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[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Greenlike ish
Aliastra
Gallente Federation
#1321 - 2013-01-17 20:33:42 UTC  |  Edited by: Greenlike ish
So if possible give more in depth suggestions for the other ships. Try to explain every detail about your reasoning why it should get this or that bonus or this and that slot layout and what you think the consequences of those changes would be. It is more interesting to read compared to the brief vague post most people put up.
Cephelange du'Krevviq
Gildinous Vangaurd
The Initiative.
#1322 - 2013-01-17 20:35:12 UTC
Freighdee Katt wrote:
Saramiir wrote:
HML nerf was needed as the weapon system was just too good.

Probably true, but the hilarious thing is that now the Caracal and Drake have exactly the same effective range (when the Caracal is using light missiles no less), because the Caracal got the Velocity + ROF bonuses. All the more reason that the Drake should get the same (and lose the shield resist), to make the Drake into an actual upgrade instead of just something that Caldari pilots are forced to train, but will never actually use, on their way to the Raven.


I suggested a similar change a few pages back; I don't think the Drake needs the shield resist bonuses, for much the same reasons you listed.

"I am a leaf on the...ah, frak it!"

Lili Lu
#1323 - 2013-01-17 20:58:55 UTC
Gizznitt Malikite wrote:
@ Frozzie:

I would really like your feedback in regards to 5% resist bonus vs 7.5% Rep Bonus.

As clearly outlined in this thread, the 5% resist bonus is simply better than the 7.5% repair bonus.

A.) The Resist bonus is BETTER at active repping than the active rep bonused ship.
B.) The Resist bonus is BETTER at buffer tanking, where a ship's local rep bonus is irrelevant.
C.) The Resist bonus is BETTER for Remote Reps, where a ship's local rep bonus is irrelevant.

I don't want to homogenize the line-up, but it really doesn't seem right for the ship with an active rep bonus to be outclassed by the resist bonus in every situation...

Frankly, if you want to limit the use of a bonus to a specific type of tanking, make it so it's Superior at that limited role!!!

Alternatively, please the other "balancing factors" that you justify the inferior active rep bonus... Do they have much better cap regen? More generous dps potential? More .... I'd like to understand your balancing perspective!

Which is why in an earlier post I suggested that they consider givng the Gallente BCs an hp per level bonus instead of the 7.5% active armor bonus. This could be either a % based bonus like the old Auguror used to get (10% armor hp per level) or a whole number like 500 armor hp per level. Obviously either the % or the raw number bonus can be set at whatever value doesn't imbalance the game but is meaningful for these ships.

They, like all Gallente ships, are steered toward blasters usually by the balancing dept. Amarr ships it seems are steered toward pulses because the grid on beams is always such a ***** :S But anyway, whereas the amarr resist bonus ends up acting like a free eanm, the armor hp bonus could be set at a value that it ends up acting like a free 800 or 1600 plate. This would actually be useful to ships that are meant to armor tank but also somehow have the speed and agility to try to tackle a target and hold it close. Not having to fit a (or fewer) plate(s) would be a valuable addition to these ships and make them more viable. As things are now so many of these ships are twisted into thin shield buffer glass cannons because the plate and armor rig penalties conflict so directly with what these ships are trying to do in the damage department.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1324 - 2013-01-17 21:03:03 UTC
Lili Lu wrote:
Gizznitt Malikite wrote:
@ Frozzie:

I would really like your feedback in regards to 5% resist bonus vs 7.5% Rep Bonus.

As clearly outlined in this thread, the 5% resist bonus is simply better than the 7.5% repair bonus.

A.) The Resist bonus is BETTER at active repping than the active rep bonused ship.
B.) The Resist bonus is BETTER at buffer tanking, where a ship's local rep bonus is irrelevant.
C.) The Resist bonus is BETTER for Remote Reps, where a ship's local rep bonus is irrelevant.

I don't want to homogenize the line-up, but it really doesn't seem right for the ship with an active rep bonus to be outclassed by the resist bonus in every situation...

Frankly, if you want to limit the use of a bonus to a specific type of tanking, make it so it's Superior at that limited role!!!

Alternatively, please the other "balancing factors" that you justify the inferior active rep bonus... Do they have much better cap regen? More generous dps potential? More .... I'd like to understand your balancing perspective!

Which is why in an earlier post I suggested that they consider givng the Gallente BCs an hp per level bonus instead of the 7.5% active armor bonus. This could be either a % based bonus like the old Auguror used to get (10% armor hp per level) or a whole number like 500 armor hp per level. Obviously either the % or the raw number bonus can be set at whatever value doesn't imbalance the game but is meaningful for these ships.

They, like all Gallente ships, are steered toward blasters usually by the balancing dept. Amarr ships it seems are steered toward pulses because the grid on beams is always such a ***** :S But anyway, whereas the amarr resist bonus ends up acting like a free eanm, the armor hp bonus could be set at a value that it ends up acting like a free 800 or 1600 plate. This would actually be useful to ships that are meant to armor tank but also somehow have the speed and agility to try to tackle a target and hold it close. Not having to fit a (or fewer) plate(s) would be a valuable addition to these ships and make them more viable. As things are now so many of these ships are twisted into thin shield buffer glass cannons because the plate and armor rig penalties conflict so directly with what these ships are trying to do in the damage department.



Even if armour tanking had 0 penalties at all, I think shield buffer would still be better.
Roime
Mea Culpa.
Shadow Cartel
#1325 - 2013-01-17 21:07:49 UTC
5% resist bonus is still not better in active tanking than 7.5% to rep amount, but yes, the other points are true.

Do they matter? Are all BCs supposed to be equal in every role?

Make the rep bonus to 10% if it needs buffing, but don't ruin the niche use. Active tanking is good for the game.

.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1326 - 2013-01-17 21:11:56 UTC
Lili Lu wrote:
Gizznitt Malikite wrote:
@ Frozzie:

I would really like your feedback in regards to 5% resist bonus vs 7.5% Rep Bonus.

As clearly outlined in this thread, the 5% resist bonus is simply better than the 7.5% repair bonus.

A.) The Resist bonus is BETTER at active repping than the active rep bonused ship.
B.) The Resist bonus is BETTER at buffer tanking, where a ship's local rep bonus is irrelevant.
C.) The Resist bonus is BETTER for Remote Reps, where a ship's local rep bonus is irrelevant.

I don't want to homogenize the line-up, but it really doesn't seem right for the ship with an active rep bonus to be outclassed by the resist bonus in every situation...

Frankly, if you want to limit the use of a bonus to a specific type of tanking, make it so it's Superior at that limited role!!!

Alternatively, please the other "balancing factors" that you justify the inferior active rep bonus... Do they have much better cap regen? More generous dps potential? More .... I'd like to understand your balancing perspective!

Which is why in an earlier post I suggested that they consider givng the Gallente BCs an hp per level bonus instead of the 7.5% active armor bonus. This could be either a % based bonus like the old Auguror used to get (10% armor hp per level) or a whole number like 500 armor hp per level. Obviously either the % or the raw number bonus can be set at whatever value doesn't imbalance the game but is meaningful for these ships.

They, like all Gallente ships, are steered toward blasters usually by the balancing dept. Amarr ships it seems are steered toward pulses because the grid on beams is always such a ***** :S But anyway, whereas the amarr resist bonus ends up acting like a free eanm, the armor hp bonus could be set at a value that it ends up acting like a free 800 or 1600 plate. This would actually be useful to ships that are meant to armor tank but also somehow have the speed and agility to try to tackle a target and hold it close. Not having to fit a (or fewer) plate(s) would be a valuable addition to these ships and make them more viable. As things are now so many of these ships are twisted into thin shield buffer glass cannons because the plate and armor rig penalties conflict so directly with what these ships are trying to do in the damage department.


The resist bonus vs Rep bonus is relevant to Minmatar-Caldari Shield Ships as well as Gallente-Amarr Armor ships. They addressed the discrepency between the punisher and the incursus by boosting the active rep bonus of the incursus to 10%/level. I was wondering if Frozzie was thinking along those lines for the Gallente BC's... although I personally think only one of their BC's should be "Tank Oriented".
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1327 - 2013-01-17 21:13:44 UTC
Cephelange du'Krevviq wrote:
Freighdee Katt wrote:
Saramiir wrote:
HML nerf was needed as the weapon system was just too good.

Probably true, but the hilarious thing is that now the Caracal and Drake have exactly the same effective range (when the Caracal is using light missiles no less), because the Caracal got the Velocity + ROF bonuses. All the more reason that the Drake should get the same (and lose the shield resist), to make the Drake into an actual upgrade instead of just something that Caldari pilots are forced to train, but will never actually use, on their way to the Raven.


I suggested a similar change a few pages back; I don't think the Drake needs the shield resist bonuses, for much the same reasons you listed.

And suggested it as well.

Only one person commented on my suggestion and made a pretty compelling argument:

The Drake provides an opportunity for Caldari to break from the exact same bonus line for all their missile boats:
Kestrel - velocity and damage
Corax - double velocity and kinetic damage
Caracal - velocity and ROF
Raven - velocity and ROF

They all focus on range and DPS

Realistically, the Drake is the only Brawler style missile boat that the caldari have access to.

But as I pointed out at the time, we could really use some extra range, but that can come from TE's when they finally affect missiles.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1328 - 2013-01-17 21:27:57 UTC
Roime wrote:
5% resist bonus is still not better in active tanking than 7.5% to rep amount, but yes, the other points are true.

Do they matter? Are all BCs supposed to be equal in every role?

Make the rep bonus to 10% if it needs buffing, but don't ruin the niche use. Active tanking is good for the game.



I like the active tanking bonus... and want to see one of the Gallente BC's keep it... (I really like my triple rep myrm)...

And something I want to point out to you... a 5% Resist bonus is AS GOOD if not better than a 7.5% Rep bonus when active repping. Give the general utility of a resist bonus compared to the limited utility of a rep bonus, should the rep bonused ship simply be better at active tanking than a resist bonus ship? In my thoughts... yes...
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1329 - 2013-01-17 21:30:19 UTC  |  Edited by: Sergeant Acht Scultz
Roime wrote:
Talos, far above the other tier 3s
Incursus aka the new Rifter
Imicus, the frigate after which all the other T1 scanning frigs were modeled


You forgot to mention these are all that good shield tanked. Blink

Quote:
Proteus, the only PVP T3


Try the HAM Legion some day, you'll see why by yourself (Prot is nice, I like it but...), Loki is awesome and Tengus scale quite well for fleets.

Quote:
Best assault frigs


Good yes, best no. Fact that small hybrids were already fine before hybrids buff has probably something to do with this.

Quote:
Only working HAC


Best joke ever Roime, haha thx ;) Well you're right about something, at least now can fit a full rack of high tier blasters.

Quote:
Best supers


Since most current super fleets are armor we can exclude all shield ones, once this is done Nyx might get an extra dps but Eon gets a far tougher tank, so it's 50/50, Titans I don't know if you see those that much but I know more having Golden dildos than green ones.

Note the best EWAR that can win a Falcon, Is another Falcon? Lol


I'm not saying neither Gallente is total crap. The line up got a little better after hybrids rebalance but it just feels like a bad patch you're waiting for another patch to fix.
Those "can" work in such small niche it makes no sense this race even existing in the game. If frigates became good and cruisers finally usable I still can't tell my self to armor fit any Thorax when it gets a huge dps boost and mobility by simply shield fit it, now tell me how awesome this is.
Gallente are in deep need for years for some important mechanics to change and actually have higher class ships scaling with large fleets other than Ranis, Lachesis, Oneiros, Proteus (heavy tackle...)

I want to see more green and camo in fleets, not less.

removed inappropriate ASCII art signature - CCP Eterne

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1330 - 2013-01-17 21:48:42 UTC
Sergeant Acht Scultz wrote:
camo



no more, please
Jerick Ludhowe
Internet Tuff Guys
#1331 - 2013-01-17 21:50:08 UTC
Roime wrote:
5% resist bonus is still not better in active tanking than 7.5% to rep amount, but yes, the other points are true.


Stop posting crap romie... 5% resistance IS better than 7.5% bonus to rep... In terms of the dps of the tank (fail eft stat) the rep bonus ship has like a 3% advantage. In practice this modest increase in tank strength does not make up for the starting ehp advantage of a ship with a resistance bonus. In terms of armor tanks, "breaking even" takes many many minutes. For BCs this break even time is longer than you have cap charges to run your tank...

The truth is that a resistance 5% bonus IS better than a 7.5% rep bonus. Failure to understand this means you're either ignorant to the reality of these bonuses or you are intentionally sticking your head in the sand.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1332 - 2013-01-17 22:26:01 UTC
Balance ships, not bonuses.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#1333 - 2013-01-17 22:27:45 UTC  |  Edited by: Freighdee Katt
Hakan MacTrew wrote:
Only one person commented on my suggestion and made a pretty compelling argument:

The Drake provides an opportunity for Caldari to break from the exact same bonus line for all their missile boats:
Kestrel - velocity and damage
Corax - double velocity and kinetic damage
Caracal - velocity and ROF
Raven - velocity and ROF

They all focus on range and DPS

Realistically, the Drake is the only Brawler style missile boat that the caldari have access to.

But as I pointed out at the time, we could really use some extra range, but that can come from TE's when they finally affect missiles.

That is "an argument," but it's not "compelling." What that argument points out is that the Caldari have a solid, well bonused and balanced long range missile attack ship in every class EXCEPT battlecruiser, which makes no sense at all. Also, if you want a Caldari "brawler," then look to the Merlin / Moa / Ferox / Rokh line; the ships that obviously have the melee weapon slots and shield resist bonuses to make it happen. As it is the Ferox and Rokh are somewhat odd birds in that lineup due to the optimal bonus, but that could be fixed by realigning the Ferox with the Moa rather than the Rokh. Given that you CAN actually snipe with large rails, the Rokh might legitimately keep its optimal bonus, but it just does nothing for the Ferox, and it means that Caldari have no really strong brawler in the BC class at all.

Especially where training for the weapon system is the major SP investment people make as they develop a combat character in the first year or so, it makes a lot more sense to let them pick a weapon system, and thus a line they will be training through for a good while, and know that the capabilities and playstyle they have selected will be supported in the expected way as they progress up through each ship class. And they also know that if they want to be more flexible, then they can just train the "other" designated weapon line, and easily step into ships that fit that other style.

The pattern they've established is Attack = Medium DPS and Agility + Long Range + Weak Tank; Combat = High DPS + Medium Agility + Short Range + Strong Tank. Obvious solution is obvious: Drake = ROF + Velocity - Shield Resist; Ferox = Damage + Tracking + Shield Resist.

EvE is supposed to suck.  Wait . . . what was the question?

TheFace Asano
Caldari Provisions
Caldari State
#1334 - 2013-01-17 22:55:45 UTC
Freighdee Katt wrote:
Hakan MacTrew wrote:
Only one person commented on my suggestion and made a pretty compelling argument:

The Drake provides an opportunity for Caldari to break from the exact same bonus line for all their missile boats:
Kestrel - velocity and damage
Corax - double velocity and kinetic damage
Caracal - velocity and ROF
Raven - velocity and ROF

They all focus on range and DPS

Realistically, the Drake is the only Brawler style missile boat that the caldari have access to.

But as I pointed out at the time, we could really use some extra range, but that can come from TE's when they finally affect missiles.

That is "an argument," but it's not "compelling." What that argument points out is that the Caldari have a solid, well bonused and balanced long range missile attack ship in every class EXCEPT battlecruiser, which makes no sense at all. Also, if you want a Caldari "brawler," then look to the Merlin / Moa / Ferox / Rokh line; the ships that obviously have the shield resist bonus to make it happen. As it is the Ferox and Rokh are somewhat odd birds in that lineup due to the optimal bonus, but that could be fixed by realigning the Ferox with the Moa rather than the Rokh. Given that you CAN actually snipe with large rails, the Rokh might legitimately keep its optimal bonus, but it just does nothing for the Ferox, and it means that Caldari have no really strong brawler in the BC class at all.

Especially where training for the weapon system is the major SP investment people make as they develop a combat character in the first year or so, it makes a lot more sense to let them pick a weapon system, and thus a line they will be training through for a good while, and know that the capabilities and playstyle they have selected will be supported in the expected way as they progress up through each ship class. And they also know that if they want to be more flexible, then they can just train the "other" designated weapon line, and easily step into ships that fit that other style.

The pattern they've established is Attack = Medium DPS and Agility + Long Range + Weak Tank; Combat = High DPS + Medium Agility + Short Range + Strong Tank. Obvious solution is obvious: Drake = ROF + Velocity - Shield resist; Ferox = Damage + Tracking + Shield Resist.


What about a double damage bonus like cane? -1 launcher but make it 5% damage and 5% ROF. This would be a little better, the tank would be slightly lighter, and it would give the ship a unique spin. It is slow, but if you get inside it's range your toast. Just like the Gallente line doesn't need 2 ships with an armor rep bonus, the Caldari don't need 2 ships with a shield resist bonus.

I would agree to get rid of the only kinetic damage bonus, though. Just not fun or compelling to use. It isn't a concern to me on the corax / condor, but on the Drake that will be the stepping stone from cruisers to battleships it just doesn't make sense. The Cyclone at the moment (even though I feel it needs a +1 launcher) looks like a better choice for a new pilot, although 5x HAMS on a Caracal is pretty good dps...
Mund Richard
#1335 - 2013-01-17 23:06:07 UTC
TheFace Asano wrote:
What about a double damage bonus like cane? -1 launcher but make it 5% damage and 5% ROF. This would be a little better, the tank would be slightly lighter, and it would give the ship a unique spin. It is slow, but if you get inside it's range your toast. Just like the Gallente line doesn't need 2 ships with an armor rep bonus, the Caldari don't need 2 ships with a shield resist bonus.
A hardpoint loss and a ROF gain would be a quite significant buff for dps (more than a full launcher's worth!), and it would do 25% more kinetic damage than the Cyclone even if it gets the 6th launcher.
Sure, Cyclone would tank better 1v1.

I'm all for having only 1 tank ship per racial lineup, so keep the ideas coming (not that there's a lot of variation to be had).

"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.

TheFace Asano
Caldari Provisions
Caldari State
#1336 - 2013-01-17 23:14:37 UTC
Mund Richard wrote:
TheFace Asano wrote:
What about a double damage bonus like cane? -1 launcher but make it 5% damage and 5% ROF. This would be a little better, the tank would be slightly lighter, and it would give the ship a unique spin. It is slow, but if you get inside it's range your toast. Just like the Gallente line doesn't need 2 ships with an armor rep bonus, the Caldari don't need 2 ships with a shield resist bonus.
A hardpoint loss and a ROF gain would be a quite significant buff for dps (more than a full launcher's worth!), and it would do 25% more kinetic damage than the Cyclone even if it gets the 6th launcher.
Sure, Cyclone would tank better 1v1.

I'm all for having only 1 tank ship per racial lineup, so keep the ideas coming (not that there's a lot of variation to be had).


maybe -2 launcher then Lol

Explosion velocity + RoF

Flight Time + Velocity (double range, that would be interesting with HAMs)

I like the RoF bonus better for missiles than the damage, the drake seems to fire too slow right now as is.
Rain6639
GoonWaffe
Goonswarm Federation
#1337 - 2013-01-18 03:34:37 UTC
resist bonuses for the drake and ferox? \o/
Commander Ted
Caldari Provisions
Caldari State
#1338 - 2013-01-18 03:46:18 UTC
Gallente get a 2.5% repper bonus and 5% resist bonus?

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

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1339 - 2013-01-18 06:07:08 UTC  |  Edited by: Hakan MacTrew
TheFace Asano wrote:
Mund Richard wrote:
TheFace Asano wrote:
What about a double damage bonus like cane? -1 launcher but make it 5% damage and 5% ROF. This would be a little better, the tank would be slightly lighter, and it would give the ship a unique spin. It is slow, but if you get inside it's range your toast. Just like the Gallente line doesn't need 2 ships with an armor rep bonus, the Caldari don't need 2 ships with a shield resist bonus.
A hardpoint loss and a ROF gain would be a quite significant buff for dps (more than a full launcher's worth!), and it would do 25% more kinetic damage than the Cyclone even if it gets the 6th launcher.
Sure, Cyclone would tank better 1v1.

I'm all for having only 1 tank ship per racial lineup, so keep the ideas coming (not that there's a lot of variation to be had).


maybe -2 launcher then Lol

Explosion velocity + RoF

Flight Time + Velocity (double range, that would be interesting with HAMs)

I like the RoF bonus better for missiles than the damage, the drake seems to fire too slow right now as is.

50% velocity and 50% fuel would actually result in a 125% range increase.

The reason the argument was compelling is that it means that otherwise, we end up with every caldari missile boat doin exactly the same thing. That's just boring. Diversity is desired so making them all the same is what doesn't make sense. Hell, even the T2 versions are range focused, (Hawk and Cerberus.)

If you really look at it, the Drake is the precursor to the Navy Scorp. There's your progression path.
Scuzzy Logic
Space Spuds
#1340 - 2013-01-18 06:54:21 UTC  |  Edited by: Scuzzy Logic
I personally think the myrm could be made to compare by just adding a 7.5% armor hp bonus per level to it. Would make it something of a reusable-buffer tank with very low downtime in hit-and run engagements.

Give the ferox the 7.5% bonus to HP and swap the rep bonus for a MWD sig bonus / cap penalty reduction and you've got yourself a mean T1 tackling beast. With the off issue if that it kind-of obsoletes the thorax in everything but speed.