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[Odyssey 1.1] Heavy Assault Cruisers

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Author
Sarkelias Anophius
Aliastra
Gallente Federation
#281 - 2013-07-18 15:29:59 UTC  |  Edited by: Sarkelias Anophius
ITT: Everyone fails to comprehend T2 native resists and proceeds to complain about things that don't matter.

(The Deimos mwd bonus is silly, though.)
Harvey James
The Sengoku Legacy
#282 - 2013-07-18 15:30:26 UTC  |  Edited by: Harvey James
Diesel47 wrote:
Harvey James wrote:
CCP Rise wrote:
Capqu, so aggressive =/

I did forget to mention in last post that I think adding RLML to Cerb makes sense to me.


seriously Rise with RML's .. have you not thought about how insane it is using frigate ammo on cruisers?
abolish them and replace with a light assault variant i.e. like the difference in using 180's to 425's.



This is stupid. How else are missile boats going to defend against frigs? 15 m3 drone bay? No thx.


Well this is where the argument over adding missiles to TE's/TC's come in as gunships can use them to strong effect against frigs but missile ships can't having a similar tracking to say a vaga via a Light assault missile with TE's/TC's and say an explosion velocity bonus would be adding more options to the game and make sense instead of using frig ammo to do the job with much less dps.
It should have ability to fight larger stuff aswell instead of being a anti frig only ship.

Also corax is excellent anti frig .. the role of the destroyer and all .. cruisers shouldn't be aimed at killing smaller ships than itself.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tsubutai
Perkone
Caldari State
#283 - 2013-07-18 15:31:13 UTC
I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overall as long as the double range bonus is applied to light missiles as well as heavies and HAMs, and that it should be a very viable skirmisher. The double range bonus is excessive for heavies, but it's excellent for lights and HAMs.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#284 - 2013-07-18 15:31:24 UTC
Malcanis wrote:
CCP Rise wrote:
Quote:
I'll be amazed if people use the cerb as a skirmisher.


I think you're super wrong here. We will have to see I guess.


Indeed we will. If by some incredible turn of events we don't see people flocking to use a ship that can't outrun a Caracal (let along a Stabber) as a skirmisher, I hope there will be an opportunity to look at giving it a genuinely distinctive role.


Having a much larger tank and more damage is a pretty good substitute for being better at running away. Why should it be able to outrun a caracal?
David Kir
Hotbirds
#285 - 2013-07-18 15:33:56 UTC
Harvey James wrote:
Diesel47 wrote:
Harvey James wrote:
CCP Rise wrote:
Capqu, so aggressive =/

I did forget to mention in last post that I think adding RLML to Cerb makes sense to me.


seriously Rise with RML's .. have you not thought about how insane it is using frigate ammo on cruisers?
abolish them and replace with a light assault variant i.e. like the difference in using 180's to 425's.



This is stupid. How else are missile boats going to defend against frigs? 15 m3 drone bay? No thx.


Well this is where the argument over adding missiles to TE's/TC's come in as gunships can use them to strong effect against frigs but missile ships can't having a similar tracking to say a vaga via a Light assault missile with TE's/TC's and say an explosion velocity bonus would be adding more options to the game and make sense instead of using frig ammo to do the job with much less dps and ability to fight larger stuff aswell instead of being a anti frig only ship.

Also corax is excellent anti frig .. the role of the destroyer and all .. cruisers shouldn't be aimed at killing smaller ships than iteself.


What?
Cruisers shouldn't be aimed at killing smaller ships?

What should they be aimed at, only killing each other?

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Omnathious Deninard
University of Caille
Gallente Federation
#286 - 2013-07-18 15:33:59 UTC
CCP Rise wrote:
I'll look at the Ishtar fitting. To me it seems like one of the stronger HACs already and it gained a bonus to damage projection and application so I didn't see a need to give it even more buffs. I don't think of it as a ship that ought to be running medium sized mods in all its high slots. All that said, I'll have another look.
for the way tracking works to find out why.

Wait, are you serious on this?
We get a bonus to sentries, putting Garde IIs out to 45Km, but then you don't expect us to put medium sized weapons in the high slots.
So we are left with 45Km drone projection and 8~10 km turret projection. And still not enough CPU to give a damn about drone mods and tank.

If you don't follow the rules, neither will I.

darius mclever
#287 - 2013-07-18 15:34:11 UTC
Tsubutai wrote:
I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overall as long as the double range bonus is applied to light missiles as well as heavies and HAMs, and that it should be a very viable skirmisher. The double range bonus is excessive for heavies, but it's excellent for lights and HAMs.


cerb has a drone bay?
Enthes goldhart
Federal Navy Academy
Gallente Federation
#288 - 2013-07-18 15:34:38 UTC  |  Edited by: Enthes goldhart
For the Deimos PLEASE DONT TAKE MY 6TH HIGH SLOT! It desperately needs this for NOS due to the amount of neuts in the game. You did this for the Megathron and it worked as Megathrons always have cap boosters fitted due to the MWD, however with the cap bonus to the MWD the Deimos doesn’t need a cap booster taking away that high slot forces it to have one or risk being shutdown. This would really hurt the passive Deimos setups.


The rest of the changes look good mostly though I feel they might not have gone far enough compared to their T1 and navy counterparts especially the speed difference. (I would have liked to see and increase to sensor strength to stop those pesky ecm drones)
Maximus Andendare
Stimulus
Rote Kapelle
#289 - 2013-07-18 15:36:27 UTC
TrouserDeagle wrote:
The ferox is currently underpowered, actually. It has the same number of effective turrets as everyone else, but theirs are compacted into 1 fewer highslots. That's why the ferox is 1 mid short of a drake, for no good reason. It's because it would be kind of silly to double up the range bonus to meet the doubled up damage bonus of the other ships. That whole BC nerf was pretty underwhelming and bad, really.
Yes, but Ferox is arguably better with 7 turrets that it ever was over 6, since it's bonus is to optimal. With Eagle having dual bonuses to optimal, yet only having 5 turrets, it's going to suffer. Nobody is going to use an Eagle over a Naga--even with the rail buff--since the Naga's raw damage output is going to eclipse the Eagle's medium charge's sig. at that distance.

Either add another turret or--better--they could improve the damage bonus to 10%/level.

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MeBiatch
GRR GOONS
#290 - 2013-07-18 15:36:33 UTC
How about for the eagle up the optimal range bonus to 20% and replace the second bonus with a rate of fire

There are no stupid Questions... just stupid people... CCP Goliath wrote:

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Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#291 - 2013-07-18 15:37:08 UTC
TheButcherPete wrote:
Using HMLs to snipe is kind of silly...



The whole point of medium long range weapons being to make them worth using at decent ranges with decent DPS and YES, Heavy Missiles are the medium long range missiles weapon, therefore needs to be on the line with medium turrets instead of Rapid Lights becoming seriously OP as anti support.

Rapid lights are the weirdest weapon system in the game, those are not small versions nor med versions, just like if you had some sort of middle ground turret in between small and medium with small tracking and medium dps ability, which is silly imho and should be removed from the game or turned in to exclusive defenders (FOF?) launchers with even higher rof

Arty canes are already used as anti support and have such alpha nothing from frigate to destroyer can decently survive to one or two volleys at best from those, with missile mechanics and a ship like Cerberus with those RLM faction ammo/javelins nothing even at 8km/sec can ever approach your fleet to provide warp ins or drop a bubble unless suicide bubbles which is not only stupid as game play but completely uninteresting for whoever plays those.

removed inappropriate ASCII art signature - CCP Eterne

Angry Mustache
KarmaFleet
Goonswarm Federation
#292 - 2013-07-18 15:37:15 UTC  |  Edited by: Angry Mustache
There still remains the question of "what are HAC's specialized in as a T2 ship"

Even after these changes, it still seems like every one of these HACs (except the Ishtar) is completely outshone by a similar purposed Strategic cruiser, which might cost 1.5-2.5 times as much, but have more tank, DPS, and utility than any of these HACs can dream of.

Successful T2 ship classes have roles that it and only it can fulfill, only dictors can bubble, only Bombers can bomb, only Logistics ships can provide long range reps on a tough platform. As long as HACs are strictly worse than T3s in every aspect besides price, the use of HACs will be limited (and similarly, Command ships are less used because a boosting T3 completely outshines it). HACs should be able to do something that only HAC’s can do, instead of being a T3 for poor people.

How about giving HACs a role bonus to allow them to more easily hold their ground against masses of battleships? AB HACs are “a thing” so the MWD bonus is poorly suited for tanking battleships fleets, which are often supported by Recons and Tackle T3’s. Perhaps a 50% reduction from Web and Painter effects, so these ships can get under battleship guns even when webbed and painted. That specific bonus is probably too powerful in brawling situations.

Or failing that give them a MWD cap use bonus on top of the sig reduction to make them kiting ships without peer. Just anything to make them something other than poor-man T3's. I trust CCP Devs to figure a way to make HAC's truly useful.

An official Member of the Goonswarm Federation Complaints Department.

Harvey James
The Sengoku Legacy
#293 - 2013-07-18 15:37:57 UTC
MeBiatch wrote:
How about for the eagle up the optimal range bonus to 20% and replace the second bonus with a rate of fire


never suggest a ROF on cap sensitive weapons..... they might just do it!!!! ... damage bonus please instead of resis nonsense bonus on a sniper

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#294 - 2013-07-18 15:38:09 UTC
Enthes goldhart wrote:
For the Deimos PLEASE DONT TAKE MY 6TH HIGH SLOT! It desperately needs this for NOS due to the amount of neuts in the game. You did this for the Megathron and it worked as Megathrons always have cap boosters fitted due to the MWD, however with the cap bonus to the MWD the Deimos doesn’t need a cap booster taking away that high slot forces it to have one or risk being shutdown. This would really hurt the passive Deimos setups.


The rest of the changes look good mostly though i feel they might not have gone far enough compared to their T1 and navy counterparts. (I would have liked to see and increase to sensor strength to stop those pesky ecm drones)
ooster taking away that high slot forces it to have one or risk being shutdown


A medium nos is only an effective counter to 1 small neut, and it uses up pretty much all of your powergrid. Utility highslots are going to continue to be worse than mids/lows for the forseeable future.
HazeInADaze
Safari Hunt Club
#295 - 2013-07-18 15:38:15 UTC
Gallente ships seem underwhelming. The diemost still has the MWD cap bonus instead of the tracking bonus. I think I'd rather kitein a thorax. And removing a high slot won't fix the reason why no one fits highs on an Ishtar.... we need more CPU! Especially now that we have CPU hungry drone amps in the low slots.
Tsubutai
Perkone
Caldari State
#296 - 2013-07-18 15:38:31 UTC
darius mclever wrote:
Tsubutai wrote:
I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overall as long as the double range bonus is applied to light missiles as well as heavies and HAMs, and that it should be a very viable skirmisher. The double range bonus is excessive for heavies, but it's excellent for lights and HAMs.


cerb has a drone bay?


The OP wrote:

CERBERUS
...

Drones (bandwidth / bay): 15(+15) / 15(+15)
TheButcherPete
KarmaFleet
Goonswarm Federation
#297 - 2013-07-18 15:42:29 UTC
Sergeant Acht Scultz wrote:
TheButcherPete wrote:
Using HMLs to snipe is kind of silly...



The whole point of medium long range weapons being to make them worth using at decent ranges with decent DPS and YES, Heavy Missiles are the medium long range missiles weapon, therefore needs to be on the line with medium turrets instead of Rapid Lights becoming seriously OP as anti support.

Rapid lights are the weirdest weapon system in the game, those are not small versions nor med versions, just like if you had some sort of middle ground turret in between small and medium with small tracking and medium dps ability, which is silly imho and should be removed from the game or turned in to exclusive defenders (FOF?) launchers with even higher rof

Arty canes are already used as anti support and have such alpha nothing from frigate to destroyer can decently survive to one or two volleys at best from those, with missile mechanics and a ship like Cerberus with those RLM faction ammo/javelins nothing even at 8km/sec can ever approach your fleet to provide warp ins or drop a bubble unless suicide bubbles which is not only stupid as game play but completely uninteresting for whoever plays those.


I was more hinting at the fact that missiles are quite slow, and easily made useless because the target can warp off before you apply your dps.

That would be why, for some ships in PVP, Sentries are prefered, or scout drones.

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Colonel Tosh
The MorningStar. Syndicate
#298 - 2013-07-18 15:42:49 UTC
I like most of the changes, but the one change I really wanted was some more CPU for the Ishtar.
Musashibou Benkei
State War Academy
Caldari State
#299 - 2013-07-18 15:43:25 UTC
I agree with these changes mostly but the ishtar and deimos need serious fitting buffs. Just fitting up a tank on the ishtar was a problem before thinking about guns.

What I'm really hoping is that instead of having the *exact* same role bonus of "50% reduction in sig bloom on mwd" you could make it "xx % reduction in afterburner and microwarp drive activation cost"

This way, you have more of a tech 3-like bonus and the players get bonuses no matter which propulsion type they choose.
Capqu
Half Empty
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#300 - 2013-07-18 15:44:00 UTC  |  Edited by: Capqu
rise, cerb already has double bonuses on TQ. it's worded like "flight time to assault missiles" but since rapid lights used to be called assault it applies to them. removing lights from the second range bonus would be a nerf. maybe that's what you're after idk