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[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Sinigr Shadowsong
Aliastra
Gallente Federation
#841 - 2013-01-11 06:59:40 UTC
My concern is that BCs are becoming weaker in general. With stronger cruisers and accessbility of BS/T2/T3 they wont be used that much.
Thryson
Riemannian Manifold Torus
#842 - 2013-01-11 07:13:05 UTC
CCP Fozzie, are you reading this? if so I have one question for you, would you like to have a conversation about your proposed changes?
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#843 - 2013-01-11 07:21:23 UTC
Sinigr Shadowsong wrote:
My concern is that BCs are becoming weaker in general. With stronger cruisers and accessbility of BS/T2/T3 they wont be used that much.

Now, I actually find this a refreshing change. BCs were a little too good at their job, making them preferable to both cruisers and BSs on the battlefield.
By slightly reducing their effectiveness, other ships will find purpose. Who knows, maybe we will see T1 cruiser doctrines as well as maybe some other BC doctrines taking the field in fleet battles?
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#844 - 2013-01-11 07:23:44 UTC
Mund Richard wrote:



Harbringer: Wait, did you just suggest 10 gun's worth of dps there?


Same number of effective turrets that the brutix has.
Arronicus
State War Academy
Caldari State
#845 - 2013-01-11 07:39:49 UTC
Veshta Yoshida wrote:
@Fozzie: Still wondering why you are going drone boat for the Prophecy instead of sticking to the resist/damage formula that has worked wonders for its smaller brethren. Being a brick should be an option not a requirement which I am sad to say is what a 7 slot drone boat with resists will be .. simple no real (read: viable) options beyond bricking.
Liang Nuren wrote:
Aethlyn wrote:
CCP Fozzie wrote:
Even though gang links on T1 BCs are not incredibly common at the moment, it would be great if it became more common so we'll see what we can do to help.

Nerf off-grid boosts a bit to make on-grid boosting more interesting (even if it's just a slight reduction in effectiveness; something like 25% or 50%.


I don't want off grid boosting nerfed. I want all boosting nerfed. And I have something around 25M SP in leadership.

-Liang

I keep hearing those SP numbers thrown around, but doing the training multiplier x 256k for all skills (using EveMon) only yields 15M and change .. are there some secret skills I am not aware of or do people include peripheral skills?


No, you are completely correct, 15.8m is the absolute maximum SP a player can have in leadership. 15,872,000 SP, to be exact. People that are saying they have 25M SP in leadership are either having a memory problem, or are including all the skillpoints they have invested into command ships, or tier 3 cruisers, neither of which really count as "Leadership skills."
Mars Theran
Foreign Interloper
#846 - 2013-01-11 07:49:40 UTC
Sinigr Shadowsong wrote:
My concern is that BCs are becoming weaker in general. With stronger cruisers and accessbility of BS/T2/T3 they wont be used that much.


I tend to agree. I'm all for tiericide now that I see it in implementation, but I was worried earlier when I saw indication that the changes following Frigates and Cruisers, and the addition of the new Destroyers and changes to existing ones, seemed to be that the trend would change to bringing down rather than up.

Aside from the Prophecy, it is my estimation that the class as a whole is being successively weakened. I'm quite certain the result is intended to make them more on level with Cruisers and close the gap between the two classes, but I don't agree that is necessary.

I have to take some more time to look at this, but I can already say that my recent experience with the Cruiser changes, coupled with my experience with current Battle Cruiser capabilities makes me feel as if Battle Cruisers have suddenly lost much of their appeal.

Further reducing their capabilities will make them even less desirable, and with reductions in grid and fitting options, and increases in Sig radius and mass, they are becoming far less capable as a ship class, and much less likely to be flown for the added cost alone.

I don't think Battle Cruisers were ever intended to be solely purposed for use as gank link ships, which is about all they'll be good for after this I think.

zubzubzubzubzubzubzubzub
Scatim Helicon
State War Academy
Caldari State
#847 - 2013-01-11 07:51:50 UTC
Marlona Sky wrote:
Scatim Helicon wrote:
Fozzie, a few people including myself have mentioned the Drake and Cyclone having Rapid Light Launchers excluded from their missile bonuses, is this deliberate or simply an oversight? Rapid Lights aren't exactly a common sight in combat anyway, I can't really see any harm in them getting the same bonuses as the heavies and HAMs, and its weird to see them left out (imagine if the turret ships similarly got bonuses which specifically excluded the smallest turret option).

Any comment?

Battlecruisers excelling at taking out frigates is a bad idea.


1. So by that logic the Myrmidon and Prophecy's drone bonuses shouldn't apply to light drones?

2. The amount of damage lost against larger targets by fitting RLLs instead of haeaies or HAMs is huge, do you really think that trading off effectiveness against everything else just to kill frigates better is brokenly overpowered?

Every time you post a WiS thread, Hilmar strangles a kitten.

Shrrrg
Red Federation
RvB - RED Federation
#848 - 2013-01-11 08:33:56 UTC
Iyacia Cyric'ai wrote:
Kristoffon Ellecon wrote:
Some stuff about faction cruisers
Lol a faction cruiser winning 1 vs 10 is not what we want (or at what I don't want) and just goes against the whole point of tiericide. Yes, faction cruisers should be better than their T1 (As opposed to T2 which should only be better at 1 particular thing, i.e. specialise), but we don't want another Tengu scenario.

Phantasm does need a lot of work since it was weak even before tiericide (25 drone bay, better cap, better speed and possibly 1 extra low to either fit a TE or a nano). Vigilant on the other hand is fine. And the point of the Ashimmu isn't DPS. In fact most of the Pirate Cruisers (and faction crusiers) IMO just need their speed buffed to be on par with their T1 Hulls and Fitting slightly buffed (except for the Angel line, please don't buff them).

Yay i want a speedbuff in my navy osprey because i want to go as fast as a dramiel.
The faction cruiser are fast enough they simply suck or are too pricey for the 1% you gain extra
Mund Richard
#849 - 2013-01-11 08:35:54 UTC  |  Edited by: Mund Richard
Templar Dane wrote:
Mund Richard wrote:
Harbringer: Wait, did you just suggest 10 gun's worth of dps there?
Same number of effective turrets that the brutix has.

Pass me some of the stuff you have!
Brutix: 7*1,25 = 8,75
Harbi: 6*1,5=9 (guy supposed 5*2=10)
Cane: 6*1,25/0,75 = 10

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Grath Telkin
Amok.
Goonswarm Federation
#850 - 2013-01-11 08:36:11 UTC
Mars Theran wrote:


I don't think Battle Cruisers were ever intended to be solely purposed for use as gank link ships, which is about all they'll be good for after this I think.



Maybe its good that BC's get taken down a notch so that they're not the go to platform anymore.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Vulfen
Imperial Academy
Amarr Empire
#851 - 2013-01-11 08:49:44 UTC
some of these can be looked as as a nerf some a buff....

Brutix getting an extra low means it will be much easier to tank

Myrm extra large drone very good but over all balanced with the fact it looses a gun

Drake i hate you die in a fire (or some type of sparkly explosion)

Ferox the comedy ship just got better

Harby This is gona kick out alot of dps and it more of an attack BC

Proph love the new changes basicly the old myrm with an armour res buff :)

Cane this has been nerfed to hell and back but it will still have the ability to field a neut and good guns

Cyclone in my view this ship has been made to replace the cane in a 0.0 blob, thinking about it it will have space for 2 neuts, can fit a mediocre tank and match the DPS of the current cane with HAMs


Over all i like these changes however i am personally waiting to see what we get for the command ship change. Keep up the good work Fozzie
Sigras
Conglomo
#852 - 2013-01-11 08:50:25 UTC
Grath Telkin wrote:
Mars Theran wrote:
I don't think Battle Cruisers were ever intended to be solely purposed for use as gank link ships, which is about all they'll be good for after this I think.

Maybe its good that BC's get taken down a notch so that they're not the go to platform anymore.

its true, right now basically all you see is BCs and T3s backed up by logistics ships anymore

and really all you ever see of the BCs is the hurricane and the drake.

after the change,
I see the prophecy being really strong,
the brutix may be able to hold its own if it can catch anything. . . (still have to experiment with the dropped mass)
the hurricane will still be strong just minus one neut
the cyclone may be lacking some damage but could still be quite viable as it is fastest with the longest ranged weapons . . .
the drake will still be a strong platform for tank and gank

none of them will be clearly the choice over battleships anymore . . .

it will be interesting to see what comes up with these changes.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#853 - 2013-01-11 08:52:32 UTC  |  Edited by: TrouserDeagle
Why is everyone dumb? Having railguns and an optimal bonus doesn't mean you're sniping.

and if people aren't putting railguns on caldari railgun ships, doesn't that kind of indicate to you that something is up?

(hint: t2 ammo and TEs)
Mund Richard
#854 - 2013-01-11 09:09:08 UTC  |  Edited by: Mund Richard
Mund Richard wrote:
Unless I'm doing it wrong

But of course it was late, and I was totally wrong. Roll
Omnathious Deninard wrote:
These Figures would be well under the current setup. In order to get close you would need the following Algos: +15% drone bonus/level, Vexor/Prophecy: +20%, Myrm: +30%

Base dps (now including all support skills) of T2s: 5 Hob / 5 Hammer/ 4 Ogre: 99 / 158 / 253 (before hull bonuses)

Base dps of the split 35 (before drone buff): 123
Buffed, it gets 184,5. In order for the 5 hobgoblins to get there:, 184,5 / 99 ~ +86,36%, dividing that by 5: 17,27% per level.
Nearest nice even number: 15%, 5 hobbits with x1,75 multiplier: 173,25, or a loss of 6,5%

Base dps of the split 75 (before drone buff): 210
Buffed, it gets 315. In order for 5 Hammerheads to be even: 315/158 ~ +99,36%, so ~20%/level.
20%: 2*158 = 316, so an increase of 0.33% or so?

Base dps of the 4 ogres or split 100: 253
Buffed, it gets 379,5. In order for 5 Hammerheads to get there: 379,5/158 ~ +140% so 28% per level
Taking 25%/level: 158*2,25 = 355,5, a loss of 7% (and I'm fine with that)
Taking 30%/level: 158*2,5 = 395, an increase of 4 %

The proposal no longer as nice with these huge numbers.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Glathull
Warlock Assassins
#855 - 2013-01-11 09:09:47 UTC
Sizeof Void wrote:
CCP Fozzie wrote:
Examples of split weapon ships are the Typhoon and Naglfar, both of which are designs that I consider obsolete and worth changing when we get to them.

I'd certainly like to see split weapon systems disappear for T1 ships, because skilling up multiple weapon systems is time-consuming, esp. for new players, and unbonused weapons suffer far too much when compared to bonused weapons.

But maybe split weapon systems can find a new place on T2 combat ships, when you eventually get around to rebalancing their stats? Perhaps, with bonuses to both weapon systems?

T2 ships are not entry-level ships, so requiring more SP to fly them effectively would not be unreasonable.



I think you might be missing the point of eliminating tiers.

I honestly feel like I just read fifty shades of dumb. --CCP Falcon

Apostrof Ahashion
Doomheim
#856 - 2013-01-11 09:10:36 UTC  |  Edited by: Apostrof Ahashion
Just to point out one more time how much Harbinger is nerfed, and that the"nerfed" Hurricane is the same as before, considering the nerfs to other hulls even better than before.

Fitting both ships with just the guns the Harbinger is left with 279 CPU and 533 PG, Hurricane has 387 CPU and 575 PG left. That puts the "nerfed" Hurricane 108 CPU and 42 PG above the Harbinger to spend on same number of slots. And this is considering AWU 5.

Hurricane is considerably faster than Harbinger, having more than 200m/s advantage over it when both are shield tanked and MWD fit. Not to mention much better acceleration and agility. Hurricane is still the fastest BC (the new Cyclone is ~20m/s faster when both are MWD fitted.).

Too add even more salt to the wound now Hurricane even has better tank, getting actually buffed overall in the tanking department while the Harbinger was hit hard, especially the shield. Now since we cant really talk about armor tanked setups (since Harbinger cant even fit a 1600 plate, propulsion and guns without and implant, and just one heat sink wound push it over the limit), before this Harbinger had a healthy 3k more EHP than Hurricane, and that was ok considering it is a much slower ship, and that Harbinger pilot needed implants and AWU5 to actually fit such a tank while Hurricane pilots could get it with AWU3 and still some PG to spare. Now shield tanked canes have more EHP and are still much faster.

And when we add capacitor problems in the picture it just gets better. To be fair Harbinger has much better damage projection over 10 kilometers thanks to scorch ammo and will considerably outdamage the Hurricane at those distances, but considering its speed it cant really kite anything and its tracking is so terrible that anything that comes closer to those 10 kilometers probably wont get hit at all. So in a nutshell Hurricane has better tank, more speed, incredibly easier fitting and (depending on situation) comparable damage.

Harbinger needs to have some fitting options without implants, the nerfs are too much. It should not be a fast ship, it would be op with scorch, but it at least needs a good tank. And you ppl could really try and fix the Hurricane, one neut less does not really make a difference, especially now when most other battlecruisers lost their utility slots as well, and it even got a better tank. It is now even better than before, with nerfs to the drake the cane is now the by far the best battlecruiser, its not even debatable anymore.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#857 - 2013-01-11 09:30:11 UTC
>typhoon
>obsolete
Mund Richard
#858 - 2013-01-11 09:31:02 UTC  |  Edited by: Mund Richard
Going back to the drone ships get -1 module discussion.

When a drone ship can't even mount one spare flight, instead of utility that's more of a liability on a ship KNOWN for it's local active repping...
Shoot at it while you are alone, and it will take ages.
Kill it's drones and it's de-fanged, pick next target if there are more hostiles.

Supposedly, one reason the drones get ahead in utility is their selectable damage.
But as it is right now, you either pick T2 Gallente for the damage, or Minmatar for the better tracking sacrificing raw damage.
That's not Caracal/Raven-type selectable missile damage, but more like Drake kinetic enforcement (though as if mjolnir came with an explo velocity bonus).

I'm all in support for a Drake that gets a proper damage (or RoF, if need be at the cost of a launcher - utility high, there we go for warlinks) bonus, and drones need a look at just as well.
(How many know WHAT a Praetor is, or name the Amarr Sentry? How many don't/cannot...)

Now...
I must admit, I see why droneships are a hassle.
CCP tried making pure drone ships, but it doesn't quite work out well.
Most combat-role drone ships now have either a split weapon system (now with the added difficulty of either drone or gun dps getting left behind when fitting a damage mod), or even on top weird drone bays leading to odd speeds and tracking.

I know CCP is aware that drones need a looking at.
Just as much how they are looking at armor tanking.
But it's hard to discuss ships without mentioning these aspects.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Liang Nuren
No Salvation
Divine Damnation
#859 - 2013-01-11 09:33:41 UTC
Arronicus wrote:
Veshta Yoshida wrote:
@Fozzie: Still wondering why you are going drone boat for the Prophecy instead of sticking to the resist/damage formula that has worked wonders for its smaller brethren. Being a brick should be an option not a requirement which I am sad to say is what a 7 slot drone boat with resists will be .. simple no real (read: viable) options beyond bricking.
Liang Nuren wrote:
Aethlyn wrote:
CCP Fozzie wrote:
Even though gang links on T1 BCs are not incredibly common at the moment, it would be great if it became more common so we'll see what we can do to help.

Nerf off-grid boosts a bit to make on-grid boosting more interesting (even if it's just a slight reduction in effectiveness; something like 25% or 50%.


I don't want off grid boosting nerfed. I want all boosting nerfed. And I have something around 25M SP in leadership.

-Liang

I keep hearing those SP numbers thrown around, but doing the training multiplier x 256k for all skills (using EveMon) only yields 15M and change .. are there some secret skills I am not aware of or do people include peripheral skills?


No, you are completely correct, 15.8m is the absolute maximum SP a player can have in leadership. 15,872,000 SP, to be exact. People that are saying they have 25M SP in leadership are either having a memory problem, or are including all the skillpoints they have invested into command ships, or tier 3 cruisers, neither of which really count as "Leadership skills."



ORRRRRR we have multiple characters with great leadership skills. ;-)

-Liang

I'm an idiot, don't mind me.

Vince Grant
Federal Navy Academy
Gallente Federation
#860 - 2013-01-11 09:52:03 UTC
mynnna wrote:
Theo Ramone wrote:
So, I'm open to the fact that I'm doing it wrong here but in my mind the Ferox is completely underwhelming. To put it mildly. Theres not one role this ship fills that another ship cant do as well or better.


[NEW Ferox, Neo-Blasters]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II

Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Microwarpdrive I
Tracking Computer II, Optimal Range Script
Adaptive Invulnerability Field II

Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Ancillary Current Router I

Hobgoblin II x5

Just an example. 72k EHP, 569 DPS with max skills (470 from guns, the rest from drones) to 12+14km, or 756 dps (657 from guns) to 6.6+5.1 with Void. Bring support to tackle, you'll need it, but that's the tradeoff of shield tanking. You could also drop the tracking computer which takes the range to 11+11 for Null and 5.8+4.1 for Void and gives you the ability to fit an EM hardener, utility ECM or some sort of tackle. It's probably a worthwhile tradeoff.

You're right that the brutix outdamages it, but the brutix can either outdamage or out-tank it, not both. A max tank brutix has 80-85k EHP but only ~600 DPS (with hammerheads and void), a shield brutix does upwards of 980 dps (again, hammerheads and void) but only has 57.4k EHP, and a max gank brutix with a light armor tank does the same but only has 40k EHP and goes much slower as well.

So yeah, I disagree. Ferox is fine.

e: Ferox is less stellar for sniping but the answer to that lies in buffing rails, tbh.


Not quite as good as the Naga tbh, but much cheaper, so i think its a viable ship for small gang pvp with logi now. How fast/agile is it?

Tbh i dont know why the tier 2 BC's needs those nerfs. Tier 1's were pretty useless and needed a buff. But why the nerfs of tier 2's?