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[Odyssey 1.1] Heavy Assault Cruisers

First post First post
Author
Darco Aldent
Center for Advanced Studies
Gallente Federation
#1521 - 2013-07-24 15:05:35 UTC
Back on topic , CCP Rise , if find the changes pretty decent , it does not make them OP and they can still be strong with the right people flying them .The more i think about it the more i do not think they need more buffs, the role bonus is pretty strong imo. Just make sure to double check the CPU and powergrid, maybe add a bit to some especially since you dont want to gimp their fit if you fit a mwd , maybe even add a fitting bonus to mwd. GL
Harvey James
The Sengoku Legacy
#1522 - 2013-07-24 15:18:48 UTC
Darco Aldent wrote:
Back on topic , CCP Rise , if find the changes pretty decent , it does not make them OP and they can still be strong with the right people flying them .The more i think about it the more i do not think they need more buffs, the role bonus is pretty strong imo. Just make sure to double check the CPU and powergrid, maybe add a bit to some especially since you dont want to gimp their fit if you fit a mwd , maybe even add a fitting bonus to mwd. GL


RISE

Have you thought about buffing T2 MWD's .. you know so they are better than meta 4 ?
maybe they could have a reduced sig radius penalty .. you would need to look at the fitting requirements though?
Also have you thought about some skills to help reduce sig radius of MWD's and shield extenders?

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

M1k3y Koontz
House of Musashi
Stay Feral
#1523 - 2013-07-24 15:58:48 UTC
Darco Aldent wrote:
Back on topic , CCP Rise , if find the changes pretty decent , it does not make them OP and they can still be strong with the right people flying them .The more i think about it the more i do not think they need more buffs, the role bonus is pretty strong imo. Just make sure to double check the CPU and powergrid, maybe add a bit to some especially since you dont want to gimp their fit if you fit a mwd , maybe even add a fitting bonus to mwd. GL


They're worse than T1s, the only people who would use the HACs are the people with too much isk burning a hole in their wallet.

The role bonus may be good for some of them, but most HACs still aren't viable.

How much herp could a herp derp derp if a herp derp could herp derp.

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1524 - 2013-07-24 16:09:47 UTC
Meytal wrote:
The cap numbers for the Sac and Zealot seem reversed, and the Sac doesn't need the cap recharge bonus does it? That would be more useful to the Zealot, since it uses weapons that require cap. An explosion radius or explosion velocity bonus would be much better. The utility high is nice, but it's also underwhelming in terms of armour missile dps; it was already lagging behind the Cerberus, and the Cerberus gets a fairly significant dps buff with the extra launcher. An extra one or two percent per level for missile damage would go a long way toward equalizing missiles for shields vs armour.


Someone else mentioned the Sac as being intended for heavy tackle, which might explain lackluster dps. What -are- the intended roles for the HACs? Maybe that will help answer some of the questions about the rebalancing. You guys very nicely described differences for the T1 ships, such as Combat ships vs Attack ships, etc.

Active tank is all.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1525 - 2013-07-24 16:21:16 UTC
As terrible as most of Rise's changes are, they seem so much less terrible when compared to the stuff you guys are coming up with.
M1k3y Koontz
House of Musashi
Stay Feral
#1526 - 2013-07-24 16:33:36 UTC
TrouserDeagle wrote:
As terrible as most of Rise's changes are, they seem so much less terrible when compared to the stuff you guys are coming up with.


Yea because you're just full of great ideas for changes. What would those be again? Roll

How much herp could a herp derp derp if a herp derp could herp derp.

Darco Aldent
Center for Advanced Studies
Gallente Federation
#1527 - 2013-07-24 16:37:23 UTC
I just cannot see how you can buff them more without shyeting on the T1 and navy cruiser rework . Small changes are good , CCP rise could work permanently on ballance , after the`` big one`` he can see who uses what in case X and Y and decide then what needs more buffs and what not. Don`t stop after 1 balance on a ship.

Stop introducing new ship and just play around with what is in the game there is allot of potential for change every year or 6months.

This is not LoL so you have to introduce new ships all the time for people to spend money to buy it. Just introduce new features in game for example and give the useless ships bonuses to that particular feature for example .
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1528 - 2013-07-24 16:41:43 UTC  |  Edited by: Garviel Tarrant
Onictus wrote:


Pure titanium, no. Titanium is actually really brittle, so it makes a poor shell, alloys absolutely.

The issue being that when you're dealing with hypervelocity impacts, they are no longer ballistic, everything turns into plasma from the heat and compression, so you are sitting against pressure waves really, not a ballistic mass/speed thing.

Thus bigger (thicker) may not be better, but it will always be heavier, and heavy is bad.

Note I'm not a physicist, I'm a computer engineer, I just did sensors for the most part......and that years ago.


Tritanium, As in the fictional eve metal.

M1k3y Koontz wrote:
TrouserDeagle wrote:
As terrible as most of Rise's changes are, they seem so much less terrible when compared to the stuff you guys are coming up with.


Yea because you're just full of great ideas for changes. What would those be again? Roll


Ok don't get him started on that. I he listed all his ideas he would probably make the longest post in the history of eveo

BYDI recruitment closed-ish

nikar galvren
Hedion University
Amarr Empire
#1529 - 2013-07-24 17:11:53 UTC
I still think that the direction to take the HAC line in should be to split them into two roles, similar to the Recon lineup. There should be a Heavy Assault Cruiser (Heavy Brawler) Role, and a Heavy Strike Cruiser (Heavy Skirmish/Kiter) Role.

The HAC Role would be optimized for close range, tanky DPS, perhaps with the -50% to Overheat effects role bonus, perhaps one or preferably some (hull-by-hull basis) of the role bonuses already brainstormed in this thread.

The HSC Role would be optimized for damage projection, mobility and raw speed, perhaps with the MWD sig bloom bonus (though -70-80% bloom would be more useful), perhaps with MJD capability, +to AB speed, or other hull-by-hull bonuses.

The changes to the HAC linup should consider the current state of the T3's and ABC's, but also the future balancing that needs to be done on those hulls. Unfortunately, only CCP knows where those are going in the future... all we can do is hope that they're going somewhere good.

At the very least, the new HACs should have 16 fitting slots and be able to perform their intended function on-par with, or only ~5% below, the current T3's. The advantage that T3's were/are supposed to have is versatility - i.e. able to perform most/all roles equally well, assuming they are fit for that role. A specialized ship designed for a role should perform at least as well in that role...

I'm ok with T3's excelling at any role that they are fit for, since the added cost (I'm thinking lost skill points, which translates into lost Time, and Time is the only real currency in EVE) is something that no other hull has, but a ship that is supposedly specialized for the same role that a T3 is fit for should perform equally well. The point that the proposed changes seem to miss is that the T1/Navy variants of the HAC hulls have been elevated to the point of completely overshadowing the supposedly more advanced option.
Lloyd Roses
Artificial Memories
#1530 - 2013-07-24 18:10:11 UTC
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
Yazzinra
Scorpion Ventures
#1531 - 2013-07-24 18:26:47 UTC
CCP Rise wrote:
YAYYYY


DEIMOS - Like the Thorax, Deimos now has 4 mids and gives up the extra high. It also goes faster and aligns faster.


Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 2 launchers

Defense (shields / armor / hull) : 1350(+190) / 1750(-290) / 2000(-531)



shield tank all the things?

kind of expected a nice little buff for the deimos, mostly speed (which you are giving it) and slightly better EHP to give it more time to get into blaster range.

as it stands, for an armor tanked heavy hitting cruiser, why would I fly this over a navy exeq?

am I missing something here?
M1k3y Koontz
House of Musashi
Stay Feral
#1532 - 2013-07-24 18:36:24 UTC  |  Edited by: M1k3y Koontz
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...

How much herp could a herp derp derp if a herp derp could herp derp.

nikar galvren
Hedion University
Amarr Empire
#1533 - 2013-07-24 18:42:18 UTC
M1k3y Koontz wrote:
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...


+1. double damage bonus would allow for damage application and easier cap management. /me wants it
M1k3y Koontz
House of Musashi
Stay Feral
#1534 - 2013-07-24 18:43:45 UTC
nikar galvren wrote:
M1k3y Koontz wrote:
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...


+1. double damage bonus would allow for damage application and easier cap management. /me wants it


And easier to fit.
4 guns putting out the damage of 8 would free up about 100+pg on all the HACs

How much herp could a herp derp derp if a herp derp could herp derp.

Lloyd Roses
Artificial Memories
#1535 - 2013-07-24 18:55:02 UTC  |  Edited by: Lloyd Roses
M1k3y Koontz wrote:
nikar galvren wrote:
M1k3y Koontz wrote:
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...


+1. double damage bonus would allow for damage application and easier cap management. /me wants it


And easier to fit.
4 guns putting out the damage of 8 would free up about 100+pg on all the HACs


Yo - less modules, same damageoutput. 3 Guns acting as 6 with tuned down shiphullboni should be matching.

(3 mostly cause I was interested to see how those marauderhighs would affect CS, sacrifing two guns each for a link in such a scenario, and CS would be clearly 33% more effective dps-wise following straight on such an idea)

I also didn't even think about fittings, but having smaller variation in used powergrid depending on weapontier should make for some more predictable PG/CPU-allocation and less overwhelming fitting differences between shield- and armortanking, as curently most HACs can't use higher tier weapon systems unless shieldfitted. (which is kind of a KO-criteria for the 720-armor-muninn against it's loki-pendant)
Sarkelias Anophius
Aliastra
Gallente Federation
#1536 - 2013-07-24 19:13:03 UTC
M1k3y Koontz wrote:
nikar galvren wrote:
M1k3y Koontz wrote:
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...


+1. double damage bonus would allow for damage application and easier cap management. /me wants it


And easier to fit.
4 guns putting out the damage of 8 would free up about 100+pg on all the HACs



This is an excellent idea and I fully support it. Marauder hardpoints would solve almost every issue I can think of.
nikar galvren
Hedion University
Amarr Empire
#1537 - 2013-07-24 19:15:21 UTC
Sarkelias Anophius wrote:
M1k3y Koontz wrote:
nikar galvren wrote:
M1k3y Koontz wrote:
Lloyd Roses wrote:
I would totally love:

Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns
(like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)


100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+
Would also make epic snipers...


+1. double damage bonus would allow for damage application and easier cap management. /me wants it


And easier to fit.
4 guns putting out the damage of 8 would free up about 100+pg on all the HACs



This is an excellent idea and I fully support it. Marauder hardpoints would solve almost every issue I can think of.


4 Weapons with double damage would solve virtually all DPS related concerns as well.

Supported.
Baren
Sebiestor Tribe
Minmatar Republic
#1538 - 2013-07-24 19:15:55 UTC
I`ve noticed alot of people talking about all the stats..


I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.

No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is
Lloyd Roses
Artificial Memories
#1539 - 2013-07-24 19:18:48 UTC
Baren wrote:
I`ve noticed alot of people talking about all the stats..


I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.

No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is



They are obviously something from a straight PITA in solosituations with their sigradius/active tank (thx to baseresists), Escortships for even bigger ships (like the shielddeimos is/used to be a support ship for alphanados) or oversized Wolfpacks (see shadoo on arrrrrrrrrrrrmorrrrrrrhacs) - at least that what I believe they do best.
Baren
Sebiestor Tribe
Minmatar Republic
#1540 - 2013-07-24 19:27:09 UTC  |  Edited by: Baren
Lloyd Roses wrote:
Baren wrote:
I`ve noticed alot of people talking about all the stats..


I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.

No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is



They are obviously something from a straight PITA in solosituations with their sigradius/active tank (thx to baseresists), Escortships for even bigger ships (like the shielddeimos is/used to be a support ship for alphanados) or oversized Wolfpacks (see shadoo on arrrrrrrrrrrrmorrrrrrrhacs) - at least that what I believe they do best.


Yes I get that but I think we need to really agree on what the two main functions of Hacs are. Alot like how Recons, Command ships, Interceptors and many other ship classes are set up. with two roles for each class that is common between the races.
what we want to main common bonuses those roles will have.

for example:

Roles:
Combat HACS: Heavier tanked lose-mid rang Hacs with high dps. iThe tanks them selfs dont matter as long as the chip in these class has strong bonuses towards its tank (speed tank, active, passive, ect.)

Strike Hacs: Decently tanks Hacs with some for of unconvetional speciality. I honestly dont know what that would be

this is just an example