These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Capital ship balancing

First post First post First post
Author
Ramman K'arojic
Lone Star Warriors
Brave Collective
#1581 - 2011-10-12 00:57:11 UTC
CCP Tallest wrote:
In this thread, I've read several very good reasons why the fighter change is a bad idea. You are right. Fighters should stay the way they are. The change would be unfair for carriers.

The poor performance of Minmatar capital ships is being looked at and was already being looked at before the blog was posted.

Pointing out flaws and issues with the balancing plan is very much appreciated. I will look into the issues and make changes where they are needed.

Once this hits SISI, I will start a thread in the test server feedback forums. Your concerns will be listened to and acted upon if necessary.



Can you amend your Dev Blog to stop disinformation.
R0ze
Aliastra
Gallente Federation
#1582 - 2011-10-12 00:57:32 UTC
Mr Sado wrote:
Our bomber fleet got welped by a supercapital fleet (that had no sub cap support), Fighters should not be able to scratch frigates.... and I hope that is a change that can still happen.

Shocking turn of events - how can you explain dieing in a frigate size ship (not to mention having the superior option of covert ops cloak) to a spacecraft which takes like a minute to lock you?
Anile8er
Holoband Research and Development
#1583 - 2011-10-12 01:00:03 UTC
Mik kyo wrote:
InnerDrive wrote:
Someone needs to play the game some more and than come back and post here. 2 reasons why titans/supercarriers fit mwds. 1. to get out of range of a hostile capital fleet faster.
2. to move faster than dreads can track.


HAHAHAhhahaa


Someone needs to play the game some more and than come back and post here.



Neither of those are in fact why they fit mwds, they are fit to enable a fast warp/fast pos reapp after jumpin.

Goddamn MM your terrible.



It is true I fit a MWD on my Nyx so I can speed tank dreads with my 61371 M sig radius roaring along at 121 m/s, 142 m/s overheated mind you.

zoom zoom zoom
Anile8er
Holoband Research and Development
#1584 - 2011-10-12 01:01:23 UTC
R0ze wrote:
Mr Sado wrote:
Our bomber fleet got welped by a supercapital fleet (that had no sub cap support), Fighters should not be able to scratch frigates.... and I hope that is a change that can still happen.

Shocking turn of events - how can you explain dieing in a frigate size ship (not to mention having the superior option of covert ops cloak) to a spacecraft which takes like a minute to lock you?



Bad decisions should equate to nerfing good pilots, per CCP
Don Dark
GO' R0V
Pandemic Horde
#1585 - 2011-10-12 01:02:37 UTC
this one goes out to ccp .. you have completly misunderstood dreads .. thier dps Wasent an issue .. neither was thier siege timers . thier problem is the tracking .. if a supercarrir orbits it speedtanks it .. wich means the dread is Purely for poses and stations .. wich was why everone just stop using them and found other ships to use .. you have then went ahead and boosted the dmg abit ..and shortend the siege time .. wich isent gonna mean a thing to people using 20 so dreads enyway .. its still gonna take 10 minuts to kill a pos .. only change here is we now have to press the siege mod twice or leave it running .. Keyword here is tracking .. we wanted the dread to be able to Counter some of the supers/capitals so it actually had a use that dident bore people to death
Velin Dhal
Zeonic CG
#1586 - 2011-10-12 01:03:43 UTC
Anile8er wrote:
Don Dark wrote:
Demon Azrakel wrote:
Sir Rup wrote:
The problem as i see it is the fact that with this nerf Eny given alliance is gonna Win by numbers .. if you jump in a pretty standard fleet of 200 battleships or battelcruisers with logi ect and say 40 supers ... you lose the subcap fight to a bigger alliance you basicly just lost all 40 supers .. all they have to do is bubble them (supers can't hit them) and then proceed to agress every super now and then .. that gives them Hours and hours to kill all of them .... i dont see enyone winning on this nerf but the alliances that refuces to spend isk on supers . wich wierd enough is the same people complaining that they are too powerfull ..


Because winning because you could outblob the enemy with supers that had little to no risk involved was a much better situation?




the thing is .. Alliances like goonswarm has Alot of tech too .. and alot of pilots able to fly these ships .. they simply has choosen not to fly them .. So i ask .. Why all the complaining .had people actually bought supers like so many others maybe there would be more super fights too .. = more super Deaths .. and that would solve the issue were having of too many supers being in the game at one time


The bottom line is Goonswarm and TEST do not want to spend their money on fielding and replacing supercaps in a slugfest war. So they, the leadership, have pushed hard on CCP to nerf supercaps vs subcaps and not really do anything for dreads except some timer change and some dps and call it a fix even though they can and will still insta pop to fighter bombers and Doomsdays.

So bets on that come patch day Goons launch a campaign spearheaded by Hurricanes, Drakes and Arty Maelstroms into a major sov holders space. Then they can use their supercaps which will be very effective still at killing sov structures to do so.


I'm right there with you bud. That is exactly what I see happening. That has probably been the plan since they first starting fighting for this "patch".
Roosterton
Sebiestor Tribe
Minmatar Republic
#1587 - 2011-10-12 01:03:46 UTC  |  Edited by: Roosterton
While CCP is definitely on the right track with these nerfs, I can't help but get the feeling that this is only going to result in yet more things being overpowered, underpowered, or outright never used. Maybe said ships will be different, but the result will stay the same.

Instead of each capital having a mishmash of possible uses, each class should have its own role which it excels at, but should be little more than passable at any other role.

Let's look at what we currently have:

Carriers: Deals the lowest DPS of any cap class, but can reliably apply that DPS to anything larger than a cruiser using fighter drones. Also have bonuses to remote repping to keep other ships alive. TL;DR: Specialized in repping. DPS is a secondary role, but is still effective in many situations.

Dreadnaughts: Deals moderately high DPS, but only when in siege mode, where it sacrifices all mobility and can't be RR'ed, and sucks at hitting subcaps. TL;DR: Specialized against capitals and above.

Supercarriers: Deals insane DPS, nearing that of a titan, and has great EHP. Can field both fighters and fighter bombers to deal DPS to virtually any target larger than a cruiser. Can also fit RR. Only drawback compared to a normal carrier is failure to fit triage modules. TL;DR: Specialized against everything. -_-

Titan: Can jump bridge fleets across vast distances, and doomsday to quickly take out any non-super cap carriers or dreads. Also deals respectable DPS with XL turrets/launchers against capitals and battleships. TL;DR: Specialized against caps; viable against BS.

The way I see it, Dreadnaughts are the only well balanced of the four so far, as they have a specialized role and are crappy at anything else due to crippled mobility and vulnerability. In my opinion, all caps should be like that; they excel at a VERY SPECIFIC role, and if they get engaged by something not included in that role, then they'd better have a support fleet backing them up.

With this in mind, I propose the following:

Carriers: These should be the only caps capable of being effective against subcaps. To do this, revert back to the change to fighter sig to be ~400, but give carriers a X% tracking bonus per carrier skill level. This means that a supercarrier with fighters will do crappy DPS unless it's supported by target painters, while carriers are capable of dishing out some of their DPS without needing subcap support. However, compared to other classes, their fighter DPS will be crappy against other capitals. TL;DR: Will be effective against subcaps.

Dreadnaughts: Keep them more or less the way they are; (Well, the way they are going to be, with the 5 min siege cycle time.) Siege modules should allow for minimal movement, and to be RR'ed, so that they aren't *completely* outdone by supercarriers. TL;DR: Will be effective against caps.

Supercarrier: With fighter sig resolution pushed up to 400m, they will have to either forgo fighters or forgo fighter bombers if they want to be effective whatsoever against sub-BS, which cripples their effectiveness against caps. They will still be effective cap and supercap killers, but simply have extremely limited viability against a well-organized subcap fleet. TL;DR: Will be effective against caps.

Titan: These should be supercapital killers. Give them terrible XL turret tracking - to accomplish this, make XL weapons have higher sig res and lower tracking, but give dreads a tracking/sig resolution bonus per level. Additionally, make their doomsday stronger, but make it strictly sig radius based, so that it is no longer capable of one-shotting capitals, but will do more effective damage against supercapitals. TL;DR: Will be effective against supercaps.

TL;DR Changes:

Fighter sig res to 400m.
Carriers (NOT supercarriers) gain a +X% fighter tracking bonus per skill level.
XL Weapons have higher sig resolution and worse tracking.
Dreadnaugts gain a +X% XL turret/launcher tracking/sig resolution bonus per skill level.
Doomsday devices do more damage, but are now sig radius based.
Dreads can now move a bit and be RR'ed while in siege mode.

This is by no means a final list, but I feel that it's reasonable, and better than blanket buffs/nerfs. Now, I shall prepare to be flamed into oblivion.
Velin Dhal
Zeonic CG
#1588 - 2011-10-12 01:04:57 UTC  |  Edited by: Velin Dhal
R0ze wrote:
[quote=Mr Sado]Our bomber fleet got welped by a supercapital fleet (that had no sub cap support), Fighters should not be able to scratch frigates.... and I hope that is a change that can still happen.


Sounds to me like you need a new FC. Not a nerf.
FearOwns
Ministry of War
Amarr Empire
#1589 - 2011-10-12 01:06:51 UTC
Velin Dhal wrote:
R0ze wrote:
[quote=Mr Sado]Our bomber fleet got welped by a supercapital fleet (that had no sub cap support), Fighters should not be able to scratch frigates.... and I hope that is a change that can still happen.


Sounds to me like you need a new FC. Not a nerf.


+1
Death2all Supercaps
Amok.
Goonswarm Federation
#1590 - 2011-10-12 01:30:28 UTC
Leviathan can't even track subcaps.
If it cant use drones or doomsday, it cant even win vs a battleship. How is that balanced?
The Offerer
Doomheim
#1591 - 2011-10-12 01:30:44 UTC
Quote:
Logging off should not be a viable tactic


Only if you can guarantee that fleets will no longer be stuck because of infamous black screen. Fingers crossed for the time dilation feature, I guess.
Pestilent Industries
Doomheim
#1592 - 2011-10-12 01:33:09 UTC
Mr Sado wrote:
[Our bomber fleet got welped by a supercapital fleet (that had no sub cap support), Fighters should not be able to scratch frigates....



Wow, you, your alliance, and your FC are all terrible and should biomass your characters.
Legras
Deep Core Mining Inc.
Caldari State
#1593 - 2011-10-12 01:46:21 UTC
I don't agree with the Fighter Nerf...

Not everyone uses Fighters for pvp usage... Many use them to Ratt...

The use of fighters will become usless then for running pritty much any type of Plex.

I could understand maybe a partial increase of maybe 200 or 250 but 400 is just outrageous.

why not change the base to say 150 and then put a modification on Supers to boost it to the 400.
Or make a slightly weaker version of the fighter for cariears (say scale back the damage 5 to 15 percent and lower their hitpoints by the same ) and the current versions that you change only available to Supercaps.
Fon Revedhort
Monks of War
#1594 - 2011-10-12 01:46:55 UTC  |  Edited by: Fon Revedhort
CCP Tallest wrote:
In this thread, I've read several very good reasons why the fighter change is a bad idea. You are right. Fighters should stay the way they are. The change would be unfair for carriers.


Is it fair then that carriers use same (dirt-cheap) rigs as battleships? RollRollRoll

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1595 - 2011-10-12 01:47:28 UTC
So, took a look at what happens when you run tracking mods and links on a titan.

Erebus
Meta 2 Blasters (24+26 km AM, 78+26 Iron, assuming tracking is not quite that important at range, 2x optimal gives 102+42, and this is the shortest range titan)
meta 14 TE
2x meta 14 TCs (Tracking Scripts)
5x incoming Faction TLs from a max skilled onieros
Ogdin's Eye
Tracking, Blasters: 0.02549
Tracking, Blasters, 2x Optimal (Iron is 102+42): 0.02525
DPS(Short-Long, T1 Ammo, no Damage Mods, no overheat, no implants): 5654-2356 (Therm/Kin)

Obviously I have run into the wall as far as tracking goes, the penalties have really kicked in.

Repeated for Avatar
Meta 2 Pulses (28+17 with MF, 88+17 with Radio, 2x optimal (previous numbers were tracking speed) 116+28 with 2x optimal)
(Same as Erebus otherwise)
Tracking, Giga Pulses: 0.01908
Tracking, Giga Pulses, 2x Optimal Scripts: 0.0189
DPS(Short-Long, T1 Ammo, no Damage Mods, no overheat, no implants): 4673-1947 (EM/Therm)

Again, this is pretty much the upper limit as the loss of 2x tracking comps had little to no effect on tracking

Ragnarok:
(same ****)
(20+33 with EMP, 65+33 with carbonized lead, (previous were tracking speed) 85+54 with 2x optimal)
Tracking, 6x2500: 0.02403
Tracking, 6x2500, 2x Optimal Scripts: 0.0238
DPS(Short-Long, T1 Ammo, no Damage Mods, no overheat, no implants): 5629-2345 (Variable Damage Types)

Megathron, 425s: 0.01654 (Hype: 0.01203)

Megathron, Neutrons: 0.07442 (Hype: 0.05412)

Geddon, Mega Pulse: 0.04219

Geddon, Mega Beam: 0.01914

Tempest, 1400s: 0.01125

Tempest 800 Repeating: 0.054

Not too sure what to make of this, other than, yes, titans can hit stuff rather decently. I probably would accept slightly lower tracking for a better optimal (have the oneiros switch a script or two).

Food for thought on that issue.

Given that Erebus and Avatar are the most used, you can see why the Erebus gets (and deserves a lot of flack for this)

Boosh, beat the forum, it tried to eat my post, but I copied it beforehand \o/
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1596 - 2011-10-12 01:48:28 UTC
Fon Revedhort wrote:
CCP Tallest wrote:
In this thread, I've read several very good reasons why the fighter change is a bad idea. You are right. Fighters should stay the way they are. The change would be unfair for carriers.

The poor performance of Minmatar capital ships is being looked at and was already being looked at before the blog was posted.

Pointing out flaws and issues with the balancing plan is very much appreciated. I will look into the issues and make changes where they are needed.

Once this hits SISI, I will start a thread in the test server feedback forums. Your concerns will be listened to and acted upon if necessary.


Is it fair then that carriers use same (dirt-cheap) rigs as battleships? RollRollRoll


No, it is also not fair that they get the same ******* expensive rigs as SCs.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1597 - 2011-10-12 01:49:18 UTC  |  Edited by: Demon Azrakel
Legras wrote:
I don't agree with the Fighter Nerf...

Not everyone uses Fighters for pvp usage... Many use them to Ratt...

The use of fighters will become usless then for running pritty much any type of Plex.

I could understand maybe a partial increase of maybe 200 or 250 but 400 is just outrageous.

why not change the base to say 150 and then put a modification on Supers to boost it to the 400.
Or make a slightly weaker version of the fighter for cariears (say scale back the damage 5 to 15 percent and lower their hitpoints by the same ) and the current versions that you change only available to Supercaps.


They retracted that one, just have not edited the dev blog. Post one by (Guard I think) links to it.

EDIT: Link here
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1598 - 2011-10-12 01:51:19 UTC  |  Edited by: Demon Azrakel
Death2all Supercaps wrote:
Leviathan can't even track subcaps.
If it cant use drones or doomsday, it cant even win vs a battleship. How is that balanced?


The Phoenix and Leviathan really need to be looked at, the Phoenix also is the shittiest of the dreads for shooting battleships (it works under certain circumstances for the other dreads, not so much for the Phoenix), followed by the Naglfar, if only because it has some capital missiles.

To be fair, none of the others can really hit a BS orbiting at 500...regardless of its speed or sig
Fon Revedhort
Monks of War
#1599 - 2011-10-12 01:52:21 UTC
Demon Azrakel wrote:
Fon Revedhort wrote:
CCP Tallest wrote:
In this thread, I've read several very good reasons why the fighter change is a bad idea. You are right. Fighters should stay the way they are. The change would be unfair for carriers.

The poor performance of Minmatar capital ships is being looked at and was already being looked at before the blog was posted.

Pointing out flaws and issues with the balancing plan is very much appreciated. I will look into the issues and make changes where they are needed.

Once this hits SISI, I will start a thread in the test server feedback forums. Your concerns will be listened to and acted upon if necessary.


Is it fair then that carriers use same (dirt-cheap) rigs as battleships? RollRollRoll


No, it is also not fair that they get the same ******* expensive rigs as SCs.

They are of the same class and share same capital mods, so I don't see how this particular thing is unfair. Both carriers and supercarriers are to use XL rigs which in turn should actually cost something.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

J'J'J'Jita
Ch'Ch'Ch'Chia Corp
#1600 - 2011-10-12 01:57:05 UTC
Will pilots with the Fighter Bombers or (racial) Titan skills trained be reimbursed their skillpoints in normal drones, since those skills are now totally useless for supercapital pilots?

My Erebus pilot would like those drone skillpoints back.