These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Battlecruisers -- Lost because they're not different enough

Author
Bo Rothrock
Aliastra
Gallente Federation
#1 - 2015-01-01 20:01:48 UTC
Battlecruisers are in a funny place. Their role bonus is generally left unused, so they're just big slow cruisers with a little more hit points and damage -- and any ship whose sole defining characteristic is 'more hit points and damage' will be in a rough spot. They have two unique features:

Gang link modules
Medium micro-jump drive

Gang links are tough because the ships' fittings are balanced around their exclusion, which is kind of funny seeing as how the modules are strictly limited to certain hull classes. One non-game-breaking change might be to give as a role bonus, -90% to fitting requirements for gang link modules. Then remove command processors from the game. Seriously, they do the game no good. They only encourage bad game decisions. Then you have to consider whether you want links to work for a true solo pilot, but I'm not sure that's necessary. There are plenty of ships that can trade in instead of a battlecruiser for DPS and tank, but making a command link semi-ubiquitous on them would be an interesting design mechanic and also encourages the Space Buddy System.

Medium micro-jump drives are ill-conceived. They can't be fit on the ship class that can take advantage of the range (ABCs) so exist solely as an escape mechanic. If they spooled up in 4.5 seconds, cycled in 30 seconds and jumped 50km, they'd be a lot more useful and would breathe life into longer-ranged battlecruiser fits, where a 50km engagement range is a real possibility.

Prom posted elsewhere that MJDs should be able to script to a more traditional propulsion module, and I completely agree. Not only would that help fits hurting desperately for mids -- which happens quite often in battlecruisers -- but micromanaging the cycling down of the MWD to MJD, paying attention to the vector your ship is taking and will be on after the spool-up time, and changing scripts are all micromanagement-intensive skills. In short, it favors multi-boxing less heavily in PVP, which is probably a good step to make.

Though battlecruisers suffer from slow speed, they generally tank a lot better than t1 cruisers and have the fitting for longer-ranged weapons than t1 cruisers. Having a ship class that can blink through lowsec would be an interesting twist, given that the lowsec meta is largely dominated by the long point. If every 30 seconds these guys started a 4.5-second spool up and hopped, it would both increase their effective speed by 1.5km/sec or so in a different way than cruisers and could give scrams a role. Push enemies into scram range and armor fits might become viable.

I dunno. Maybe I'm reading too much into that. But I'd love to see some 50km MJDing myrmis bouncing around lowsec.
Sylveria Relden
#2 - 2015-01-01 20:29:35 UTC
I'd have to agree that the BC's could use better role bonuses- and perhaps the link bonuses could instead be incorporated into Command Ships (for which their more suited, intended for anyway).

I can't remember a single time when I used links on a battlecruiser, personally. In fact, I can't remember ever seeing anyone else use it for that purpose, either. Most of the time from what I've observed, people opt for BC's as tankier hulls opposed to T1 cruisers.

By the time you've skilled up to T2 cruisers, BC's tend to be left behind, as the T2's have specilized bonuses and much better base resists.

I'd definitely like to see BC's get a role that's more appropriate to actual use.

(deposits 2 isk)

TL;DR If you didn't read the entire post perhaps you're probably ADHD. (seek help)

Nevyn Auscent
Broke Sauce
#3 - 2015-01-01 20:53:41 UTC
The MMJD (& the LJD also) would very much benefit from having a standard prop mode & a jump function.
This would avoid what's almost a necessity to dual prop if you want a jump drive which messes terribly with fittings.

If it was half way between MWD & AB both in speed & penalties, it's already shut down by Scrams so that part isn't a problem.
Then they would be good modules.

Fitting the command links isn't actually a problem if you want a link. It's more very few people train links because it requires some dedicated training even for T1 links, and it's Cha training so almost always off map for most people. So I don't think that aspect of BC should change.
Malcanis
Vanishing Point.
The Initiative.
#4 - 2015-01-01 21:18:16 UTC
Battlecruisers were absolutely fine with "not being different enough" a couple of years ago.

The thing they most urgently need is for bombs to be nerfed.

The next thing is for the ridiculous HML nerf to be reverted. The basis for this in the first place was pretty shaky; with the long range medium turrets getting a fat buff almost straight after, whatever grounds there were for this ill conceived change were completely removed.

The final thing is they need a little more warp speed to make them perceptibly more mobile than BS.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Leeloo Killik
Fweddit
Free Range Chikuns
#5 - 2015-01-02 01:19:32 UTC
Sylveria Relden wrote:


I can't remember a single time when I used links on a battlecruiser, personally. In fact, I can't remember ever seeing anyone else use it for that purpose, either. Most of the time from what I've observed, people opt for BC's as tankier hulls opposed to T1 cruisers.



I am actually using Ferox with 6 links to boost a mining fleet while having logi around. It's a fair compromise. Cheap too.
Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2015-01-02 01:32:46 UTC
Dangit! I got rid of my years-running forum signature within an hour of seeing this thread!

The signature said that if you fit a ganglink to your T1 battlecruiser, your fleets will be superior to those you go up against. Then it had an Odyssey update mentioning that the signature existed before the Odyssey battlecruiser rebalance--which made it much easier to fit ganglinks to T1 battlecruisers.

I believe that the problem is not that the ganglinks aren't useful, but that fleets don't bother to employ squad boosters with links. Perhaps it's due to the extra work of sorting that out, or the lack of pilots with leadership skills, both, or even other things as well. But not that it wouldn't be an excellent strategy if a fleet actually bothered to do it. It would be even more important if ganglinks were on-grid only.

As for battlecruisers not being used much, that's probably partially due to the novelty of the cruiser rebalance but also to wanting fleets to be fast and agile. I don't see anything wrong with battlecruisers at current, and wouldn't hesitate to bring a battlecruiser for a fleet op if they called for battlecruisers. Maybe some minor tweaks are in order, but nothing major. Battlecruisers are fine, maybe people just need to be reminded what they're capable of.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2015-01-02 02:08:16 UTC
Bo Rothrock wrote:
Medium micro-jump drives are ill-conceived. They can't be fit on the ship class that can take advantage of the range (ABCs) so exist solely as an escape mechanic. If they spooled up in 4.5 seconds, cycled in 30 seconds and jumped 50km, they'd be a lot more useful and would breathe life into longer-ranged battlecruiser fits, where a 50km engagement range is a real possibility.
I agree completely, and would go a step further and suggest a frigate version which jumps 25km and spools up pretty quickly. Then I think the fitting restrictions should be removed. Let anyone fit any MJD they want.

Bo Rothrock wrote:
Prom posted elsewhere that MJDs should be able to script to a more traditional propulsion module, and I completely agree.
I disagree. Having to fit 2 prop mods to get both types of propulsion seems reasonable to me, even if you are never using both at the same time. There is a huge strategic advantage to being able to either jump or zoom, and it should come with a cost.

I did want to see the addition of a low slot propulsion module, passive-always on if you don't have another propulsion effect on, and still offering a bonus if you do. My thought was to do this with the overdrive injector: it would grant triple the bonus once per ship if you don't have any other propulsion effect going, but when you turn on your prop mod the overdrive injector would go back to giving its base bonus. If you put on multiple overdrive injectors, the triple speed bonus only applies once and the rest give the single bonus with stacking penalty.
This would make it more viable to avoid using up a mid slot with a prop mod, or it could be used along with a MJD if you can't afford to spend 2 mids on prop mods.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sylveria Relden
#8 - 2015-01-02 02:40:45 UTC
Reaver Glitterstim wrote:

I believe that the problem is not that the ganglinks aren't useful, but that fleets don't bother to employ squad boosters with links.

It would be even more important if ganglinks were on-grid only.


THIS. It speaks absolute volumes about the current state of strategy in game, and if the mechanics were reworked so that on-grid boosting was forced, instead of people using off-grid booster alts, it would solve a lot of problems quickly.

Of course, I expect all those who have trained off-grid booster alts to refute/deny/refuse/flame but go ahead. Everyone already knows it's reality, and if they don't they soon find out rather quickly.

TL;DR If you didn't read the entire post perhaps you're probably ADHD. (seek help)

Mirya Kanjus
Caldari Provisions
Caldari State
#9 - 2015-01-02 04:24:51 UTC
Malcanis wrote:
Battlecruisers were absolutely fine with "not being different enough" a couple of years ago.

The thing they most urgently need is for bombs to be nerfed.

The next thing is for the ridiculous HML nerf to be reverted. The basis for this in the first place was pretty shaky; with the long range medium turrets getting a fat buff almost straight after, whatever grounds there were for this ill conceived change were completely removed.

The final thing is they need a little more warp speed to make them perceptibly more mobile than BS.


I was flying in my very expensive tengu last night. I got scanned down by a probe but I didn't get spooked until I saw the garmur. A frigate burning toward me at 5900. I just bailed straight away knowing that hml would be completely ineffective against this target in part due to probably not even having the speed to hit it. Im pretty sure that the HML problem is a combination of extremely poor application and low speed. HML must just about be the singularily least viable pvp weapon. Below smartbombs and tachyons.

I don't see why especially on caldari hulls they don't remove the 50% flight time bonus and instead buff the missile flight velocity by 100% and then give all caldari hulls a 25% explosion velocity/radius modifier. One or the other and for ships like the cerberus and tengu/navy drake give them both.

I can't really express my feelings of exasperation at being forced out of a complex by a piddling frigate when I'm flying a 1.6bil t3 but there you have it because the ships weapons are woefully incapable of being a threat to a ship with 3k ehp.
Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2015-01-02 04:47:56 UTC
Heavy missiles were never overpowered in the first place, it was most of, and not all of, the hulls that used them that were needing nerfs. CCP ignored the heart of the problem and applied a misguided fix that deepened the already existing imbalance.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tiddle Jr
Brutor Tribe
Minmatar Republic
#11 - 2015-01-02 10:39:27 UTC
RIP (HML Drake/Tengu)
I really missing them both... sigh...

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Spugg Galdon
Federal Navy Academy
Gallente Federation
#12 - 2015-01-02 11:43:26 UTC
A superb use of a CBC is as a cheap on grid booster for small gang roams. I do it a lot and you do notice the difference. If you shove a 15% warp speed implant into your head you warp at almost the same speed as cruisers. You can also rig a CBC to warp faster if required.

The biggest issue for me is the base targeting range on CBC's (especially Minmatar Hulls). If you want ot use an MJD aggressively (and I do) you must be able to lock a target at >100km. This allows you to have the target pre-locked before jumping so you can instantly apply tackle. Currently, you have to really make sacrifices to do this and the Minnie hulls simply can't do it at all.
afkalt
Republic Military School
Minmatar Republic
#13 - 2015-01-02 12:46:01 UTC
They are good as cheap boosters. However there is not enough difference between a BC and the current crop of T1 cruisers interms of what it brings to the field. More DPS, more tank but not enough more to be making it worthwhile given the trade offs in place. They take more damage, the are a hell of a lot slower getting around and they lock slower.

They have no niche. Cruisers are fast enough to be...fast, battleships bring much more when actual DPS and survivability is called for. They are in no mans land.
Celthric Kanerian
Viziam
Amarr Empire
#14 - 2015-01-02 13:56:59 UTC
Killing BC's is usually incredibly easy because of their high signature, which is why I consider them useless in most stances.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#15 - 2015-01-02 14:12:50 UTC
Lots of newbies using BC's to run missions and some sort of ratting. They simply don't care of warp speed sig etc etc cause it gives enough dps and hitpoints vs. cruisers. And BC's are cheaper vs. faction cruisers.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Soldarius
Dreddit
Test Alliance Please Ignore
#16 - 2015-01-02 16:05:57 UTC
Aye, I once crafted a Drake fit specifically for CS-in-training Leadership 5 pilots that had not yet made it to the absolutely required all level 5 T2 links CS5 point. Basically a combat-fit CBC with one link.

I don't think it was a bad fit. But the current meta (bombs/sigRad/Ishtars), slow speed, and short range makes all T1 CBCs rather useless. The below ships are with all level 5s and no links/boosters/etc. 2x LSE (meta 4 on Drake because fitting), 3x BCS II, DCII, 1x EM and Inv Fld hardeners, 2x CDFE I, 1x Anti-Thermal SR, max T2 launchers using faction ammo.

HML Drake:

  • dps: 384
  • Range: 62.9km
  • EHP: 79,527
  • Max Velocity: 175m/s, 1003m/s w/MWD on
  • SigRad: 380m, 2201m w/MWD on

RLML Caracal:

  • dps: 335
  • Range: 63.3km
  • EHP: 41,620
  • Max Velocity: 288m/s, 1881m/s w/MWD on
  • SigRad: 197m, 1143m w/MWD on


On offense, they had practically identical range. The Drake does only marginally better dps mostly due to having 6 launchers as opposed to the Caracal's 5. If I shut down one launcher, the Drake actually gets less paper dps than the Caracal. The Caracal will apply more of its dps due to using light missiles. I don't consider this balanced.

The Drake has twice the tank of an identically fit (tank modules) Caracal. But it also has twice the signature radius. So it will take a lot more damage from larger weapon systems. The Drake is also about 40% slower than the Caracal. So that will contribute to it taking more damage as well as having more trouble keep up with targets.

So I agree with OP. CBCs have no role in the current meta. If we're going to have this big fat slow target, it needs to at least be able to project its damage, or do really good damage within its range. An MMJD helps with jumping on targets or getting out. But then you have to gimp the fit to get it on there, and you will need tackle, which further gimps the fit to the point where one asks whether or not you would be better off with a Caracal. But then no MMJD.

Also Caracals are cheaper and require less SP to fly.

http://youtu.be/YVkUvmDQ3HY

afkalt
Republic Military School
Minmatar Republic
#17 - 2015-01-02 16:12:50 UTC
Drake is also blessed with the 'feature' of kinetic only damage bonuses.
Utari Onzo
Escalated.
OnlyFleets.
#18 - 2015-01-02 16:15:22 UTC
Myrmidon is a solid boat. Brutix is a solid boat. Most of the others are a bit 'meh' outside of the navy ones.

Drake's kinetic damage bonus is stupid, CCP please get rid of all these one damage type bonuses... Atleast the gila/rattle/worm has a kin/therm bonus

"Face the enemy as a solid wall For faith is your armor And through it, the enemy will find no breach Wrap your arms around the enemy For faith is your fire And with it, burn away his evil"

Malcanis
Vanishing Point.
The Initiative.
#19 - 2015-01-02 22:10:14 UTC
Utari Onzo wrote:
Myrmidon is a solid boat. Brutix is a solid boat. Most of the others are a bit 'meh' outside of the navy ones.

Drake's kinetic damage bonus is stupid, CCP please get rid of all these one damage type bonuses... Atleast the gila/rattle/worm has a kin/therm bonus


Apparently making Caldari missile ships do eff all damage unless they shoot kinetic ammo makes them "interesting".

Oddly enough, the same increase in interestingness doesn't seem to work with Amarr missile boats only getting a damage bonus to EM missiles or Gallente missile boats only getting a damage bonus to Thermal missiles. For non-Caldari missile platforms, it seems that RoF and application bonuses are needed to get the girls.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

James Baboli
Warp to Pharmacy
#20 - 2015-01-03 03:22:55 UTC
Personally like them as a ship to fc cruiser roams from, as a single warp speed rig and a nano putsvyou about on par for strategic mobility. Could definately use a rework of their avionics. Would be nice to see them unique in having better scan res than cruisers and the lock range to use an mjd offensively with a bit of work and one mod at most if you have good targeting skills.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

123Next pageLast page