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Player Features and Ideas Discussion

 
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Tech 3 battleships

First post
Author
Luwc
State War Academy
Caldari State
#81 - 2014-10-27 07:54:45 UTC
Roll

http://hugelolcdn.com/i/267520.gif

Tabyll Altol
Viziam
Amarr Empire
#82 - 2014-10-27 13:18:12 UTC
I would love to see ships with 150 k Armor and resistance of over 90% for each DMG-Type.

Oh wait no i don´t wanna Battleships with Capital EHP. Use a dam Capital if you wanna more EHP.

And which space should they fill?

James Baboli
Warp to Pharmacy
#83 - 2014-10-27 15:10:03 UTC
Tabyll Altol wrote:
I would love to see ships with 150 k Armor and resistance of over 90% for each DMG-Type.

Oh wait no i don´t wanna Battleships with Capital EHP. Use a dam Capital if you wanna more EHP.

And which space should they fill?



Once again, as with every post about this, I am trying very very hard to take into account almost every thing that could be used to completely break these ship, up to and including looking at plates, slaves and officer hardeners and the EHP these produce for armor tanks, and ASBs, crystals and deadspace hardeners for shield (I say deadspace because only the 20Bish estamels invuln is better than the Pith A invuln, and similar conditions hold true for targeted resists). It is also why I started with the minmatar ship, as this is easiest to balance well in my opinion, and then balancing the others to this, rather than creating each ship out of whole cloth and then trying to create balance afterwards.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

viverxia
KarmaFleet
Goonswarm Federation
#84 - 2014-10-30 12:57:50 UTC
Let's look at the dessies. Tank, sniping (the won't have increased gun range though, increased lock range and sensor strength) and mobility

Tank is easy on a battle ship. The question is how do you implement this without it being horrifically op OR treading on the toes of marauders. You don't want T3's with 'free' bastion mods otherwise you **** everyone who has ever invested in a t2 battleship.
Here's my suggestion. In normal mode the bs will have slightly higher resists than a t1, but lower than t2.
Going into tank mode boosts these resists to be slightly higher than t2, but increases sig pen and reduces rep amount. (As normal mods don't know how to properly work on the weird sleeper tech?)
You get yourself a powerful battleship with a different dynamic to marauders, less capable of sig tanking but having a mobility that they don't provide. It would lessen the blow of ancillary reps and mean these ships if built this way would rely on buffer tanks(plus logi, but logi reps would also be cut in effectiveness )

Sniping. I am against the idea of them needing this. Instead I propose a racial mode in this slot to deal with each of the racial weapon types.
Cal would gain a bonus to cruise and torp launchers, rof and explosion radius maybe. With the new increase to speed/minus to range thing they have been doing as of late.
Gel gaining a bonus to hybrids, traversal and damage maybe with a bit of falloff bonus perhaps?
Min a bonus to projectiles, falloff and traversal.
Amarr a bonus to lasers, unsure what to give here (never flown amarr)

All in all they should have around 7/8 effective weapons. Maybe with gel pushing the top (but sacrificing speed because of their armour tank)

And mobility, giving the ships a boost in prop mod strength, maybe a cool down reduction on mjd's and an increase in agility.

----

Just a suggestion, feel free to poke and change (tried to keep numbers out of it to limit racial bias, my ideas for the cal weapon systems are probably the most fleshed out cause I started off as a cal pilot)

And an answer to a question you might ask - why no drones for gal?
I don't want the bs to step on the toes of the Ishtar or the domi, I think a t3 drone battleship might even make carriers slightly obsolete if they aren't handled correctly at the balancing stage so I think it's better safe than sorry.

---

Sorry for the long post, have a potato
Mahna Titus
The Disney World Federation
Fraternity.
#85 - 2014-10-30 14:20:41 UTC
The problem with t3 BS is that there are already the T2s so they would need to be "better" then the T2s already out there and a marauder in bastion mode can be a bit of a beast, so IMO to find a balance between that and making it "not broken" is a grey area you wont find.

That said, as T3s are based on sleeper tech you could have them as being worse than T2s in base specs, however when used in a WH they get bonuses and boosts which take it above the T2 specs. (Due to sleeper tech being designed by sleepers for use in the space environments of a WH)

This helps limit the whole "OP in pvp" (I know you can still pvp in WH) and also helps give the high end WH users a bit more choice when it comes to running sites in WH

Just an idea for an alternative

Personally I liked the BS that can can use capitol weapons idea (call me whatever i dont care) but again that is a very fine balancing act

If at first you dont succeed skydiving is not for you...

Gaan Cathal
Angry Mustellid
#86 - 2014-10-30 14:33:30 UTC  |  Edited by: Gaan Cathal
Mahna Titus wrote:
The problem with t3 BS is that there are already the T2s so they would need to be "better" then the T2s already out there and a marauder in bastion mode can be a bit of a beast, so IMO to find a balance between that and making it "not broken" is a grey area you wont find.


Ah...no. T3 is not supposed to be superior to T2.

2013(!) Ship balance chart.

CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here.

In summary:

Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.


Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.



So with it established that T3 is not supposed to be superior to T2, can we we wait on..

a) The transforming T3 dessies to actually come out so we can see how they work (or not, as the case may be)

b) Re-balancing of T3 cruisers such that they actually even remotely fit their place in the balancing chart.

Before we suggest adding any more T3 ideas?
viverxia
KarmaFleet
Goonswarm Federation
#87 - 2014-10-30 15:02:15 UTC
Gaan Cathal wrote:

- snip- Before we suggest adding any more T3 ideas?


Just gonna requote this, CCP Fozzie from an interview after Vegas

CCP Fozzie wrote:
Why destroyers? Why not something bigger like a battlecruiser or battleship? Is it just a matter of trying to cultivate smaller scale warfare?

Partly. Actually, it’s because the gameplay space for battleships would be a lot more limited. The ways that you get to use that ship would be more limited. A battleship would have to be much more expensive, is slower, and you end up [overlapping] - in PVE it would overlap with marauders, in PVP it would overlap with the faction battleships. It would’ve been hard to make this a ship that a wide variety of people could use. It’s very possible we could introduce Tech 3 battleships in the future, but we wanted for this a ship that a lot of people could get into. The other thing with destroyers is that we can keep it quite cheap. We don’t need to have the price point be very high - a lot of that is still be worked out, but I wouldn’t expect the price to fall too far outside the 20-30 million ISK range for the hull.



Its obviously on their mind, and us adding suggestions to what we think should be done (even if it helps the devs a little bit) is worthwhile.

In the end we are all just talking about the game we love and ways to make it better for everyone.
There is no harm in talking.
We can only go as fast as the devs want to.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#88 - 2014-10-30 15:23:37 UTC
At this point, I think any requests to add T3 anything are kind of moot. Let's see what CCP has in mind for the T3 Destroyers first.

Also, to all the folks saying that T3 is supposed to be better than T2...you're all wrong. T3 is more flexible than T2, not necessarily better than T2. They can seem better than T2 when you combine certain configurations, but if T3 were strictly better than T2 we would be hearing complaints about "Proteus Online" instead of "Ishtar Online".

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

viverxia
KarmaFleet
Goonswarm Federation
#89 - 2014-10-30 15:42:14 UTC
the T3 cruisers defiantly need a balance pass though -_-
Gaan Cathal
Angry Mustellid
#90 - 2014-10-30 17:54:56 UTC
viverxia wrote:
the T3 cruisers defiantly need a balance pass though -_-


Not even that hard. Set Rig Slots = 0, give HACs and Recons their balance pass. Assess T3 EHP at that point and reduce as necessary.
James Baboli
Warp to Pharmacy
#91 - 2014-10-30 20:28:16 UTC
To those saying that this is early, premature or otherwise not the time for this, I understand that these ideas are at a minimum, even if CCP starts modeling it the day after phoebe drops, 5 6 week expansions into the future. I would like to have these ships designed, all of the origional feedback collected and mostly addressed, any serious issues rectified and the general look of each ship in most configs hammered out.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#92 - 2014-10-30 20:32:05 UTC
Gaan Cathal wrote:
viverxia wrote:
the T3 cruisers defiantly need a balance pass though -_-


Not even that hard. Set Rig Slots = 0, give HACs and Recons their balance pass. Assess T3 EHP at that point and reduce as necessary.

It is still broken, and now doubly so, as the rigs would continue to exist on current t3s, but you can no longer match them with newly built ships, so the veterans have an insuperable advantage, the armor buffer subsystems continue to increase the performance of some already powerful modules like 1600 plates well beyond their performance anywhere else, and synergize too well with slaves. To get the same sort of EHP multiplying effect any other way takes a 7.5% bonus to resists per level from the minmatar t2 shield resist line.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Rroff
Antagonistic Tendencies
#93 - 2014-10-30 22:25:47 UTC  |  Edited by: Rroff
As always I think T3s should be unique - I never want to see T3 cruiser style takes on T3 frigs, bcs, bs, etc. etc. the game needs some stand out ships to give it flavour and make it interesting to players who may not have much experience of the game - like it or hate it the current T3 cruisers inspire a lot of players towards training, saving for and flying their own unique take/style (who otherwise would quickly get bored with the game and leave).

Which is why in some ways I quite like what they did with the destroyers - in their own right they are something unique and interesting (even if not for everyone).

I almost wonder if the whole "T3" thing should be dropped and strategic cruisers become just strategic cruisers (with a few balances) because tbh the original concept of what T3s should be inline with other ships just doesn't work in any form with what strategic cruisers have become and there is no straight forward route to balancing them inline with that without completely destroying what strategic cruisers are today.

I would however love to see some degree of modular battleship - while marauders kind of worked out somewhat interesting I've always considered it a lost opportunity to make some proper "marauders" from them using a degree of modularity.
James Baboli
Warp to Pharmacy
#94 - 2014-10-30 23:18:08 UTC  |  Edited by: James Baboli
Modular ships could be retained as the strategic series of t3s. Then have tactical t3s with modes, and maybe one other style of t3 ship with an third method of achieving flexibility. This means you can split frigates, destroyers, cruisers, battlecruisers and battleships and only have one overlap if each style got 2 lines of hulls, or you could introduce a set of t3 capital ships (bad idea IMO, but hey, if someone proposes it and has a balanced proposal, it is worth discussing).

This makes for a fairly close to unique setup, as a modular cruiser and modular battleship will be wildly different in flavor and usage, while using a similar mechanism. Same for say a mode-switching destroyer and battlecruiser, with the third method of achieving a flexibility and multi-role setup is frigates only, and these share a fairly high level of basic skills needed to train but perform well when well fit.

Also, a deep deployment PvP ship which is suitable to long term back area harrasment is possible with the stuff I am working on but haven't yet released in the subsystem proposal. The Amarrian ship would truely clean up at this.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Gaan Cathal
Angry Mustellid
#95 - 2014-10-30 23:32:49 UTC
James Baboli wrote:
Gaan Cathal wrote:
viverxia wrote:
the T3 cruisers defiantly need a balance pass though -_-


Not even that hard. Set Rig Slots = 0, give HACs and Recons their balance pass. Assess T3 EHP at that point and reduce as necessary.

It is still broken, and now doubly so, as the rigs would continue to exist on current t3s, but you can no longer match them with newly built ships, so the veterans have an insuperable advantage, the armor buffer subsystems continue to increase the performance of some already powerful modules like 1600 plates well beyond their performance anywhere else, and synergize too well with slaves. To get the same sort of EHP multiplying effect any other way takes a 7.5% bonus to resists per level from the minmatar t2 shield resist line.


Why in gods name would you leave pre-existing rigs in place?
Lugia3
Federal Navy Academy
Gallente Federation
#96 - 2014-10-31 02:06:43 UTC
James Baboli wrote:
HiddenPorpoise wrote:
You're not the first.

Basically it comes down to this: average Gal cruiser; 30k tank 600dps, average proteus; 300k tank, 900 dps. Average Gal BS: 110k tank, 1200 dps. Figure out what happens there.

Thus the focus on trying to balance them, w/ resist tank subs ending at full t2 resists and 2-3M sp on the line at high skills.

Other issues with this:
Proteus has a much more dramatic slot profile than most gal cruisers, while the gal BS already has 8 lows, meaning attempts to stack subs for tank and raw DPS top out at the same number of slots.
Proteus average is blinged out, while the others are sounding like t2 fits. More fair to compare blingy t2 and/or faction cruisers to proteus for power curves.
Proteus is top of the heap by a large margin in PVP and posting impressive numbers.


It's impossible to balance them. If they're strong, they're going to be the go-to ship like the Tengu/Prot/Napoc/Fleetpest. If they have an inhibitor, like bastion module, they're going to be superior marauders. If they're weak, nobody will fly them. We're eve players. If there is one config better than the others, which there will be, we will find it.

And we will make our alliances train into it.

"CCP Dolan is full of shit." - CCP Bettik

James Baboli
Warp to Pharmacy
#97 - 2014-10-31 06:08:40 UTC
Gaan Cathal wrote:
James Baboli wrote:
Gaan Cathal wrote:
viverxia wrote:
the T3 cruisers defiantly need a balance pass though -_-


Not even that hard. Set Rig Slots = 0, give HACs and Recons their balance pass. Assess T3 EHP at that point and reduce as necessary.

It is still broken, and now doubly so, as the rigs would continue to exist on current t3s, but you can no longer match them with newly built ships, so the veterans have an insuperable advantage, the armor buffer subsystems continue to increase the performance of some already powerful modules like 1600 plates well beyond their performance anywhere else, and synergize too well with slaves. To get the same sort of EHP multiplying effect any other way takes a 7.5% bonus to resists per level from the minmatar t2 shield resist line.


Why in gods name would you leave pre-existing rigs in place?

How in Satan's name are you going to compensate those people with t2 rigs on their strategic cruisers?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#98 - 2014-10-31 06:12:29 UTC
Finished the subsystems and initial balance on the minmatar proposal. an example of the whole subsystem load and subsequent stats is below, and the links in the OP have all of them.

Finished examples of a Tyr

Tyr: shield missile brawler, roaming

Minmatar Flagship bonus:
7.5% reduction in heat generated /lvl

Role bonus:
-25% to remote energy, shield and armor transfer effects

Offensive subsystem:
Target Focusing Array:
6%/lvl target painter effectiveness
3%/lvl cruise, torp and RHML effectiveness
5%/lvl missile explosion radius

Defensive subsystem:
Gravitic Shear Controller:
4%/lvl shield resist bonus

Propulsion Subsystem:
Hyper-spatial Bore:
7.5%/lvl to warp speed

Electronics Subsystem:
Immobility drivers:
20% /lvl to web range

Engineering Subsystem:
Solar Sails:
5%/lvl to capacitor recharge rate
3%/lvl to Neut/nos Reflection rate

Slot layout:7H, 6M, 7L ; 5 turrets , 7 launchers
Fittings: 18500 (23125) PWG, 700 (875) CPU
Defense (shields / armor / hull) : 8500/ 7250 / 6500
Capacitor (amount / recharge rate / recharge per second) : 6500Mj (8125Mj) / 520s (292.5s) / 12.5 (27.77)
Mobility (max velocity / agility / mass / align time): 99 (123.75) / .138 / 113,000,000.00 / 16.98s (13.08s)
Drones (bandwidth / bay): 50 / 85
Targeting (max targeting range / Scan Resolution / Max Locked targets): 78km (97.5km)/ 85 (106)/ 7
Sensor strength: 19 Ladar
Signature radius: 455

Numbers in parens are all skills 5, including subsystem bonuses

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

viverxia
KarmaFleet
Goonswarm Federation
#99 - 2014-10-31 13:33:01 UTC
Gaan Cathal wrote:

Why in gods name would you leave pre-existing rigs in place?


Cause thats how it works, If its rigged it says rigged.

There are still some collectors out there with non battleships with large rigs and such.
They are valuable as all hell.
James Baboli
Warp to Pharmacy
#100 - 2014-11-01 06:12:32 UTC
Curious, has anyone actually looked at the google docs stuff?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp