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Balancing Feedback: Capital Ships

First post First post
Author
John Hand
#301 - 2011-11-16 05:08:51 UTC
Iam Widdershins wrote:
Gol'dar wrote:
@Iam Widdershins,

I try to understand the opposing position. With some arguments I can agree, with some I can't. I'm ok with -20% ehp, with logoffski, with some t2-modules such like the siege and also the warp disruption field generator with now 24km. There are a lot of changes with this patch. They will replace old fleetdoctrines, of course. But I don't want chars with useless ships like pre-apogrypha.

And NO, I don't want to fly an "I-Win-Button"-ship. With Titans there are unique in usability. You can't dock them, you are ecm-invulnerable and in price there are exobitant (in relation to all other ships). I don't want the actually supercarrier back, a nerf was neseccary. But I don't want the pre-apogrypha supercarrier too. Today you can carry 48 fighter/fighter bomber (Nyx) with a decent count of standard drones, After this nerf you can carry 30 fighter/fighter bomber without any standard drones. Fighter bomber are complete useless against subcaps, fighter are useless against frig/cruiser and nearly useless against bc. What do You carry in Your supercarrier? Without DCU you can field 20 drones. Some player ask for an separatly dronebay of 125-150 m³ for a slightly defence against subcaps. Is this a I-Win-Button? Is it a I-Win-Button asking for an role there are slightly better than other ships in this one role? Is it a I-Win-button asking for an jumprange-change between carrier and supercarrier? Going for more logistics

ITT people ask for a 100% bonus to Small weapons on their Abaddons because currently they are almost completely defenseless against frigates.

If you want to kill frigates, cruisers, and BCs... maybe you should fly something else.


ever hear of drones? Every ship is able to deal with classes smaller then itself because every cruiser class hull or bigger has a drone bay. After the nerf there will be a wide range of ships without drone bays that are very large and VERY VERY expansive. Drones really are the "I win" button people are crying about, yet everyone can use them. It just so happens that supers can put out more then the standard 5, and even normal carriers can take on decent sized fleets on there own as well. [sarcasm]So if you want to nerf supers, nerf carriers too since they apparently are so OP because they too can carry 400+ drones [/sarcasm].
Baki Yuku
Doomheim
#302 - 2011-11-16 07:07:53 UTC
Vincent Gaines wrote:
Has anyone tested sieging dreads against supers yet? I'll try to tomorrow but I have a feeling they are still able to be speedtanked.


Yes they speedtank its so ******** I'm at loss of words for it.. Naglfar with Autos will only hit for 50% of its damage against moving supers while being in optimal range. Yeah these -50% tracking on siege are still there so what did you expect.. I'd love to see them gone I mean CCP made the tracking/max target change back in the day against lowsec station camping dreads but with supers in the game nobody is doing that anymore anyways.. Kill the tracking penalty and boost the locking speed a bit cuz even a super takes a long time to log in siege which sucks.. and dreads will do damage against carriers and supers:)
Sigras
Conglomo
#303 - 2011-11-16 07:38:09 UTC
Mauryce wrote:
Vincent Gaines wrote:
...I understand your plight, mind you I was a Wyvern pilot and if I go back into a super it'll be a Nyx instead. I know the pain of flying shield caps in general. (.....) And to be honest, if you're a minnie specced subcap pilot you should be happy as hell right now...


Feedback Thread: "Capital Ships": thats the topic. I dont care about happy subcaps Minnmatar pilots.

If one use years of skills to fligh a Hel, now its time to rework useless bonus...

so, wait . . . this person trained for a Hel knowing that it had a less than optimal stat setup then bought one, and now wants them to buff his ship? Ok, maybe the Hel needs a buff, maybe not, but I really hope for that moron it stays just the way it is.
Sigras
Conglomo
#304 - 2011-11-16 07:48:16 UTC
John Hand wrote:
ever hear of drones? Every ship is able to deal with classes smaller then itself because every cruiser class hull or bigger has a drone bay. After the nerf there will be a wide range of ships without drone bays that are very large and VERY VERY expansive. Drones really are the "I win" button people are crying about, yet everyone can use them. It just so happens that supers can put out more then the standard 5, and even normal carriers can take on decent sized fleets on there own as well. [sarcasm]So if you want to nerf supers, nerf carriers too since they apparently are so OP because they too can carry 400+ drones [/sarcasm].

clearly youre having a problem understanding the issues at hand.

The problem is not that supercarriers are able to launch drones . . .
the problem is that supercarriers are able to effectively engage every ship of every size in the game . . .

Now I realize that all drone ships are able to do this, but usually the answer is "just bring a bigger ship" which is absolutely fine for every ship up to and including a carrier, but the issue with the supercarrier is that there is no bigger ship! Its as big as it gets and can even take on Titans at the correct range!

This could have been fixed in a number of ways, but the way they chose to do it was to reduce/eliminate its damage to smaller ships. This was accomplished by removing its drones.

TL;DR
With all other drone ships, you can just escalate and bring a bigger ship, but with the supercarrier you cant because it IS the biggest ship.
Charles Edisson
Aliastra
Gallente Federation
#305 - 2011-11-16 10:30:57 UTC
The drone bays on the supers are now too small. no other ship in the game relies 100% on Drones for 100% of it's offensive capabilities. So now SC cant even tage fighters and FIghter bombers, That's like forcing a BS fleet to only take long or short range ammo when they undock.

They should make the game like WOW and do RP resets at every update. Because at the moment the vet players are a smaller number but have soo many more RP that they can wipe the floor with newbies.
There are a lot more newbies/low skill players. the masses ***** and whine more, more importantly they give CCP a lot more money.

EVE is not a game it is a business.
CCP do what ever makes them the most money.
That is catering for the low skill masses.


That's the painfull cold hard truth of things, I'm expecting patricide to be the next big thing in next years summer expansion.
Sigras
Conglomo
#306 - 2011-11-16 11:40:59 UTC
I disagree . . . its like forcing battleships to choose between short or long range guns when they undock . . . oh wait . . .
Ammath
Viziam
Amarr Empire
#307 - 2011-11-16 12:32:47 UTC
Vincent Gaines wrote:


Capital warfare should remain capital. It should involve a support fleet. And I'm sorry but some of these super alliances with hundreds of supers are going to hurt... just as much as they benefitted from them being overpowered.



Actually it means smaller alliances who field less supercaps will now field zero, those pilots likely in time will get angry and migrate to the already super-cap blobby mega alliances so they can use their ships they worked so hard to get instead of pissing $15/mo down a hole... which will..

a) make mega super blobs more mega

b) make smaller alliances weaker (again)

c) do nothing to stop the 300+ super blobs from coming to rip up your fleet


Good job CCP.
zero2espect
Space-Brewery-Association
#308 - 2011-11-16 12:44:23 UTC
forum ate my beautiful post - not going to write it again.

the short version however is that this is the worst thought through change from a company with a history of rolling out ill thought through changes. this does not address the fundamentals that we need fixed. we want super capitals in space so that pilots can enjoy using them and we can enjoy shooting at them. but we do not want them to be in super blobs the only time we see them. there's 2 sides to this coin - there's the use in low sec and skirmishes and the 0.0 moon goo wars. the proposed changed will completely remove the use of super caps by low resource entities and hence remove them from consideration for small corps/alliances. this also means that they will be removed from the field and not able to be shot at by the opposing forces to these smal corp/alliances. in 0.0 the nerf doesn't do anything. either the resource rich just bring more of them with more support, or they change the resource allocation to the next "best platform" - the net result is status quo except you upset almost every pilot who already has one and force the same players to join the super blobs (or firesale and unsub).

as a low sec player it's going to be sad that the only time i will ever see a super from now on will be when we get lol'd by PL or whoever with 40 supers, or we happen to catch sight of the same blob moving through low sec with travel fits. we'll probably never again be able to shoot one or two and there will be no "dream" of getting one or two for our corp. thanks ccp. btw xmas is coming ccp, so you could shoot down santa just to ruin that too.

Roger Soros
Science and Trade Institute
Caldari State
#309 - 2011-11-16 12:53:06 UTC
Supers are op because there is too many of them, boost their price and manufacturing time to a level that a big alliance like red or goons whould efford only a small fleet of them like 2-3 titan and 10-15 moms problem solved. Also insert a price check on them if the level of incomes a big alliance can have become to big rise the supers price even more.
A single player should never be allowed to buy such a thing without being in a big ally.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#310 - 2011-11-16 13:16:52 UTC
Charles Edisson wrote:
The drone bays on the supers are now too small. no other ship in the game relies 100% on Drones for 100% of it's offensive capabilities. So now SC cant even tage fighters and FIghter bombers, That's like forcing a BS fleet to only take long or short range ammo when they undock.

They should make the game like WOW and do RP resets at every update. Because at the moment the vet players are a smaller number but have soo many more RP that they can wipe the floor with newbies.
There are a lot more newbies/low skill players. the masses ***** and whine more, more importantly they give CCP a lot more money.

EVE is not a game it is a business.
CCP do what ever makes them the most money.
That is catering for the low skill masses.


That's the painfull cold hard truth of things, I'm expecting patricide to be the next big thing in next years summer expansion.


Bring a carrier with you to carry the other type of drones. WTF do you think fleet logistics are for?

This isn't WoW, it's a big boy game, you have to think a bit. Try it sometime.

Not a diplo. 

The above post was edited for spelling.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#311 - 2011-11-16 13:20:19 UTC
Ammath wrote:
Vincent Gaines wrote:


Capital warfare should remain capital. It should involve a support fleet. And I'm sorry but some of these super alliances with hundreds of supers are going to hurt... just as much as they benefitted from them being overpowered.



Actually it means smaller alliances who field less supercaps will now field zero, those pilots likely in time will get angry and migrate to the already super-cap blobby mega alliances so they can use their ships they worked so hard to get instead of pissing $15/mo down a hole... which will..

a) make mega super blobs more mega

b) make smaller alliances weaker (again)

c) do nothing to stop the 300+ super blobs from coming to rip up your fleet


Good job CCP.


ok Mr soothsayer.

tbh any "small" alliance that uses supers usually does it to hot drop subcaps, and not for capital warfare. As such were part of the problem to begin with.

And given the number of SCs being put up for sale, I think that they will be used with more restraint and purpose other than an i-win button.

Not a diplo. 

The above post was edited for spelling.

Shadowsword
The Scope
Gallente Federation
#312 - 2011-11-16 13:27:25 UTC
CCP Tallest wrote:
Nidhoggur:
* 7,5% bonus to armor and shield transfer amount per carrier level instead of 5%.
* +30000 PG
* +2500 capacitor capacity (recharge time will be changed to have same base recharge.)

Hel:
* 7,5% bonus to armor and shield transfer amount per carrier level instead of 5%.
* +5000 capacitor capacity (recharge time will be changed to have same base recharge.)


I don't like those bonuses. Not because they aren't good, but because there's already too much remote in Eve. The supercap blob became a huge issue in big part because of too much remote. Soon you'll have fleets comparing their number of logistic cruisers and refusing to engage if they don't have more of them.


Quote:

* There need to be deadspace shield invulnerability fields equivalent to the A-Type EANM modules


There's laways been a trade-off between armor taning and shield tanking: Armor tankers have their passive omni-resist module, shield tankers have their omni-resist module, too, that is more efficient, but use cap.

If you want to release shield EANM mods, then it would only be fair to also release an active armor invulnerability module as well.




The rest I agree with.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#313 - 2011-11-16 13:30:07 UTC
Baki Yuku wrote:
Vincent Gaines wrote:
Has anyone tested sieging dreads against supers yet? I'll try to tomorrow but I have a feeling they are still able to be speedtanked.


Yes they speedtank its so ******** I'm at loss of words for it.. Naglfar with Autos will only hit for 50% of its damage against moving supers while being in optimal range. Yeah these -50% tracking on siege are still there so what did you expect.. I'd love to see them gone I mean CCP made the tracking/max target change back in the day against lowsec station camping dreads but with supers in the game nobody is doing that anymore anyways.. Kill the tracking penalty and boost the locking speed a bit cuz even a super takes a long time to log in siege which sucks.. and dreads will do damage against carriers and supers:)



I would like to see both halved:

tracking penalty -25%
explosion velocity -30%
max locked targets: 5

Citadel cruise missiles right now have an explosion velocity of 50m/s

(I'm not sure on turret based platforms when it comes to dreads, someone work with me here)

Not a diplo. 

The above post was edited for spelling.

StukaBee
Native Freshfood
Minmatar Republic
#314 - 2011-11-16 14:14:32 UTC
Roger Soros wrote:
Supers are op because there is too many of them, boost their price and manufacturing time to a level that a big alliance like red or goons whould efford only a small fleet of them like 2-3 titan and 10-15 moms problem solved.


We, and every other major alliance have that amount of supercaps several times over, so all your suggestion does is hinder other, newer alliances from building their own supercap fleet to catch up.
DavidJayder
State War Academy
Caldari State
#315 - 2011-11-16 14:38:25 UTC
Please remove the missile slots on the Naglfar. It is a bad idea and like all the other Minmatar split missile/gun ships it makes it bad.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#316 - 2011-11-16 14:44:19 UTC
DavidJayder wrote:
Please remove the missile slots on the Naglfar. It is a bad idea and like all the other Minmatar split missile/gun ships it makes it bad.



Agreed

drop both missile slots and add a turret... the missile bay doesn't even have a bonus applied to it, what's the point of it being there?

Not a diplo. 

The above post was edited for spelling.

Charles Edisson
Aliastra
Gallente Federation
#317 - 2011-11-16 15:08:35 UTC
Vincent Gaines wrote:
Charles Edisson wrote:
The drone bays on the supers are now too small. no other ship in the game relies 100% on Drones for 100% of it's offensive capabilities. So now SC cant even tage fighters and FIghter bombers, That's like forcing a BS fleet to only take long or short range ammo when they undock.

They should make the game like WOW and do RP resets at every update. Because at the moment the vet players are a smaller number but have soo many more RP that they can wipe the floor with newbies.
There are a lot more newbies/low skill players. the masses ***** and whine more, more importantly they give CCP a lot more money.

EVE is not a game it is a business.
CCP do what ever makes them the most money.
That is catering for the low skill masses.


That's the painfull cold hard truth of things, I'm expecting patricide to be the next big thing in next years summer expansion.


Bring a carrier with you to carry the other type of drones. WTF do you think fleet logistics are for?

This isn't WoW, it's a big boy game, you have to think a bit. Try it sometime.


My appologies. I must have missed the carrier Buff that lets it carry 20 FIghter bombers.

Doesn't really matter the update is fixed bar bug fixing so I've suspended repayment on my SC toon.
DavidJayder
State War Academy
Caldari State
#318 - 2011-11-16 15:14:53 UTC
If I was gonna make a suggestion I know wouldn't be followed but would be good in general it would be to remove siege altogether. It is a useless mechanic that forces a much larger negative on dreads compared to any other capital ship. Dreads already are missing a role. Since the sov mechanics have changed the chief role of the dread, pos shooting has become more and more unnecessary as its much easier just to bring a fleet of battleships to do it then dreads(mainly due to no one wanting to fly dreads). Shooting other caps with dreads is useless unless that ship is another sieged dread as anything can speed tank them. Even cutting the siege timer is useless as every time you siege up your basically assuming if anyone shows up your dead. There is no requirement of any effort for the opponent to catch a dread either when its sieged. Carriers have other options then triage give dreads the same. Get rid of the siege module and give dreads either more guns or a damage boost. Lower their ehp if you have to but give them more of a use then just taking down a pos a couple minutes faster. This would ensure more mixed fleets imo as you would need tacklers to kill dreads instead of just dropping a super on them.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#319 - 2011-11-16 15:27:11 UTC
Charles Edisson wrote:
Vincent Gaines wrote:

Bring a carrier with you to carry the other type of drones. WTF do you think fleet logistics are for?

This isn't WoW, it's a big boy game, you have to think a bit. Try it sometime.


My appologies. I must have missed the carrier Buff that lets it carry 20 FIghter bombers.

Doesn't really matter the update is fixed bar bug fixing so I've suspended repayment on my SC toon.



It can carry fighters for you. You carry the bombers.

If anything, I'd support a stealth buff by allowing carriers to HOLD fighter bombers in their drone bay but not fly them. (that gives you 80,000m3 which can hold 16) + 2 in corp hanger giving you 18 total.

Not a diplo. 

The above post was edited for spelling.

Gypsio III
State War Academy
Caldari State
#320 - 2011-11-16 15:37:29 UTC
Vincent Gaines wrote:
DavidJayder wrote:
Please remove the missile slots on the Naglfar. It is a bad idea and like all the other Minmatar split missile/gun ships it makes it bad.



Agreed

drop both missile slots and add a turret... the missile bay doesn't even have a bonus applied to it, what's the point of it being there?


Please also replace the launcher slots on the Phoenix with turret slots (and its shield tank with an armour tank) to prevent it being the only missile-using dread, making it hated and useless and its pilots told to train a proper dread to simplify dread DPS application, removing the missile flight time issue.