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[Odyssey] Tech 1 Battleships - Amarr

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Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1041 - 2013-04-12 12:39:58 UTC
Ayla Crenshaw wrote:
We got some feedback at least.

SiSi testing will tell the truth. Let's just hope people will accept it if new bonuses work fine on one hadn and devs make necessary changes if needs arises on the other.

Maybe Fozzie will fit meta beams on his Apocalypse and see getting capstable with them is that much harder. And meta beams is what new Amarr PvErs use. Train to (overpowered) Scorch is a pretty damn long for a person unused to 20+ day skills...


That brings up other issues of T1 ammo being pretty **** poor and in dire need of an overhaul

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1042 - 2013-04-12 12:42:07 UTC
Jonas Sukarala wrote:
Ayla Crenshaw wrote:
We got some feedback at least.

SiSi testing will tell the truth. Let's just hope people will accept it if new bonuses work fine on one hadn and devs make necessary changes if needs arises on the other.

Maybe Fozzie will fit meta beams on his Apocalypse and see getting capstable with them is that much harder. And meta beams is what new Amarr PvErs use. Train to (overpowered) Scorch is a pretty damn long for a person unused to 20+ day skills...


That brings up other issues of T1 ammo being pretty **** poor and in dire need of an overhaul


It's T2 ammo that needs the overhaul. It's better to fix what is broken than to break everything else.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1043 - 2013-04-12 12:45:41 UTC
First, Thank you, CCP Rise, for finally actually engaging us with some real replies here.

Now, on to the points. There are are good number of us who are accepting that the changes are happening, and overall are going along with them. BUT! As for the proposed changes to the Abaddon (my personal preference) or the Apoc (acceptable secondary option for me) by us are actually keeping in line with these changes, but A) give newer, low skilled pilots an acceptable option to use without first having to get pretty much max skills for this (like among others, Fozzie has), and yet gives more fitting flexibility to those of us with those already max skills. I mean, come on, pretty much NO mission runner wants/thinks about using cap boosters, they take up too much room (800s) in the cargo hold to actually last the length of half of the L4 missions (let alone the epic arc missions, particularly those with nuets), or don't provide enough boost to balance out the cap draw (400s) even for the increased number you can use, especially for lower skilled players. And I know for a fact that lower skilled pilots in the current abaddon have to fill ALL rig slots AND mid slots with cap rechargers just to MOSTLY make a single-repped abaddon cap stable, and that the tank for this sort of a fit even at max skills isn't strong enough for A LOT of missions to hold up (personally, I have ALWAYS had to dual rep my Abaddons for L4 missions, and that meant shutting off half my turrets [or all of them if under nuets] to be able to not die in missions especially if pointed, and then being forced to wait for my drones to get around to killing the targets off so I could stop dual repping... and with the new mission rat AI, this will no longer work!).
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1044 - 2013-04-12 12:45:42 UTC
TrouserDeagle wrote:
Jonas Sukarala wrote:
Ayla Crenshaw wrote:
We got some feedback at least.

SiSi testing will tell the truth. Let's just hope people will accept it if new bonuses work fine on one hadn and devs make necessary changes if needs arises on the other.

Maybe Fozzie will fit meta beams on his Apocalypse and see getting capstable with them is that much harder. And meta beams is what new Amarr PvErs use. Train to (overpowered) Scorch is a pretty damn long for a person unused to 20+ day skills...


That brings up other issues of T1 ammo being pretty **** poor and in dire need of an overhaul


It's T2 ammo that needs the overhaul. It's better to fix what is broken than to break everything else.


T2 ammo is fine by and large maybe conflag could do with a buff and a slight nerf to scorch perhaps...
but you miss the point of talking about fitting meta guns which use T1 ammo

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Gordon Esil
Brutor Tribe
Minmatar Republic
#1045 - 2013-04-12 12:45:44 UTC
Pelea Ming wrote:
@ CCP Rise

Ok, I've been giving a lot of thought lately to the issues quite a few people have expressed about lower skilled / newer players not having a good BS for them to get into without some rather intensive training... as well as my general agreement with I rather don't like that the Amarr do not currently have a T1 8 L slot BS.

So, I would like to suggest this idea, instead. On the Abaddon, remove 2 high slots (yes, remove 2 turrets, and do not give it any utility slots), raise it's damage bonus from 5% to 10% per level, and slap on that 8th low slot. This would allow it to keep the same base DPS, yet give it a means of reducing cap draw that would fit changes done to previous hulls, and allow it an extra slot to work with when fitting tank to help it stay the tankiest of armor ships yet not be something so noticeably powerful in PvP as the old resist boost.

We still want to hear something about this
It will be acceptable on the Abaddon to have the above suggested slots layout
Ayla Crenshaw
Ministry of War
Amarr Empire
#1046 - 2013-04-12 12:47:20 UTC
TrouserDeagle wrote:
Jonas Sukarala wrote:
Ayla Crenshaw wrote:
We got some feedback at least.

SiSi testing will tell the truth. Let's just hope people will accept it if new bonuses work fine on one hadn and devs make necessary changes if needs arises on the other.

Maybe Fozzie will fit meta beams on his Apocalypse and see getting capstable with them is that much harder. And meta beams is what new Amarr PvErs use. Train to (overpowered) Scorch is a pretty damn long for a person unused to 20+ day skills...


That brings up other issues of T1 ammo being pretty **** poor and in dire need of an overhaul


It's T2 ammo that needs the overhaul. It's better to fix what is broken than to break everything else.


I might be wrong here, but isn't Scorch the only thing keeping Amarr ships viable in most contexts?

So bringing everything else in line with Scorch is a much smarter move than bringing Scorch in line with everything else. Just sayin'.
Ashlar Vellum
Esquire Armaments
#1047 - 2013-04-12 12:52:57 UTC  |  Edited by: Ashlar Vellum
Nalha Saldana wrote:
Ashlar Vellum wrote:
CCP Rise wrote:
Being called Gallentean right after Gallente were saying we hate Gallente is pretty awesome.
You're right about the primary racial roles, but Amarr has been establishing a stronger drone representation throughout tiericide. Tormentor -> Dragoon -> Arbitrator -> Prophecy. And Khanid has always existed as a missile focused division of Amarr. I don't think we are straying far at all from Amarr offensive system organization with this battleship line.

What about old consistency?
Punisher > Maller>Abaddon
Executioner (yeah that is a bit far-fetched) > Omen > Armageddon
Crucifier > Dragoon > Arbitrator > New disruption battleship?

Punisher > Maller > Abaddon
Executioner > Omen > Apocalypse
Crucifier/Tormentor > Arbitrator > Armageddon
I don't see the problem here, it works fine.


Well and I can certainly see a few. P

Punisher > Maller > Abaddon - ok

Executioner > Omen > Apocalypse

sorry what?

Omen:
10% Medium Energy Turret cap use
5% to Medium Energy Turret Rate of Fire
Apoc:
+7.5% to Large Energy Turret optimal range
+7.5% Large Energy Turret tracking speed

It works what again now ? How is this consistent?

Crucifier/Tormentor > Arbitrator > Armageddon

Again, sorry what?
First of all. Tormentor, realy? Why?

And here we go:
Crucifier:
5% bonus to Tracking Disruptor effectiveness
5% bonus to Tracking Disruptor optimal range
and it has 45 m^3 drone capacity and that is massive for a frig.

Arbitrator:
7.5% bonus to Tracking Disruptor effectiveness
10% bonus to drone hitpoints, damage and mining yield

And now we have GeDomi.
+10% to Drone damage and Hit Points
+10% Energy Neutralizer and Energy

and it is "attack" battleship not a "disruption" battleship

Where are you seeing consistency here?

So GedDomi is a new "disruption" battleship wannabe and probably needs a new hull.
And amarr "attack" ship lineup needs it old Armageddon back, without this energy neuting shenanigans.
SMT008
Deep Core Mining Inc.
Caldari State
#1048 - 2013-04-12 12:54:01 UTC
Ayla Crenshaw wrote:


So bringing everything else in line with Scorch is a much smarter move than bringing Scorch in line with everything else. Just sayin'.


Very true.

Amarrs without Scorch is an heresy.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1049 - 2013-04-12 12:57:00 UTC
Ayla Crenshaw wrote:
TrouserDeagle wrote:
Jonas Sukarala wrote:
Ayla Crenshaw wrote:
We got some feedback at least.

SiSi testing will tell the truth. Let's just hope people will accept it if new bonuses work fine on one hadn and devs make necessary changes if needs arises on the other.

Maybe Fozzie will fit meta beams on his Apocalypse and see getting capstable with them is that much harder. And meta beams is what new Amarr PvErs use. Train to (overpowered) Scorch is a pretty damn long for a person unused to 20+ day skills...


That brings up other issues of T1 ammo being pretty **** poor and in dire need of an overhaul


It's T2 ammo that needs the overhaul. It's better to fix what is broken than to break everything else.


I might be wrong here, but isn't Scorch the only thing keeping Amarr ships viable in most contexts?

So bringing everything else in line with Scorch is a much smarter move than bringing Scorch in line with everything else. Just sayin'.


Amarr is unusable without scorch, just like blasters and autocannons are unusable without null and barrage. It's possible to nerf these ammos into a niche role like T2 ammo for long range guns and make lasers good at the same time.
Doctor Ape MD
Imperial Academy
Amarr Empire
#1050 - 2013-04-12 13:09:11 UTC  |  Edited by: Doctor Ape MD
CCP Rise wrote:
Hi guys

So I've been catching up on the thread a little this morning. I think you all deserve some comment at least, so here you go!

For those of you still concerned about the cap issues that Amarr will now face with both of its turret based options: we hear you. We are really caught here because a significant number of players find the cap bonus less exciting than a bonus like tracking. That said, its a really important bonus because of what it allows laser ships to do. We've been talking with the CSM, watching this thread, and doing experimenting of our own with the new ships internally to try and figure out how much of a problem it is. So far, we remain convinced that you will enjoy the Apoc more, on average, without the cap bonus. We want to let it go to public testing this way and then adjust off feedback at that point if there's major problems.

For those of you concerned about the idea that Gallente got revisions because they asked, and Amarr are not, I urge you to see the two as in completely different situations. The first set of Gallente ships were not just controversial or "off race", they were a broad disappointment. Once people began to point out that they simply fell short, we looked at them and tended to agree, so we were happy to go back and work on them some more. Amarr is in a different place where its not that they are simple "bad" ships, more that there is a lot of disagreement about how this race line should be structured. Thats understandable. We are in a really difficult position of wanting to offer new options for Amarr pilots, despite them having 2 iconic ships and one fleet staple. That means no matter where we go (for instance if the Apoc had become the drone ship) someone is going to be unhappy.

We, along with many players, feel that this an exciting direction for Amarr. I would ask that you guys accept this draft as more or less set, and then help us out with testing once these go to a public server.

I do appreciate your feedback and promise that its not falling on deaf ears.


CCP Rise,

It seems to me that the original design intent for the Amarr was for lasers to be quite powerful. Instant damage, unlimited ammo, good range (with fast swapping optimals), and good damage. To balance this, they made lasers very cap dependent and gave Amarr ships cap bonuses for lasers, thereby insuring that lasers would only be effectively used on Amarr ships and we wouldn't see creative hulls from other factions mounting lasers and stomping everybody with them. So on one hand Amarr would have powerful lasers (bonus!), but on the other they wouldn't really have a secondary bonus (in other words, one of their bonuses was being able to actually use lasers instead of hybrids, missiles, or projectiles). This led to the 'less exciting bonus' (lower laser cap use) that you mentioned, which was a common bonus throughout the Amarr lineup.

Over time though I think many of the original advantages of 'lasers' have been matched or overshadowed by the other weapon systems. Lasers have limited damage types, powergrid issues (beam), and expendable tech 2 ammunition that is required for them to be effective (using ammo like other weapon systems). The game has evolved, but the enormous drain on cap has remained.

On paper, I think all of your changes are more interesting (Geddon aside, since I think that is more a nostalgia thing), but unfortunately they magnify the existing issues with lasers. You stated in a post in this thread that Amarr battleships are among the least used... and I believe the painful capacitor issues will continue the trend. Mandatory cap boosters (or loading your entire ship with cap rechargers and CPRs) are just not fun for most people. Effective in PvP yes (due to generally short encounters).

I may well be wrong but I think the Oracle will continue to be the PvP large laser platform of choice (faster, cheaper, and easier to fit and fire beam lasers over the Apocalypse), and PvE people who bother training Amarr ships will either jump straight to Navy ships (depending on your changes) or Pirate ships (or more likely, train a different faction line for PvE purposes).
Avald Midular
Doomheim
#1051 - 2013-04-12 13:24:58 UTC  |  Edited by: Avald Midular
CCP Rise wrote:
Quote:
I do hope you take another (deep) look at the cap issues though. There are a lot of ways to solve them.


We really have looked at them. Fozzie was running level 4s yesterday easily in a pulse Apoc without sacrificing many slots. Not only can you run them, but you gain a lot of offensive capability because of the tracking bonus and the increased speed and agility.

I think you will find its not a very painful shift - but again, public testing will give us a better idea.


How did it go when he tried them in beams? How about tachyons? Probably not because he couldn't even fit them to see if there are cap issues. The fact that the Oracle can easily fit tach's while the entire T1 BS lineup is the only racial lineup that can't fit our own weapons is ridiculous and has received a lot of (unanswered) attention in this thread. If Pulse Scorch weren't around this thread would dwarf the Gallente one, it's a broken system.
Arline Kley
PIE Inc.
Khimi Harar
#1052 - 2013-04-12 13:27:20 UTC
Avald Midular wrote:
CCP Rise wrote:
Quote:
I do hope you take another (deep) look at the cap issues though. There are a lot of ways to solve them.


We really have looked at them. Fozzie was running level 4s yesterday easily in a pulse Apoc without sacrificing many slots. Not only can you run them, but you gain a lot of offensive capability because of the tracking bonus and the increased speed and agility.

I think you will find its not a very painful shift - but again, public testing will give us a better idea.


How did it go when he tried them in beams? How about tachyons? Probably not because he couldn't even fit them to see if there are cap issues. The fact that the Oracle can easily fit tach's while the entire T1 BS lineup is the only racial lineup that can't fit our own weapons is ridiculous and has received a lot of (unanswered) attention in this thread.


of course they won't get any attention, as it is working as intended [/sarcasm]

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

Ruze
Next Stage Initiative
#1053 - 2013-04-12 13:32:41 UTC
Alright, so the points I've gotten from CCP Rise:

- These ideas are pretty much set in stone. They'll tweek a pg or cap here or there once it hits sisi, but we're not going to get them to rethink losing the Armageddon. If we're losing the old Armageddon, can we at least get a Navy Knockoff that keeps it's classic style?

- They are not going to make the ships cap stable, nor are they designing them to use full Tachs. Does this interpret into them possibly revising lasers sometime later? And if so, how long will these new Amarr ships have to sit as poorly fit until the possible future changes come along?

- We *might* talk them out of the neut/vamp bonus on the Geddon, as it seems they just ripped off the Bhaalgorn because they really didn't have any other ideas. And the Bhaalgorn is effective. But the drones and missile bay is here to stay.

- Thanks for posting, and maybe he'll talk to us in a few days.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Ayla Crenshaw
Ministry of War
Amarr Empire
#1054 - 2013-04-12 13:33:17 UTC  |  Edited by: Ayla Crenshaw
Avald Midular wrote:
CCP Rise wrote:
Quote:
I do hope you take another (deep) look at the cap issues though. There are a lot of ways to solve them.


We really have looked at them. Fozzie was running level 4s yesterday easily in a pulse Apoc without sacrificing many slots. Not only can you run them, but you gain a lot of offensive capability because of the tracking bonus and the increased speed and agility.

I think you will find its not a very painful shift - but again, public testing will give us a better idea.


How did it go when he tried them in beams? How about tachyons? Probably not because he couldn't even fit them to see if there are cap issues. The fact that the Oracle can easily fit tach's while the entire T1 BS lineup is the only racial lineup that can't fit our own weapons is ridiculous and has received a lot of (unanswered) attention in this thread. If Pulse Scorch weren't around this thread would dwarf the Gallente one, it's a broken system.


Our best chance is to try things out with non-perfect skill cahracters over on SiSi when the changes hit. That and rising enough clamor to get this thing looked at before their internal deadline for changes hits.

I'm mildly optimistic about the whole matter. Can't wait to test and see what we have to deal with.

Ruze wrote:
Alright, so the points I've gotten from CCP Rise:

- These ideas are pretty much set in stone. They'll tweek a pg or cap here or there once it hits sisi, but we're not going to get them to rethink losing the Armageddon. If we're losing the old Armageddon, can we at least get a Navy Knockoff that keeps it's classic style?

- They are not going to make the ships cap stable, nor are they designing them to use full Tachs. Does this interpret into them possibly revising lasers sometime later? And if so, how long will these new Amarr ships have to sit as poorly fit until the possible future changes come along?

- We *might* talk them out of the neut/vamp bonus on the Geddon, as it seems they just ripped off the Bhaalgorn because they really didn't have any other ideas. And the Bhaalgorn is effective. But the drones and missile bay is here to stay.

- Thanks for posting, and maybe he'll talk to us in a few days.


Armageddon changes are here to stay. They bear all the signs of a pet project and those are not easily abandoned, believe me. You can only hope the Navy version stays true to the lore and history.

As for other changes - there's a slight chance SiSi testing will give the sceptics enough leverage if there ARE actual issues present to push through more fundamental changes.
Cardano Firesnake
Fire Bullet Inc
#1055 - 2013-04-12 13:40:04 UTC  |  Edited by: Cardano Firesnake
I am really concern about the cap regen.
Laser + Armor Repair is draining so much capacitor.
If you add the Propulsion, I hope these BS will have enough regen.
Of course it is a usual problem with Amarr ships...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Avald Midular
Doomheim
#1056 - 2013-04-12 13:42:58 UTC
Ayla Crenshaw wrote:
Avald Midular wrote:
CCP Rise wrote:
Quote:
I do hope you take another (deep) look at the cap issues though. There are a lot of ways to solve them.


We really have looked at them. Fozzie was running level 4s yesterday easily in a pulse Apoc without sacrificing many slots. Not only can you run them, but you gain a lot of offensive capability because of the tracking bonus and the increased speed and agility.

I think you will find its not a very painful shift - but again, public testing will give us a better idea.


How did it go when he tried them in beams? How about tachyons? Probably not because he couldn't even fit them to see if there are cap issues. The fact that the Oracle can easily fit tach's while the entire T1 BS lineup is the only racial lineup that can't fit our own weapons is ridiculous and has received a lot of (unanswered) attention in this thread. If Pulse Scorch weren't around this thread would dwarf the Gallente one, it's a broken system.


Our best chance is to try things out with non-perfect skill cahracters over on SiSi when the changes hit. That and rising enough clamor to get this thing looked at before their internal deadline for changes hits.

I'm mildly optimistic about the whole matter. Can't wait to test and see what we have to deal with.

Ruze wrote:
Alright, so the points I've gotten from CCP Rise:

- These ideas are pretty much set in stone. They'll tweek a pg or cap here or there once it hits sisi, but we're not going to get them to rethink losing the Armageddon. If we're losing the old Armageddon, can we at least get a Navy Knockoff that keeps it's classic style?

- They are not going to make the ships cap stable, nor are they designing them to use full Tachs. Does this interpret into them possibly revising lasers sometime later? And if so, how long will these new Amarr ships have to sit as poorly fit until the possible future changes come along?

- We *might* talk them out of the neut/vamp bonus on the Geddon, as it seems they just ripped off the Bhaalgorn because they really didn't have any other ideas. And the Bhaalgorn is effective. But the drones and missile bay is here to stay.

- Thanks for posting, and maybe he'll talk to us in a few days.


Armageddon changes are here to stay. They bear all the signs of a pet project and those are not easily abandoned, believe me. You can only hope the Navy version stays true to the lore and history.

As for other changes - there's a slight chance SiSi testing will give the sceptics enough leverage if there ARE actual issues present to push through more fundamental changes.


The fact that Fozzie did the test in Pulses, the ONE weapon platform we're not complaining about and the only thing keeping Amarr ships remotely usable, in presumably level 5 skills, when we're pointing out low SP BS players having major cap issues, makes me think they have no clue what the problem is, and aren't reading this thread very carefully as it is spelled out on every single page, or worse, they are fine with tach's being both unfittable without PG modules, and when you do they are cap unusable, and aren't going to change it even with SISI feedback.
Ruze
Next Stage Initiative
#1057 - 2013-04-12 13:45:04 UTC
Cardano Firesnake wrote:
I am really concern about the cap regen.
Laser + Armor Repair is draining so much capacitor.
If you add the Propulsion, I hope these BS will have enough regen.
Of course it is a usual problem with Amarr ships...


As another pilot said, the balance of 'no cap for you' was due to how very overpowered lasers were back in the day. No ammo, extreme damage capabilities, and could fire as long as you had cap.

This mindset fell to the way-side when the nerfed lasers originally years ago. Then they added cap boosters since our penalty was now too high. It's just the way it's thought to be for Amarr. And now with overheating and crystals, we go through ammo too.

I've been left wondering ... Why is it still so important that Amarr can't keep their cap up running full mods?

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Shinzhi Xadi
Doomheim
#1058 - 2013-04-12 13:51:20 UTC
Notice how CCP Rise ignored every mention of Tachyon beam lasers.. The fact that no amarr battleship can use them without totally crippling the rest of its fit, yet other races battleships can use their largest weapon systems without major penalty.

Even with max skills and implants, T2 tachs won't fit on any of the new amarr bs without wasting slots for PG mods. Then of course there is the massive cap they burn up.

Mac Pro dual 6-core Xeon 3.06ghz, 24gig ecc ram, EVGA GTX 680 Mac Edition, Intel SSD, OS X Yosemite and Windows 8.1 Pro.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1059 - 2013-04-12 13:55:20 UTC
Shinzhi Xadi wrote:
Notice how CCP Rise ignored every mention of Tachyon beam lasers.. The fact that no amarr battleship can use them without totally crippling the rest of its fit, yet other races battleships can use their largest weapon systems without major penalty.

Even with max skills and implants, T2 tachs won't fit on any of the new amarr bs without wasting slots for PG mods. Then of course there is the massive cap they burn up.


Even mega beams are pretty hard to fit, way more so than 425s or 1400s, and they aren't even good.
DJ P0N-3
Table Flippendeavors
#1060 - 2013-04-12 13:56:26 UTC
Hm. So the overall tack of the T1 revisions is that it's a touch harder to get into battleships, battleships and battlecruisers won't really shine without good to excellent skills, but the cruisers and frigates are strong enough to support newer players. Cross-training has been whacked with a giant nerfbat but there are more weapon systems available within races.

These changes are growing on me now that I am looking at them in the light of the hulls being intended for higher skill players. They still need to be accessible to people without perfect skills: beams need work, and if Amarr cap bonuses are going out the window then lasers and the capacitor of ships that use them should be re-evaluated. If you can't put a full rack of tachyons on any Amarr battleship without fitting mods, the Oracle shouldn't be able to fit a full rack of them without fitting mods either.

The bigger T1 ships will demand better support skills. That's fine. It makes more sense than the way it used to be, where battlecruisers and battleships were better at cushioning a noob with poor skills than cruisers or frigates. But if this truly is where tiericide is heading, it needs to go hand in hand with improving the NPE. Noobs need to be educated about things other than missions, because getting into a battleship and running L4s is the be-all and end-all of what it encourages them to do. Now they're going to need to tread water in a cruiser for longer if they don't want to be that tiny noob in a big ship.

I understand that you all want to get the T1 rebalances underway before changing the rest of EVE to match, and I imagine you're functioning independently from the NPE team, but the rebalances are showing up some of the flaws of the design for a young player with no connections. But, as someone said in one or other of these threads, your team is basically doing God's work and I'm saving up my serious tears for the command ship rebalance. If your changes highlight flaws in other parts of EVE, at least there will be more attention paid to those flaws.