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[Retribution 1.1] Combat Battlecruisers

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Author
Aglais
Ice-Storm
#1181 - 2013-01-15 06:27:35 UTC
Is there going to be any incentive whatsoever to use the Ferox over the Naga? Caldari have two range bonused hybrid platforms. One gets outfitted with eight guns that I dare say are pretty quality, and also has a damage bonus on top of that. The other gets seven, either of guns in the 'they're ok I guess' range, or the 'competing with HMLs for worst weapon system in EVE' ones. And it's also slower and only kind of tougher. I see no point in the Ferox existing as it is because the Naga outperforms it. I guess
the addition of a lowslot to the Ferox might let some more damage oriented fits happen for close range setups, but really, will it pull through?

Is there going to be any incentive for using Drakes over Cyclones? Like... Ever? I do see that there's a resistance bonus versus a shield boost one, but IMO what just breaks the Drake compared to the Cyclone is the lack of being able to choose damage types. Basically if you're expecting Drakes to be anywhere at all, fit kinetic hardeners and they just flounder because their DPS with any other missile type is kind of really poor given the lack of any kind of bonus whatsoever.

The other thing that perpetually confuses me is why Gallente ships keep getting far more structure than any other faction. What purpose does this serve? Do people actually hull tank? In real fights?

At least you succeeded in bringing sub-BC Caldari ships into the usability zone. Ferox doesn't look like it's gone in, Drake's on uneven territory. Maybe it'll actually be ok with HAMs and have a role as a semi-tough short range missile brawler type thing or something, I dunno. But what I am sure of is that that kinetic only damage bonus is not helping it.
Commander Ted
Caldari Provisions
Caldari State
#1182 - 2013-01-15 06:35:34 UTC  |  Edited by: Commander Ted
How come the harbingers second bonus only partly counters their favored weapons inherent weakness? That is stupid, minmatar get a second bonus to their guns range instead of rate of fire and they still use less cap. Give the harbinger a 3rd bonus.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Roime
Mea Culpa.
Shadow Cartel
#1183 - 2013-01-15 06:59:34 UTC
Aglais wrote:

The other thing that perpetually confuses me is why Gallente ships keep getting far more structure than any other faction. What purpose does this serve? Do people actually hull tank? In real fights?


Certain Gallente frigates people do indeed hull tank, as a decent tank is possible only with a Damage Control on them. However the reason is the nature of active tanking- you'll be likely to dip multiple times into structure when running active armor tank. Just like active shield tank dips into armor.

.

Apostrof Ahashion
Doomheim
#1184 - 2013-01-15 07:21:54 UTC
Aglais wrote:
Is there going to be any incentive whatsoever to use the Ferox over the Naga? Caldari have two range bonused hybrid platforms. One gets outfitted with eight guns that I dare say are pretty quality, and also has a damage bonus on top of that. The other gets seven, either of guns in the 'they're ok I guess' range, or the 'competing with HMLs for worst weapon system in EVE' ones. And it's also slower and only kind of tougher. I see no point in the Ferox existing as it is because the Naga outperforms it. I guess
the addition of a lowslot to the Ferox might let some more damage oriented fits happen for close range setups, but really, will it pull through?

Is there going to be any incentive for using Drakes over Cyclones? Like... Ever? I do see that there's a resistance bonus versus a shield boost one, but IMO what just breaks the Drake compared to the Cyclone is the lack of being able to choose damage types. Basically if you're expecting Drakes to be anywhere at all, fit kinetic hardeners and they just flounder because their DPS with any other missile type is kind of really poor given the lack of any kind of bonus whatsoever.

The other thing that perpetually confuses me is why Gallente ships keep getting far more structure than any other faction. What purpose does this serve? Do people actually hull tank? In real fights?

At least you succeeded in bringing sub-BC Caldari ships into the usability zone. Ferox doesn't look like it's gone in, Drake's on uneven territory. Maybe it'll actually be ok with HAMs and have a role as a semi-tough short range missile brawler type thing or something, I dunno. But what I am sure of is that that kinetic only damage bonus is not helping it.

Ferox is a blaster boat, and range bonus is good in bigger fights so you can project that damage with less need to waste time flying into range. And if there is logi support you should use Drake instead of Cyclone, dont forget how tanky that hull is. And more hull is always useful even if you dont hull tank, bigger buffer = more time to gtfo or get repped.
Raavi Arda
69th Airborne - Lions
#1185 - 2013-01-15 07:49:29 UTC
So... TL;DR version is:
Drake: NERF NERF NERF! Make it a useless ship!
Why not just remove this ship from the game? It's bad already after the missile nerf, now it gets hit where it was still keeping up: the defenses, turning it into a completely useless ship. The removal of the utility high hurts even more since I'll now have to remove a launcher (even less DPS!) to get my ganglink...

Cane: Not so bad but still a rather nasty hit. Removal of the high slot hurts...

Myrm: Drone boats are useless already in PvE but kept their place in PvP... not anymore! Neut Myrm was a great addition to any gang, now it gets seriously screwed.

Harbi: What looks like a nerf initially is actually a buff. Less turrets but FAR more firepower on the remaining ones (+25%!). Loss of PG/CPU hurts but with -1 turret - not so much. Same goes for cap.

So I guess we're heading back to the days when Amarr ships were THE only ones that mattered. Fly Amarr or be useless.

Raavi Arda

Gorn Arming
Deep Core Mining Inc.
Caldari State
#1186 - 2013-01-15 08:00:39 UTC
Why not take a page from the original Talos' playbook and drop the 7.5%/level active armor tank bonus on the Brutix for a 5%/level stasis webifier strength bonus? This results in 75% webs at BC 5, which is a considerable advantage but not nearly as dominating as 90% webs. For reference, two unbonused webs yield an 80.9% velocity reduction, and two hypothetical 25% bonused webs yield a 91% velocity reduction--marginally better than a single web on one of the web-bonused pirate faction ships, but considerably better than two webs on an unbonused ship.

I'd fly it with such a bonus, and it would be distinct from other ships filling a similar role (esp. the Talos).
Caitlyn Tufy
Perkone
Caldari State
#1187 - 2013-01-15 08:09:00 UTC
Commander Ted wrote:
How come the harbingers second bonus only partly counters their favored weapons inherent weakness?


Lasers are powerful by default. Take for instance an unbonused battlecruiser with 6 guns (I'm using Ferox for this, except for range on hybrids where I'm using Brutix to get the base number). Let's assume 2 weapon upgrades in lows and use of most popular ammo (short range with ACs, IN Multifrequency + Scorch with lasers and CN Antimatter + Null with Blasters).

With 425mm AutoCannons II, it'll deal 329 dps at 1.5+12, with Heavy Neutron Blaster II it'll get 449 dps at 2.25+6.25 or 358 at 6.3+8.75, while with Heavy Pulse Lasers II, it'll get 367 dps at 7.5+5 or 292 at 22.5+5. That means that unbonused, anywhere beyond about 3.4 km where blasters drop under them, lasers will have superior damage to every other gun. As soon as you add a damage bonus, the dps goes through the roof (see Abaddon, Nightmare, Armageddon, Oracle for examples). So in a way, cap use is their balancing factor, you have the potential to do the most damage, but you also risk draining your ship and leave it defenseless. The cap bonus then offsets this risk at the cost of what could be a second damage bonus, resists or whatever. Had lasers not been working like that, CCP would be forced to lower their damage in order to balance them - and I'm sure we don't want that, do we?

Quote:
Is there going to be any incentive whatsoever to use the Ferox over the Naga?


Sturdier ship, meaning it's a better Blaster boat.

Quote:
Is there going to be any incentive for using Drakes over Cyclones? Like... Ever?


Drakes do more damage vs. kinetic targets and Cyclone only pulls ahead on other damage types if it uses utility slots for turrets. Most Cyclones are likely to be fitted with neuts or something similar, so Drakes will tend to deal more damage.
Bastion Arzi
Ministry of War
Amarr Empire
#1188 - 2013-01-15 09:01:25 UTC
Hi, just wondering when these changes ar implemented will we have to strip ship fittings before the patch or will that happen automatically?

Also if it does happen automatically where will the unfitted modules go?
Valleria Darkmoon
Imperial Academy
Amarr Empire
#1189 - 2013-01-15 09:13:31 UTC  |  Edited by: Valleria Darkmoon
Dear CCP Fozzie,

I read your post from the 10th and I was initially calling for a damage bonus on the Ferox to replace the optimal, you convinced me however, to give it a go as presented as the 7th turret should bring it's damage up to being closer to on par with other battlecruisers which is one of the biggest things the hull currently lacks. Null and optimal presents at least an opportunity for something I would like to try and I hadn't considered the impact of the optimal bonus on PvE, as since I made enough money to work the market for ISK I haven't done much PvE in a long time.

So as for my request for a damage bonus to replace the optimal on the Ferox, consider it withdrawn. Those of you who liked my initial post can feel free to unlike it if you wish. If I want the full on damage blaster brawler there's always an improved Brutix out there I can fly as well.

I feel like the number of complaints around battlecruisers was not unexpected seeing as how they were the go-to ships for nearly everything EVE so I expected people to hate any changes to them at all, though there is one I'm very concerned about and that is the Harbinger. It's damage increase is nice for me as I have ~60 million SP but those who don't have that I feel will really suffer still and frankly I doubt I will use it much or at all with it so hard to move as it is, laser optimal is great and all but doesn't mean much if you're always using scorch against an opponent you can't web and can never catch up to, he's free to disengage the moment he feels threatened. Lowered fittings are also a serious concern as it lost more than a single focused medium pulse laser worth of fittings and the lowered amount also mean skills add less to a ship already notorious for fitting issues.

Of all the complaints over these changes, I feel the Hurricane is the most exaggerated. Correct me if I'm wrong as I'm only looking at the bracketed change numbers on the first page but with losing a high slot the standard Cane will now fit only one neut instead of two (which after reading the dev blog a few months ago about some BCs losing slots was exactly what I expected), but the grid and CPU are completely unchanged from the last patch. That says to me that you just gained extra fitting room on your Hurricane as you now need ~15-20 less CPU and ~175-200 less grid to use a standard fit. The damage is still there and your shield Cane can still push out around 750 dps with a standard shield fit and still have over 50k EHP and finally is only outpaced by the Cyclone. If anyone would have preferred the Hurricane lose either a mid or a low or a double bonused high (yeah right) they have yet to say so when I comment on the lost neut. So I think your Hurricane is pretty much spot on.

I should also say that I wasn't initially a big fan of the Prophecy but the more I think about it the more intrigued I am about getting a chance to play around with it. I would have loved to see it become a HAM ship but I'm getting used to the drone idea and I am having thoughts about what I can do with it now and I think its future is looking bright and has real potential to become one of my favorites.

As for the Gallente I'll suspend judgement until the active armor rep details are released, other than to say there may be a good case for not giving the rep bonus to both of them. Overall I wasn't initially impressed with these battlecruisers but the more I think on them the more I like what you've done, so much so that I'm finally going to like that first post. I've been really enjoying EVE's removal if tiers and re-balance efforts, it's given me lots of new toys to play with I wouldn't have ever touched with a 10 foot pole before. I look forward to the battleships.

- Val.

Reality has an almost infinite capacity to resist oversimplification.

Roime
Mea Culpa.
Shadow Cartel
#1190 - 2013-01-15 09:30:26 UTC
Bastion Arzi wrote:
Hi, just wondering when these changes ar implemented will we have to strip ship fittings before the patch or will that happen automatically?

Also if it does happen automatically where will the unfitted modules go?


They actually "stay" on the ship, but are offline (greyed out) and you can then remove them manually, there's no empty slot under them. At least so far.

.

Apostrof Ahashion
Doomheim
#1191 - 2013-01-15 10:04:31 UTC
Raavi Arda wrote:
So... TL;DR version is:
Drake: NERF NERF NERF! Make it a useless ship!
Why not just remove this ship from the game? It's bad already after the missile nerf, now it gets hit where it was still keeping up: the defenses, turning it into a completely useless ship. The removal of the utility high hurts even more since I'll now have to remove a launcher (even less DPS!) to get my ganglink...

Cane: Not so bad but still a rather nasty hit. Removal of the high slot hurts...

Myrm: Drone boats are useless already in PvE but kept their place in PvP... not anymore! Neut Myrm was a great addition to any gang, now it gets seriously screwed.

Harbi: What looks like a nerf initially is actually a buff. Less turrets but FAR more firepower on the remaining ones (+25%!). Loss of PG/CPU hurts but with -1 turret - not so much. Same goes for cap.

So I guess we're heading back to the days when Amarr ships were THE only ones that mattered. Fly Amarr or be useless.


Drake still has awesome tank and does solid damage, you can still use Myrmidon as neut ship, and Harbinger is actually nerfed to the ground with its 30dps boost and -30pg nerf. In my book that is a bad trade off, especially on a ship that was already a ***** to fit even with implants and max skills.

I should learn to ignore posts that start with all caps and exclamation marks. They are full of stupid.
Gypsio III
State War Academy
Caldari State
#1192 - 2013-01-15 11:28:04 UTC
Aglais wrote:
Is there going to be any incentive whatsoever to use the Ferox over the Naga?


There will be a small niche for the Ferox as an inside-web-range brawler. Now, you'd probably be right to say that the Ferox would be better with a damage bonus in that role, notwithstanding the better range flexibility of range-bonused blasters, but if the Ferox has a damage bonus would there be any incentive to fly the Moa over the Ferox? Any incentive would only be related to mobilitiy, but by giving the Ferox mobility poor enough to make the Moa relevant would end up favouring the optimal bonus.

I thought about a tracking bonus instead for the Ferox for a bit - tracking and optimal would help the rail Ferox relative to the Naga - but I don't think it's a battlecruiser's job to be fighting frigates.
Mund Richard
#1193 - 2013-01-15 12:02:01 UTC
Gypsio III wrote:
Aglais wrote:
Is there going to be any incentive whatsoever to use the Ferox over the Naga?

but if the Ferox has a damage bonus would there be any incentive to fly the Moa over the Ferox?

That's like asking if there's any reason to fly the Rupture over the Cane.

Oh look!
A race that has one of it's perfectly working cruisers scaled up for BC level without touching it's recepie for win in any way!
Who would have guessed, that it's the WINMatar?

"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.

Roime
Mea Culpa.
Shadow Cartel
#1194 - 2013-01-15 12:13:30 UTC
Optimal range bonus translates into increased applied damage in a very concrete way when using blasters in practical brawling situations. Ferox can shoot AM at ranges where Brutix needs to switch to null, bringing them close to each others in real dps.

The difference between Naga and Ferox is clear, Ferox is much more capable of handling tackle-range combat due to fitting medium guns, and having actual tank. Even a blaster Talos with it's awesome tracking bonus struggles at close range, large guns are helpless compared to medium guns when you go to scram range.

This makes an armor Brutix a very interesting option, which is just currently just plain worse than a buffer Myrm, which has more of everything, tank, dps, range and utility.

Unfortunately it still comes short, even with 6 lows it has a slot for a magstab- it does not have enough grid to fit a full rack of neutrons and plate without two ACRs, all Vs, Genos and a PG-3. New Myrm achieves the same dps (which applies better) with one DDA, but can fit a T2 plate with just one ACR and no implants, resulting in bigger tank and dual webs.

Only thing the Brutix has going for it is slightly better mobility, which however is a absolutely mandatory to be able to use medium blasters in the first place (range < scram), whereas Myrm will be able to deliver 469 vs 158 drone dps out to (theoretical) maximum of 60km.

Proposed Brutix might not be such a good choice over, say, AB+800mmII+Neutrons Thorax... which trades some paper EHP and two turrets for tracking bonus, speed and 2.5 times smaller sig.

Armor rep just needs to be buffed up to 10% for the Brutix to make any sense.

.

Mund Richard
#1195 - 2013-01-15 12:21:32 UTC  |  Edited by: Mund Richard
Roime wrote:
whereas Myrm will be able to deliver 469 vs 158 drone dps out to (theoretical) maximum of 60km.
Of course, you are assuming the 1km/sec MWDing (not orbit speed!) Ogres catch up to the target (plated battleship, or no MWD?), who doesn't shoot the non-repping and limited in supply (btw 600? 750 sig?) drones down as opposed to shooting at the ship that is know to fit a helluva rep making a fight long.
A fight, that once it's 7 drones are out is about shooting a punching bag.

"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.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1196 - 2013-01-15 13:26:56 UTC
This thread needs more devposts... Seriously 1 in 60 pages i a bad ratio.

BYDI recruitment closed-ish

Roime
Mea Culpa.
Shadow Cartel
#1197 - 2013-01-15 13:56:55 UTC
Mund Richard wrote:
Roime wrote:
whereas Myrm will be able to deliver 469 vs 158 drone dps out to (theoretical) maximum of 60km.
Of course, you are assuming the 1km/sec MWDing (not orbit speed!) Ogres catch up to the target (plated battleship, or no MWD?), who doesn't shoot the non-repping and limited in supply (btw 600? 750 sig?) drones down as opposed to shooting at the ship that is know to fit a helluva rep making a fight long.
A fight, that once it's 7 drones are out is about shooting a punching bag.


Like I said, theoretical. In practice we're talking probably under long point ranges, which is still a lot more than blasters. There is more flexibility in range, not huge, and also flexibility in the way your ship can maneouver on the field without it affecting your applied dps.

Drone sig radius seriously needs to be looked at, they are just insanely too large now.

.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1198 - 2013-01-15 14:27:29 UTC
You don't put ogres on an unwebbed/scrammed target unless you really REALLY want to lose your ogres.

BYDI recruitment closed-ish

Inkarr Hashur
Skyline Federation
#1199 - 2013-01-15 16:05:42 UTC
Apostrof Ahashion wrote:
Raavi Arda wrote:
So... TL;DR version is:
Drake: NERF NERF NERF! Make it a useless ship!
Why not just remove this ship from the game? It's bad already after the missile nerf, now it gets hit where it was still keeping up: the defenses, turning it into a completely useless ship. The removal of the utility high hurts even more since I'll now have to remove a launcher (even less DPS!) to get my ganglink...

Cane: Not so bad but still a rather nasty hit. Removal of the high slot hurts...

Myrm: Drone boats are useless already in PvE but kept their place in PvP... not anymore! Neut Myrm was a great addition to any gang, now it gets seriously screwed.

Harbi: What looks like a nerf initially is actually a buff. Less turrets but FAR more firepower on the remaining ones (+25%!). Loss of PG/CPU hurts but with -1 turret - not so much. Same goes for cap.

So I guess we're heading back to the days when Amarr ships were THE only ones that mattered. Fly Amarr or be useless.


Drake still has awesome tank and does solid damage, you can still use Myrmidon as neut ship, and Harbinger is actually nerfed to the ground with its 30dps boost and -30pg nerf. In my book that is a bad trade off, especially on a ship that was already a ***** to fit even with implants and max skills.

I should learn to ignore posts that start with all caps and exclamation marks. They are full of stupid.


I'm going to take this advice, too. People need to learn that just because they see a number go down on a ship, it isn't suddenly a terrible ship.
Aglais
Ice-Storm
#1200 - 2013-01-15 16:07:30 UTC
Raavi Arda wrote:
So... TL;DR version is:
Drake: NERF NERF NERF! Make it a useless ship!
Why not just remove this ship from the game? It's bad already after the missile nerf, now it gets hit where it was still keeping up: the defenses, turning it into a completely useless ship. The removal of the utility high hurts even more since I'll now have to remove a launcher (even less DPS!) to get my ganglink...


You forget that gang linking is more of a utility role and that you should be expected to be losing something for it. T1 ships are not 'do everything'. That's T3s.

As for your complaint for the Drake losing tank... What? Still has that shield resist bonus, still has the highest shield HP out of all of the battlecruisers... I don't see the losses there. That's not where the problem lies.

The thing is, I think HML Caracals are still kind of usable because of the fact that the Caracal has an RoF bonus. Not the rather dumb kinetic only damage bonus the Drake is stuck with. There are some ships this evidently works fine on (ie. Condor). But the Drake is no longer one of those ships, and honestly, here's what I think.

Cyclone should keep it's RoF bonus. Make it the 'DPS' missile boat. Drake on the other hand, should get a damage bonus to missiles in general. Not just kinetic (which is a boot to the head more than anything else IMO). Then we have the 'alpha' missile boat too. It shows that both factions have missiles in their repertoire, and at the same time it gives them different styles of use as well.

Also at the people who cleared up my hull tanking question: that seems to actually make sense now.