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The Angsty Strategic Cruiser Thread.

Author
Rroff
Antagonistic Tendencies
#21 - 2013-09-07 18:58:41 UTC
They only really need some slight tweaks, the more extreme tanked configurations probably should come with a little more penalty to mobility and sig than they do but nothing too drastic.

TBH nerfing them is a really bad move IMO - You need stuff thats shiny and worth talking about killing and motivating people to get out and do stuff - a command ship to kill for instance doesn't get half the interest that say a tengu would.
Xequecal
Ministry of War
Amarr Empire
#22 - 2013-09-07 19:08:36 UTC  |  Edited by: Xequecal
Derath Ellecon wrote:
Xequecal wrote:
The complaints about range are just completely missing the point. Unless you believe that lasers are a far superior weapon system to hybrids in general, there is no reason for the Proteus to get 6 guns, 50% damage, 50% range, and 50m3 of drones while the Legion gets the first three with no drones.


What? Ignoring range is completely missing the point.

Taking just a basic fit, full rack of weapons (6 for both) and 3 faction upgrades (assuming since both are armor tanked you aren't going to fill your lows with them).

Proteus does:

894DPS from blasters (void) with an optimal at 3800m and falloff of 4690m. So realistically it has a max range with guns of ~8500m, but at this range is doing a fraction of the damage.
Additionally this damage is primarily kinetic, which on average is everyone's better resist.

You get an additional 158dps from medium drones.



Legion does 736 DPS with rage torpedos. This can be any damage type AND you get to apply full damage to ~17km.

So a legion can kite the proteus, nullifying most of its damage while the proteus sits there cursing its short range.

Now we could load Null, but then that drops the proteus into a total damage of 797dps including drones (pretty close to the legion) and even then, the protues is still shooting the legion in deep falloff.

Range missing the point? Range is everything.


The existence of OGB makes HAMs a very poor weapon system. They cannot apply their damage. Skirmish links drop the base sig of a Proteus from 160m to 107m, which makes Rage HAMs with their 151.5m exp radius really bad. Rage HAMs are simply terrible against strategic cruisers because of this, you always want to use faction missiles, they have better range and deal more DPS even if the target is stationary.

Because of OGB, even faction HAMs suffer from a huge damage penalty if the target is not webbed, and if you can web him, he can web you and open up with the blasters. Against a Proteus moving at full speed with no prop mod, CN missiles do 63% of full DPS, or 395 DPS with 3 CN BCUs. Against a Proteus moving at full MWD speed, they do only 308 DPS.

Also because of OGB, overheated faction web range is >25km, which is a disgustingly good advantage for the blaster boat. A Legion cannot even get into non-Javelin HAM range of a Proteus without getting webbed. Hell, even a Scorch Legion has to be in falloff to avoid web. The Proteus also gets an 25+ km scram because of OGB, so the target can forget about trying to web back and still kite, as the MWD is now disabled.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#23 - 2013-09-07 22:47:00 UTC
I was going to mention faction webs and scrams and the friction extension sub as a counter to being kited by a HAM Legion, but it's already been done.

The argument that the proteus only does Kin/Therm is pointless unless everyone here actually refits their ships in their POS to tank kin/therm before brawling a proteus. Which you do not, ever.

I was referring to the envelope of performance, not that you can get everything on every hull with ever subsystem. You can get 250K and 580 DPS - not 250K EHP and 1200 DPS. Try getting 250K EHP on an Astarte and any DPS at all.

The Proteus is absurd. The others, less so.

As to the "blurf you're an EFT warrior" and "its superspecially different when you actually fly the ships" I reply that, yes, I am an EFT warrior and I use EFT stats to illustrate the point. One who also PVPs. It's like saying statisticians can't talk about average income because they don't earn a billion dollars a year; ludicrous.

If you've been facemelted by my Navy Augoror you'll realise how ludicrous it is to say "it only get 590DPS of EM/Thermal and you were shooting a Vagabond with 75% EM". It still killdozers stuff. it still has a gigantic tank. it's the most stronk Navy Cruiser, and that's a fact.

This is just my opinion. You're welcome to disagree.
Rroff
Antagonistic Tendencies
#24 - 2013-09-07 22:55:54 UTC  |  Edited by: Rroff
Trinkets friend wrote:

I was referring to the envelope of performance, not that you can get everything on every hull with ever subsystem. You can get 250K and 580 DPS - not 250K EHP and 1200 DPS. Try getting 250K EHP on an Astarte and any DPS at all.


Including ganglinks and some pricey implants you can get 250K EHP and 1200dps out of a prot... not unreasonable IMO for what is ~4bn ISK or so worth of implants, ship and fitting :S

EDIT: Throw the same amount of ISK at an Astarte and you get 224K EHP and 1218dps just sayin :S Without links or pimp implants you can still get almost 200K EHP and 700dps out of an astarte now.

EDIT2: First time I've looked properly at the Astarte post update - some interesting stuff you can do with it now as a purely combat ship if it wasn't for still being slightly slow and the larger sig I'd prefer it over the prot.
Jon Matick
State War Academy
Caldari State
#25 - 2013-09-08 01:26:32 UTC
Trinkets friend wrote:
I was referring to the envelope of performance, not that you can get everything on every hull with ever subsystem. You can get 250K and 580 DPS - not 250K EHP and 1200 DPS. Try getting 250K EHP on an Astarte and any DPS at all.

a 250k ehp, 580dps proteus is a BADLY FIT PROTEUS.
it's only good for baiting and if youre jumping on proteus bait blindly, you deserve what you get.

My Blog:  http://sihwm.blogspot.com.au/

Derath Ellecon
University of Caille
Gallente Federation
#26 - 2013-09-08 02:15:41 UTC
Xequecal wrote:
OGB BS


This isn't about OGB, as I seriously hope CCP will balance the ships themselves, not just the ship with OGB present (maybe in goonland they are everywhere but not everyone is using OGB)

As to scram ranges, faction webs etc, yes the proteus has a scram advantage, but their webs will be equal, and the Legion will still be able to shut down a proteus at 15km with a faction scram. The Legion doesn't have to control that much range to keep a proteus in falloff.

Add to that, the Proteus will still only be able to shoot into one of the Legion's highest natural resists (kinetic) while the legion will be free to shoot the proteus in its lowest natural resist (explosive).

The bottom line point is that neither ship is OMFGWTF amazing or bad as people like to let on.

Like most Gallente high DPS ships, they have a hard time applying that damage past their nose. And they are shooting into a damage type that almost all hulls have a decent resist to (kinetic).

While they do need balancing, especially looking at all subsystems to make them all more viable, none need the uber nerfbat that some people seem to scream for.
unimatrix0030
University of Caille
Gallente Federation
#27 - 2013-09-08 11:44:53 UTC  |  Edited by: unimatrix0030
You guys realy like to "Fix" your number don't you?
Only compare stuff without implants and boosts with a T2 -mods fitted T3-ship with others else your points are void.
Or else you can compare apples with moons... .
If they should nerf T3's i think i will switch to astartes.
Because they can do the same now as the proteus can and they won't be getting nerfed anytime soon... .
But as a consequence we would get less fights in w-space because less can fit in a hole then a T3 ... .

Tengu's don't even seem to have survived the battleship rebalance in null sec :
https://forums.eveonline.com/default.aspx?g=posts&m=3263475#post3263475
So if you go around nerfing T3's even more no one will even buy them .
Why would you go around and buy anything so expensive it it hardly has any advantage.
That is why everyone in w-space is flying in blinb ling fit ships .
Because frankly without bling bling on it you would bether buy a T2.

The onlt thing that realy need to change is making every subsystem more usefull, some are unused and that is limiting our options.
T3's are all about options, we should get more options not less!

No local in null sec would fix everything!

Rroff
Antagonistic Tendencies
#28 - 2013-09-08 12:24:24 UTC
Part of my point was if you throw comparable levels of "stuff" in total at either whether thats a T2 fit prot or a deadspace fit Astarte you get ballpark similiar levels of capabilities and its not really suprising that a 600m or so T2 fit prot would out-perform a T2 fit 200m or so Astarte and that both can potentially become very powerful when you chuck stuff like ganglinks and pirate implants at them - that your more likely to throw them at one of those ships than the other doesn't mean that ship is over powered in comparision.
M1k3y Koontz
House of Musashi
Stay Feral
#29 - 2013-09-08 12:26:57 UTC
Trinkets friend wrote:
The changes to the command subsystems and rebalancing of best bonuses toward the command ships has addressed most of the worst parts of T3's. But not all. And, just quickly, the multiple bonuses of the T3 subs now spreads the capabilities across 3 links instead of 1, so you get more though less extreme boosts, which really isn't a nerf it is flattening the curve. Hardly worth the QQ on the feedback thread.

I don't have a lot of problems with T3's as a rule, but there are some exceptions.

Lets take the Proteus. For example this behemoth is a wee bit OTT. Granted you probably won't be dropping HG slaves in w-space on account of bubbles so you won't quite get carrier-level tank very often. Even so, something with 129K EHP, the sig of a squirrel and the gank of a BC.

That's off-piste, it is rabid dog territory. It needs some rebalancing even taking into account you have to drop a billion ISK on it to get the 'vanilla' all 5's performance envelope out of it. Its not like a billion ISK is hard to come by.

This opens up the whole price comparison argument. A billion ISK is a lot of money, you say, but this could take on any pirate BS any day of the week (in its role of camping gates; web+scram then get in at 500) solo, let alone with even a sole Execquror repping it to make it spazmo OTT.

Where should T3's be in terms of performance and ISK for performance? To my mind, probably not in the 200K EHP and 800 DPS and tiny sig space - you should have to compromise, not be able to do it all, better than anything else, all at once.

You will see these outliers trimmed out. That won't nerf them into oblivion, mind you. For instance, I would expect that for 750M ISK you'll get cloaky nullified T3's with 50-0K EHP tanks and 200-400 DPS. Or you'd go EWAR (ECMgu, web loki, neut legion, tackle prot) and EHP, or covops or command subs.

There also needs to be some buffs to some T3 and some subs. The RR sub, for instance, should get rep range to double the range of the transporter, to make it moderately useful for ships aside from RRGu's. The Proteus needs a decent drone bay and the loki needs better missile subs.

The end result should be that you lose the egregious monstrosities and the class remains potent, flexible, expensive and worthwhile. Also, refitting at POSs (but not carriers!) should be possible, to counteract any soft nerfs and allow J-space to be a place where you can reconfigure a T3 to adapt to a fluid tactical environment without having to have 4 different T3's.



I agree with everything except yoru stance on cloaky T3s, which are all over the place. The Cloaky Loki is currently the standard for cloaky T3s, as it can fit a reasonable tank and ~400-500 DPS. The Proteus should be brought down to that level, and the Legion actually needs a damage buff in the cloaky department.

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

Rroff
Antagonistic Tendencies
#30 - 2013-09-08 12:50:03 UTC  |  Edited by: Rroff
The other 2 cloaky t3s that actually work can do their stuff from range tho - the prot has to get in close reducing its chances for escape so I don't think the extra tank and damage is really a problem. The somewhat limited options for cloaky legion is something that possibly needs more looking at but at the same time I'm not entirely convinced that all cloaky t3s should be tank + dps boats but have some role flavors each. Possibly it would be enough just to give the cloaky legion similiar drone capabilities to the t1/2 counterpart though 150/50 is somewhat stepping on the pilgrim's toes so maybe 100/50 as a compromise.
M1k3y Koontz
House of Musashi
Stay Feral
#31 - 2013-09-08 12:53:36 UTC
Trinkets friend wrote:

Proteus max DPS is now 1200. I'd see that coming back to the 800 range.


Yes, with Void, overheated, and with 3 faction magstabs you can get 1200 DPS. So when your range is under 3km, your tracking is nerfed by 25%, and you can only maintain such damage for less than two minutes before its guns burn out.

Resorting to extremes to come up with absurd numbers isn't how ships are balanced, after all, I could spend 1b on a Navy Brutix and get the same stats.

Xequecal wrote:
The complaints about range are just completely missing the point. Unless you believe that lasers are a far superior weapon system to hybrids in general, there is no reason for the Proteus to get 6 guns, 50% damage, 50% range, and 50m3 of drones while the Legion gets the first three with no drones.


50% of next to nothing is still next to nothing.

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

Mr Kidd
Center for Advanced Studies
Gallente Federation
#32 - 2013-09-08 13:42:03 UTC  |  Edited by: Mr Kidd
I've come to the conclusion that I don't care what CCP does to T3's as long as we have, in return, some viable cloaky dps/tank options. In w-space it's all about hiding your fleet. T3's fill that role perfectly. Without T3's what we have are wet paper bags. Left to utilize what is left if T3's are nerfed to inadequacy, we won't have viable w-space pew without having larger fleets.

I've said it several times, null/lo have force projection which hides their fleet compositions. W-space has no local and cloaks to hide our fleets. We've got to have a viable cloaky dps/tank class of ships. Having the title of T3 doesn't really matter to me.

Don't ban me, bro!

Xequecal
Ministry of War
Amarr Empire
#33 - 2013-09-08 15:43:31 UTC
Rroff wrote:
The other 2 cloaky t3s that actually work can do their stuff from range tho - the prot has to get in close reducing its chances for escape so I don't think the extra tank and damage is really a problem. The somewhat limited options for cloaky legion is something that possibly needs more looking at but at the same time I'm not entirely convinced that all cloaky t3s should be tank + dps boats but have some role flavors each. Possibly it would be enough just to give the cloaky legion similiar drone capabilities to the t1/2 counterpart though 150/50 is somewhat stepping on the pilgrim's toes so maybe 100/50 as a compromise.


The neut subsystem is probably why the Legion cloaky is nerfed so much, if it had a damage bonus it could kill anything.
chris elliot
Treasury Department
Plug N Play
#34 - 2013-09-08 15:51:39 UTC
Rek Seven wrote:
Looking at things form a wormhole PVP perspective, T3 are perfectly fine IMO. The way we use them results from the design an nature of wormhols. For example, we need to brawl on a wormhole, have a reasonable chance of surviving dread alpha and have a low enough mass to bring enough support to fight someone in their home system.



I'm sure you are aware that the Dread blapping issues, while not directly part of this topic, stems directly from nerds bringing crap loads of over tanked, obnoxiously hard to kill T3's everywhere all the freaking time. Making them less of a complete pain in the balls to kill would likely see people getting more fights as there would likely be more than one way to kill them where currrently there is not. Granted that other way would likely wind up being alpha tier3's, which will likely turn into a whole new threadnaught but w/e.
Rroff
Antagonistic Tendencies
#35 - 2013-09-08 17:09:45 UTC
As much as anything dread blapping stems from them being ridiculously good at killing sub-caps when properly supported and not so much from people bringing hard to kill T3s.
M1k3y Koontz
House of Musashi
Stay Feral
#36 - 2013-09-08 17:42:09 UTC
Xequecal wrote:
Rroff wrote:
The other 2 cloaky t3s that actually work can do their stuff from range tho - the prot has to get in close reducing its chances for escape so I don't think the extra tank and damage is really a problem. The somewhat limited options for cloaky legion is something that possibly needs more looking at but at the same time I'm not entirely convinced that all cloaky t3s should be tank + dps boats but have some role flavors each. Possibly it would be enough just to give the cloaky legion similiar drone capabilities to the t1/2 counterpart though 150/50 is somewhat stepping on the pilgrim's toes so maybe 100/50 as a compromise.


The neut subsystem is probably why the Legion cloaky is nerfed so much, if it had a damage bonus it could kill anything.


And ironically as it stands now it can't kill anything.

Luckily I have Loki for that.

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

M1k3y Koontz
House of Musashi
Stay Feral
#37 - 2013-09-08 17:45:13 UTC  |  Edited by: M1k3y Koontz
Rroff wrote:
As much as anything dread blapping stems from them being ridiculously good at killing sub-caps when properly supported and not so much from people bringing hard to kill T3s.


I'm not sure if you're upset about Dreads not being able to blap T3s, so just as a blanket statement:


"Dreads can't blap T3s so nerf T3s" is not a valid argument, T3s are the only reason that C5/C6 PVP is possible...

Edit:

chris elliot wrote:
Rek Seven wrote:
Looking at things form a wormhole PVP perspective, T3 are perfectly fine IMO. The way we use them results from the design an nature of wormhols. For example, we need to brawl on a wormhole, have a reasonable chance of surviving dread alpha and have a low enough mass to bring enough support to fight someone in their home system.



I'm sure you are aware that the Dread blapping issues, while not directly part of this topic, stems directly from nerds bringing crap loads of over tanked, obnoxiously hard to kill T3's everywhere all the freaking time. Making them less of a complete pain in the balls to kill would likely see people getting more fights as there would likely be more than one way to kill them where currrently there is not. Granted that other way would likely wind up being alpha tier3's, which will likely turn into a whole new threadnaught but w/e.


So... your arguing "nerf T3s because if T3s weren't so hard to kill nobody would use tracking dreads".

You don't have a clue about human nature do you... you think that just because dreads aren't a necessity they wouldn't be used? We bring T3s because what else CAN we bring?

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

Rroff
Antagonistic Tendencies
#38 - 2013-09-08 18:42:16 UTC  |  Edited by: Rroff
M1k3y Koontz wrote:


I'm not sure if you're upset about Dreads not being able to blap T3s, so just as a blanket statement:


"Dreads can't blap T3s so nerf T3s" is not a valid argument, T3s are the only reason that C5/C6 PVP is possible...



It was in response to "stems directly from nerds bringing crap loads of over tanked, obnoxiously hard to kill T3's" - I disagree that blap dreads were primarily a knee jerk reaction to highly tanked t3s.

Besides dreads blap T3s perfectly fine if properly supported - I've done it, I've had it happen to me, I'm not upset about it and/or wouldn't be upset if it was removed or continued to be in the game.
chris elliot
Treasury Department
Plug N Play
#39 - 2013-09-09 05:25:02 UTC
M1k3y Koontz wrote:


So... your arguing "nerf T3s because if T3s weren't so hard to kill nobody would use tracking dreads".

You don't have a clue about human nature do you... you think that just because dreads aren't a necessity they wouldn't be used? We bring T3s because what else CAN we bring?



Seeing as how I am a human at last check I might be justified in wading into the nerd abyss here. I suggest you see a doctor and make sure you are indeed a human and have not evolved into a neckbeard before continuing.

What CAN you bring? Depends on how terrible you are. The less terrible you are the more variety you can bring. Conversely if you are just plain terrible then you will likely only bring t3's all the time.... oh wait.

Currently we all know the problem with t3's is that they are too hard to kill without t3's of your own. Thus creating a vicious cycle of one upping either numbers, or dread/carrier support. Blobbing nerds in w-space perpetuate the problem by dropping 30 t3's on everything with or without a pulse. Which gives you a name as being a t3blobbingfaggit, and stymies your fights. Because "human nature" should tell you that people are not going to welp ships to your over tanked fleet if they didn't have some way of winning. Which, currently, unless they have dreads or a bigger blob than you, there is not, you are simply too well tanked, and too ewar superior to do anything about. (Insert reference to VoC's videos where they do 150 vs 45 type of nonsense and come out on top for reference on what I am talking about here)

Making them easier to kill means that other things can be used against them and they become less of a Win button like they currently are.

Think outside the box a bit and you will likely find a plethora of potential good fights that were lost due to A) Your org. has a reputation for t3 blobs. B) You showed a t3 or group of them off the bat and the other guys said "yeah well f-that, lets go play WoT and let these nerds rage in local about not fighting".

Do they need to be nerfed a lot given how powerful T1 ships have been made? No

Do they all universally need to be cut down a bit? Dam right they do...... Just dont let Ytterbium do it or he will come up with some utter nonsense like he did in the marauders thread.
Incindir Mauser
Caldari Provisions
Caldari State
#40 - 2013-09-09 05:45:37 UTC
chris elliot wrote:
Currently we all know the problem with t3's is that they are too hard to kill without t3's of your own. Thus creating a vicious cycle of one upping either numbers, or dread/carrier support.


Not going to repost that whole wall of text, save the gem quoted above.

Definitely some good feedback here, from everyone that has contributed. T3's don't exist in a little bubble W-Space has created, they've massively proliferated. Although they have seemed to fallen out of favor as a major null/lo fleet doctrine.

And I'll second chris elliot's observation that unless you're rolling fourty dudes with half a dozen guardians, you've not got much of a chance against thirty dudes with half a dozen logi. I personally feel that it's a combination of how powerful T3 armor HP and resistances are in combination with logi. And rarely, if ever, are there totally even matched up gudfights occurring spontaneously. Every time someone shows up in Adhoc's system and rings the doorbell, we've just come to expect that the opfor has a login trap, is hiding another 20-30 guys on the other side of the hole, or a jump or two down the chain. And it's lead to a lot of discussion internally on how to come up with a counter that doesn't involve dread blapping or carriers. Frankly, we haven't found one that works reliably. Even if we, or someone else did, that would instantly become the new meta.

I'm not saying that any of this is "good" or "bad" it's just the way the meta has worked itself out in W-space.

Thanks again to all that have contributed.