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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#501 - 2013-04-15 05:37:36 UTC
Naomi Knight wrote:
Tyberius Franklin wrote:
Officer Nyota Uhura wrote:
So now when we've ordered about 30-40 of our guys to train for Amarr carriers you'll tell us that you change those carriers.

Can we get those soon-to-be-useless skillpoints back so that we can reassign them to something useful?

How about some consistency and long-term planning, CCP? Slowcats have only been a major doctrine for a year, which means that those who started to train for them some time after they were made a major doctrine will have their training finished around now.

Is a 5% difference in resists assuming carrier V going to break the doctrine?

Yes

Please elaborate. What becomes unworkable with the resist reduction? Do all carrier pilots in the doctrine require carrier V?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#502 - 2013-04-15 05:44:12 UTC
FT Diomedes wrote:
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.

If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.

Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.

The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.

Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way.

It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses.
Spc One
The Chodak
Void Alliance
#503 - 2013-04-15 06:04:41 UTC
Why are you constantly changing stuff that is not broken ?
5% per level is fine, it was fine 9 years so why change it ?

You're breaking this game up by doing this.

And 1% is so super low that it just doesn't make any sense.
It seems like you want to change that 1% just because you can and to annoy players who are playing for 10 years.
Ugh
Naomi Knight
Ministry of War
Amarr Empire
#504 - 2013-04-15 06:09:14 UTC
Tyberius Franklin wrote:
FT Diomedes wrote:
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.

If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.

Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.

The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.

Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way.

It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses.

So? What is so bad about having a bonus to all types of tanks?

Resist bonus = tank bonus ----> makes your ship tank better in every situation
Dmg bonus = damage bonus :P ----> makes your ship do more dmg in every situation

Still nobody said what is so op about these resist bonused ships ,yes the bonus gives good tank bonuses ,still you have to look it at the ship as a whole ,as they are balanced with all the effect the 5%resist bonus gave them in mind.
But the only argument they came up with is that rokh,abaddon , archon ,chimera(?) , are used mainly in huge remote rep fleet fights. Oh no the 2 races' ,with fleet doctrine in mind, battleships and carriers used more in fleets, what and absurd situation,nerf nerf.

Strangely they dont point out that the other two races focused on smaller scale warfare ,
and their smaller ships(which are more suitable for the job) dominantes roaming/camping,gank gangs.
Rapier , huginn, cyna, vaga , scimitar, talos are the majority of the ships used there.
Naomi Knight
Ministry of War
Amarr Empire
#505 - 2013-04-15 06:12:36 UTC
Spc One wrote:
Why are you constantly changing stuff that is not broken ?
5% per level is fine, it was fine 9 years so why change it ?

You're breaking this game up by doing this.

And 1% is so super low that it just doesn't make any sense.
It seems like you want to change that 1% just because you can and to annoy players who are playing for 10 years.
Ugh

Not only that , but I've never heared anybody complain about resist bonus at all.
The only complaint slightly close to it is that repair bonuses aren't good, cause you need repairs to use it out ,and self repair looses its place as the fleet gets larger. So is that the repair bonus too good , or the self repair bonus too bad? You decide.
Tatjana Braun
Black Lotus Industrial
#506 - 2013-04-15 06:54:07 UTC
Sorry, you dont balanc reaistanz to rep.- bonus... you only nerf some ships, but it maks the rep bonus not more unseful...

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Rampage Nardieu
The Skulls
#507 - 2013-04-15 06:55:32 UTC  |  Edited by: Rampage Nardieu
I'm fine with lowering the resist bonuses on T1 ships, but on T2? Really?
Shouldn't it be a big step up when you decide to invest in a T2 ship?
T1 ships is getting closer and closer to T2. Will there be a reason to fly a T2 in the future? (hopefully after all ships been rebalanced)

Right now I'm not even playing EvE, just having my sub. active, and changing skillque.
I'm mostly flying HAC's and probably will keep my sub going until I'll see the changes on them.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#508 - 2013-04-15 07:01:40 UTC
Wouldn't it be better to look at these ships one by one?

Why should a res bonus always be 4 or 5% a level?

anyway I think we need to see how this will work out, bit worried on the mid class ships, it's not like the ABC had a lot o trouble with the other BC's and Cruisers anyway.
Shanlara
Weatherlight Industry
#509 - 2013-04-15 07:57:49 UTC
CCP Fozzie wrote:
Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships.


I was lucky enough to ask you a couple of questions the other night in a stream chat about this subject, but figured I would write a little something here about this specific subject about the nerfing, and another one that bugs me.

On the subject of slowcat carriers, you didn't say it but hinted to it, yes the primary slowcat carrier is the Archon with the resist bonus, but you seems to think this will be solved by nerfing the resist bonus, which won't change a thing, it'll just make the Archon slightly less tanky, it'll still be the best slowcat carrier by miles, and you have to realize there are more to this than just resist, for one the second most used carrier for slowcat, and only real other choice for usage is the Thanatos, and when you compare the two ships for slowcat setup, the Archon for one got a higher base armor hp, already making it better there, then ontop it got the resist bonus, while the Thanatos's second bonus is a fighter damage bonus which is completely useless on the slowcat setup, so even if you nerfed resist bonus to 1% the Archon would still dominate for the slowcat spot, it's a simple matter of having two bonus which supports the setup, not about how strong the bonus is, also it has a 7th low slot, where the thanatos only got 6, which just makes it even better, it can either use that 7th for a heavier tank or add damage without losing anything compared to the thanatos, in this case nerfing the resist seems like a uneducated nerf that won't actually change anything as the higher base hp and 7th low slot of the archon makes up for the loss regardless compared to the thanatos.


On the other subject would be the rokh, as I can only really talk from what experience I have from null, nerfing the resist on the rokh seems to be quite strange as the rokh in itself isn't exactly... well it seems strange, as the fact that the rokh is used so much isn't because it got like a huge buffer tank, it's the fact that it's a long range platform with a high RoF and a decent damage output, you said youself that remote repair is on the verge to being overpowered as it right now, the Rokh is good cause the range and RoF allows to easier break remote repair and work around it with a fast targeting switching alpha, nerfing that ship will only put it in a worse state to deal with alpha fleets, a nerf to the rokh like that is only gonna buff the alpha fleet further, and might end up leaving the maelstrom fleet as the only choice to deal with remote repair because of the silly alpha, and the resist on the rokh was what allowed it to also be able to enter a brawl without getting destroyed completely, it's what allowed it to be more than just a long range sniper, it was never good at brawling, and it would never out alpha a maelstrom fleet, but it could deal with remote rep and it had the ability to brawl, there is no clear alternative for that, unless you wanna use the apoc, which have been tried but possible because of high cap use or slot layout never really got far.

I would really love it if ccp took a deeper look for the ships in question for this apparently targeted blanket nerf and saw why those ships are so used, in most cases it's not because of the resist bonus being strong, but simply because there's not optimal alternative to the specific role of the ship, and just doing what a forum user would do be and nerfing the stat that seems on papir to be strong, might actually not have the affect you're searching, most ships can be put in line by changing more subtle things, hp, speed, targeting time, swap a slot from here to there, or even remove one, just going blindly towards the resist bonus and thinking all is good seems really uneducated to me.

Anyways that's my thoughts on this whole thing, of cause I can't really speak for all ships with resist, some like the abaddon seems a bit on the strong side at times, but I believe working with other stats could solve it.
Draydin Warsong
Republic Military School
Minmatar Republic
#510 - 2013-04-15 07:59:11 UTC
"IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey."

Funny, the sentence that gets the biggest rise out of me isnt the nerf but the very last sentence LOL.

While I did vote the only thing "telling your representatives how you feel" is going to do is get you laughed at or trolled. I havent read anything that would suggest any of the CSMs running has anyone elses but their own or their corp/alliance interests in mind and in their mind, anybody elses views are irrelevant. They are simply going to push for the most beneficial to them (No nerf if they use shield doctrine, more nerf if they use Armor doctrine/active reps).
Dave Stark
#511 - 2013-04-15 09:05:23 UTC
that dull thud you can hear? it's the final nail in the hulk's coffin.

all hail king retriever.
Luscius Uta
#512 - 2013-04-15 09:30:38 UTC
While I agree with CCP Fozzie that resist bonus is the best bonus a T1 ship can have, I would leave those bonuses unchanged but compensate their strength by ensuring they are never paired with a damage bonus (on T1 ships, that is - take a look at Ferox an Rokh). Remember how Moa and Prophecy were crappy boats before recent changes, despite resist bonuses?

Workarounds are not bugfixes.

Johnson Oramara
Science and Trade Institute
Caldari State
#513 - 2013-04-15 09:56:20 UTC
Let's see how this affects active tanking, here we have fit with 2 LAR, Thermic Hardener and EM Hardener. The same fit is on Hyperion which has the 7.5% armor rep bonus and Abaddon which has 5% resist bonus which is dropping to 4%.

Without the bonuses both will have defense rating of 564 against Sansha.
With max skills Hyperion gets 776 defense against Sansha.
With current 5% bonus Abaddon gets 752 defense against Sansha.
With Odysseys 4% bonus Abaddon gets 705 defense against Sansha.

So in Odyssey Hyperion gains 212 more tanking ability with it's bonus where Abaddon will be gaining just 141.
That means after the nerf Abaddons 4% resist bonus will be 33% LOWER than Hyperions 7.5% rep bonus in active tanking.

When you think about it like this it is quite a hit to active tanking, do not like... Cry
Akturous
The Scope
Gallente Federation
#514 - 2013-04-15 10:12:26 UTC
Nevyn Auscent wrote:
Akturous wrote:



2nd.

Very uncreative nerf this. How about making remote repair effects stacking penalised, possibly with different stacking numbers for capital and sub-cap? Instantly fix slow cats.


Tell you what, you can have remote reps have stacking penalties if I can have incoming DPS have stacking penalties so the more ships that shoot at me, the less effective each one becomes.
That should instantly fix blob warfare right?

Of course, if you find that a silly idea (as you should) then why should remote reps suffer stacking. To get more remote reps, you need more ships. Just the same as to get more DPS.


Actually I don't think that's a stupid idea at all, it would stop alpha fleet bullshit.

Vote Item Heck One for CSM8

Johnson Oramara
Science and Trade Institute
Caldari State
#515 - 2013-04-15 10:21:11 UTC
Akturous wrote:
Nevyn Auscent wrote:
Akturous wrote:



2nd.

Very uncreative nerf this. How about making remote repair effects stacking penalised, possibly with different stacking numbers for capital and sub-cap? Instantly fix slow cats.


Tell you what, you can have remote reps have stacking penalties if I can have incoming DPS have stacking penalties so the more ships that shoot at me, the less effective each one becomes.
That should instantly fix blob warfare right?

Of course, if you find that a silly idea (as you should) then why should remote reps suffer stacking. To get more remote reps, you need more ships. Just the same as to get more DPS.


Actually I don't think that's a stupid idea at all, it would stop alpha fleet bullshit.

Would make sense as well, when 1000 ships shoot single dot in space the ammo are bound to affect each other ruining their trajectory and causing misses. The smaller the target the higher this effect would get. But since when did eve make sense anyway?
Veshta Yoshida
PIE Inc.
Khimi Harar
#516 - 2013-04-15 11:03:52 UTC
Akturous wrote:
Actually I don't think that's a stupid idea at all, it would stop alpha fleet bullshit.

It would need to be a crippling low number to have the desired effect .. with external voice and an ever improving UI it will be a 'simple' matter for FC's to split a fleet into 15 man firecrews, each of which are capable of dropping a single target.

Arbitrary solutions such as that will never be able to decrease blobbing or anything of that nature, for that you need to shake-up the mechanics to make the use of cookie cutter doctrines less efficient/desirable .. you quite simply need something that small fleets/gangs are better at than giant block-out-the-sun blobs are.
Perihelion Olenard
#517 - 2013-04-15 11:17:33 UTC
Naomi Knight wrote:
Spc One wrote:
Why are you constantly changing stuff that is not broken ?
5% per level is fine, it was fine 9 years so why change it ?

You're breaking this game up by doing this.

And 1% is so super low that it just doesn't make any sense.
It seems like you want to change that 1% just because you can and to annoy players who are playing for 10 years.
Ugh

Not only that , but I've never heared anybody complain about resist bonus at all.
The only complaint slightly close to it is that repair bonuses aren't good, cause you need repairs to use it out ,and self repair looses its place as the fleet gets larger. So is that the repair bonus too good , or the self repair bonus too bad? You decide.

Actually, I have seen some people complain about the resistance bonus on the drake. However, that's probably because it's combined with the drake's good shield recharge and the sixth med. slot.
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#518 - 2013-04-15 11:39:38 UTC  |  Edited by: Buhhdust Princess
Hmm great idea this 1% nerf to resistances.

Also, on topic of good ideas I think CCP needs to:

Allow Command Ships to tactically maneuver fleet members on grid, so fleet has no control, just command ship.
Release an Anti-Titan Titan.
Remove the speed bonus from Vaga/Stabber (It's way too overpowered obviously, especially now amarr lost their tank!)
Change Caldari to a full Armour ship race, say their scientists went totally bonkers or something in lore.
Make gallente only shoot snowballs and fireworks for dps, and give them all a RoF bonus (Also release Firework and Snowball drones for them)
Removing all resistance bonuses for Armour ships, and replacing them with 5% (Or 4% if you're feeling badass) to Structure resistances per level.

Some of these are the great ideas that go along with nerfing Amarr resistances.
Breaking that which isn't broken.
-Buhhd
Ruze
Next Stage Initiative
#519 - 2013-04-15 11:55:07 UTC
Draydin Warsong wrote:
"IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey."

Funny, the sentence that gets the biggest rise out of me isnt the nerf but the very last sentence LOL.

While I did vote the only thing "telling your representatives how you feel" is going to do is get you laughed at or trolled. I havent read anything that would suggest any of the CSMs running has anyone elses but their own or their corp/alliance interests in mind and in their mind, anybody elses views are irrelevant. They are simply going to push for the most beneficial to them (No nerf if they use shield doctrine, more nerf if they use Armor doctrine/active reps).


That's why you vote for somebody who's own personal interests mirror your personal interests. They are there to represent us, because we're supposed to vote in people who are like us.

At the very least, that's exactly who I voted in. People as close to me and my opinions as possible.

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?

Hannott Thanos
Squadron 15
#520 - 2013-04-15 12:32:59 UTC
Baww baww baww, everyone assumes that all ships with resist bonuses have to be rebalanced now, as if CCP were totally oblivios to the coming of the nerf to resist.

Lol @ people saying "final nail in the coffin for X ship"

If that were true, every ship in the game would have been an iron maiden of doom, many years ago.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}