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New T2 Battlercruisers

Author
Zan Shiro
Doomheim
#21 - 2015-02-17 23:21:02 UTC  |  Edited by: Zan Shiro
Wynta wrote:

What about balancing them by giving them a smaller rep range, and tank wise they wouldbe 100k with full links. They would be a lot less mobile both on grid and in warp, you could balance it by not allowing it to use MJD, the purpose of the hull would be to provide logistics to BS sized fleets that would not get instantly shredded. Cruiser logistics in a cruiser sized fleet is usually the weaker target, but cruiser logi in a BS fleet is extremely weak. A Logi BC would seek to fill a gap where you needed a tankier logistics and were willing to trade alot of your mobility for it but were not willing to drop capitals.



CCP tried this with t3 logi....and it was not a setup that got many fans on either side.


For the logi types the short range is not liked.

For the kill the logi types often times they settle for bumping (repped or repper) vice killing the t3 or hoping old boy/girl makes a mistake on charging up chargeable mods (tank or cap injects). This the often better course of action for faster removing reps off the field. As its less time than trying to kill the logi.

Current cruiser logi not being tank is imo a planned balance feature. Or else you'd have somewhat immortal logi on the field. At least for small scale stuff. We can argue carrier logi backup sucks but....if a few dropped and you don't have a few to counter the writing on the wall there really. Writing says tactical retreat would be wise lol.

This would be boring and in many scenarios a new era of N+1 crap. N+! to kill the logi (now tankier) countered by N+1 logi countered by N+1 logi killers...extend the cycle as much as you want.
Cassius Invictus
Viziam
Amarr Empire
#22 - 2015-02-24 10:54:08 UTC
Zan Shiro wrote:
Wynta wrote:

What about balancing them by giving them a smaller rep range, and tank wise they wouldbe 100k with full links. They would be a lot less mobile both on grid and in warp, you could balance it by not allowing it to use MJD, the purpose of the hull would be to provide logistics to BS sized fleets that would not get instantly shredded. Cruiser logistics in a cruiser sized fleet is usually the weaker target, but cruiser logi in a BS fleet is extremely weak. A Logi BC would seek to fill a gap where you needed a tankier logistics and were willing to trade alot of your mobility for it but were not willing to drop capitals.



CCP tried this with t3 logi....and it was not a setup that got many fans on either side.


For the logi types the short range is not liked.

For the kill the logi types often times they settle for bumping (repped or repper) vice killing the t3 or hoping old boy/girl makes a mistake on charging up chargeable mods (tank or cap injects). This the often better course of action for faster removing reps off the field. As its less time than trying to kill the logi.

Current cruiser logi not being tank is imo a planned balance feature. Or else you'd have somewhat immortal logi on the field. At least for small scale stuff. We can argue carrier logi backup sucks but....if a few dropped and you don't have a few to counter the writing on the wall there really. Writing says tactical retreat would be wise lol.

This would be boring and in many scenarios a new era of N+1 crap. N+! to kill the logi (now tankier) countered by N+1 logi countered by N+1 logi killers...extend the cycle as much as you want.


Well scrap the logi then, relay on self-reps or strong buffer (or mixed) and it becomes fun again. Or not? I'm not an expert on huge null battles, but I’m under the impression that dps can alpha anything except titan so logi is not needed there? Can anyone elaborate on this?
Anhenka
The New Federation
Sigma Grindset
#23 - 2015-02-24 15:32:38 UTC
Cassius Invictus wrote:


Well scrap the logi then, relay on self-reps or strong buffer (or mixed) and it becomes fun again. Or not? I'm not an expert on huge null battles, but I’m under the impression that dps can alpha anything except titan so logi is not needed there? Can anyone elaborate on this?


In very large fleet battles, at the start, dps can often volley through anything subcap.

But as the fight continues, the damage for both sides continues to drop. Sooner or later both sides hit the point where they are not alphaing ships anymore. And when that happens logi once again becomes incredibly important.

This happens at a much lower level than you may expect because huge fights are grouped up into multiple smaller fleets on both sides, which have different targets they are shooting at.

So as soon as any of the smaller subfleets hits a point where they are unable to alpha through targets, their enemy logi comes back into play, massively slowing down the rate at which you are able to chew through the enemy.

TLDR: Logi are just as important in large scale combat as in small, although triage can be a workable option for low mobility fleets.
Duchess Starbuckington
Doomheim
#24 - 2015-02-24 18:01:54 UTC
Yes let's fix T1 BCs by adding more, hilariously overpowered, T2 BCs. I see no way this could go wrong. Roll
Harvey James
The Sengoku Legacy
#25 - 2015-02-24 19:28:29 UTC
if you want more T2 bc's .. than they should make the current ABC's (talos/nado/oracle/naga) into T2.

pros
- partial T2 resists
- lower sig
- makes them less common and harder too come by
- allows 4 of the CBC's too be moved into attack bc's instead

cons
- more expensive
- more skill intensive (no bad thing personally)
- new skillbook needed

so it would a new branch of t2 bc's, granted they already exist but hey they are specialised already anyway, its the right thing too do.
and would allow greater variety in the current bc's, brutix/drake/harbinger/hurricane. and nerf the myrm's dps potential so brutix can actually do more would be nice.

pros
- lower sig
- higher speed/mobility
- bonuses could be changed for application bonuses (especially drake)

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Arthur Aihaken
CODE.d
#26 - 2015-02-25 07:53:40 UTC
Maybe we could fix the underlying issues with Combat Battlecruisers first...?

I am currently away, traveling through time and will be returning last week.

Lugh Crow-Slave
#27 - 2015-02-25 08:14:55 UTC
Arthur Aihaken wrote:
Maybe we could fix the underlying issues with Combat Battlecruisers first...?



BUT I WANT MORE SHIPS!!! it's cooler that way
h4kun4
Banana-Republic.
Shadow Cartel
#28 - 2015-02-25 12:28:26 UTC
here is what we have currently:
It is true some ships fill the roles better, especially the Command Ships Damage Roles with less tank, but more speed and the same DPS

Amarr:
1x Drone/Missile BC - Prophecy
1x Laser BC - Harbinger
1x Structure grind BC/Sniping BC - Oracle

1x Missile CS - Buffertank - Damnation - Big Sacrilege
1x Laser CS - Buffertank - Absolution - Big Zealot

Minmatar:
1x Missile BC - Cyclone
1x Projectile BC - Hurricane
1x Instblap/Sniper BC - Tornado

1x Missile CS - Active Reps - Claymore
1x Projectile CS - Active Reps - Sleipnir - Big Vagabond

Gallente:
1x Hybrid BC - Brutix
1x Drone BC - Myrmidon
1x Brawl/Sniper BC - Tracking - Talos

1x Drone CS - Active Reps - Eos - Big Ishtar
1x Hybrid CS - Active Reps - Astarte - Big Deimos

Caldari:
1x Missile BC - Drake
1x Hybrid BC - Ferox
1x Brawl/Sniper BC - Range - Naga

1x Missile CS - Buffertank - Nighthawk - Big Cerberus
1x Hybrid CS - Buffertank - Vulture - Big Eagle

As you see, the claymore is the only CS without a real HAC counterpart which couldnt do the job better because of more speed.
Surely the CS do about 30-50% more dps than the HACs and usually also tank about 30% more, but their inertia and general speed make them hard to use in cruiser gangs and against cruiser gangs.
Also the high skill requirements make them hard to use as fleetships. They clearly fill a niche role.


I dont see anything missing, all other roles can be supported better by other Cruisers or BS.
Just imagine you expand the T2 Cruiser Hulls to T2 BCs
Super Heavy Interdictors
Attack Battlecruisers
Heavy Recons (Also Cloaky?)
Heavy Logistics

please dont
Rayzilla Zaraki
Yin Jian Enterprises
#29 - 2015-02-25 14:57:44 UTC
I agree that there needs to be some more variety in the battlecruiser class and the destroyer class as well. But the hard part is figuring out the proper was to get that variety.

As has been mentioned, the three base classes, frigate, cruiser and battleship, are all nicely fleshed out with adequate variety. The T2 versions of the frigate and cruiser rival or even surpass the T1 "middle children." This place in the progression of Eve ships turns them into "multi-roles" and increasing their power can lead to dangerous power creep.

The first idea that comes to mind would not be T2, but pirate faction variants. But, that can lead to the aforementioned power creep because battlecruisers and destroyers somewhat enjoy that "best of both worlds" position.

The other idea runs opposite the names of the classes. "Destroyer" and "Battlecruiser" both indicate warships. But, what about having T2 variants that are specialized at exploration or as hunter-killers for cloaked ships? That might work. Tailor all the fitting and slots towards that given specialized role but make their weaknesses quite huge. For instance, the exploration version would have a few highs, a lot of mids and some lows. It would have the CPU needed to fit an expanded probe launcher (or, the the CPU cost of the launcher would be a fraction of what it normally is) plus upgrades and analyzers. It could fit CovOps cloak, be super quick for its size and have exploration bonuses (increased range for analyzers, increased virus strength, probe bonuses). However, it would be fragile as hell, no weapon bonus and possibly a slow warp speed. This would work for both the middle classes. They could follow the T3 Destroyer model and have three modes: speed (faster, lower EHP and resistances), scanning (zero speed, a little more armor and decent scanning bonuses) and analyzing (higher HP and resistances, analyzer bonuses (coherence, strength and/or range, but nearly immobile with no offensive capabilities whatsoever (ie if the ship can use drones, any drones out while in this mode are disconnected)). The exploration version could also be used to mount exploration-related gang links.

The last idea could be a silly one, but what the heck. Scaled down carriers. These would sacrifice turret/launcher slots in favor of increased bandwidth and the ability to mount scaled down drone control units. They would not be able to use fighters or fighter bombers. For instance, the Algos micro-carrier would have the bandwidth to launch five medium drones (now only two) or the ability to mount control units to field up to ten light drones (now only five). Do the same with the battlecruiser class (mini-carrier). Bandwidth to field five heavy drones or sentries or mount enough control units to launch ten medium drones. Increase the control range to let them stand off, but make them clunky and lightly armored. Play with drone bonuses to make them viable but remain balanced.

Gate campers are just Carebears with anger issues.

Lienzo
Amanuensis
#30 - 2015-02-26 06:11:17 UTC
It seems like the higher you go up in hull class, the less specialized ships become, despite having more slots. As a way of countering T3s and HACs, instead of having heavy ships that simply do more damage, or tank more damage, let's have a group with improved damage application.

For the Drake line, it will be a ship with bonuses that parallel the Corax. Essentially a hull that maximizes damage against the small sigs of AB HACs and T3s, and enough projection to engage at typical fleet ranges. For the turret ships, add tracking bonuses, or better yet, target sig bonuses, and the drone BCs would essentially be a heavier version of the Algos.

The "classic" heavy hulls will then mainly be preferred for slugging it out with other heavy hulls.

The solution would not be as elegant as differentiating the capabilities of, say, electrons and neutrons to fill certain roles, and seeing certain ships on the field will get more predictable, but at least it would be something.



Another role for command ships (and marauders IMO) could be a module that is a hard counter to logistics. Essentially, it would reduce the incoming repairs to a target subcap ship by a large percent for a duration of time. Rather than function like EWAR on the logi themselves, it would focus on the target of the logi. It would need a cooldown and some drawbacks for the user, like something along the lines of a bastion module's negative effects coupled with reduced incoming repairs and a pronounced visual effect. If it really is like a sacrificial queen though, then it's probably a module that ought to be available to T1 BCs. Such a module would really complement the self-rep line of hulls, improving their fleet role capability.
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