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[Odyssey 1.1] Command Ships

First post First post First post
Author
Aglais
Ice-Storm
#581 - 2013-08-02 16:58:59 UTC
So are we going to be doing anything about the Nighthawk, or will it be re-released as actually worse than it is now once Odyssey 1.1 hits? Seriously, please reconsider the garbage slot layout and that awful kinetic only damage bonus.

Either that, or alter the Claymore so that it ends up with an explosive only damage bonus, and make it so that the Sleipnir only gets a bonus to the explosive damage in certain ammo types. Damnation, Sacrilege and Vengeance only get bonuses to EM missile damage too. Then you see how much sense something like this makes. (Hint: it's none. It makes no sense. Change it. For the Cerberus too. This isn't 'specialization', this is 'crippling them while trying to make it look like they're good at something'.)
Domanique Altares
Rifterlings
#582 - 2013-08-02 16:59:12 UTC
Jerick Ludhowe wrote:
Domanique Altares wrote:


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


3 =/= to most or all of them.


Still very likely not happening. 17 slots said the man, and so there are.
Oberus MacKenzie
Handsome Millionaire Playboys
Sedition.
#583 - 2013-08-02 16:59:24 UTC  |  Edited by: Oberus MacKenzie
CCP Fozzie wrote:
Sarmatiko wrote:

Also glad that Marauders are safe, for now..


/Maniacal Laugh


You stay away from my Kronos you evil man! :P

Great changes. I'm not sure why the Nighthawk's agility got nerfed, but it doesn't really matter since it's only advantage over the Vulture is and will continue to be in running level 5 missions.
Definitely excited about these changes, though. I've been looking forward to the day when Command Ships become the true link boats. I'm still in favor of making them need to be on grid to give bonuses (or even have a max range on the bonuses), but I think you're doing the right thing by rolling the changes out slowly. Kudos
Unsuccessful At Everything
The Troll Bridge
#584 - 2013-08-02 17:01:28 UTC
So does this maybe mean that the Eos model will change to the Myrmidon hull in the future?

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Domanique Altares
Rifterlings
#585 - 2013-08-02 17:03:51 UTC
Unsuccessful At Everything wrote:
So does this maybe mean that the Eos model will change to the Myrmidon hull in the future?



Check this out:

https://forums.eveonline.com/default.aspx?g=posts&t=242316&find=unread

Answer seems to be 'maybe, kinda, if we feel like it and you pester us enough.'
Rain6637
GoonWaffe
Goonswarm Federation
#586 - 2013-08-02 17:05:19 UTC  |  Edited by: Rain6637
nice. the Eos I decided I wouldn't be using, sold for 375m overnight.

taking a look at what my boosters will look like, I'm not miffed about much. only that I wish I could have the nighthawk carry the siege links... I'll take the current slot layout, but I need like 1150 PG. (i think it's obvious what I would put in that fifth nightawk drake low :-D)

I would appreciate it greatly if someone explained why the Nighthawk drake is set to have such abysmal PG.

//nevermind. i'll get over the look of the ferox hull eventually. it's fine what the vulture does already.
CEO Rockhound
suspended animations DOT
#587 - 2013-08-02 17:10:08 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 needs quoting, and no other posts are needed.
Please close this thread.
James Amril-Kesh
Viziam
Amarr Empire
#588 - 2013-08-02 17:21:40 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.

Yep. This says pretty much everything I wanted to say and more.

Enjoying the rain today? ;)

Sigras
Conglomo
#589 - 2013-08-02 17:39:55 UTC
Aglais wrote:
So are we going to be doing anything about the Nighthawk, or will it be re-released as actually worse than it is now once Odyssey 1.1 hits? Seriously, please reconsider the garbage slot layout and that awful kinetic only damage bonus.

Either that, or alter the Claymore so that it ends up with an explosive only damage bonus, and make it so that the Sleipnir only gets a bonus to the explosive damage in certain ammo types. Damnation, Sacrilege and Vengeance only get bonuses to EM missile damage too. Then you see how much sense something like this makes. (Hint: it's none. It makes no sense. Change it. For the Cerberus too. This isn't 'specialization', this is 'crippling them while trying to make it look like they're good at something'.)

seriously, why do people keep making such a big deal out of a selectable (or non selectable) damage type?!

It's not like people omni-tank or anything . . . RollRollRoll

In fact if youre going to be stuck to one damage type, Kinetic isnt a bad way to go, it only makes you suck against T2 gallente ships which ATM are lulz terrible.

Also, the nighthawk is fine, extra shield HP, extra resists, same DPS better lock range, more PG, higher sensor strength.
Grath Telkin
Amok.
Goonswarm Federation
#590 - 2013-08-02 17:40:00 UTC  |  Edited by: Grath Telkin
Dump command processors, Command Ship Skill should then read you can fit one link +1 link per level of the Command Ship skill, this removes the penalty for shield CS that want to run multiple links.

Seems fairly easy to me.


Also each race should have one of your small gang CS that have nice rounded tank and spank bonuses and each race should have a brick for fleet work.

This isn't really a thing you can skip, getting bonus's alpha'd off the field because you're trying to make CS some small gang capable thing sucks, its always sucked and the first step you need to address in the whole "Bonuses on Grid" deal is having bonuses able to survive being on grid.


Thats like, non negotiable, anything else you do is a waste.


EDIT; Also why does CCP hate the Nighthawk so much that its fitting is 400 pg below EVERY OTHER COMMAND SHIP

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Valterra Craven
#591 - 2013-08-02 17:43:33 UTC
One thing I think some people are missing is that these boats as fozzie wants them to be fit, don't really make much sense:

[Astarte, New Setup 1]
Medium Armor Repairer II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

10MN Afterburner II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Cap Recharger II

250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
250mm Railgun II, Antimatter Charge M
Armored Warfare Link - Damage Control II
Armored Warfare Link - Passive Defense II

Medium Hybrid Burst Aerator II
Medium Hybrid Metastasis Adjuster I

Hobgoblin II x5

This setup, with all lvl 5 skills, is short 3% cpu. It seems to me that if you wanted all these ships to lose weapon hard points (such as the astarte) and fit link modules instead, that you need to add CPU to each ship (especially since they lost PG) to compensate for such a move. Consider the fact that those links use 55 cpu where the two 250mm t2 rails I just lost were only using 31.5 CPU...
mine mi
Garoun Investment Bank
Gallente Federation
#592 - 2013-08-02 17:45:37 UTC
As I said before, I divide the ships command into two types, one for small fleets where every dps account and one for fleets where survival is the most important.

DPS comand ship

Absolution: No change
Nighthawk: No change
Astarte: No change
Sleipnir: No change

Tank comand ship

Damnation: No change

Vulture:
Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
10% bonus to Medium Hybrid Turret optimal range
Command Ships skill bonuses:
10% bonus to Medium Hybrid Turret optimal range / change by / 10% bonus to all Shield hitpoints
10% bonus to Medium Hybrid Turret damage (was link bonus)

Eos:
Gallente Battlecruiser skill bonuses:
7.5% bonus to Armor Repairer effectiveness
10% bonus to drone damage and hitpoints (was 5% MHT damage)
Command Ships skill bonuses:
7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus)
7.5% bonus to Medium Hybrid Turret tracking (was link bonus) / change by / 10% bonus to all Armor hitpoints

Claymore:
Minmatar Battlecruiser skill bonuses:
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF)
7.5% bonus to shield boosting amount
Command Ships skill bonuses:
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus)
5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking) / change by / 10% bonus to all Shield hitpoints
Valterra Craven
#593 - 2013-08-02 17:48:02 UTC
Sigras wrote:

seriously, why do people keep making such a big deal out of a selectable (or non selectable) damage type?!



Because the whole frickin point of the missle system is that you can choose your damage type.

Having a bonus to only one type of damage negates one of the huge over arching benefits of the platform.
Altrue
Exploration Frontier inc
Tactical-Retreat
#594 - 2013-08-02 17:50:42 UTC  |  Edited by: Altrue
I was comparing the Nighthawk and the Claymore, clearly the Nighthawk is left on the side of the road for this update !

Let's make a quick checklist :

- More DPS for the Claymore, and Nighthawk is Kinetic only while Claymore is omnidamage... WTF ?? Drop the kinetic only, or buff it so that being stuck with one damage type has its bonuses !
- More mids for the Claymore, meaning more E-war or more tank. (Now Matarr have more mids than Caldari ? Wow)
- 275 more PW Claymore side, for the same number of launchers o_O ? Even if you count the bonus midslot that's a LOT of PW, 275 PW, for one midslot.
- 25 more CPU for the Nighthawk. Great.... I'd trade 25 CPU for 275 PW without hesitation.
- 800 more shield for the nighthawk, but what is shield without resists ?...
- a total of 200 % resists for the nighthawk and 225 % resists for the Claymore, AND the Claymore has no hole in EM.
- 21 % more velocity for the Claymore and 10% more agility.
- 100% more brandwidth for the Claymore, and a whooping 200% more dronebay !
- More targeting range for the nighthawk, but better targeting speed for the Claymore. Obviously we know the best choice, even more for a missile boat because you don't snipe with missiles anyway, and there is no useless missile range bonus on this ship.
- 2pts of sensor strength for the Nighthawk. Doesn't change my life anyway.
- 45 less points of Sig radius for the Claymore. Stacking with the higher speed, this adds a significant tank.

So, really, the Claymore has more tanking, more speed, more agility, more dps, with omnidamage + better brandwith, more dronebay... The Nighthawk do all the rest better, but... there is not much left.

So, dear Fozzie, why would I choose to Fly a Nighthawk over a Claymore ?

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Nedisu
Rusty Pricks
#595 - 2013-08-02 17:53:19 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 cant be quoted enough
Aglais
Ice-Storm
#596 - 2013-08-02 17:53:20 UTC
Sigras wrote:

seriously, why do people keep making such a big deal out of a selectable (or non selectable) damage type?!

It's not like people omni-tank or anything . . . RollRollRoll

In fact if youre going to be stuck to one damage type, Kinetic isnt a bad way to go, it only makes you suck against T2 gallente ships which ATM are lulz terrible.

Also, the nighthawk is fine, extra shield HP, extra resists, same DPS better lock range, more PG, higher sensor strength.


One of the biggest points about the missile weapon system in general is selectable damage types. That's one of their maybe two advantages over (most) guns. Take that away, and they're not nearly as good.

The nighthawk is NOT fine, either, because it's slot layout is... Why? Why does it have only five medslots? Claymore has more PG than the NH, too, as a note.
Blastil
Aideron Robotics
Aideron Robotics.
#597 - 2013-08-02 18:17:09 UTC
Aglais wrote:
So are we going to be doing anything about the Nighthawk, or will it be re-released as actually worse than it is now once Odyssey 1.1 hits? Seriously, please reconsider the garbage slot layout and that awful kinetic only damage bonus.

Either that, or alter the Claymore so that it ends up with an explosive only damage bonus, and make it so that the Sleipnir only gets a bonus to the explosive damage in certain ammo types. Damnation, Sacrilege and Vengeance only get bonuses to EM missile damage too. Then you see how much sense something like this makes. (Hint: it's none. It makes no sense. Change it. For the Cerberus too. This isn't 'specialization', this is 'crippling them while trying to make it look like they're good at something'.)


Seriously? your biggest complaint about the nighthawk is that your super tanky, ganglinking command ship (note not heavy assault command ship) doesn't do a lot of DPS because of a kinetic missile bonus?

Dude, screw your head on straight. We're trying to NOT turn command ships into ownmobiles, we're trying to make them viable field ships when you do decide to bring them.
Domanique Altares
Rifterlings
#598 - 2013-08-02 18:19:06 UTC
Aglais wrote:
Claymore has more PG than the NH, too, as a note.


That pretty much comes down to the NH not being originally intended for a shield/cap booster combo like the Cyclone and its resultant Claymore/Sleipnir hulls. Because, you know, Winmatar.

That said, I agree that it's incredibly anemic on PG.
Lady Naween
Ministry of War
Amarr Empire
#599 - 2013-08-02 18:27:23 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 dont think most of us are asking for it on all. Just make the old fleet command ships have the resist bonus and then the field ones can have a rep bonus. A rep bonus isnt really that good in a large fleet, you been in enough fleets fozzie to know that
Leskit
Pure Victory
#600 - 2013-08-02 18:28:44 UTC
CCP Fozzie wrote:


HACs are being shepherded by CCP Rise.


Very appropriate terminology, as they are still weak and unable to protect themselves (except the new ishtar and cerb it looks like).