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The Future of T3 Cruisers

Author
FT Diomedes
The Graduates
#161 - 2013-12-10 18:34:14 UTC
Mournful Conciousness wrote:


Most HACs already outperform battleships in a straight fight and are therefore not underpowered.

I agree that T3s should be able to compete successfully with HACs on tha battlefield, but it should be through versatility brought about by their multi-role bonuses rather than raw firepower and strength.
Big smile


How are T3's supposed to compete successfully through versatility? That makes no sense. Versatility is good when it lets the player focus his setup. T3's are good when they pick the right combination of subsystems that lets them perform a specific role well. They are versatile before they undock, not in the middle of the fight.

At the current price point T3's, in a focused pimped configuration, should be better at tank and gank than a HAC is at the current price point. Otherwise they are not worth the ISK and SP loss. In this focused configuration, they cannot do any of the cool T3 things (no cloaky-nully, no links, no e-war, and no drones). If they could, that would be OP.

Being able to refit the same ship to do five roles poorly is not worth the ISK or SP loss. I'd rather fly five ships fit specifically for the job and avoid the SP loss risk. Then again, I have HAC V, Recon V, Logistics V, CS V, and etc.

If the Cerberus was as good at tank/gank/damage projection as a Tengu, I would be happy., but they would be OP without increased price. The SP loss also really helps keep T3's in check because people hate losing SP.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sal Landry
School of Applied Knowledge
Caldari State
#162 - 2013-12-10 18:51:39 UTC  |  Edited by: Sal Landry
Onictus wrote:

Yeah 450 @ 75km and that was heavy missiles

More than a Baltec mega, more than most fleet dominix builds, more than an pulse baddon all while MWDing around.

...and like hell they had to sacrifice tank

You are wrong.

Hml drakes were modified to have 10% less raw missile dps and gained from 8.75 to 9 effective launchers with kinetic ammo. Simple math gives us 355 dps for a pre-nerf hml drake with 2 BCS and navy scourge ammo. Your light drone dps is irrelevant at 70km. A perfect skill pilot could reach ~70km hml range but in fleet engagements the fc would have to more realistically stay at 60 or under to apply full dps (lol drake pilots having all 5 skills). Similarly in a fleet engagement CFC drakes sacrificed a large amount of tank and only had around 55k EHP prelinks in order to fit cap mods so they could MWD around.

Right now today a CFC megathron gets 385 railgun dps at 72+39 with CN thorium and an optimal script, beating the old drake at its best range with only a single damage mod. The megathron can also continue engaging all the way out to 150km and its dps is going to get far higher than the old drake's if it's any closer than 70km since it can use better ammo and its superior drone bandwidth.

It also has almost triple the EHP of the old kiting drake fit that 'totally made no sacrifices by fitting CCC rigs and a cap power relay'.

In conclusion, you are completely full of ****.
Onictus
Federal Navy Academy
Gallente Federation
#163 - 2013-12-10 19:18:33 UTC  |  Edited by: Onictus
Sal Landry wrote:
Onictus wrote:

Yeah 450 @ 75km and that was heavy missiles

More than a Baltec mega, more than most fleet dominix builds, more than an pulse baddon all while MWDing around.

...and like hell they had to sacrifice tank

You are wrong.

Hml drakes were modified to have 10% less raw missile dps and gained from 8.75 to 9 effective launchers with kinetic ammo. Simple math gives us 355 dps for a pre-nerf hml drake with 2 BCS and navy scourge ammo. Your light drone dps is irrelevant at 70km. A perfect skill pilot could reach ~70km hml range but in fleet engagements the fc would have to more realistically stay at 60 or under to apply full dps (lol drake pilots having all 5 skills). Similarly in a fleet engagement CFC drakes sacrificed a large amount of tank and only had around 55k EHP prelinks in order to fit cap mods so they could MWD around.

Right now today a CFC megathron gets 385 railgun dps at 72+39 with CN thorium and an optimal script, beating the old drake at its best range with only a single damage mod. The megathron can also continue engaging all the way out to 150km and its dps is going to get far higher than the old drake's if it's any closer than 70km since it can use better ammo and its superior drone bandwidth.

It also has almost triple the EHP of the old kiting drake fit that 'totally made no sacrifices by fitting CCC rigs and a cap power relay'.

In conclusion, you are completely full of ****.



Not NOW back before the HML AND Drake nerfs

3BCS was the norm and 450 at 75km was middle of the road skills, trust me Drake (as much as I hate it) is still one of the hulls that I spent the most time in.

Now yeah, drake and HMLs are both trash with very few redeeming qualities, that wasn't what I was commenting on.
FT Diomedes
The Graduates
#164 - 2013-12-10 21:26:19 UTC
One change I would support is to make it so that T3's could not be cloaky-nully. Nullification is bad enough, but combined with cloaky warpy is just silly.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

M1k3y Koontz
House of Musashi
Stay Feral
#165 - 2013-12-10 21:53:05 UTC  |  Edited by: M1k3y Koontz
supernova ranger wrote:

Not really, legions can spider tank


Let me stop you there. What have you been smoking?
Nobody, and I mean NOBODY, spider tanks T3s in PVP. Their RR sub is **** poor limiting its usefulness to PVE Tengu-balls.



Seranova Farreach wrote:
ps, they are doing t2 and pirate first. and then mostlikly capitals befor they touch t3s.


^ This. Which is why I'm tiring of these threads, it's been beaten to death and there isn't going to be anything new to talk about until after everything else is balanced.

Edit: I still post in them because A) I feel the need to defend the T3s that aren't OP and B) I love a good argument Big smile

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#166 - 2013-12-11 00:22:38 UTC
FT Diomedes wrote:
Mournful Conciousness wrote:


Most HACs already outperform battleships in a straight fight and are therefore not underpowered.

I agree that T3s should be able to compete successfully with HACs on tha battlefield, but it should be through versatility brought about by their multi-role bonuses rather than raw firepower and strength.
Big smile


How are T3's supposed to compete successfully through versatility? That makes no sense. Versatility is good when it lets the player focus his setup. T3's are good when they pick the right combination of subsystems that lets them perform a specific role well. They are versatile before they undock, not in the middle of the fight.

At the current price point T3's, in a focused pimped configuration, should be better at tank and gank than a HAC is at the current price point. Otherwise they are not worth the ISK and SP loss. In this focused configuration, they cannot do any of the cool T3 things (no cloaky-nully, no links, no e-war, and no drones). If they could, that would be OP.

Being able to refit the same ship to do five roles poorly is not worth the ISK or SP loss. I'd rather fly five ships fit specifically for the job and avoid the SP loss risk. Then again, I have HAC V, Recon V, Logistics V, CS V, and etc.

If the Cerberus was as good at tank/gank/damage projection as a Tengu, I would be happy., but they would be OP without increased price. The SP loss also really helps keep T3's in check because people hate losing SP.


I imagine there are many ways that versatility can compensate for not being the absolute best in class. Only having to buy one hull rather than 5 is a start.

5 days skill point loss is not really a big deal if you're a committed T3 pilot. After all, it's not as if you're ever going to need to train anything else, right?

The price of T3s is determined purely by demand and supply of components. If T3s become less demanded (they won't), they'll become cheaper (they won't).

They won't become less in demand because even with half the EHP they currently have, they're still better than anything else available.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Gigan Amilupar
Viziam
Amarr Empire
#167 - 2013-12-11 00:50:18 UTC
M1k3y Koontz wrote:
Seranova Farreach wrote:
ps, they are doing t2 and pirate first. and then mostlikly capitals befor they touch t3s.


^ This. Which is why I'm tiring of these threads, it's been beaten to death and there isn't going to be anything new to talk about until after everything else is balanced.


Pretty sure CCP stated somewhere that the current plan is T2->Pirate->T3->Cap ships, but I can't remember where.
Zvaarian the Red
Evil Leprechaun Brigade
#168 - 2013-12-11 01:21:24 UTC
Gigan Amilupar wrote:
M1k3y Koontz wrote:
Seranova Farreach wrote:
ps, they are doing t2 and pirate first. and then mostlikly capitals befor they touch t3s.


^ This. Which is why I'm tiring of these threads, it's been beaten to death and there isn't going to be anything new to talk about until after everything else is balanced.


Pretty sure CCP stated somewhere that the current plan is T2->Pirate->T3->Cap ships, but I can't remember where.


Yeah, I'm pretty sure that was the order as well.
Alvatore DiMarco
Capricious Endeavours Ltd
#169 - 2013-12-11 01:31:09 UTC
Would it be a terrible idea if CCP found a way to decouple slot layouts from the subsystems and make them a separate thing?

The way I see it is this: Subsystems would still determine the resists and the missile/turret hardpoints and the drone bay/bandwidth and all of that, but making slot layout a separately customizable thing (within the maximum limit of slots for the ship class, of course) would in my opinion go a long way toward making them kings of versatility and removing part of what makes certain subsystems less popular. Let's be honest, certain subsystems exist that might be very interesting if they didn't do silly and/or completely counterproductive things to the slot layout.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#170 - 2013-12-11 02:28:48 UTC
I don't think so Alvatore, no.

Currently having the slot layout determined by the subsystems fitted means you have consequences to your choices
You have to make trade offs to get 1 aspect over another, and that to me makes a lot of sense.

if all T3's had 6/6/4 slots irrespective of the subsystems fitted it would be bad imho.

Omnathious Deninard
University of Caille
Gallente Federation
#171 - 2013-12-11 03:13:17 UTC
Kitty Bear wrote:
I don't think so Alvatore, no.

Currently having the slot layout determined by the subsystems fitted means you have consequences to your choices
You have to make trade offs to get 1 aspect over another, and that to me makes a lot of sense.

if all T3's had 6/6/4 slots irrespective of the subsystems fitted it would be bad imho.


Having a varabile slot layout will make it all but impossible to balance the ships properly.
While you nerf a subsystem because of a specific configuration you could ruin that subsystem for all other configurations.

If they were to get static features, which I believe is the best way to balance them, it would think slot layout could be something like this:
Legion 6/3/7
Loki 6/5/5
Proteus 6/4/6
Tengu 6/7/3

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

Arthur Aihaken
CODE.d
#172 - 2013-12-11 03:17:06 UTC
Omnathious Deninard wrote:
If they were to get static features, which I believe is the best way to balance them, it would think slot layout could be something like this:
Legion 6/3/7
Loki 6/5/5
Proteus 6/4/6
Tengu 6/7/3

I think if we're going to fix slots, it should be more along the lines of this:
Legion ... 6/4/6
Loki ... 6/5/5
Proteus ... 6/4/6
Tengu ... 6/6/4

I am currently away, traveling through time and will be returning last week.

Zvaarian the Red
Evil Leprechaun Brigade
#173 - 2013-12-11 03:35:19 UTC
FT Diomedes wrote:
One change I would support is to make it so that T3's could not be cloaky-nully. Nullification is bad enough, but combined with cloaky warpy is just silly.


Considering the downsides of flying such a gimped T3? I don't really see the issue.
Zvaarian the Red
Evil Leprechaun Brigade
#174 - 2013-12-11 03:38:54 UTC
Arthur Aihaken wrote:
Omnathious Deninard wrote:
If they were to get static features, which I believe is the best way to balance them, it would think slot layout could be something like this:
Legion 6/3/7
Loki 6/5/5
Proteus 6/4/6
Tengu 6/7/3

I think if we're going to fix slots, it should be more along the lines of this:
Legion ... 6/4/6
Loki ... 6/5/5
Proteus ... 6/4/6
Tengu ... 6/6/4


If you fix the slots they definitely become easier to balance. Unfortunately they also become much less interesting to fit and lose some of their flexibility (which is supposed to be what they are all about according to CCP). So I tend to think it's not a great idea. I do support the removal of rigs and the addition of subsystem bonuses that would at least somewhat replace them. Rigs run completely counter to the whole flexibility theme.
Arthur Aihaken
CODE.d
#175 - 2013-12-11 04:28:57 UTC
Zvaarian the Red wrote:
If you fix the slots they definitely become easier to balance. Unfortunately they also become much less interesting to fit and lose some of their flexibility (which is supposed to be what they are all about according to CCP). So I tend to think it's not a great idea. I do support the removal of rigs and the addition of subsystem bonuses that would at least somewhat replace them. Rigs run completely counter to the whole flexibility theme.

Much less interesting.

I am currently away, traveling through time and will be returning last week.

Meytal
Doomheim
#176 - 2013-12-11 15:11:42 UTC
Mournful Conciousness wrote:
I imagine there are many ways that versatility can compensate for not being the absolute best in class. Only having to buy one hull rather than 5 is a start.

Okay, so you buy a single hull. If you're a committed T3 pilot as you suggest, you will need multiple fits for that one hull, which includes non-recoverable rigs (to avoid being a waste of a ship in fleet). To achieve the fits that you are crying about, you most definitely need to use T2 rigs. How many T2 rigs can you rip out and replace over and over again as you swap roles before cost negates the "versatility" advantage you receive by buying a single hull?

Hint: T2 rig prices have dropped following the scanning changes, but it can still be cheaper to buy a second hull than a second set of T2 rigs.

Mournful Conciousness wrote:
5 days skill point loss is not really a big deal if you're a committed T3 pilot. After all, it's not as if you're ever going to need to train anything else, right?

If you've trained everything in the game that you want to train, then maybe, sure. Otherwise, like almost everyone else that I know, you still have a list of things you want to work toward. Finishing the odd level 5 skills in Gunnery, Missiles, etc. to eek out a bit more effectiveness is still a benefit compared to re-training Gallente Offensive Subs 5 repeatedly, and that's for a pure T3 pilot. You also still need all the same support skills as the HAC or Recon or Logi pilots except for the specific hulls.

Mournful Conciousness wrote:
The price of T3s is determined purely by demand and supply of components. If T3s become less demanded (they won't), they'll become cheaper (they won't).

They won't become less in demand because even with half the EHP they currently have, they're still better than anything else available.

It sounds like you live in C5/C6 and run capital escalations for income (or sell PLEX), and the salvage goes to the corp. For the rest of us not blessed with capital escalations, we can directly feel the effect of the changing prices in the T3 commodities market. Here's a secret: it's flooded and prices continue to fall. The Venture caused the bottom to fall out of the fullerene/polymer market, which was already declining, and the price of nanoribbons continues to drop like a lead weight; a year and a half ago, buy orders were over 6mil each and now sell orders are just 4.2mil each, likely dropping to below 4mil each before too much longer.

With the same CPU/PG from a POS tower, it's more profitable to run T2 industry than it is T3 industry, by a very wide margin. T3 prices have dropped so much that our corp has suspended its reduced-price T3 program for corp members; it's just as cheap, or cheaper, to buy directly from Jita. A "cheap" Tengu kill used to be over 500mil. Now they are in the low 400s.

If CCP removes the skill point loss, demand (and deaths) for T3 cruisers will rise (rapidly). If CCP swings the nerf bat without adjusting the cost, you can guarantee fewer people will be flying them, thus reducing the demand and the price even more. It was very noticeable when Nullsec scaled back their T3 doctrines. It was also noticeable when CCP "fixed" the "bug" of avoiding skill point loss by ejecting before the ship exploded.


This only discusses the "cost" in the balancing factor for T3 cruisers, and just barely does that. It does show that you're out of touch with much in the way of the T3 product line, as do your other posts. Step back and consider other regions of space and other uses of the T3 besides what you see in your own little world, and you'll see a much different picture. The "problem" isn't quite as bad as you make it out to be.
Harvey James
The Sengoku Legacy
#177 - 2013-12-11 15:15:51 UTC
Zvaarian the Red wrote:
Arthur Aihaken wrote:
Omnathious Deninard wrote:
If they were to get static features, which I believe is the best way to balance them, it would think slot layout could be something like this:
Legion 6/3/7
Loki 6/5/5
Proteus 6/4/6
Tengu 6/7/3

I think if we're going to fix slots, it should be more along the lines of this:
Legion ... 6/4/6
Loki ... 6/5/5
Proteus ... 6/4/6
Tengu ... 6/6/4


If you fix the slots they definitely become easier to balance. Unfortunately they also become much less interesting to fit and lose some of their flexibility (which is supposed to be what they are all about according to CCP). So I tend to think it's not a great idea. I do support the removal of rigs and the addition of subsystem bonuses that would at least somewhat replace them. Rigs run completely counter to the whole flexibility theme.


i suspect they would give them 15 slots like all faction/T2 cruisers get
Legion ... 5/4/6
Loki ... 5/5/5
Proteus ... 5/4/6
Tengu ... 5/6/4

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

Harvey James
The Sengoku Legacy
#178 - 2013-12-11 15:33:53 UTC  |  Edited by: Harvey James
perhaps add a 6th subsystem .. support systems just used for
- logi
- command links
- cloak
- interdiction nullifier
- cyno

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

FT Diomedes
The Graduates
#179 - 2013-12-11 16:09:19 UTC
Zvaarian the Red wrote:
FT Diomedes wrote:
One change I would support is to make it so that T3's could not be cloaky-nully. Nullification is bad enough, but combined with cloaky warpy is just silly.


Considering the downsides of flying such a gimped T3? I don't really see the issue.


My primary PVP character flies almost nothing but Interdictors. I hate nullification and think it is a terrible mechanic. When combined with warpy cloaky, it's just absurd.

Besides now that we can use mobile depots, anyone can travel with impunity and then refit for combat/PVE.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Omnathious Deninard
University of Caille
Gallente Federation
#180 - 2013-12-11 16:32:47 UTC
Harvey James wrote:
Arthur Aihaken wrote:
Omnathious Deninard wrote:
If they were to get static features, which I believe is the best way to balance them, it would think slot layout could be something like this:
Legion 6/3/7
Loki 6/5/5
Proteus 6/4/6
Tengu 6/7/3

I think if we're going to fix slots, it should be more along the lines of this:
Legion ... 6/4/6
Loki ... 6/5/5
Proteus ... 6/4/6
Tengu ... 6/6/4

i suspect they would give them 15 slots like all faction/T2 cruisers get
Legion ... 5/4/6
Loki ... 5/5/5
Proteus ... 5/4/6
Tengu ... 5/6/4

They do have skill point loss which t2 cruisers don't have, I would think that that would be worth an extra slot.

as far as 4 mids and 6 lows on the Legion, Amarr has more lows than Gallente which has less mids than Minmatar. Minmatar being both armor or shield tanked would favor a */5/5 slot layour, which pushes Gallente into a */4/6 and leaves Amarr with a */3/7. The Tengu would be better suited with a */7/3 because it is has the ECM setup which would burn a lot of mid slots.

On a related note, the interdiction nullifier should still remove a low slot and possibly change the Drone Synthesis Projector to remove a high slot.

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