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[Odyssey 1.1] Command Ships

First post First post First post
Author
ImaGrapeYou Aldent
Vanille LLC
#561 - 2013-08-02 16:18:25 UTC
CCP Fozzie, you're kind of taking the commandships away from leadership, at least that's how I feel. Might I ask why they take 50 days of leadership to get into? I have battlecruisers for every race 5 and still can't fly them with the support skills for almost very other ship.
Omnathious Deninard
University of Caille
Gallente Federation
#562 - 2013-08-02 16:19:13 UTC
I have to agree that either the rep bonus needs to also be a cap reduction, or armor reps need to have there base cap use reduced.

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

Edward Pierce
State War Academy
Caldari State
#563 - 2013-08-02 16:20:37 UTC
CCP Fozzie wrote:
I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.

Only the ones that want to live through the battles.
Harvey James
The Sengoku Legacy
#564 - 2013-08-02 16:20:45 UTC
CCP Fozzie wrote:
Diivil wrote:
CCP Fozzie wrote:


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.



In that case it's likely that I am not the person you are thinking of (Vee?) and I can't remember ever discussing with you about anything before :)


My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


anyone else notice that a different character responded here fozzie posted to Dvla ?

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

Jerick Ludhowe
Internet Tuff Guys
#565 - 2013-08-02 16:23:04 UTC
CCP Fozzie wrote:

My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


I think that the HP bonus is the big one that needs to be shared to 1 ship of each race. Resistance bonus can be left for caldari and amarr as is more or less "Standard".

The other "issue" I have with the current proposal is the number of slots on these ships. As has been highlighted before in this thread, commands (excluding eos) are all -1 compared to parent t1 and -2 compared to navy variants. +1 slot to each ship, bringing them to total of 20 (including rigs).

I'd also suggest taking a look at cargo sizes on the ships, some of them could really use being matched to their t1 parent hulls.

Anyway, have a good day off.
Domanique Altares
Rifterlings
#566 - 2013-08-02 16:26:04 UTC
CCP Fozzie wrote:


...I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


I love ships with resist bonus.

That's why I train for ships with resist bonuses. So that I can fly ships with resist bonuses.

Thankfully, not all ships in this game are exactly the same, so that sometimes I can fly ships that have bonuses to other things.

Otherwise, you may as well do Tiericide v. 2.0 where you nuke all ships, and release the Generic Ship Lineup. You can also go ahead and get rid of those nasty racial skills, and reduce everyone's clones to manageable cost levels!

Generic Frigate
Generic Cruiser
Generic Battlecruiser
Generic Battleship
Generic Carrier
Generic Dreadnaught
Generic Super
Generic Titan

Hull bonuses will be easy:

Role Bonus: +50% Have it Your Way, +50% Get Out of Jail Free

+4% all damage resist per level of Generic X for whatever type of tank you want to fit today

+50% ROF for whatever weapons you slap on at random

+50% damage to whatever weapons you slap on at random

+35% Drone damage, hitpoints, mining yield, and MWD speed.

+7.5% per level of Generic X to armor repair and shield repair amount.
Craystorm
Ministry of War
Amarr Empire
#567 - 2013-08-02 16:26:06 UTC
Harvey James wrote:
CCP Fozzie wrote:
Diivil wrote:
CCP Fozzie wrote:


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.



In that case it's likely that I am not the person you are thinking of (Vee?) and I can't remember ever discussing with you about anything before :)


My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


anyone else notice that a different character responded here fozzie posted to Dvla ?


You are not a very bright man.
DaSumpf
Perkone
Caldari State
#568 - 2013-08-02 16:33:27 UTC
Dvla wrote:
Could we maybe fix the "small" bug of wing commanders not receiving fleet commander's bonuses before we start to try to put the ships on grid? This should be the main priority' before ANY changes to the boosters.

Why is the command processor module still in the game? It serves no other purpose than to be a big **** you to all shield fleets for even considering putting t3 boosters on grid. Armor t3 booster can be tanked, shield one can't. Armor can put on extra links without sacrificing tank, shield can't. By the time this year is done there will not be many, if any, shield doctrines left in 0.0 anyway.

Why don't any of the skirmish boosting ships receive resist bonus per skill level? You clearly do want to put them on the field but what do you think will happen when you have 5 claymores on grid (without FC bonuses because they don't ******* work for wing commanders) with low EHP to begin with? Even if you don't have enough DPS to headshot the FC Damnation at the beginning, it's quite likely that the logistics don't have all of the wing commanders pre-locked (that would take 6 out of 8 max targets for a t1 logi for example) so you can just kill all the wing commanders. I mean just look at the EHP difference between an FC slot damnation (that gets its own bonus) to a wing commander skirmish boosting ship (that doesn't get the FC bonus). What's the difference? 2 or 3 times more EHP. I mean jesus ******* christ what the **** is going on.

Active tank bonuses on command ships? Really? I get that you want to give them some damage role even if I strongly disagree with that (since you know.. They will be using the highslots for links>probe launcher>other utility) but why would you want these ships to do every single thing? These are fleet ships, designed to be flown with fleets and while them being able to be flown solo as well that doesn't mean they need that kind of bonuses for it. That's like putting damage bonuses to logistics ships so that they can shoot something when they are flying solo and do you see that happening?

Why is the Damnation - any other command ship EHP difference not fixed? I get that your goal for the past year has been to get rid of all shield doctrines but isn't it going a bit too far already? And BTW you fix this by giving more EHP to the other command ships, not nerfing the Damnation. Just making this point clear since you clearly need some guidance on the issues with these ships.

The only thing these changes do for a 0.0 pilot is making flying boosters even more annoying than it already is. In serious business fleet all wing commanders will still be t3 boosters but now you have to scan for probes all the time. Yes it makes them vulnerable but it sure as hell is less vulnerable than flying a (relatively) paper thin wing booster on grid. Is that fun? No it ******* isn't. Yes you balanced some stuff and gave them shiny new stats but you clearly are not understanding the big picture here. You want to put fleet boosters on grid and have an effect? Then make them be able to do that, not be the best plex tank or a mission runner. You have absolutely the wrong problems in mind when you designed these ships.

Overall nerfs to effectiveness of links is great though so job well done on that at least.


THIS

+1
Domanique Altares
Rifterlings
#569 - 2013-08-02 16:35:29 UTC  |  Edited by: Domanique Altares
Jerick Ludhowe wrote:

The other "issue" I have with the current proposal is the number of slots on these ships. As has been highlighted before in this thread, commands (excluding eos) are all -1 compared to parent t1 and -2 compared to navy variants. +1 slot to each ship, bringing them to total of 20 (including rigs).


Not going to happen, most likely. They stated ages ago that CS were going to be made into 17 module slot ships. The point is to make you have to choose between a full rack of DPS and two links, or a full rack of three links and less DPS.
Totalani
Grim Determination
Manifest Destiny.
#570 - 2013-08-02 16:36:05 UTC
Dvla wrote:
Could we maybe fix the "small" bug of wing commanders not receiving fleet commander's bonuses before we start to try to put the ships on grid? This should be the main priority' before ANY changes to the boosters.

Why is the command processor module still in the game? It serves no other purpose than to be a big **** you to all shield fleets for even considering putting t3 boosters on grid. Armor t3 booster can be tanked, shield one can't. Armor can put on extra links without sacrificing tank, shield can't. By the time this year is done there will not be many, if any, shield doctrines left in 0.0 anyway.

Why don't any of the skirmish boosting ships receive resist bonus per skill level? You clearly do want to put them on the field but what do you think will happen when you have 5 claymores on grid (without FC bonuses because they don't ******* work for wing commanders) with low EHP to begin with? Even if you don't have enough DPS to headshot the FC Damnation at the beginning, it's quite likely that the logistics don't have all of the wing commanders pre-locked (that would take 6 out of 8 max targets for a t1 logi for example) so you can just kill all the wing commanders. I mean just look at the EHP difference between an FC slot damnation (that gets its own bonus) to a wing commander skirmish boosting ship (that doesn't get the FC bonus). What's the difference? 2 or 3 times more EHP. I mean jesus ******* christ what the **** is going on.

Active tank bonuses on command ships? Really? I get that you want to give them some damage role even if I strongly disagree with that (since you know.. They will be using the highslots for links>probe launcher>other utility) but why would you want these ships to do every single thing? These are fleet ships, designed to be flown with fleets and while them being able to be flown solo as well that doesn't mean they need that kind of bonuses for it. That's like putting damage bonuses to logistics ships so that they can shoot something when they are flying solo and do you see that happening?

Why is the Damnation - any other command ship EHP difference not fixed? I get that your goal for the past year has been to get rid of all shield doctrines but isn't it going a bit too far already? And BTW you fix this by giving more EHP to the other command ships, not nerfing the Damnation. Just making this point clear since you clearly need some guidance on the issues with these ships.

The only thing these changes do for a 0.0 pilot is making flying boosters even more annoying than it already is. In serious business fleet all wing commanders will still be t3 boosters but now you have to scan for probes all the time. Yes it makes them vulnerable but it sure as hell is less vulnerable than flying a (relatively) paper thin wing booster on grid. Is that fun? No it ******* isn't. Yes you balanced some stuff and gave them shiny new stats but you clearly are not understanding the big picture here. You want to put fleet boosters on grid and have an effect? Then make them be able to do that, not be the best plex tank or a mission runner. You have absolutely the wrong problems in mind when you designed these ships.

Overall nerfs to effectiveness of links is great though so job well done on that at least.

Harvey James
The Sengoku Legacy
#571 - 2013-08-02 16:37:09 UTC
Craystorm wrote:
Harvey James wrote:
CCP Fozzie wrote:
Diivil wrote:
CCP Fozzie wrote:


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.



In that case it's likely that I am not the person you are thinking of (Vee?) and I can't remember ever discussing with you about anything before :)


My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


anyone else notice that a different character responded here fozzie posted to Dvla ?


You are not a very bright man.


and you are not a very pleasant person is this you're way of telling me that the guy who responded is an alt of the other guy by any chance?

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

Maximus Andendare
Stimulus
Rote Kapelle
#572 - 2013-08-02 16:38:59 UTC
CCP Fozzie wrote:
I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.
Please stop. I know you're all hot for having active bonuses, and certainly they're useful in some situations, but for the most part, resist bonuses provide the same benefit as active repair bonuses IN ADDITION to a whole host of other advantages that apply to buffer and logi tanking as well. How is it that you guys can still try and continue to push for "how great" the active bonuses are when they don't provide a net better benefit than a similar resist bonus and COMPLETELY and UTTERLY lack any benefit to a buffer tank or if a Logi is on field. Fix this aspect first. Then you can sell how great they are.

I don't care if active vs resist provide wholly different benefits when in active, buffer, or logi setups. It's just that active provides a benefit in one of those areas and resist provides benefits to ALL of those areas. Make active better for some situations and resist better for others. But resist better (or the same) for all? No, man, that doesn't cut it. You can sell me all you want that active has a place, but as long as resist benefits every tanking style, it's going to be no sale.

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Jerick Ludhowe
Internet Tuff Guys
#573 - 2013-08-02 16:41:13 UTC
Domanique Altares wrote:


Not going to happen, most likely. They stated ages ago that CS were going to be made into 17 module slot ships. The point is to make you have to choose between a full rack of DPS and two links, or a full rack of three links and less DPS.


No doubt that an addition high slot removing the choice you speak of would be a bad idea however there are these things called low and mid slots Twisted.
Michael Harari
Genos Occidere
HYDRA RELOADED
#574 - 2013-08-02 16:43:39 UTC
CCP Fozzie wrote:
Diivil wrote:
CCP Fozzie wrote:


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.



In that case it's likely that I am not the person you are thinking of (Vee?) and I can't remember ever discussing with you about anything before :)


My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


I think particularly with each race getting two kinds of links, there is no need to make every command ship resist and buffer bonused.
Baren
Sebiestor Tribe
Minmatar Republic
#575 - 2013-08-02 16:47:15 UTC  |  Edited by: Baren
CCP FOZZIE, could we remove the Hybrid tracking bonus the EOS gets and add another DRONE bonus , The Turret Tracking bonus it gets isn`t going to do much since it is clearly a drone boat and only has 4 turret slots.
Domanique Altares
Rifterlings
#576 - 2013-08-02 16:48:17 UTC
Jerick Ludhowe wrote:
Domanique Altares wrote:


Not going to happen, most likely. They stated ages ago that CS were going to be made into 17 module slot ships. The point is to make you have to choose between a full rack of DPS and two links, or a full rack of three links and less DPS.


No doubt that an addition high slot removing the choice you speak of would be a bad idea however there are these things called low and mid slots Twisted.


They just removed a high slot from most/all of them. They're not going to get additional mids or lows, pretty much guaranteed.
Harvey James
The Sengoku Legacy
#577 - 2013-08-02 16:50:27 UTC
Baren wrote:
CCP FOZZIE, could we remove the Hybrid tracking bonus the EOS gets and add another DRONE bonus, The Tracking bonus it gets isn`t going to do much since it is clearly a drone boat and only has 4 turret slots.



Indeed the Astarte would benefit from having the tracking bonus instead

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

Domanique Altares
Rifterlings
#578 - 2013-08-02 16:52:12 UTC
Maximus Andendare wrote:
or if a Logi is on field.


Just wait until they get around to limiting logi ships to cycling only one repper per target, or otherwise nerf them in order to bring remote reps in line with local. Because this is CCP, and I can really see them doing that before they start removing local rep bonuses.
Jerick Ludhowe
Internet Tuff Guys
#579 - 2013-08-02 16:55:18 UTC
Domanique Altares wrote:


They just removed a high slot from most/all of them.


3 =/= to most or all of them.
MeBiatch
GRR GOONS
#580 - 2013-08-02 16:58:16 UTC
Baren wrote:
CCP FOZZIE, could we remove the Hybrid tracking bonus the EOS gets and add another DRONE bonus, The Tracking bonus it gets isn`t going to do much since it is clearly a drone boat and only has 4 turret slots.


i would love to see a bonus to e-war/utility drones. something like 15%-20% bonus to effectivness per level

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

Ugh ti-di pooping makes me sad.