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Chart is confusing, please correct the chart.

First post First post
Author
Lexmana
#201 - 2013-06-10 12:56:53 UTC
This rebalance will bring more tears than nerfing the Dramiel did but for the same reasons.
baltec1
Bat Country
Pandemic Horde
#202 - 2013-06-10 12:58:00 UTC  |  Edited by: baltec1
Donedy wrote:

Its not my fault if TEST are terrible.
Also, i agree that the tengu is OP, but for completely different reasons than yourth, that im not gonna explain now cause i dont have the time.

My point is T3 are not as OP as everyone is yelling here.


its filling the role of a battlecruiser, as are the other t3s and they are doing a better job. Other ships have been nerfed for a lot less.
Debora Tsung
Perkone
Caldari State
#203 - 2013-06-10 13:15:14 UTC
Grace Ishukone wrote:
Simple lesson from the Gnosis.

If you make something super-versatile, you risk making it the master of absolutely nothing, so much so that it is never used in pvp.

Isn't the Gnosis irreplaceable? Why would I ever use such a thing in PVP? It's a mere collectors item, something to put on my virtual shelves nothing more...

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#204 - 2013-06-10 13:21:36 UTC
CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here.

In summary:

  • Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
  • Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
  • Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
  • Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.


Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.



Your order for rebalancing things makes sense until you look at the relative brokenness of each class. T3s need gigantic nerfs as soon as possible. Giving HACs a sig bonus, or whatever strange idea you guys have to fix them, will still leave them massively overshadowed by T3s. You should be doing your changes in order of how much they are needed - how out of line the ships are.
Sanadras Riahn
Turbo Nuclear Pirate Punch
#205 - 2013-06-10 13:23:49 UTC
TrouserDeagle wrote:
Your order for rebalancing things makes sense until you look at the relative brokenness of each class. T3s need gigantic nerfs as soon as possible. Giving HACs a sig bonus, or whatever strange idea you guys have to fix them, will still leave them massively overshadowed by T3s. You should be doing your changes in order of how much they are needed - how out of line the ships are.


While I can understand where you're coming from, it's important to understand that if they want to balance the T3 against T2 Cruisers, T2 Cruisers first need to be balanced, or they have no context against which to balance.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Debora Tsung
Perkone
Caldari State
#206 - 2013-06-10 13:24:38 UTC
Riot Girl wrote:
Borlag Crendraven wrote:
Taking a knife into a firefight and expecting to win with the said knife isn't expecting balance, it's expecting stupidity to work.

Or being smart and not running in head first with a knife.


No, that's exactly what You do, You have to get past his gun before he can even get a chance to aim it a you, then You stab him multiple times until he stops moving.

you're dead as soon as he can point the gun at you, don't let him do that.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Lithorn
State War Academy
Caldari State
#207 - 2013-06-10 13:28:57 UTC
Ager Agemo wrote:
Got to agree with Tippia on this one, T3s already offer stuff that is just way too broken powerfull compared to T2 due to that flexibility its just fair their performance drops a bit in exchange for that flexibility.


think about it, how many HACs can fly cloaked, with 100mn ABs, doing 500dps on ham, while being immune to interdiction cap stable and with a resist bonus on top of native higher resistances? its just completely broken that a tengu can be a recon, a hac, a mini transport an interceptor at the same time and be superior on all the roles to all those ships togheter.

price is NEVER a performance measurement, if it was, marauders would be destroying capital ships like they were frigates and would be impervious to any sub capital ship.

You have NO clue whatsoever about these ships just stop right there and go no further. People like this make me very pissed off.
Chandra Solestra
Doomheim
#208 - 2013-06-10 13:30:37 UTC
My expectations for a Tech 3 cruiser (Fleet perspective):

T3's should fill a T2 role + 1

For instance, a Legion should get to be a zealot + 1 other function. So heavy armor, small sig, decent dmg projection, decent speed, and something else. For instance it could fit racial EWAR (tracking disruptors) like a ghetto recon. Or some sort of ghetto logi or ghetto (on-grid) boosting or w/e.

There needs to be various setups that give a t3 a *wildcard* over t2 equivalents. Essentially a pure T3 fleet should show a homogeneous front which an opposing fleet cannot immediately tell what ship performs what role, and therefore target calling is a total guessing game (giving another advantage to a T3 fleet).

So essentially, given the proper subs, a T3 (legion example) should have sub setups which can make them into full on logi-Or-HAC-Or-Recon + a ghetto version of almost anything else imaginable in the game. Imagine a logi with a ghetto interceptor's MWD bonus, or a recon with actual tank.

TL:DR - T3's should be any T2 cruiser role + a bonus (but weak) role.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#209 - 2013-06-10 13:35:40 UTC  |  Edited by: Jonas Sukarala
Sanadras Riahn wrote:
TrouserDeagle wrote:
Your order for rebalancing things makes sense until you look at the relative brokenness of each class. T3s need gigantic nerfs as soon as possible. Giving HACs a sig bonus, or whatever strange idea you guys have to fix them, will still leave them massively overshadowed by T3s. You should be doing your changes in order of how much they are needed - how out of line the ships are.


While I can understand where you're coming from, it's important to understand that if they want to balance the T3 against T2 Cruisers, T2 Cruisers first need to be balanced, or they have no context against which to balance.


not really it can be done the other way around really besides they must know by now what they want to do with all the T2 ships not that they need any real dramatic changes... but the T3's do .... priorities ... T3 will need much more work than any T2 ships.
Also since T3 will be done on a navy level and they have just done navy and pirate will probably be next aswell useful for e-war comparisons..

'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

Lithorn
State War Academy
Caldari State
#210 - 2013-06-10 13:41:33 UTC
T3 have their place in combat, they are only specifically good in each race at a very small number of things and terrible at a lot of other things. The scheming of nerfing or removing t3 only serves the interest of the alliance blobs that own tech moons, which is a very self serving non-balancing interest to say the least.
Antoine Jordan
Federal Navy Academy
Gallente Federation
#211 - 2013-06-10 13:46:37 UTC
Ager Agemo wrote:
Got to agree with Tippia on this one, T3s already offer stuff that is just way too broken powerfull compared to T2 due to that flexibility its just fair their performance drops a bit in exchange for that flexibility.


think about it, how many HACs can fly cloaked, with 100mn ABs, doing 500dps on ham, while being immune to interdiction cap stable and with a resist bonus on top of native higher resistances? its just completely broken that a tengu can be a recon, a hac, a mini transport an interceptor at the same time and be superior on all the roles to all those ships togheter.

price is NEVER a performance measurement, if it was, marauders would be destroying capital ships like they were frigates and would be impervious to any sub capital ship.


This is one of the least informed posts I've ever seen, and I'd wager that you've never flown a t3 in your life. Many of the t3s can do one or two of those things you mentioned at the same time, but other than that, you have to refit (or really, since you need to swap rigs, you'd need a 2nd t3 except for short-term travel fits etc). A tengu can not be a recon, a hac, an interceptor, and a mini transport at the same time. It can be one of those at a time, or another one of those if you choose a different fit.
Marie Liis
The Foundation Of Mammon
#212 - 2013-06-10 13:47:51 UTC  |  Edited by: Marie Liis
I don't really understand what is this arguement about.

My tengu costed me about 1.5b and I'm not even done fitting, why shouldn't it be better than all the cheap t1 cruisers and a bit more expensive t2's?

ewar, links, covert ops, interdiction nullifiers <--- stuff like this might need rebalancing because some subsystems are indeed useless.
tank, dps <--- this doesn't need any rebalancing, I paid for it with tons of ISK and SP. Not to mention the SP loss is a horrible thing already.

In a T3 that costs the best part of 2 billion ISK there aren't really any single kills out there that are going to be worth losing it.

You may want to check killboards for solo t3 kills, here's the one for the tengu, don't forget to check prices of destroyed ships.
http://zkillboard.com/ship/29984/solo/
Antoine Jordan
Federal Navy Academy
Gallente Federation
#213 - 2013-06-10 13:51:39 UTC
Lithorn wrote:
T3 have their place in combat, they are only specifically good in each race at a very small number of things and terrible at a lot of other things. The scheming of nerfing or removing t3 only serves the interest of the alliance blobs that own tech moons, which is a very self serving non-balancing interest to say the least.

I don't know where you get these ideas. "Alliance blobs", as you like to call them, are pretty much the largest consumers and destroyers of t3s in the game. While initially they may have been primarily used by wormhole dwellers, nullsec movers and shakers have been fielding fleets centered around them for years now. There is no way you could remove or nerf t3 without hurting the military capabilities of the "alliance blobs" that own (now practically worthless) tech moons. That doesn't mean they might not need a nerf - we have a record of taking advantage of overpowered things while providing CCP feedback with how overpowered they are, and the need for adjustment (see, the very same tech moons you mentioned).
Lenier Chenal
Offensive Upholder
#214 - 2013-06-10 13:53:16 UTC
CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here.

In summary:

  • Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
  • Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
  • Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
  • Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.


Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.


You've got to be really careful with this rebalance. If you nerf the T3s too much, people won't use them. Consider the training time, loss of SP, and average cost people put into them. You're right, many subsystems and configurations are useless, and many are overpowered. The only thing I'm afraid of is the nerf bat you might deal to the cloaky sub of the Proteus. I know so many people who would flat out quit if the cloaky Proteus is nerfed.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#215 - 2013-06-10 13:59:11 UTC
Marie Liis wrote:
My tengu costed me about 1.5b and I'm not even done fitting, why shouldn't it be better than all the cheap t1 cruisers and a bit more expensive t2's?

Here's my Rifter;

[Rifter, Uber Rifter]
Tobias' Modified Tracking Enhancer
Tobias' Modified Tracking Enhancer
Tobias' Modified Tracking Enhancer

Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field

Republic Fleet 200mm Autocannon, EMP S
Republic Fleet 200mm Autocannon, EMP S
[empty high slot]
Republic Fleet 200mm Autocannon, EMP S

Small Processor Overclocking Unit I
Small Processor Overclocking Unit I
Small Core Defense Field Extender II

It costs 87bn ISK.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#216 - 2013-06-10 14:04:08 UTC  |  Edited by: Jonas Sukarala
Lenier Chenal wrote:
CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here.

In summary:

  • Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
  • Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
  • Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
  • Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.


Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.


You've got to be really careful with this rebalance. If you nerf the T3s too much, people won't use them. Consider the training time, loss of SP, and average cost people put into them. You're right, many subsystems and configurations are useless, and many are overpowered. The only thing I'm afraid of is the nerf bat you might deal to the cloaky sub of the Proteus. I know so many people who would flat out quit if the cloaky Proteus is nerfed.


Well they need to consider reducing the costs of T3's across the board so the Hull is 200 mil ish and 5 subs are about the same assuming you don't buy multiple subs to play around with..

They need the whole package to be more around the price of a navy bc so 150mil -170mil and they need to address the issue of switching subs around so subs need to be cheap in order to make it viable price wise to buy say the 20 subs each race has without it costing about 500mil to do so. ... before hull price is even put into it.
Removing rigs would help with switching fits easily and cheaply so a lot of thought needs to go into the fittings and EHP that you lose from going without rigs to be put into the subs instead.

I think pricing will be key to making T3's viable and worth using aswell as each configuration to be multi role.
- 150mil
- performs 2 roles better than T1 but worse than T2 .... e-war and links or logi and e-war... etc..
-T1's may need some nerfs
-T2's some need nerfs like combat recons e-war is too strong the range of webs and warp disruptors are too high..

'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

Lenier Chenal
Offensive Upholder
#217 - 2013-06-10 14:09:37 UTC
Jonas Sukarala wrote:
Lenier Chenal wrote:
CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here.

In summary:

  • Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
  • Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
  • Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
  • Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.


Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.


You've got to be really careful with this rebalance. If you nerf the T3s too much, people won't use them. Consider the training time, loss of SP, and average cost people put into them. You're right, many subsystems and configurations are useless, and many are overpowered. The only thing I'm afraid of is the nerf bat you might deal to the cloaky sub of the Proteus. I know so many people who would flat out quit if the cloaky Proteus is nerfed.


Well they need to consider reducing the costs of T3's across the board so the Hull is 200 mil ish and 5 subs are about the same assuming you don't buy multiple subs to play around with..

They need the whole package to be more around the price of a navy bc so 150mil -170mil and they need to address the issue of switching subs around so subs need to be cheap in order to make it viable price wise to buy say the 20 subs each race has without it costing about 500mil to do so. ... before hull price is even put into it.
Removing rigs would help with switching fits easily and cheaply so a lot of thought needs to go into the fittings and EHP that you lose from going without rigs to be put into the subs instead.



The hulls minus subs have been under 200 mil for a long time. Sure, you can Tech 2 fit them, but in many cases it's not that amazing. It's when you faction fit that people get mega butthurt at them, because their good stats really balloon in value.
l0rd carlos
the king asked me to guard the mountain
#218 - 2013-06-10 14:12:29 UTC
Jonas Sukarala wrote:


-T2's some need nerfs like combat recons e-war is too strong the range of webs and warp disruptors are too high..

That will probably work sort itself after offgrid booster and mindlink balancing.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Joran Jackson
The Red Circle Inc.
Ministry of Inappropriate Footwork
#219 - 2013-06-10 14:14:47 UTC
There's so much **** that could go down if this is done wrong, and I am concerned because I am not sure Fozzie and Rise get wormholes.

Everyone agrees about command ship but messing with dps and tank can change completely the viability of WH life.
Grimpak
Aliastra
Gallente Federation
#220 - 2013-06-10 14:15:20 UTC  |  Edited by: Grimpak
Riot Girl wrote:
Marie Liis wrote:
My tengu costed me about 1.5b and I'm not even done fitting, why shouldn't it be better than all the cheap t1 cruisers and a bit more expensive t2's?

Here's my Rifter;

[Rifter, Uber Rifter]
Tobias' Modified Tracking Enhancer
Tobias' Modified Tracking Enhancer
Tobias' Modified Tracking Enhancer

Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field

Republic Fleet 200mm Autocannon, EMP S
Republic Fleet 200mm Autocannon, EMP S
[empty high slot]
Republic Fleet 200mm Autocannon, EMP S

Small Processor Overclocking Unit I
Small Processor Overclocking Unit I
Small Core Defense Field Extender II

It costs 87bn ISK.

from that price, I really hope that rifter can kill a titan.

Joran Jackson wrote:
There's so much **** that could go down if this is done wrong, and I am concerned because I am not sure Fozzie and Rise get wormholes.

Everyone agrees about command ship but messing with dps and tank can change completely the viability of WH life.


all that it needs to be done is to make the changes good enough that they all get balanced to each other in a way that all ships can remain competitive.

it is however very hard to achieve this, specially when some people associate cost to balance.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right