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[Odyssey 1.1] Heavy Assault Cruisers

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Author
Baren
Sebiestor Tribe
Minmatar Republic
#981 - 2013-07-20 03:25:15 UTC
I agree with My PL friend up top


Even Nulli has a few T3 fleet doctrines ready to be used..


that being said, with their total cost with goof fit being over 500mil , they require more sp to fly, and you lose sp when you die in one. I feell they should always better better in every way then t2's....



that being said... CCP rise I hopes reads all these posts soon and see that the T2's need more... CPU and PWD especially amoung other things. Let see the tiercide and roles given the Hacs like all other ships
Trinkets friend
Sudden Buggery
Sending Thots And Players
#982 - 2013-07-20 03:56:45 UTC
Yeesh. Some good, some bad.

Deimos. Clearly you are trying to bludgeon this ship into a rail-kite setup. The new 50% off discount on MWD sig penalty, plus better rail DPS, and a MWD cap use bonus looks good on paper. We will see if it is, indeed, good for this role given the Thorax will also receive an equal boost from medium rail buff and is already a decent (if niche) rail kite option.

Vaga won't benefit greatly with this new role bonus in a brawling setup. Kiting...sure, a bonus to sig radius will help reduce its already bloated MWD sig and help it's tank.

Regarding your buff to the Ishtar? 2008's sniper sentry concept called and wants lack of mobility and lack of Attack BC's back. Also, lack of loki boosts, lack of T3's, lack of MJD's. I like things retro - 1950's housewife chic is good. But the role of this ship as a drone sniper is just gone. The meta has moved on.

The Ishtar also, as said a million times earlier in the thread, REALLY needs a CPU buff.

Sac changes are good. But then, any changes to the Sac would be good. Here the cap recharge bonus is clearly aimed at active tank brawlers, or to help with prolonged kiting. Not sure that it will be good at either. Again, the Scythe Fleet or even Caracal make brutal 600 DPS HAM brawlers.

Munnin and Eagle both suffer from the advent of Attack BC's. The Munnin has been obsoleted also by the advent of the Arty Scythe Fleet which does its job much better. AC fit Munnin AHACs...well, maybe. Stronger armour tank is going to see the Munnin slot in with a few sig tanking gangs.

Zealot is still going to be good. Especially now, with shield beam Zealot gangs being a really, really sweet concept to go along with shield rail Thoraxes.

Cerb...well, its an improvement. The missile velocity bonus will not so much help apply HML damage at 200km faster than your enemy gets to warp out, but will actually make HAM snipers viable. Altogether, looks interesting.

I think this is overall a missed opportunity. Concepts I'd have liked explored:
- EWAR drone bonuses on the Ishtar. 20% per level bonus to EWAR drone effectiveness? Make large neut drones and TD and SD drones...useful??
- MWD speed drone bonus. You can kite like a monster, and get tackled by a Slasher and be unable to escape. What a great way to spend 270M ISK.
- EWAR bonuses. I mean, these ships are supposed to be assault ships. They go into battle...and then promptly try kiting instead of attacking. Yep. I'm going to be more afraid of a Navy cruiser, a T3 or an Attack BC than these things, or a Geddon tbh. At least a Geddon is a) cheaper b) tankier c) has neuts. And d) you can plaster on a MJD and try your luck.

I'll be sticking to my Scythe Fleets, Stabber Fleets and Navy Omens.
Major Killz
inglorious bastards.
#983 - 2013-07-20 04:43:22 UTC
You know what? I would be interested in seeing a 150 - 350% increase bonus to afterburner velocity Lol

I'd also boost each heavy assault cruiser signature to at-least 200m or more. I'm more interested in the ship being unaffected by warp scramblers. This would shake up a lot of things in medium, and small scale engagements. Mind you though. In large scale engagements where there are a sh!t load of support ships it wouldn't mean much. 2 - 3 stasis webifier applied from any ship would see to that.

v0v

NO? What about something CCP state that this game is and has not really achieved? Focus on standardizing, increasing and or lowering base slot amount for each ship class. Remove all silly bonuses and focus entirely on RACIAL or weapon system focused bonus threw all ship classes.

This would mean all blaster focused ships receive a tracking and damage bonus; all auto-cannon focused ships receive falloff and rate of fire bonuses; all drone ships receive drone damage and hit-point bonuses; all Missile ships receive a rate of fire and missile velocity bonus.

The real differences would be in TOTAL SLOT LAYOUT and various BASE STATS. That would mean NO resistance bonuses or bonuses to shield boost and armour amount bonuses. So instead of a resistance bonus like the sacrilege has now. The ship would have it embedded like YOUR TEAM is already attempting to do (can do the same for the Abaddon too). This would leave much of how its ultimately used to the players like it already does but more so.

This would free you (CCP/your team) from all the ADDED bonuses dilemma you're clearly in. More importantly have a road map of what you'd like each class of ship to be relative to one another and NERF tech 1 frigates and cruisers to below thier tech 2 counterparts in effectiveness. Do things like limit attack battle-cruisers to using LONG RANGE turrets ONLY and the same with tier 2 destroyers (Thrasher, Coercer, Cormorant, Catalyst).

[u]Ich bin ein Pirat ![/u]

Iyacia Cyric'ai
Lai Dai Counterintelligence
#984 - 2013-07-20 04:47:13 UTC
nikar galvren wrote:
I'm personally of the opinion that the key to making the HAC lineup attractive to more pilots is not to reduce the cost, or overpower them relative to T1/T3/ABCs. Call me crazy, but I don't think that cost is a significant deterrent for hull usage - look at the proliferation nullsec T3 blob doctrines. I think that the HAC lineup could be made relevant simply by giving them a role that no other ship fills, or *at least* that no other cruiser fills.

One example that I've seen cited in this thread is the HICs - no other hull can fit an infinipoint, thus guaranteeing a place in anti-super ops. Only the Stealth Bombers can bomb. I personally like the idea of allowing only the 'Attack' HACs the option of fitting a MJD, giving them the mobility that no other hull can boast. I like the idea of allowing the 'Combat' HACs the option of fitting Capital sized weapons, thus making them tanky anti-cap ships. I like the Target Spectrum Breaker idea, but I'm not certain that that bonus would be enough to get me to fly one. I like role bonuses that make the hull class unique.

I want to hear what role bonuses YOU want though. What would you like your HAC to do that no other cruiser can do?

MJD Vagabond would be rather annoying to catch. But otherwise I actually like this idea.
Cearain
Plus 10 NV
#985 - 2013-07-20 04:48:14 UTC  |  Edited by: Cearain
MeBiatch wrote:
Heribeck Weathers wrote:
I definatly wouldnt mind if the HACs got a role bonus along the lines of decrase to effectiveness of webs, or some sort of other ewar, make them harder to counter, which could be their nitch strength.


what if scrams did not turn off the hacs mwd? that would be a nifty bonus eh?

Role Bonus:
Micro Warp Drive immune to Warp Scrambler

that would make them unique and worth the isk investment over comparable alternatives...


I think there are lots of people thinking along these lines. The ships cost a relatively high amount of isk so make them a bit elusive.

Making the mwd immune to scrams might be a bit much but I proposed sort of a compromise.


Cearain wrote:


What if the role bonus was that these ships were specially rigged so that their mwd had a higher warp core strength.

It could work lots of different ways:

1) mwd could turn into an ab if scrammed (t2 mwd=t2 ab)

2) MWD might work at half efficiency if 1 scram and be turned off by 2 scrams. The sig bloom might remain full if its half turned off. Or it might be halved.


3) some other variation on the theme.


edit: the amount of cap it requires could be changed as well. Also it might still get some inherent reduction to sig bloom and perhaps mass increase from mwd.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#986 - 2013-07-20 04:56:00 UTC
Sacrilege could use another low... A properly fit dual rep Sacrilege does barely any DPS.
Ja'ho sun
Series of The Ridiculous
#987 - 2013-07-20 05:17:37 UTC
Baren wrote:
Arazel Chainfire wrote:
Ja'ho sun wrote:
Arazel Chainfire wrote:

Cerberus:
The cerb gets another launcher, a fairly nice buff to its CPU and powergrid, a minor buff to its capacitor, a pretty decent buff to its speed, a smidge of drone bay, and its hp's rounded to whole numbers. The powergrid buff is basically enough to allow it to actually fit its new 6th launcher, while the CPU buff gives enough for the launcher and a bit more besides.

Overall, these changes give it a nice bonus to being a kiting HAM ship, with HAM's able to hit out to 45km using standard missiles. Combined with the recent buffs to HAM's, and this ship actually becomes an upgrade to the caracel. In this role, the cerberus gets a 200dps boost, a 15km range boost, and a 15k ish EHP boost over the caracel. Adding to this the bonus for sig radius using MWD, and we may actually see Cerbs in use. The heavy missile build for the cerb still has unnecessarily excessive range, and after the recent changes does fairly pitiful damage. It may still see niche useage, but with the great range the cerb has with HAM's, it probably won't be seen often. I would call this a good change.




the cerb has always had this ability and its more of a 75 maybe 100 dps boost not 200. the PG boost is not eough to fit the new launcher fit . it would need another 5 PG to make it fit (barely).


Note, I stated it is a 200dps boost over the Caracal (the T1 cruiser, not the current Cerb). Over the current cerb, it is a 99dps increase using CN scourge, t2 HAM's, max skills, and 3 BCU 2's. With max skills, a T2 HAM is 101.7pg. Once skills are added in, the cerb gets 106 more powergrid, and as it is right now it can fit 5 HAM 2's, a MWD, and a T2 large shield extender without any fitting mods. After the changes, you can fit 6 HAM 2's, 1 10mn MWD, 1 large extender, 3 hardeners, 3 BCU 2's, and a DCU 2, as well as two extender rigs, without needing any fitting mods or implants. This fit would put out 593dps with max skills, using navy scourge, with a range of 45km.



I pretty surre the Arazel knows what she's talking about...

he Cebr still needs more PWD and CPU


at no point did I say he didn't know wat he was talking about. i'm taking into account those that don't have max skills the 5 extra PG is needed to fit the ship and it doesn't need anymore cpu, the ship has plenty.
on the other hand I cant see why any1 would fit 3 hardeners on a cerb. truly lost on that.
guess that's the null sec mind at play. as that kind of fit leaves no room for point and imo way over tanked.
Maximus Andendare
Stimulus
Rote Kapelle
#988 - 2013-07-20 06:14:48 UTC
Iyacia Cyric'ai wrote:
nikar galvren wrote:
I'm personally of the opinion that the key to making the HAC lineup attractive to more pilots is not to reduce the cost, or overpower them relative to T1/T3/ABCs. Call me crazy, but I don't think that cost is a significant deterrent for hull usage - look at the proliferation nullsec T3 blob doctrines. I think that the HAC lineup could be made relevant simply by giving them a role that no other ship fills, or *at least* that no other cruiser fills.

One example that I've seen cited in this thread is the HICs - no other hull can fit an infinipoint, thus guaranteeing a place in anti-super ops. Only the Stealth Bombers can bomb. I personally like the idea of allowing only the 'Attack' HACs the option of fitting a MJD, giving them the mobility that no other hull can boast. I like the idea of allowing the 'Combat' HACs the option of fitting Capital sized weapons, thus making them tanky anti-cap ships. I like the Target Spectrum Breaker idea, but I'm not certain that that bonus would be enough to get me to fly one. I like role bonuses that make the hull class unique.

I want to hear what role bonuses YOU want though. What would you like your HAC to do that no other cruiser can do?

MJD Vagabond would be rather annoying to catch. But otherwise I actually like this idea.
Yeah but don't forget: you'd be able to jump out and if he does, then he's 100km away, and you won't have to worry anymore anyway.

Plus, since it'd be limited to HACs, it'd differentiate the Vaga from the Cynabal that much more.

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Mole Guy
Bob's Bait and Tackle
#989 - 2013-07-20 06:45:11 UTC
an excellent idea was suggested.

put the cap bonus in the sac ship stats and give it another missile bonus.

bad about the sac:
it doesnt have enough slots to be the best active tank.
it doesnt have enough dps to be the best dps
doesnt have enough to have the best alpha
one of the slowest
very close range with hams (missils will help)
missiles useless against quick targets
must choose between damage projection or tank.

possible solutions:
another launcher. make it the opposite of the cerb, armor vs shield tank
give it an active tank bonus like the vaggy or paladin.
give it the bonus of the stealth bomber or phoon so it can smack smaller targets.
give it the armor increase like the damnation
give it a burner bonus. +10% bonus to burner (only) speed. its not a fast ship, but under assistance, it can catch others. either mwd bonus, or burner bonus. without either, its a slow pig.

or a 10% per level neut/nos reflection bonus. amarr are (or were) the masters of the capacitor. we still have the cap bonus on the sac.

also, the mwd bonus needs to be larger on all hacs. maybe 67.5% or so (i havent looked at the numbers).

its weird having resist bonuses on a sniper ship. they usually dont get hit. change the eagle resist bonus (to something else favourable).

the vexor wanna be needs more cpu or a eduction in cpu need for drone stuff.
Deirdre Anethoel
Objectif Licorne
#990 - 2013-07-20 07:00:07 UTC
Zealot is mostly fine in it's role as a pulse boat. Maybe a slight buff to make it viable compared to navy omens in small gangs, but it's perfectly viable in larger engagements. One sad thing is the fact that it still doesn't really support beams, with their massive fitting requirements and the fact that it isn't really suited for sniping/kiting (3 mids, not that fast). But I think that it's more a problem of beams than a problem related to the zealot. Beams have awful T2 munitions compared to the goodness of scorch and conflagrate. A standard shield beam fit will only hit at around 300 dps with aurora. Not speaking of shorter range munitions in a kiting configuration, because they are overshadowed by scorch pulses. A buff to beam range in addition to damage would maybe make it viable. Or Aurora damage ratio. Because right now there is no way this would compare to tier3 BCs (they are a huge problem to balance any other sniper ship).

The sacrilege already have a net advantage compared to other options (ham drakes). It can sig tank. But the fact that it's a very slight improvement in damage compared to the zealot for a MASSIVE loss in how easy it is to apply this damage is sad. I think it should get a slight damage buff to compensate and make it into a viable fleet option by making it worthwhile to embark the needed target painters and web in fleet. Also add RLM damage bonus, because why not? Also, the capacitor bonus is pretty bad, I think. the only reason you would have to need it would be active tanking, and if you active tank a sacrilege, you use cap boosters, because one repper isn't going to save your life. If you want to push the sacrilege as a solo boat instead of a fleet boat (which sounds awkward on a HAM boat, since HAMs really need ton of support to become effective, HM do not need reppers, only speed to kite, and sacrileges lack any rapid light missile bonus), you should add a repper bonus instead of a cap bonus. Or a repper cap consumption bonus, that would be new and interesting! And also make RLM bonused on it, since they're awesome for solo/small gang.

Cerb is way too slow, but if you make it faster, it will just overshadow caracal/navy caracals. Instead, I think it should be a cruiser sized missile brawler, a role that isn't filled right now, since caracals and navy caracals are way too fragile. Remove all range bonuses, swap the resist bonus with the eagle and add a damage or explosion velocity/radius bonus.

For the same reason, the eagle should not become a blaster/short range railgun brawler. This role is already filled by a lot of ships. Instead, it should be a long range railgun platform at cruiser size, something new. Remove the resist bonus, add something like an agility bonus (while keeping it slow if they want to make it into a sniper and not a kitter, or they could fix the speed to enable both roles). It should have an overwhelming agility advantage compared to tier3 cruisers to make up for the lost damage. The same observations I did for the beam zealot applies here: you either have an awful range for a sniper/kiter (CN AM) with short range munitions, and don't even have decent dps to go with it, or you have decent range (contrary to beams and the zealot, you at least can reach a good range), but sacrificing all your dps. The problem is still tier3 BCs. No way you could compare with them with those stats. I really think the way to balance sniper hacs is to nerf tier3 BCs really hard. They should not be close in term of agility and speed. At all. They should be heavier than other BCs, not lighter. Unless you fix tier3 BCs, there is no way you can fix sniper hacs without breaking the balance somewhere else with med long range guns being used at closer range. Of course, sniper hacs should not have more damage than tier3 BCs, but they should be made competitive by giving them a ton of mobility compared to those. We're comparing a BC and a cruiser here. An eagle and a naga have roughly the same speed. How is this even conceivable?

All the problems I talked about for the eagle and beam zealot applies to the munnin. But if those are fixed, the munnin should go the same way the eagle goes, but with less damage/range and more alpha. Buff it's agility by a ton to make it a viable option by allowing it to warp quickly where you want it to be on the battlefield.

The vagabond was pretty okay as a nano gang ship, and the added shield boost also pushes it as a very viable solo ship. Maybe a tad bit too much.

The deimos should become fine in small gangs (awesome with blasters, able to zip around with MWD on), and competitive in larger fleets because of it's range flexibility compared to a zealot when fitted with railguns. Didn't need that utility high anyway. I think the mwd capacitor bonus should be switched to a generic propulsion capacitor bonus, though, because you should have the choice of propulsion. Not that a reduction in AB capacitor consumption would be massive, but right now, it seems like you're only pushing MWD play on it.

The ishtar is mostly fine as a smaller sig dominix, the swap towards drone tracking is going to make it into a fleet staple, like for the dominix. Pretty happy about this one, since it was never designed for small scale anyway. Massive up for pve too, though. And ishtar multiboxing may have been already a bit too good there. Should become used a lot more. Sad that non-sentry drones aren't pushed at all, though. Could add a drone speed & warp speed in addition to tracking & optimal, maybe by pushing the drone bay into base stats.

But to be fair, this should be posted in a tier3 BC rebalance thread, not in a hac one. Those are the main problem with hacs viability right now. I think we should go back to them before jumping into tech2 rebalance, because they play a huge role in hacs rebalance. Before their introduction, the medium guns change could have been enough to push the eagle, beam zealot and muninn into use...
Ja'ho sun
Series of The Ridiculous
#991 - 2013-07-20 07:06:42 UTC
a role bonus to the MJD is not bad. it doesn't make HACs OP, it in fact opens up more options in pvp. it would require a reduction in fitting cost similar to the way tier3 BCs role bonus for fitting large guns.

this idea behind HACs being immune or having reduced ecm effects against them is silly. HACs are not super caps with extreme cost and effort to build to warrant such a role.
Shadow McGregor
Into the Ether
Out of the Blue.
#992 - 2013-07-20 07:25:38 UTC
Please CCP add more CPU to the Ishtar!
Roime
Mea Culpa.
Shadow Cartel
#993 - 2013-07-20 07:33:48 UTC
It would really be best to rethink HACs on a wider scale, then lay out a plan how to place them in that niche, and only then start adjusting the ships.

What is presented in the OP is not rebalancing, it's random tweaking of stats without any cohesion or direction.

.

Milton Middleson
Rifterlings
#994 - 2013-07-20 08:02:24 UTC
T2 ships are supposed to be specialized. Recons, interceptors, bombers, dictors, hictors, EAFs, logistics, command ships, and black ops all possess unique capabilities - specialized Ewar, enhanced tackling, unique weapons, etc - that give you a theoretical reason to use them over T1 ships. Paying 200 million isk for a cruiserthat gets 60km webs is not outrageous. Paying 200 million isk for a cruiser that's a moderately more powerful (but also fatter) version of a regular cruiser is problematic, especially when I can pay a third that for a moderately more powerful version of a regular cruiser that is also faster and/or tougher.

CCP really ought to sit down and figure what unique capabilities they want for Assault Ships/Heavy Assault Ships before they rework them. Then they need to make sure that the intended roles are viable when inserted into the present metagame. Unique capabilities do not necessarily need to be represented by hull-limited modules or weird role bonuses, but bringing out a T2 ship should be something you do because you can't do the job properly with a T1 ship.
Ja'ho sun
Series of The Ridiculous
#995 - 2013-07-20 08:06:23 UTC
Deirdre Anethoel wrote:


The sacrilege already have a net advantage compared to other options (ham drakes). It can sig tank. But the fact that it's a very slight improvement in damage compared to the zealot for a MASSIVE loss in how easy it is to apply this damage is sad. I think it should get a slight damage buff to compensate and make it into a viable fleet option by making it worthwhile to embark the needed target painters and web in fleet. Also add RLM damage bonus, because why not? Also, the capacitor bonus is pretty bad, I think. the only reason you would have to need it would be active tanking, and if you active tank a sacrilege, you use cap boosters, because one repper isn't going to save your life. If you want to push the sacrilege as a solo boat instead of a fleet boat (which sounds awkward on a HAM boat, since HAMs really need ton of support to become effective, HM do not need reppers, only speed to kite, and sacrileges lack any rapid light missile bonus), you should add a repper bonus instead of a cap bonus. Or a repper cap consumption bonus, that would be new and interesting! And also make RLM bonused on it, since they're awesome for solo/small gang.

Cerb is way too slow, but if you make it faster, it will just overshadow caracal/navy caracals. Instead, I think it should be a cruiser sized missile brawler, a role that isn't filled right now, since caracals and navy caracals are way too fragile. Remove all range bonuses, swap the resist bonus with the eagle and add a damage or explosion velocity/radius bonus.

The deimos should become fine in small gangs (awesome with blasters, able to zip around with MWD on), and competitive in larger fleets because of it's range flexibility compared to a zealot when fitted with railguns. Didn't need that utility high anyway. I think the mwd capacitor bonus should be switched to a generic propulsion capacitor bonus, though, because you should have the choice of propulsion. Not that a reduction in AB capacitor consumption would be massive, but right now, it seems like you're only pushing MWD play on it.




why shouldn't the cerb over shadow its t1 counter parts, it is after all an upgraded version of the caracal. it has better range, better dps output and higher base resists. it should out shine them. the cerb is a very fast ships as it stands right now. plus caldri are not meant to be the fastest of ships given missile range ability. however if CCP does make it faster then the 205 base they have it slated for, by all means do so.
taking away its current range bonus would make it silly to fly. it simply doesn't have the tank HP to work. give the explosion velocity/radius bonus to the sac so it can hit targets, let that be the brawl ship. this is not to say the cerb shouldn't brawl, because it can to a degree. its just a better ship to fly under its current bonuses.

I agree on the deimos should have options to use both micro and AB, however I don't think its something CCP will do since its just an underwhelming bonus. not sure tracking should be there something to replace the micro bonus, as the ship right now can just run the micro forever chasing down ships like the cerb or vaga with their weaker cap.

the real issue with the sac is when active tanked it can't push the dps like a active Ishtar can. its a case of "ha I got u webbed and scramed now im going to watch a movie till ur dead."
the dps is just not there when rep fit. under buffer though its a whole other story. wont go into detail there ofc.
as for its range with missiles, I don't think a brawler needs to hit out as for as 30k. the current 20 km range using faction ammo and the 16 km range with t2 high dmg ammo work fine. it just needs to apply it better.
Bad Messenger
Rehabilitation Clinic
#996 - 2013-07-20 08:47:40 UTC
i do not think that eagle will be any better with these changes, no one will use it anyway.

it is just too slow for any use.
Sirinda
Ekchuah's Shrine Comporium
#997 - 2013-07-20 08:48:31 UTC
This makes me so glad I trained HACs as a prerequisite for Command Ships back in the day.
Danny John-Peter
The Congregation
RAPID HEAVY ROPERS
#998 - 2013-07-20 08:56:19 UTC
All these people crying out for the Vaga to be an arty platform, why?

The Muninn just needs to become less ****, keep the Vaga as an AC platform.

Just to reiterate though, the changes to the Vagabond are **** and only make it worse, it loses a little speed and gains a **** bonus that will only be used in a heavy tackle role, all the Vaga needs is a DPS and projection buff, possibly add like 30 grid to make it a little less of a ***** to fit, you dont need to change anything else on it.
To mare
Advanced Technology
#999 - 2013-07-20 09:17:59 UTC
decent changes i just dont like the active shield tanking bonus on the vaga expecially considering it doesnt get any fitting boost to make an use of that
CCP Rise
C C P
C C P Alliance
#1000 - 2013-07-20 09:27:27 UTC
Hey guys, another short update.

Spent most of the day yesterday on prep for the Alliance Tournament and of course today and tomorrow will be spent on 64 total AT matches. Fozzie and I are still talking a lot about this rebalance and have some good ideas going forward but because of the tournament you will have to wait until the start of the work week.

Check out the AT in the meantime =)

@ccp_rise