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SO where is the black ops buff?

Author
Hemmo Paskiainen
#81 - 2011-11-25 15:15:34 UTC
Andrea Roche wrote:
i could also quote you similarly but i am too lazy and you are not worht it. the funny thing is that you cant beat this:
if you look around at killboard with black ops, its is clear they are succesful at what they do.
Once you get jumped by black ops, you got 1 minute or less to survive even when you are in a battleship. Its that fast!
Jumping distance and fuel consumption is the only thing that stops from making this type of game op.


I cant win indeed, have fun trolling, u make me laugh Lol

Andrea Roche wrote:
i could also quote you similarly but i am too lazy and you are not worht it. the funny thing is that you cant beat this:
if you look around at killboard with black ops, some people are succesful at what they do.
Once you u are stupid enough to not get safe when u see a neutral in system,, and your not aligned when he decloaks and he gets a lock, a tackle and cyno´s in a black ops, you might die depending on your tank and friends that could come to help. Its that fast!
Jumping distance, fuel consumption, 2 accounts, another alt with good tackle skills and cyno L5, 2 monitor, fast computer, good multitasking skils, fuel calulations, jumprange calulations, good black op ship skills, perfect navigation skills, good damage skills, racial bs5, 600m hull cost and faction damage mods is the only thing that stops from making this type of game op.


Fixed for u Pirate

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Lady Spank
Get Out Nasty Face
#82 - 2011-11-25 15:23:50 UTC
Hey guys I'm here to twist the conversation.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Andrea Roche
State War Academy
Caldari State
#83 - 2011-11-25 15:24:13 UTC  |  Edited by: Andrea Roche
rolf. i like how you pay me extra attention and even make up comments that i never did post.

even funnier thing is that black ops are not gonna change XDDD for the reasons:

if you look around at killboard with black ops, its is clear they are succesful at what they do.
Once you get jumped by black ops, you got 1 minute or less to survive even when you are in a battleship. Its that fast!
Jumping distance and fuel consumption is the only thing that stops from making this type of game op.

gl hf.
Noisrevbus
#84 - 2011-11-25 15:56:57 UTC  |  Edited by: Noisrevbus
Jack Sparroxx wrote:

Range buff. 2,5AU baseis simple not enough

Well, the Blops can move through gates while Capitals can't. I'm not saying that AU to LY conversion isn't a problem at times, but there are ways around it (finding another regional entrance that is closer in terms of LY and move your cyno vanguard around a few jumps longer). It's more a question of the immidiate effects, do we want the Blops more mobile or more stationary? I'd rather see buffs to what you propose further down, a simple buff to LY is more likely to have people move them through gates even less (hotdrop more, roam less).

Jack Sparroxx wrote:

Then they need T2 resist and standard T1 slot layout.

They're a BS-sized Recon, and in line with that they compare quite alright (not perfect) to other BS. What they sorely do need, instead, is fitting buffs because most sensible fits include faction modules more or less across the board. Faction should be an option, not a necessity. Most Blops need a bit of PG and a good amount of CPU to fit to standard. Falcons and Rapiers don't go toe-toe with Moas or Ruptures either.

Jack Sparroxx wrote:

Would be nice to get the JP fuel consumption lowered or removed. Having blockade runners on tow is anoying.

It's not as much as having Blockade runners on tow is a problem (i kind of like it), the problem is that you essentially need one as soon as you move further than a back-and-forth, and if you intend to roam or drop deeper even a Blockade runner is usually not enough. Another problem is how fuel consumption throw heavy splints between frigate- (bombers) and cruiser (recons, strategics) in your gangs. I understand that it's in part deliberate to promote the use of bombers and define differences between frigates and cruisers - but the differences in fuel consumption is simply far too great with bombers hardly consuming anything while recons gobble up your entire fuelbay (1:2 or thereabout seem more reasonable).

Jack Sparroxx wrote:

T3 able to light covert cyno's, though that might be a bit OP.

It's definately a powerful feature to combine covert cynos with the nullifier subsystem, at the same time you need to raise the question wether or not that shouldn't be the case and role of a gang built around it. A covert frigate or recon can definately get out of a bubble camp alive, but the odds are hardly in favour if we discuss a well-composed camping gang or sizes where room and lag interfere with piloting options. After all, failing to pass a camping blob kind of void the reason to use the gang, and is quite detrimental to taking them out in the first place. I think the suggestion would to more good than harm tbh, the Tech III is the natural scout anyway - and having to thread a second ship through a blob camp just to move through it is more likely to cause inaction rather than action (waiting for the camp to lose composure or find other ways around it). Bubbles are strong as is, and they (or the ships that use them) are rumoured to get further buffs soon.

Jack Sparroxx wrote:

And no, as much fun it would be, covert ops cloaking Black ops BS's would be seriously overpowered.

I'm not too sure of that, not that i'm a major protagonist for the idea (or against it), it's just that i don't see it change all that much in regard to the Blops themselves - they have the Bridge to deal with situations where the covert cloak is important to other ships (in it's gang, or otherwise). A standard cloak is quite proficient for how the Blops operate (in, out, safe up, cloak). Feel free to correct me if i'm wrong, but i really don't see much tactical gain in a covert cloak on them, nore to i see much loss in countering them should they get one. It's an ambivalent matter.

In short: Yay to fitting buffs, fuel consumption buffs (and balance) and Tech III cyno buffs. Nay to the rest.
kerjin
Brutor Tribe
Minmatar Republic
#85 - 2011-11-26 22:24:43 UTC
Wiskeber is one normal gate jump from Mateber.

But it's eighteen cyno jumps away with JDC4 !!!

http://evemaps.dotlan.net/jump/Panther,444/Wiskeber:Mateber

Only two cyno jumps away with JDC5 - Yay!

http://evemaps.dotlan.net/jump/Panther,544/Wiskeber:Mateber

Boost blackops range.

TLDR; don't expect to get bopped in Mateber.
Time Hunt
Perkone
Caldari State
#86 - 2011-12-05 01:06:30 UTC
Bump,

and please CCP answer to this!

Just like someone said before: just give us a resposne to wether this has been moved down or has been canceled.
The Black Ops Buff finished in 6th place in that CSM Prioritization Voting a couple of Months back if I remember correctly.


We want to know what's going on!
Shang Fei
Garoun Investment Bank
Gallente Federation
#87 - 2011-12-05 13:16:58 UTC
bump out of intrest
Xtover
Cold Moon Destruction.
#88 - 2011-12-05 19:14:25 UTC
Shang Fei wrote:
bump out of intrest

empty quoting.
Tamiya Sarossa
Resistance is Character Forming
#89 - 2011-12-05 20:16:18 UTC
Vincent Gaines wrote:
Andrea Roche wrote:


ROFL....jump to a hostile POS with blackops? facepal. Never was meant to do that. Nutz!



lol you are an idiot, that's what they were initially meant for, and why black ops cynos were allowed in jammed systems


Ahhhhh..... No. That was patched in. Black op cynos were not originally allowed in Cyno-jammed systems and it was not their original design goal.

See this thread: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1038754
Misanthra
Alternative Enterprises
#90 - 2011-12-06 04:10:10 UTC
Vincent Gaines wrote:
BE also uses billion ISK fittings, including on their nightmares or machs. They also have much more going on behind the scenes than a roaming gang of Redeemers. You are truely simple minded..




would that be the officer jam fit widow I heard about somewhere, wanna say FHC/SHC?

Couple O-fit multispec, keeps a proper shield tank (vice the ghetto armour tank common on jam scorp variants) and damage mods lows?


Sexy fit if so...but a bit pricey for the casual user. throw a billion at most ships....yeah they wil perform nice lol.





Rutuli
Rizoma records
#91 - 2011-12-07 08:06:27 UTC  |  Edited by: Rutuli
A cost reduction might be a good solution.
Naomi Knight
Ministry of War
Amarr Empire
#92 - 2011-12-07 09:19:32 UTC
they indeed need a buff
these ships should be on the field instead of just bridge others into the system
give then the usual t2 resists
+ maybe lower fuel use and or increase fuel bay
+they should be able to bridge nerby systems with gate ,no matter how far those are in ly
Aaron Greil
Royal Amarr Institute
Amarr Empire
#93 - 2011-12-14 19:51:35 UTC
So, I've been a blackops pilot for a long time, (redeemer) and as only a casual pvper I'd like to throw my two cents in.

Firstly, I don't like the idea of exclusive pvp/pve ships. All ships should be able to fill both roles, and for the most part they do. (Exceptions being the scorpion, blood raider ships, and combat recons.) Also, I'd like to note to all you folks who will scream "carebear!" that pve really only has a single exclusive pve ship class, marauders, where pvp has several. Secondly, I want to counter a specific notion that people seem to have. Huge alliance vs. alliance fleets are not where the majority of players are. Certainly a lot, and probably the more dedicated players, i.e. the forum posters, are. But most people exist in small, unaffiliated corps with just a few members, like me. I don't have stats on that, but still.... I suppose I should note that I have used my blackops for plexing with a small gang, using the mobility to bypass gatecamps and the guns for fire support, because my corp couldn't support the logistics of blackops pvp.

It seems to me that ships should appeal to a large variety of people for a variety of roles. For example, look at the shear versatility of the Abaddon. It is a good mid game option missions, as well as a powerhouse for pvp. It can support a variety of effective fits, from dual LARs, or several 1600 plates as well as beams or pulses. In short, it can do a lot of things really well.

I realize tech 1 is supposed to be multipurpose, and tech 2 is supposed to be more specific, but lets look at HACs. Many people use them both for ratting/plexing and pvping, often with the same fit. My point being that a ship should appeal to a variety of people, even if it focuses on a specific role. Basically, what you or I might do with a black ops is not the same as someone else.

Small corps are not interested in getting black ops because of the logistics required. That's a shame. They're still subcapitals. Imho, their role should be: moving through zero sec unhindered. The application of that role is up to the player.

So here are my suggestions:

1. Increase jump range, and/or significantly reduce fuel usage. Like others have stated, the fuel cost is unmanageable if you want to do anything outside a major operation. I want to be able to move and take my fleet through multiple areas. This is their core ability, it should be the focus of the class, in other words: useful and able for a single pilot to manage.

1. Blackops Cloaking needs to be fixed. The biggest problem I have experienced in the past, is that when people see me in warp, they martial the troops. "Holy Crap, 1 bil ship on scan kill it kill it kill it!" This is a problem. It makes doing anything stealthy difficult. If you are pvping, it gives away your fleet. The solution is just as difficult to manage, though. I hear people saying that a covops cloak (which would solve this) would be OP. That may be true, but the covops cloak sits at the heart of stealth operations. My suggestion is to either: give them a covops cloak, and the standard targeting delay, or do something radical, like get rid of the cloak bonuses altogether and instead give blackops the unique ability not to show up on d-scan (but still with combat probes). It is IN WARP that the black ops must be stealthy, not on the battlefield.

2. More carefully define their combat role. I like the concept of the widow. Its like a big falcon. So I suggest ONE of the following: Give them racial Ewar. I.e. redeemer with TD/Neuts, panther with TP/webs, sin with sensor damps/scramber range, and add another ECM bonus to the widow. Second option, make them snipers. Give them Marauder style weapon setup, 100% damage, and half turrets, 3 to be exact. That way they can fit larger weapons to gain a little dps and a lot of range. Give them an optimal bonus and decent targeting range. Final option, make them super tanky, but with limited dps, sacrilege/damnation style with some other support bonus, maybe command links. (Careful thought would have to go into that one though.)

3. Get rid of the stupid massive drone bays. Heavy drones plus stealth equals fail. Give them 50 bandwidth and 75 capacity, or even just 25/25. Big slow drones are counter-productive for the role. In turn, buff their other weapons systems.

5. Do something radical. One idea is to be able to jump/bridge to a system without a cyno. I imagine when you want to jump, you are taken to the solar system map to choose a location. Cynos always seemed stupid to me, but I guess they make sense for capitals, because anyone can train cyno 1. Not for blackops. People will probably scream at me for this one, but I think with careful thought, it would work nicely. A jump delay would be necessary, like 5 min before you can jump again, or perhaps like a minute charge time. It helps with the stealth and mobility role. I was also not happy about having to start an alt, and train for cyno 5 just to use the blackops functionality. Seems to be a very poor design to demand another character sacrifice a month of training time just so you can use the most basic functionality of your ship.

8. Split the class into two, like force and combat recons. One that is faster and stealthier, but designed to work with fewer ships, or even solo. The pilgrim is excellent at mag/radar sights. I want the same functionality on a bigger ship.

Perhaps:
Ghost ops --> unparalleled stealth movement through null, but no jump portal gen. Good dps, but low hp. Good for some solo work, and ratting/running sights. Like big force recons

Black ops --> Slower, tankier, and meaner than Ghost ops, but not as stealthy. Does have jump portal gen, and possibly ewar.

Sorry for the wall of text. I had a few more ideas, but I'll save those for later.
Vrykolakasis
Sparrowhawks Corp
#94 - 2011-12-14 23:10:08 UTC
Andrea Roche wrote:

What part of english you dont understand?



My favorite part, after reading to this post (haven't read the rest). Up to this point in the thread, only one poster clearly has issue with understanding the language.

As for my 2 cents... or 4 cents... I am not a black ops pilot so I don't have as much quality input as I could - but I also decided that black ops would not be high on my planned training queue after looking at them a while back and realizing that I couldn't really get good EHP, DPS, or the ability to fit Covert Ops cloaks. Not to mention I would like a ship I could have a lot of fun flying solo in, not just assisting other players in moving around.

It is possible to use Black Ops effectively with good supply chains - but it seems very counter-intuitive that this would be the case. "Black Ops" suggests a ship that can move to anywhere it needs to be, quickly, alone, and effectively, without supply chains, etc. It also suggests a ship that can be incredibly effective at both intelligence gathering and combat.

The changes that would get black ops instantly into my skill queue are as follows:

-T2 Resists
-Fuel bonus for jumps. Possibly jump range bonus
-Covert Cloak can be fit, but when fit (even if offlined) jump ability is removed (that was a great idea). Additionally, remove the additional speed while cloaked when covert cloak is fit
-Allow jumps to work totally, completely solo (w/o cyno)

Another very cool thing (but maybe OP thing... idk... but cool nonetheless) would be the introduction of an intelligence jamming module - like a secondary cloak - a module only the Black Ops class could fit that jammed information gathering on itself - when activated, other players could see the ship class but could not see who was piloting it, what corp/alliance it belonged to, etc. Security status color changes, criminal flags, etc would still be visible, just not specific information on who you were fighting. The issue with this is how it would effect kill/lossmails - that's something for additional discussion... but I kind of like the idea.

As for the introduction of a separate ship type, I disagree. I feel that the black ops could be changed without much difficulty to allow it to be fit for either role, but never two at once.
Kuhn Arashi
State War Academy
Caldari State
#95 - 2011-12-15 10:04:44 UTC
I don't think black ops should get a damage buff at all.
In fact a damage nerf combined with other utility support buffs would make me happy to use my widow.

I don't think a jump range increase is needed. I think CCP's idea for such a small jump range was to limit the black ops ships to intra-regional operations after a forward base of operations has been set up.

I propose:

+ giving the black ops their T2 resists.

+increase in shield/armor Hit points as well.

-Removing a weapon slot, And the damage bonuses.

+Replace with relevant weapons range bonuses

+Add the ability to Run warfare links.

+add black ops skill bonus to reduce fuel consumption for jump portal generation

This could make the black ops able to do what they are meant to do. And that is support a fleet of covert ops ships.
Ability to bridge its fleet into system, then follow them onto the field and actively support the fleet via sniping and warfare links. and able to stay alive to do it.

Saulc Neslo
The Brown Hole
#96 - 2011-12-15 11:29:23 UTC
Black ops are pretty cool, just cost alot to fit properly.

The ability to hotdrop should have its downsides, in the case of BOPS its the extra price tag required to make the ship perform like a regular bs.

So instead of whining train the skills required, HTFU and start busting some gatecamps. And yes a good fit is more then 1bil.
Rek Seven
University of Caille
Gallente Federation
#97 - 2011-12-15 12:00:07 UTC
I tried to make a good fit on EFT but i appears that you still get the sig radius penalty from cloaking devises... Is this right?

I would like to get a Black ops ship but i'm not willing to fill my mids with sensor boosters to make it worth flying.
Saulc Neslo
The Brown Hole
#98 - 2011-12-15 13:47:19 UTC
Rek Seven wrote:
I tried to make a good fit on EFT but i appears that you still get the sig radius penalty from cloaking devises... Is this right?

I would like to get a Black ops ship but i'm not willing to fill my mids with sensor boosters to make it worth flying.


- Black ops have really high base sig res.
- A single sensor booster will make you lock stuff fast.
- You have the option of not using a cloak.

+ The stats doesnt say anything about a bonus to sig penality from cloaks.
+ Filling with sb's? Hope your not planning on using these beautiful ships for losec gatecamps :-D

ovenproofjet
Gallifrey Industries
#99 - 2011-12-15 14:32:02 UTC
5 ly range at JDC4 (aka base range cos of BOps skill prereqs) is plenty. Oh and PROPER T2 resists as is normal on ANY T2 ship....

Problem solved, even that would only improve their current use. For their current use, please see "The Illuminatii" or "Dirt Nap Squad" killboards
Rek Seven
University of Caille
Gallente Federation
#100 - 2011-12-15 14:59:36 UTC
Saulc Neslo wrote:
Rek Seven wrote:
I tried to make a good fit on EFT but i appears that you still get the sig radius penalty from cloaking devises... Is this right?

I would like to get a Black ops ship but i'm not willing to fill my mids with sensor boosters to make it worth flying.


- Black ops have really high base sig res.
- A single sensor booster will make you lock stuff fast.
- You have the option of not using a cloak.

+ The stats doesnt say anything about a bonus to sig penality from cloaks.
+ Filling with sb's? Hope your not planning on using these beautiful ships for losec gatecamps :-D



The ship is designed to us a cloak so it's weird that fitting one penalizes you.

I'm just saying that i will never train for or buy black ops ships in their current form. I'm not really looking for tips or fitting advise.