope
Gallente Federation
#664 - 2012-10-23 18:57:24 UTC
CCP Fozzie wrote:

Vexor:
Cruiser skill bonuses:
5% bonus to Medium Hybrid Turret damage
10% bonus to drone hitpoints, damage and mining yield

Slot layout: 4 H (-1), 4 M (+1), 5 L (+1), 4 turrets
Fittings: 800 PWG (+125), 300 CPU (+30)
Defense (shields / armor / hull) : 1100(-73) / 2000(+515) / 2000(+515)
Capacitor (amount / recharge rate / average cap per second): 1450(+200) / 482.5s(+36.25s) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 205(+36) / 0.53(-0.04) / 11310000 (+1000000) / 5.6s (+0.1)
Drones (bandwidth / bay): 75 / 125 (+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280(+4) / 6(+1)
Sensor strength: 16 Magnetometric (+2)
Signature radius: 145 (-5)
Cargo capacity: 480


Why a droneboat with gun ? droneboat is a droneboat !

Vexor:
Cruiser skill bonuses:
7% bonus to Medium drone damage
5% bonus to MWD of light drone
10% bonus to drone hitpoints, damage and mining yield

Slot layout: 2 H (-3), 4 M (+1), 6 L (+2), 0 turrets
Fittings: 800 PWG (+125), 300 CPU (+50)
Defense (shields / armor / hull) : 1100(-73) / 2000(+515) / 2000(+515)
Capacitor (amount / recharge rate / average cap per second): 1450(+200) / 482.5s(+36.25s) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 205(+36) / 0.53(-0.04) / 11310000 (+1000000) / 5.6s (+0.1)
Drones (bandwidth / bay): 50 (-25) / 150 (+50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280(+4) / 6(+1)
Sensor strength: 16 Magnetometric (+2)
Signature radius: 145 (-5)
Cargo capacity: 480

That bring it to 508dps with hammerhead and 228dps with hobgobelin.

And lower a bit the cpu for drone module:
- Drone link augmentor I 35 CPU 100PG
- Drone link augmentor II 40 CPU 100PG
- Omnidirectional tracking link I 30 CPU
- Omnidirectional tracking link II 35 CPU (like tracking computer II)

Lets dream =)
Alara IonStorm
#665 - 2012-10-23 18:57:35 UTC
Aglais wrote:

Want to fit railguns on a Moa? Well, now you have a nice shiny fifth medslot to put a tracking computer in to achieve some respectable range, without sacrificing damage mods in the lows, and maybe a sensor booster as well. If you're not going for a pure sniping serious long range fit, then you can just replace the theoretical web with a TC as well and keep the tank.

Point is, the Moa has options now. It's not necessarily a pure brawler. It'll work in a long range support role as well as short range. Also do consider that the Moa does have a damage bonus, which it didn't have before- perhaps medium rails won't be utterly anemic in terms of actual DPS on it.

Lol

That is cute, wrong in every single way but cute. No it will not be used as a Rail Boat and instead of fixing that they jammed it into Blasters and that is a sad move. Also a TC does not do much compared to a 50% Range Bonus or a TC on a Ship with a 50% Range Bonus.

It could have these so called options with a rail designed ship but they didn't do the leg work to fix Medium Rail Platforms and instead took the easy way out. Saying it is not necessarily a pure brawler is a lie, it is a pure brawler and no one will fit rails.
The VC's
The Scope
Gallente Federation
#666 - 2012-10-23 19:00:29 UTC  |  Edited by: The VC's
Quote:
..... the drones to help take down frigs.



Three drones aren't going to bother a frig enough to be a good counter.
Aglais
Ice-Storm
#667 - 2012-10-23 19:11:33 UTC
I must point this out, the range bonus offered by a TC as well as a 5% damage bonus per level is far superior to a 10% range bonus with no additional damage whatsoever. The only feasible PvP Moa 'before' (well actually right now) is with blasters, because the range bonus actually does help them there due to blasters having non-laughable base damage.

What I think is going to happen is the following: People try rail Moas. They're ok (because they don't do 180 DPS at 80 kilometers and be unable to hit anything closer than 70), but they could be better. People respond to the fact that medium rails are kind of lackluster and post more about it, because there are more ships that can potentially use them that are actually found in PvP. If enough people can accrue the same coherent argument, then the change will most likely be made. That is precisely the nature of the Combat Cruiser changes witnessed earlier today. Now, I don't know if it's completely accurate to compare these two situations (it may not be, in which case do not further point out that it's inaccurate). But still, having more ships that can competently use railguns, will alert more people to the fact that railguns aren't that good, which will be a catalyst for what you want.

I'm sorry that you don't like the fact that the Moa's role isn't to do flailing fuckall DPS at ranges that aren't even relevant anymore. Maybe you should consider adapting your strategies to what is relevant now instead?
Alara IonStorm
#668 - 2012-10-23 19:17:26 UTC
Aglais wrote:
I must point this out, the range bonus offered by a TC as well as a 5% damage bonus per level is far superior to a 10% range bonus with no additional damage whatsoever. The only feasible PvP Moa 'before' (well actually right now) is with blasters, because the range bonus actually does help them there due to blasters having non-laughable base damage.

What I think is going to happen is the following: People try rail Moas. They're ok (because they don't do 180 DPS at 80 kilometers and be unable to hit anything closer than 70), but they could be better. People respond to the fact that medium rails are kind of lackluster and post more about it, because there are more ships that can potentially use them that are actually found in PvP. If enough people can accrue the same coherent argument, then the change will most likely be made. That is precisely the nature of the Combat Cruiser changes witnessed earlier today. Now, I don't know if it's completely accurate to compare these two situations (it may not be, in which case do not further point out that it's inaccurate). But still, having more ships that can competently use railguns, will alert more people to the fact that railguns aren't that good, which will be a catalyst for what you want.

I'm sorry that you don't like the fact that the Moa's role isn't to do flailing fuckall DPS at ranges that aren't even relevant anymore. Maybe you should consider adapting your strategies to what is relevant now instead?

Okaaay... That was an interesting and completely wrong tirade that seems to assume that I don't want the Moa to have a Damage Bonus...

Anyway CCP Naga the damn things bonuses then fix any issues with Rails instead of Bastardizing the thing to blasters.
Takeshi Yamato
Ministry of War
Amarr Empire
#669 - 2012-10-23 19:21:55 UTC  |  Edited by: Takeshi Yamato
CCP Fozzie wrote:
New changes, designed to solve some of the problems brought up so far:
Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.

Maller: More fittings and cap to help it operate with the still difficult to use lasers. Added 3 light drones to help with damage application.
+150 PG, +20 CPU
-200 Shield, +200 Armor
+75 Capacitor, -50s Cap Recharge Time, +0.5 Cap/s
-10 Velocity, -0.04 Agility, +500,000 mass, -0.2s Align time
+15m3 Dronebay, +15mbit bandwidth

Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings.
-1H, +1M
+50 PG, +5 CPU
+200 Shield, -200 Armor, +100 Structure
+75 Capacitor, +0.15 Cap/s
-5 Velocity, -0.02 Agility, +500,000 mass


Okay, that is a major boost for the Maller. Quite possibly too big of an improvement. It remains to be seen in testing whether the particular drawbacks of the Maller justify such a monster.

With those stats it's possible to reach 51k hitpoints, 517 AN MF and 424 Scorch dps.

[NEW Maller, 1437.5 PG 375 CPU]
1600mm Reinforced Steel Plates II
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

10MN Afterburner II
Faint Warp Disruptor I
Fleeting Propulsion Inhibitor I

NEW Heavy Pulse Laser II, Imperial Navy Multifrequency M
NEW Heavy Pulse Laser II, Imperial Navy Multifrequency M
NEW Heavy Pulse Laser II, Imperial Navy Multifrequency M
NEW Heavy Pulse Laser II, Imperial Navy Multifrequency M
NEW Heavy Pulse Laser II, Imperial Navy Multifrequency M

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

3x Hobgoblin II

I'm glad to see the Moa getting a more sensible slot layout and the Rupture not having attack cruiser speeds.
OT Smithers
A Farewell To Kings...
Dock Workers
#670 - 2012-10-23 19:40:47 UTC  |  Edited by: OT Smithers
edit: missed the changes
Sheynan
Lighting the blight
#671 - 2012-10-23 19:49:18 UTC
Hm I'm not sure if the Rupture will still be competitive after those changes.
OT Smithers
A Farewell To Kings...
Dock Workers
#672 - 2012-10-23 19:56:08 UTC
Sheynan wrote:
Hm I'm not sure if the Rupture will still be competitive after those changes.


Yeah, it's now too slow.
Takeshi Yamato
Ministry of War
Amarr Empire
#673 - 2012-10-23 19:56:44 UTC  |  Edited by: Takeshi Yamato
Kethry Avenger wrote:
Are you open to going back and looking at other Amarr ships in terms of cap generation?

Is there any kind of baseline that you are aiming for when it comes to how long Amarr ships should be able to operate in combat without a booster or battery?

I was in a fleet shooting I-Hubs in an Oracle last night, and with megapulse using multi-freq and a experimental MWD fitted, I was running at 36% cap, if I had to activate any other module I would have been SOL. It would be dumb to be cap stable with the MWD or a repper on, but I couldn't even activate my active hardeners without running out of cap. I think that is a problem and would like to know your thoughts. Is it mostly a problem on the larger ships?

Like the changes to the Maller. Still wish we had a missile line of ships. Feel free to add a new frig, cruiser, BS, and T2 BS as you go along. Big smile


The way I see this, it's OK if cap stability is an issue in longer fights. What's not so OK is that there aren't any real alternatives to cap boosters (which are more meant to counter energy neutralizers or power active tanking setups anyways) or cap from logistics (which might not be available). Cap rechargers et al are only good when several are fitted. Elutriation rigs are decent but a bit weak on all ships that already have a cap usage bonus. They are also hard to fit, especially on beam setups which are the cap hungriest of all. It would be nice if a slightly stronger low slot equivalent of the elutriation rig existed.
Dan Carter Murray
#674 - 2012-10-23 19:58:42 UTC
Sheynan wrote:
Hm I'm not sure if the Rupture will still be competitive after those changes.


capless guns. it's still competitive.

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#675 - 2012-10-23 20:15:00 UTC
OT Smithers wrote:
Sheynan wrote:
Hm I'm not sure if the Rupture will still be competitive after those changes.


Yeah, it's now too slow.



It really isn't.

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#676 - 2012-10-23 20:25:07 UTC
Takeshi Yamato wrote:
The way I see this, it's OK if cap stability is an issue in longer fights. What's not so OK is that there aren't any real alternatives to cap boosters (which are more meant to counter energy neutralizers or power active tanking setups anyways) or cap from logistics (which might not be available). Cap rechargers et al are only good when several are fitted. Elutriation rigs are decent but a bit weak on all ships that already have a cap usage bonus. They are also hard to fit, especially on beam setups which are the cap hungriest of all. It would be nice if a slightly stronger low slot equivalent of the elutriation rig existed.

weapon capacitor and cpu rigs are useless most of the time. Most of the time, you better have a CCC or a cpu overclocking rig instead of the weapon versions.
Jerick Ludhowe
Internet Tuff Guys
#677 - 2012-10-23 20:59:51 UTC
CCP Fozzie wrote:
New changes, designed to solve some of the problems brought up so far:
Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.



OP has been updated



I like you.
Tsubutai
Perkone
Caldari State
#678 - 2012-10-23 21:25:34 UTC
With its MWD active, a shield Rupture is now slower and no more agile than a shield vexor. That seems pretty wrong given that the vexor is crushingly superior in terms of dps:tank.
Harvey James
The Sengoku Legacy
#679 - 2012-10-23 21:28:28 UTC
Tsubutai wrote:
With its MWD active, a shield Rupture is now slower and no more agile than a shield vexor. That seems pretty wrong given that the vexor is crushingly superior in terms of dps:tank.


Yes the vexor needs more mass over 12mil it needs to be

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sheynan
Lighting the blight
#680 - 2012-10-23 22:02:55 UTC
Anyway just for thread lulz, a maxdps Vexor (with terrible t2 ammo) will actually do more than 1k dps while still having tackle gear, 14k ehp and going 2,7k m/s. \o/