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The T3 Thread

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Author
Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#21 - 2014-03-19 13:36:49 UTC
G0hme wrote:


*snip*

-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.



-Correct.. Recons get better EWar.. (although way less EHP.. still want a balance pass on these plz)

-Correct.. T2 Logi is better..

-HACs are significantly cheaper and take no SP loss, they should not have more DPS. If you want DPS get a Command Ship, they have significantly better DPS comparatively last I checked.. If you want tank (weather EHP or sig size related) jump back down to T3s.

-What would you propose to 'fix' this then.
Justin Cody
War Firm
#22 - 2014-03-19 13:53:37 UTC  |  Edited by: Justin Cody
*ahem*

By Ship Class and Sub system(s) that are problematic

Legion:

Assault Optimization & - needs larger RoF bonus for more damage if it will continue to lack the range necessary.
Wake Limiter - Needs bigger sig reduction or perhaps add in the old cap bonus for having an MWD fit
Drone Synthesis - As gallente suggestion (but leave at 200m3 drone bay). Subsystem should gran +1 more mid slot than current.

Tengu:

Rifling Launching Pattern - Needs explosion radius/velocity bonus for damage application at range
Gravitational Capacitor - higher base speed to make mwd tengu similarly desirable to 100mn (just over 2K)
Capacitor Recharge Matrix - too much grid when the power core multiplier (whose name would suggest) that it should have the most grid as a bonus. (stealth nerf to 100MN cap stable tengus).
Powercore Multiplier - Give it the grid attributes of the CRM and maybe a slight bonus to bulk capacitor.
Obfuscation Manifold - might need some adjusting from 12.5% optimal to 15% or adding a second bonus for capacitor efficiency or even *gasp* cycle rate of jammers (5%/level).

Proteus: generally could use a speed boost or agility boost

Gravitational Capacitor - *as tengu suggestions*
Drone Synthesis - Add bonus to drone mwd speed & larger drone bay (250m3)
Friction Extension - people love this sub so hard it is a problem - get rid of bonus to long point range, but make scram specific bonus and double current scram range on it. So a repurposing that also serves at least as a partial counter to every damned BS having an MJD and also the MJD deployable structure.

Loki: In general needs more cpu and capacitor needs to be examined in its active tank set up. In all reality the real problem is capacitor flux coils being a terrible module

Adaptive Augmenter - give the loki an agility/inertia bonus to help compensate for lack of buffer - turn into armor kite sub.
Hard Point Efficiency - change hardpoints from 3/3 to 5/5 as split systems are not efficient or at least 4/4 like the scythe fleet.
Chassis Optimization - should be 2k m/s before nanofibers
Immobility Drivers - *troll face* are pretty well fine since link nerf/ alternatively get half the strength bonus that serpentis webs get so stats would be 75% speed reduction. Of course range would have to get slightly more nerf'd to about 30K with links. but its just an idea.

As far as general tanks go - tech 3's are fine and easily broken if you can kill the support. A successful counter fleet often has a large amount of ECM, be it damps, jamms, TD's or painters. Overwhelming t3's and their support with ECM is the best counter in w-space.

my 2 cents


Edit: All Supplemental Coolant Injectors need an additional bonus to heat...such as a 50% bonus to overheat effects. Tah Dah!
Rek Seven
University of Caille
Gallente Federation
#23 - 2014-03-19 13:54:49 UTC  |  Edited by: Rek Seven
G0hme wrote:

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.



If the tank and DPS of a T3 ship is nerfed below a HAC, the demand for T3 ships will plummet drastically. As a result, the price of sleeper salvage will plummet which will see a reduction of pve income across all levels of wormhole space, especially in the low clasS wormholes.

Your comparisons to T2 ships is subjective in that your idea of "better" is not what everyone considers better. For example, a T3 logi ship has better rep ability than a T2 but iT has poor rep range.

Just because a ship is classed as Heavy Assault does not mean it should do the most dps and have the most tank than all cruisers, and i feel a lot of people get stuck on this point. T2 came before T3 and a HACs is simply a more tanky, faster and harder hitting version of a T1, generally.

G0hme wrote:

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.


The mechanics and the ships were designed at the same time. T3 ships where not the dominant meta when apocrypha came out but once it was clear that T3 ships where the best for close range brawling and the cost came down to make them viable, they became popular. If HAC become the best ships to use, all you will see is Sacrileges, Absolutions and guardians in wormhole space. Yay for Amarr!
Rek Seven
University of Caille
Gallente Federation
#24 - 2014-03-19 14:24:48 UTC  |  Edited by: Rek Seven
Paikis
Vapour Holdings
#25 - 2014-03-19 14:31:46 UTC
G0hme wrote:
As stated by CCP, they want specialized ships to be better than the allround ships.


T3s *are* specialised ships.

Each fit is specialised to do one thing. You don't see T3s flying around that are 800k eHP, 800 DPS monsters while also having e-war bonuses, clovert cloaks, 100mn ABs and a nullification sub. The ships described in just about every 'nerf T3s' thread I've ever seen simply don't exist.
G0hme
Illusion of Flight
#26 - 2014-03-19 14:43:03 UTC
Rek Seven wrote:

If the tank and DPS of a T3 ship is nerfed below a HAC, the demand for T3 ships will plummet drastically. As a result, the price of sleeper salvage will plummet which will see a reduction of pve income across all levels of wormhole space, especially in the low clasS wormholes.

Your comparisons to T2 ships is subjective in that your idea of "better" is not what everyone considers better. For example, a T3 logi ship has better rep ability than a T2 but iT has poor rep range.

Just because a ship is classed as Heavy Assault does not mean it should do the most dps and have the most tank than all cruisers, and i feel a lot of people get stuck on this point. T2 came before T3 and a HACs is simply a more tanky, faster and harder hitting version of a T1, generally.


Never said the tank should be nerfed below a HAC, only stated the gap should be more narrow.
But one could also argue that the price has always been overly inflated due to its permanent FOTM status in Wspace?

Sure, but I also define "better" by its current relevance. Besides, its also easier to fit and easier to maintain cap-wise. So I would still at any point call it better as long as that persists.

Well from what CCP stated for the use of specialized ships, that they should out-preform allround ships, then ofc they should do more damage than T3s. The idea of Tech 3 MUST be superior than Tech 2 is silly. They created a modular ship that is suppose to be able to do everything, but why MUST it do everything better than anything else?

Granted that the only reason I think its even remotely acceptable that it does anything better than specialized ships, is because of the skill cost. Which I also stated that they should remove.

Shook Eelm's hand at Fanfest 2012

Shook CCP Soundwave's hand at Fanfest 2013

Got NPC API removed from Wormhole Space.

Justin Cody
War Firm
#27 - 2014-03-19 14:56:39 UTC
Rek Seven wrote:


Never said the tank should be nerfed below a HAC, only stated the gap should be more narrow.
But one could also argue that the price has always been overly inflated due to its permanent FOTM status in Wspace?

Sure, but I also define "better" by its current relevance. Besides, its also easier to fit and easier to maintain cap-wise. So I would still at any point call it better as long as that persists.

Well from what CCP stated for the use of specialized ships, that they should out-preform allround ships, then ofc they should do more damage than T3s. The idea of Tech 3 MUST be superior than Tech 2 is silly. They created a modular ship that is suppose to be able to do everything, but why MUST it do everything better than anything else?

Granted that the only reason I think its even remotely acceptable that it does anything better than specialized ships, is because of the skill cost. Which I also stated that they should remove.


So I think you are getting close to an issue here. And the issue is that each sub-system has a bonus as well as the heat based hull/ship bonus. Some subs have up to THREE bonuses while others only have a single bonus. CCP should look at how bonuses cluster and by adding or adjusting bonuses on what are currently 'lesser' subsystems then the meta will be disrupted.

They don't do EVERYTHING better, but they do everything without significant penalties. The proteus dps (with 6 guns) is about as high as a gank fit astarte. And it gets massive tank as well. However when you battle in a system like a magnetar (C5/6) your damage output is nearly double. And that tank gets you nowhere fast. Its a race at that point to overheat and kill other targets faster than you are dying. Guardians get blapped in no time at all...etc.

Things happen in w-space that make T3's ideal...including the lower mass and not OP. we often die to dread guns and 90% web ships. Examine all the ships in their intended ecosystems. I can't remember the last time I saw a 300 man proteus fleet in null. 100mn tengus sure...they are kitey and hard to pin down so its ok for risk averse pvp. What is the last time you saw a 200-300 man HAM legion or even pulse legion fleet?

The last people I saw to do massive t3 blobs roaming in k-space was RnK+FWA+Blind Octopus. And at the end of the day when going up against a battleship fleet with a similar number of guardians (40 or so on each side) the isk losses were the same...on the battle reports. Since then...no one has put that much isk on the line in a fleet short of massive super battles and even those battles aren't intentional to start :-P
Jessica Duranin
Doomheim
#28 - 2014-03-19 15:17:36 UTC
T3s don't do everything better than the T2 variants.
They just put that capability into a survivable hull with low mass.
I would gladly use ships like falcons if there was a chance that they survived jumping into a camped hole, or bring Neutgeddons/Scorpions if it wasn't for mass limits.
I fear that nerfing T3's too much could cause huge balancing issues in w-space, if their capability can't somehow be replaced by other ships.
G0hme
Illusion of Flight
#29 - 2014-03-19 15:23:40 UTC
Justin Cody wrote:
So I think you are getting close to an issue here. And the issue is that each sub-system has a bonus as well as the heat based hull/ship bonus. Some subs have up to THREE bonuses while others only have a single bonus. CCP should look at how bonuses cluster and by adding or adjusting bonuses on what are currently 'lesser' subsystems then the meta will be disrupted.

They don't do EVERYTHING better, but they do everything without significant penalties. The proteus dps (with 6 guns) is about as high as a gank fit astarte. And it gets massive tank as well. However when you battle in a system like a magnetar (C5/6) your damage output is nearly double. And that tank gets you nowhere fast. Its a race at that point to overheat and kill other targets faster than you are dying. Guardians get blapped in no time at all...etc.

Things happen in w-space that make T3's ideal...including the lower mass and not OP. we often die to dread guns and 90% web ships. Examine all the ships in their intended ecosystems. I can't remember the last time I saw a 300 man proteus fleet in null. 100mn tengus sure...they are kitey and hard to pin down so its ok for risk averse pvp. What is the last time you saw a 200-300 man HAM legion or even pulse legion fleet?

The last people I saw to do massive t3 blobs roaming in k-space was RnK+FWA+Blind Octopus. And at the end of the day when going up against a battleship fleet with a similar number of guardians (40 or so on each side) the isk losses were the same...on the battle reports. Since then...no one has put that much isk on the line in a fleet short of massive super battles and even those battles aren't intentional to start :-P


Minor thing, you quoted the wrong person :)

I largely agree with what you are saying, but simply adjusting the unused subsystems wont fix anything. My opinion is obviously affected by me believing that wormhole pvp has become boring and predictable with no innovation what so ever. And I dont see that changing by simply adding more pages to the T3 playbook.

But in terms of magnetars and other effects. Imagine how a T2 cruiser feels :) And dreads? Thats a whole case if cancer, I personally don't think Dreads should be allowed in Wspace, which would fix the issue of a lesser T3 tank :D

Shook Eelm's hand at Fanfest 2012

Shook CCP Soundwave's hand at Fanfest 2013

Got NPC API removed from Wormhole Space.

Louis Robichaud
The Scope
Gallente Federation
#30 - 2014-03-19 15:24:29 UTC
I think a major problem here is how closely t3 performance and the economic value of WH space are tied together. To me it seems a bit silly that a t3 outperforms a HAC by such a large margin... But it is difficult to nerf the t3 without disrupting the economy.

I believe that this situation is unique, and well it is a problem.

I blog a bit http://hspew.blogspot.ca

Rek Seven
University of Caille
Gallente Federation
#31 - 2014-03-19 15:47:32 UTC  |  Edited by: Rek Seven
G0hme wrote:
My opinion is obviously affected by me believing that wormhole pvp has become boring and predictable with no innovation what so ever. And I dont see that changing by simply adding more pages to the T3 playbook.


I agree with you, WH pvp has become boring but i feet the answer is to change the environment and not the ships. If 90% of fights happen at 0 on a wormhole, is it any wonder that the best brawler is dominant? Nerfing T3s will not change that.

CCP need to add more reasons for fights to happen off wormholes and more modules that enable other ships to overcome the disadvantages that non T3 ships face in W-space.

Edit: FYI dps and tank are not a specialized ability and therefor, there is no reason a HAC should have better dps/tank than any ship. As i said before, HACs are simply an upgrade of a T1 hull.
G0hme
Illusion of Flight
#32 - 2014-03-19 16:05:05 UTC  |  Edited by: G0hme
Rek Seven wrote:
Edit: FYI dps and tank are not a specialized ability and therefor, there is no reason a HAC should have better dps/tank than any ship. As i said before, HACs are simply an upgrade of a T1 hull.


This is taken directly from CCPs new ingame ISIS.

Heavy Assault Cruiser - Advanced cruiser specialized in combat, with improved damage and resilience.

EDIT: I hate you for getting me to actually find the precise defined role :)

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
#33 - 2014-03-19 16:14:18 UTC  |  Edited by: Rek Seven
G0hme wrote:
Rek Seven wrote:
Edit: FYI dps and tank are not a specialized ability and therefor, there is no reason a HAC should have better dps/tank than any ship. As i said before, HACs are simply an upgrade of a T1 hull.


This is taken directly from CCPs new ingame ISIS.

Heavy Assault Cruiser - Advanced cruiser specialized in combat, with improved damage and resilience.

EDIT: I hate you for getting me to actually find the precise defined role :)


Right, "improved damage and resilience" that's an improvement over the T1 variant. It's not as if it says "the highest damage and most resilient cruiser".

What does it say about T3 ships?
G0hme
Illusion of Flight
#34 - 2014-03-19 16:29:49 UTC  |  Edited by: G0hme
Rek Seven wrote:
Right, "improved damage and resilience" that's an improvement over the T1 variant. I't's not as if it says "the highest damage and most resilient cruiser".


If we are literally going into word cleaving, then neither does the Strategic Cruiser. "Versatile hulls that can be reconfigured for a variety of attack, combat, disruption or support roles" Actually that doesn't mention it must have the highest damage and the biggest tank either or any improvement in that matter.

However, I've never stated they should have less of a tank than a HAC, because I quite believe the opposite, though the gap should definitely be smaller. But yes, I do believe they should do less damage than HACs, even if only slightly.

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
#35 - 2014-03-19 16:47:42 UTC
Well the wording in the description and the naming of the ships seem to be the baisis for your argument but you're right, we are just arguing semantics at this point. Blink

There have been some very good points made so far so let's agree to disagree and let some others have a say Smile
Kynric
Sky Fighters
Rote Kapelle
#36 - 2014-03-19 16:56:24 UTC  |  Edited by: Kynric
I had hoped that battleships and hacs would have been tanker than they turned out. Given the state of those it does seem like t3s are out of line in terms of raw ehp. A redo of the those classes to tank them up would be preferable to dragging t3s down to me although I doubt that will happen.

As for changing the meta I think it is more a result of the environment than of the ship. If for example some wormholes spit ships out at 15 km the meta would likely be distinctly different. I am not advocating for that change, rather it is intended to be an illustration as to why things are as they are. I think it is much more about spawn mechanics after passing through the hole than the ship. If you gimp any particular heavy brawler you will just find that it is replaced by another that functions the same way; the replacement certainly won't be a nanoboat that starts deep within the land of scram/web. I suppose a Web immunity/resistance module might break that up but there in would be another can of worms. Simply changing t3s will not likely change the observed behavior.
Kynric
Sky Fighters
Rote Kapelle
#37 - 2014-03-19 17:27:03 UTC  |  Edited by: Kynric
Here you go, for the ultimate meta disruptor, change the spawn distance after diving through a wormhole to be 1 km for each remaining 10% of mass + 1 km for each remaining 10% of remaining time. I.e. strong young holes toss you further than old weak ones. This would make conditions in the field more varied and challenged for a single meta to be the right answer for all situations. In the end however ccp will do what ccp does and players, myself included are a terrible source for game design guidance. If you doubt that I invite you to go read features and ideas...
Kalel Nimrott
Caldari Provisions
#38 - 2014-03-19 18:08:03 UTC
I've learned that you can only throw uncertainty up to a degree. For that to work, Kynric, you need to establish clear mechanics for people to discover and use. In the case you propose I dont think is going to work with mass left. I think it would work better with the stages of the holes and the total mass of it. It shouldnt be the same a C5 to C5 than a C5 to C3, for example.

Bob Artis, you will be missed.

O7

Arkon Olacar
black.listed
#39 - 2014-03-19 18:18:25 UTC  |  Edited by: ISD Ezwal
I agree, lets make balancing changes by comparing snowflake fits with 800mil+ of faction/deadspace mods to some T2 crap thrown at a HAC.

When I fit a zealot the way I fit legions, I can get fairly close in terms of DPS and resist profile, but it is the raw base HP of the legion that gives it the hilariously higher tank (70k compared to 140k on dual heat sink fits, the same mod layout (where possible) as my current legion fit).

Why *) does the legion start with almost as much armour HP as a plated (no rig) zealot? Throw in a pair of T2 trimarks for the legion (because literally every *) fit needs an ACR) and it's no surprise you can *) tank a T3 but not a HAC.

All you need to do to bring T3s closer to HACs is give HACs the third rig slot back (seriously *)), and make it so you can fit a zealot without an ACR, and shave 25% off the base armour HP off T3s. That won't massively affect people who actually fit for tank, but no more snowflake fits with a DCU and a EANM having a larger tank than a properly fit HAC.

Also make it possible to fit beams on a zealot without dying when someone sneezes at it kthnx

*) = *Snip* Please refrain from using profanity. ISD Ezwal.
Rek Seven
University of Caille
Gallente Federation
#40 - 2014-03-19 18:20:32 UTC  |  Edited by: Rek Seven
Kynric wrote:
Here you go, for the ultimate meta disruptor, change the spawn distance after diving through a wormhole to be 1 km for each remaining 10% of mass + 1 km for each remaining 10% of remaining time. .



I personally think random/complicated mechanics like that would be bad game design... But here is an idea that would achieve the same goal while also making sense:

* The speed you enter the wormhole equals the speed you exit the wormhole. This way a nano (fast shield) could zip past a brawling fleet camping the wormhole. Obviously you couldn't have this and a de-cloak timer.