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The T3 Thread

First post
Author
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#1 - 2014-03-19 00:36:01 UTC
With all the CSM canidates giving their points of view on what should be changes and why, I was curious as to everyone elses feelings on the subject. As far as my own thoughts, I see it from two sides.


1) The environment we live in lends itself to big tank, armor brawlers. You have wormholes with mass limits, that spit you out no more than 5k meters from the mouth of the wormhole. This means any camped wormhole will be bubbled, with lots of tackle/webs/etc.. waiting. You need the big tanks armor t3s provide to simply survive the onslaught that is the enemy t3/guardian/caps typically on a wormhole. Shield/nano fleets won't survive simply entering the camped system, unless they are just completely inept.


2) The ships themselves are supposedly being "rebalanced" at some point in the future. Honestly though, I am not sure what you could change, other than making useless subs useful.

Thoughts/ideas/suggestions?

No trolling please

Derath Ellecon
University of Caille
Gallente Federation
#2 - 2014-03-19 01:01:17 UTC
Honest given all of the rebalances so far, they have done a good job of reducing the performance gap such that I don't think T3 need to be "put down like a rabid dog" to paraphrase a CCP dev.

I also personally believe that while there is still an SP loss tied to T3's, they should have a tank advantage. Yes it is only a rank 1 skill. But it still means retraining a skill for 3-5 days depending on how you are mapped.

It would be nice to see many of the useless subs made more usable. In some ways that could help as well, giving far more variety in fits.
RcTamiya Leontis
Magister Mortalis.
#3 - 2014-03-19 01:06:42 UTC
This is a very tricky question ... lets go for it....


DPS & Damage projection:

T3 seem to be balanced here, while in EFT blasterproteus have the best dps of all, they get outperformed by Laserlegions & Railproteus in damage projection, or outperformed by alpha from artylokis, i'd say there is no real change nessescary, maybe a deeper look to damage projection of Missiles ?

Tank:

Well this is complicated, while the EHP can almost be equal in case of EHP th proteus outperforms ALL T3s out there and reaches carrier ehp levels with shiny fits, i'd say this needs a rebalance, compared to lokis or Jammtengus, legions got almost equal but less EHP than proteus
Now if we take a look to most-used-damage and resistances, the Proteus has the best armor resistanes by default vs most wh setups with proteus as maindamagedealers, of course some alliances use laser/hamlegions and lokis but i find the proteus as DPS boat very common, I'd like to see more variations

Utility:

Neutlegions are probably the most useful ones to handle hostiles caps, lokis with dual web are a must have in any fleet while the longerpoint of proteus is not that important in wormholebrawls, however it has it's uses to catch the running capital at longer ranges
Jammtengus become useless with increasing numbers or hostile triage on the field.
Legions however have the most utility midslots for damps/remote eccm etc and outperform any other t3 around there for armor fleets if you need a ship for this role while dealing decent dps and having a huge tank

All together this section allready seems to be very balanced and doesnt really needs changes


So if anybody asks me what needs to be changed, I'd recommend in changing tank & dps/dmg application of Proteus & Legion, Tank from Lokis ( VERY small buff in raw armor hitpoints maybe ? not sure here though), keep jammtengus as they are for "smallscalepvp" Proteus needs a small hp nerf, legion might stay as it is with hitpoints

Signature :

T3 signatures are fine, however sigtanking lokis are broken if you gonna fight dreads with them, ~45-50sig with 900 m/s orbit and 130k ehp still dealing the same amount of dps as any other armor loki needs some kind of rebalance
However the sigs of ALL T3s can be handeled with enough TP in fleet, if Fleetsetups lack in them nobody should complain about bad damage projection

Other:

T3 ships offer too much for a single ship, their only disadvantage is skillpointloss on death, i rather see something else instead, maybe add additional effects for subsystems if used in specific wormholes ?
Costs for a T3 is fine, they could be a little bit more expensive though but it looks very balanced for me

Shield only section / Pulsar:

Seems very balanced for me, but i never lived in a high class puslar and may lack some experience here, so i rather would like to see feedback of more experienced pulsar inhibitants


Summary:

CCP allready did a goot job in balancing them and only small changes are needed, we must keep in mind a T3 is our daily life in wspace, we use them for everything out there and too hard nerfs will change wspace entirely
Sith1s Spectre
Imperial Academy
Amarr Empire
#4 - 2014-03-19 01:43:21 UTC
RcTamiya Leontis wrote:

Shield only section / Pulsar:

Seems very balanced for me, but i never lived in a high class puslar and may lack some experience here, so i rather would like to see feedback of more experienced pulsar inhibitants



We love our pulsar and chose it because it was something different.

In regards to raw EHP - it's not uncommon to see a tengu with around 300K EHP in a higher class WH which can still do 700+ dps

Resident forum troll and fashion consultant

Aquila Sagitta
Blue-Fire
#5 - 2014-03-19 01:45:36 UTC
I don't care what they do as long as the change the t3 vs t3 fight a game of who fucks up first
Kalel Nimrott
Caldari Provisions
#6 - 2014-03-19 02:03:38 UTC
Already said it before, remove rigs to make them more versatiles.

Bob Artis, you will be missed.

O7

Akseli Jari
Caldari Provisions
Caldari State
#7 - 2014-03-19 02:12:36 UTC  |  Edited by: Akseli Jari
I may get flamed but here I go.

Why is the skill point loss on death necessary. Battleships can do most of what t3's can at a fraction of the cost and with some of the love they have seen. T3 fleets outside of wspace are not as popular and with the already greatly inflated cost it's another thing pushing risk adverse people away from them.

Sure there are some t3 fits that can let you be a cruiser with a ridiculous tank but only at a 1.5 to 2bil price tag. Just buy a cap D:

I'd like to see the skill point loss removed or mitigated in some way. Hey Ccp loves new skills, memory backup 15% / 20% less skill point loss in circumstances where you may loose them (could be low rank and apply only to t3 or higher and apply to pod loss when u forget to upgrade) . Or add this to the strategic cruiser skill to make it useful.

Excuse sp and grammar, on a phone.
Jari
Rroff
Antagonistic Tendencies
#8 - 2014-03-19 02:12:42 UTC
I don't personally see a need for huge changes to them - the odd tweak here and there wouldn't go amiss but mostly they are fine.

I'd rather see proper new content than too much messing with something that isn't broken.
Jack Miton
School of Applied Knowledge
Caldari State
#9 - 2014-03-19 02:43:01 UTC
Just make all of the subs viable choices and youre done.
the current T3 fits don't need a nerf or any major overhaul, it would just be nice if there were more than 1-2 viable fits for each T3.

get drone prots viable, scanning legions, range lokis and all the other random subs that most people have never heard of viable and you'll make me happy.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

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Braxus Deninard
Hard Knocks Inc.
Hard Knocks Citizens
#10 - 2014-03-19 02:46:54 UTC
I'm with Jack, all the subsystems need to be made viable. Fortunately it sounds like that is the path CCP is taking as well.
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#11 - 2014-03-19 06:41:36 UTC
Reserved.

I'll have a No-Local.com article on T3's sometime later today, to include this discussion and link to this thread, as well as my personal thoughts on the T3 and "change"...

Minister of High Society | Twitter: @autoritare

E-mail: diogenes.proc@gmail.com

My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#12 - 2014-03-19 09:08:58 UTC
Before I start, to current and potential future CSM's, please make watching the soon to be done Tech3 rebalance a high priority. No matter what changes come, it'll be a big shakeup for W-Space and if it's done badly it could do some serious damage.

Making the unused/useless subs useful would have to be the top priority for CCP I imagine when the T3's get rebalanced. I'd love to see the stats on some of them as there's quite a few you look at and wonder why you'd ever need it. If CCP said I was the only person in the last year to deliberately throw an armor rep sub Proteus into PvP, I'd probably believe them.


I'd really like to see some new T3's. Some T3 Frigs or my personal favourite a T3 Orca would be real nice. New T3's would also be a good way to help ease off any nerfs done to the current T3's and the roll on effect of a drop in isk flow as they become not as popular.
Rek Seven
University of Caille
Gallente Federation
#13 - 2014-03-19 10:00:47 UTC  |  Edited by: Rek Seven
As others have said, T3s don't need a nerf, on the contrary, a lot of the unused sub systems need a buff to increase their use. People should accept that T3 are the best ship for most wormhole pvp and nerfing them to make HACs the new dominant meta will only harm our way of life.

...But it is boring to agree with everyone so here is a random idea for all to enjoy:

1. Remove all rig slots
2. Buff ship and subsystem stats to compensate
3. Allow T3 to switch subs and modules without the use of a mobile depot

I could accept a SLIGHT nerf to tank and dps if T3s could do the above.
G0hme
Illusion of Flight
#14 - 2014-03-19 10:05:18 UTC  |  Edited by: G0hme
In my opinion, T3s needs a nerf in certain areas.

The tank has been hilariously overpowered for ages. When my FC Proteus can between 1M-800K ehp versus your standard T3 fleet, then something is wrong. The current cap between T3 and T2s are just waaay to big, and needs to be brought into line with the rest of the ship balancing.

This gap is why the innovation in Wspace pvp has been stagnant for quite some time. Everyone just seems to be waiting for the next EWAR Nerf/Buff/Change to determine the current FOTM T3 Doctrine, while the rest of the awesome ships in EVE is just gathering dust in the SMA while we wait for a Z142 to spawn. When you get to assume that 95% of the time, its a armor T3 fleet that is waiting down the pipe somewhere, then something is definitely wrong. It might be because I've been exposed to NS PVP for quite some time now, but I'd love to see more roaming Muninn fleet, or any of the other HACs, or even a Naga fleet. But untill the gap to T3s is made smaller, they are gonna be niche fleets at most.

Damage- and utilitywise, I don't see that big an issue, though with a tank nerf and damage nerf might be needed aswell.
The skillpoint loss needs to go, its ridiculos and serves no purpose at all other than to discourage people from using the ships.

And as Jack stated, make all subsystems viable in some way.

They should also introduce a Cruiser/Battlecruiser sized MJD with 4-5 sec activation time that only jumps you 20-30km away, if the argument of a brawl doctrine is always needed due to the close proximity fights of being around a wormhole all the time.

Shook Eelm's hand at Fanfest 2012

Shook CCP Soundwave's hand at Fanfest 2013

Got NPC API removed from Wormhole Space.

Rek Seven
University of Caille
Gallente Federation
#15 - 2014-03-19 11:08:10 UTC  |  Edited by: Rek Seven
If T2 ships become a better choice than T3 ships for wormhole space, when do you guys invasion using your T3 ships?

If T3 tanks are significantly nerfed, how would that affect the issue of dread blapping?

Should all ships be balanced around a pure tank setup that very few people actually use in fleet fights?

If the mechanics of wormhole space is the reason for the dominant T3 meta, should the ships be changed or the environment?

Fights sometimes happen in sites, would you be happy that you are no longer able to take said fights because your ships can't tank the sleeper let alone the hostile dreads?

Why is it okay for nano fleets to be king in k-space but bad for T3s to be king in W-space?

What changes would need to be made to wormhole space after the T3 nerf drastically reduces pve income?

If T3 fleets are no longer viable, should CCP reimburse all T3 related skill points so newer, low sp players can dump the sp into whatever the new dominant meta is?
Lilli Tane
Deu-La-Deu
#16 - 2014-03-19 11:56:01 UTC
G0hme wrote:
In my opinion, T3s needs a nerf in certain areas.

The tank has been hilariously overpowered for ages. When my FC Proteus can between 1M-800K ehp versus your standard T3 fleet, then something is wrong. The current cap between T3 and T2s are just waaay to big, and needs to be brought into line with the rest of the ship balancing.

This gap is why the innovation in Wspace pvp has been stagnant for quite some time. Everyone just seems to be waiting for the next EWAR Nerf/Buff/Change to determine the current FOTM T3 Doctrine, while the rest of the awesome ships in EVE is just gathering dust in the SMA while we wait for a Z142 to spawn. When you get to assume that 95% of the time, its a armor T3 fleet that is waiting down the pipe somewhere, then something is definitely wrong. It might be because I've been exposed to NS PVP for quite some time now, but I'd love to see more roaming Muninn fleet, or any of the other HACs, or even a Naga fleet. But untill the gap to T3s is made smaller, they are gonna be niche fleets at most.

Damage- and utilitywise, I don't see that big an issue, though with a tank nerf and damage nerf might be needed aswell.
The skillpoint loss needs to go, its ridiculos and serves no purpose at all other than to discourage people from using the ships.

And as Jack stated, make all subsystems viable in some way.

They should also introduce a Cruiser/Battlecruiser sized MJD with 4-5 sec activation time that only jumps you 20-30km away, if the argument of a brawl doctrine is always needed due to the close proximity fights of being around a wormhole all the time.


Totally agreed
To expand on it a bit

T3´s are completely broken and they been broken since day one!!

T3´s are supposed to be versatile, but not as powerful as specialized ships, in reality T3´s are tankier and have more DPS than any same class ships, they have BS EHP in a Cruiser signature and BS DPS using medium sized Guns, this is to compensate the skill loss from losing one while flying them.

As it is now, everyone brings T3´s, so W-space combat is simplified to a numbers game, whoever has the most Tank but just enough DPS to break the opposing fleet will win every fight.

How I would fix them?
• Remove the skill loss
• Lower the tank to T2 Cruiser levels
• Lower the DPS to T1 Cruiser levels (hacks should do more DPS than T3’s)

This will make a ship that:
• Can still be a good EWAR platform but not as effective as Recons
• It’s still very tanky but not to insane levels
• Can still bring some DPS but doesn’t replace BS/BC (with a lot better tracking)

In turn this will make W-combat a lot more versatile and much less a numbers game
• Defensive fleets can use BS/BC
• Attacking fleets can use HAC/RECONS/T3’s
• Caps will really make a difference.

This of course brings another problem; the most broken ship in EVE, Carriers

Carriers need a hard penalty to repairs or even to not be able to repair when not on triage, given enough numbers slow cats are impossible to break, especially in W-space, were you are limited by mass to bring counters
2 slow cats will rep around 9 000 DPS on a T3, due to the insane resists, 5 will rep 22 500 DPS, you keep adding carriers, and the repair amounts get to insane levels way more than a W-space attacking fleet can bring.

Rek Seven
University of Caille
Gallente Federation
#17 - 2014-03-19 12:10:44 UTC
Lilli Tane wrote:

How I would fix them?
• Remove the skill loss
• Lower the tank to T2 Cruiser levels
• Lower the DPS to T1 Cruiser levels (hacks should do more DPS than T3’s)

This will make a ship that:
• Is unused


Fixed
G0hme
Illusion of Flight
#18 - 2014-03-19 13:05:54 UTC
Lilli Tane wrote:

How I would fix them?
• Remove the skill loss
• Lower the tank to T2 Cruiser levels
• Lower the DPS to T1 Cruiser levels (hacks should do more DPS than T3’s)


Yeah, that would indeed make T3s completely useless. It would require them to completely revamp the T3s role into more of a support role, giving their actual name is Strategic Cruiser. As in terms of name only (and not current role), I would also expect a Heavy Assault Cruiser to be the cruiser hull with most dps of all in their hull class.

Smaller tank (still higher than T2s), transform the Strategic Cruiser into a more tanky support role ships, EWAR/Logi/Drones that is still less powerful than their T2 specialized counterpartsm ie way more modular. I could see that as an option(note NOT solution though)



Shook Eelm's hand at Fanfest 2012

Shook CCP Soundwave's hand at Fanfest 2013

Got NPC API removed from Wormhole Space.

Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#19 - 2014-03-19 13:21:30 UTC
Nerf the tank a tad and make all subsystems useful in some way shape or form. If you want a good tanked medium sized ship that doesn't cost SP when you lose it I suggest a Command Ship (unless there are blap Dreads around.. then we go back to T3s).

In short, with their current cost of Skill Points I think they should have perks above the T2. Why would you nerf them to lower or same as T2 with that unique cost they have? No one would use them if you did so (and as a indirect result Nano Ribbon prices would plummet because of less demand, severely damaging lower class WHs).
G0hme
Illusion of Flight
#20 - 2014-03-19 13:27:49 UTC  |  Edited by: G0hme
Rek Seven wrote:
If T3 tanks are significantly nerfed, how would that affect the issue of dread blapping?

Edit: The issue with dreads is that they are allowed in Wspace in the first place.

Quote:
Should all ships be balanced around a pure tank setup that very few people actually use in fleet fights?

No ofcource not, but they are also better at almost everything else. But you see the potential?

Quote:
If the mechanics of wormhole space is the reason for the dominant T3 meta, should the ships be changed or the environment?
No the ships themselves are the reason why the mechanics are used as they are(if you would call it that) Armor brawling T3s are the "Kings of Wspace" for the exact reason that they are better than anything else at sitting at zero and grabbing anything that comes through, by a HUGE margin. Now if that gap is narrowed, other options becomes available.

Quote:
Fights sometimes happen in sites, would you be happy that you are no longer able to take said fights because your ships can't tank the sleeper let alone the hostile dreads?
Yes, I would always prefer a proper fight than ganking a PVE fleet.

Quote:
Why is it okay for nano fleets to be king in k-space but bad for T3s to be king in W-space?

Actual proper Nano fleets have been dead for ages. But by all means, if you wanna sit at 0 in over tanked ships and don't have to do any actual piloting, then by all means. But why should there be a "King of Wspace" doctrine? Doesn't that defeat the purpose of playing EVE? FOTM fits, BiS gear. Seems more like a thing for World of Warcraft to be honest.

As stated by CCP, they want specialized ships to be better than the allround ships.

Recons, better EWAR than T3.
Logi, better logi than T3.
HAC, not better damage than T3.
See the error here?
Besides, it feels so wrong that they tank better than Battleships.

Shook Eelm's hand at Fanfest 2012

Shook CCP Soundwave's hand at Fanfest 2013

Got NPC API removed from Wormhole Space.

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