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[Scylla] Strategic Cruiser Defensive Subsystems

First post
Author
Vincintius Agrippa
Crimson Serpent Syndicate
#221 - 2015-03-05 09:12:32 UTC
Wander Prian wrote:
Rowells wrote:
First

Why do the armor subs get less nerf than the tengus shield sub? Imo the armor subs are extremely powerful considering you can out tank every single subcap using them.



Because they don't have nifty value like shield regen in armor that they could dump the remaining bonus into without screwing up other stuff besides tanking


Added mass from hp increase? Slave implants that directly add up to 55% to armor on top of 20 different other rigs and low slot modules that add extra armor hp to that?

vs. reducing the tanking ability of shield based ships and increasing the ability of ships and weapons to lock and track them. Failz.
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Kagura Nikon
Native Freshfood
Minmatar Republic
#222 - 2015-03-05 14:56:10 UTC
baltec1 wrote:
Rroff wrote:


Point of my earlier comparison was that your far more likely to see links used in conjunction with a T3 than a lot of other ships, even without the links though the overall mobility and sig is out of whack with the EHP by a considerable margin - that isn't to say the answer is to nerf EHP. Changes to T3s should be about making the player make a little more choice/trade off not about taking a chainsaw to any one attribute.


T3 cruisers need to be balanced with the other cruisers not battleships. These thing need a chainsaw applied to to them to drag them down to the point where they don't invalidate T2 cruisers.



the exact point on MY view is. They should be SLIGHTLY weaker than the recon competign ons ame role or the hac competing on the same role. BUT with the added benefit of the overheating capability they have. SO Overheated they might outdo these ships. But SLIGHTLY!!!!!

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#223 - 2015-03-05 14:57:23 UTC
McChicken Combo HalfMayo wrote:
The rail Tengu is used at far ranges and disengages when things get close enough to start shooting it with good DPS. I don't think a nerf to tank is going to change much at all.



If the nerf to the tank also nerf signature radius. THen it can at least be alpha struck.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Rroff
Antagonistic Tendencies
#224 - 2015-03-05 15:00:42 UTC
Kagura Nikon wrote:
McChicken Combo HalfMayo wrote:
The rail Tengu is used at far ranges and disengages when things get close enough to start shooting it with good DPS. I don't think a nerf to tank is going to change much at all.



If the nerf to the tank also nerf signature radius. THen it can at least be alpha struck.


At which point people will just stop using them due to not having enough tank and something else will become the new focus of cries to nerf it into the ground because its OP!!!.
James Zimmer
Republic University
Minmatar Republic
#225 - 2015-03-06 08:38:04 UTC
Rroff wrote:
Kagura Nikon wrote:
McChicken Combo HalfMayo wrote:
The rail Tengu is used at far ranges and disengages when things get close enough to start shooting it with good DPS. I don't think a nerf to tank is going to change much at all.



If the nerf to the tank also nerf signature radius. THen it can at least be alpha struck.


At which point people will just stop using them due to not having enough tank and something else will become the new focus of cries to nerf it into the ground because its OP!!!.


If we're talking about the Tengu, even if it gets a nerf to sig as well as tank, it will still outtank and outrange an Eagle, and will still be the best sniping cruiser in the game. Sure, if a nerfed Tengu fleet fights a Tempest Fleet Issue fleet at the edge of the Tempest Fleet Issue's optimal range, it's going to get torn up, fast. Frankly, it SHOULD get torn up. Cruiser fleets shouldn't do well at playing battleship against battleships at battleship ranges. In the same way that battleships don't do well against speed tanking cruisers at cruiser ranges.

T3 cruisers have a function, but that function should be that of a specialized, very strong cruiser, not a smaller, faster battleship.
Rroff
Antagonistic Tendencies
#226 - 2015-03-06 12:19:49 UTC
James Zimmer wrote:
Rroff wrote:
Kagura Nikon wrote:
McChicken Combo HalfMayo wrote:
The rail Tengu is used at far ranges and disengages when things get close enough to start shooting it with good DPS. I don't think a nerf to tank is going to change much at all.



If the nerf to the tank also nerf signature radius. THen it can at least be alpha struck.


At which point people will just stop using them due to not having enough tank and something else will become the new focus of cries to nerf it into the ground because its OP!!!.


If we're talking about the Tengu, even if it gets a nerf to sig as well as tank, it will still outtank and outrange an Eagle, and will still be the best sniping cruiser in the game. Sure, if a nerfed Tengu fleet fights a Tempest Fleet Issue fleet at the edge of the Tempest Fleet Issue's optimal range, it's going to get torn up, fast. Frankly, it SHOULD get torn up. Cruiser fleets shouldn't do well at playing battleship against battleships at battleship ranges. In the same way that battleships don't do well against speed tanking cruisers at cruiser ranges.

T3 cruisers have a function, but that function should be that of a specialized, very strong cruiser, not a smaller, faster battleship.


Wouldn't want people to all intents and purposes be safe sitting out of range while engaging an enemy I say remove railguns from the game that will solve the problem.
Harvey James
The Sengoku Legacy
#227 - 2015-03-06 15:25:37 UTC
perhaps you could also nerf the resists here too, its not just buffer that makes them OP, give T1 resists or at the very most the same partial T2 resists you gave the T3 dessies (which makes them a little OP btw).

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

PowerFromHouwer
Royal Amarr Institute
Amarr Empire
#228 - 2015-03-06 15:26:26 UTC
Rroff wrote:
Prospector Monk wrote:
Signature Radius: 150 (-15) Tengu Defensive - Supplemental Screening

+5% Shield HP and +3% Shield Recharge Speed per level (previously +10% Shield HP)

Well I guess the lvl 5 mission runner are pleased?


AFAIK (haven't run the numbers) its just to offset the loss of passive regen from the loss of overall HP as its quite a big hit to PVE passive shield tanked setups - don't think you get anything extra out of it.


Didn't do the numbers but less hp for more regen seems favorable
Omnathious Deninard
University of Caille
Gallente Federation
#229 - 2015-03-06 22:51:32 UTC
Harvey James wrote:
perhaps you could also nerf the resists here too, its not just buffer that makes them OP, give T1 resists or at the very most the same partial T2 resists you gave the T3 dessies (which makes them a little OP btw).

Just no, the problem stems from the massive amount of power-grid the ships can achieve and the large buffer bonuses that some subsystems give, the t2 resists are necessary for them to be competitive. They are advanced ships and should not be treated like T1 ships by any means.

If you don't follow the rules, neither will I.

Rroff
Antagonistic Tendencies
#230 - 2015-03-06 23:53:36 UTC
PowerFromHouwer wrote:
Rroff wrote:
Prospector Monk wrote:
Signature Radius: 150 (-15) Tengu Defensive - Supplemental Screening

+5% Shield HP and +3% Shield Recharge Speed per level (previously +10% Shield HP)

Well I guess the lvl 5 mission runner are pleased?


AFAIK (haven't run the numbers) its just to offset the loss of passive regen from the loss of overall HP as its quite a big hit to PVE passive shield tanked setups - don't think you get anything extra out of it.


Didn't do the numbers but less hp for more regen seems favorable


AFAIK its just to put regen back where it was - the loss of buffer in itself isn't huge but the knock on effect on passive regen would mean that many common PVE passive tanked fits would have become useless for the kind of places you'd use a tengu.
Harvey James
The Sengoku Legacy
#231 - 2015-03-07 04:23:51 UTC
Omnathious Deninard wrote:
Harvey James wrote:
perhaps you could also nerf the resists here too, its not just buffer that makes them OP, give T1 resists or at the very most the same partial T2 resists you gave the T3 dessies (which makes them a little OP btw).

Just no, the problem stems from the massive amount of power-grid the ships can achieve and the large buffer bonuses that some subsystems give, the t2 resists are necessary for them to be competitive. They are advanced ships and should not be treated like T1 ships by any means.


just because they are advanced doesn't mean plain better or a massive upgrade, and in this case it just means greater options, jack of all trades, which it can't be be if its just plain better than the specialised ships does it?

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

Jezza McWaffle
Lazerhawks
L A Z E R H A W K S
#232 - 2015-03-09 13:11:37 UTC
And jack of all trades would mean no one would use it.

Wormholes worst badass | Checkout my Wormhole blog

Rroff
Antagonistic Tendencies
#233 - 2015-03-09 14:07:01 UTC
Jezza McWaffle wrote:
And jack of all trades would mean no one would use it.


I don't think twisting T3s back into what they "should" have been will have a net good effect for the game - the game needs something like T3s - from hanging out on a couple of forums that have long running eve online threads that run into the 10s of thousands of posts and 100s of thousands of views one common aspect I see is that the ability to put their own creativity or personal touch on something and showing that off (look at the success of minecraft) interests a good number of players and T3s have some aspect of that (albeit not to the level of something like minecraft) it might seem silly from the perspective of long time players but the customisation options, being a viable platform to "bling" out, the "prestige" aspect (yeah it might seem silly to long time players) and so on draws quite a few players and shouldn't be underestimated - you don't see discussions of things like T2 ships or drakes, etc. in the same way - the other ships that have the same kind of interest are to a much lesser extent marauders and capitals - which tend to be less accessible to newer players anyway.

I'm quite interested in what could be done with the "jack of all trades" original intention for T3s but IMO that would be better done with a new line of ships.
Reaver Glitterstim
The Scope
Gallente Federation
#234 - 2015-03-11 00:45:48 UTC
They still have way too much HP. They get a ton from 1600mm armor plates, considering all the powergrid room they have to fit those, and the high resists which dramatically increase their effectiveness. As long as strategic cruisers keep such high resists, they need to either have much less excess powergrid or a reduction in hit points received from those modules. If their powergrid is cut down a lot and they are given role bonuses to fit weapons more cheaply, then it will fix the hit point issue as well as the 100MN AB problem. It also just plain makes sense, it's a cruiser so it shouldn't have battlecruiser powergrid.

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Harvey James
The Sengoku Legacy
#235 - 2015-03-11 00:54:14 UTC
Jezza McWaffle wrote:
And jack of all trades would mean no one would use it.


well thats complete bull, thats like saying no one uses a swiss army knife cos its not as good as having a proper knife,
versatility and adaptability are powerful tools in themselves.

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

Jezza McWaffle
Lazerhawks
L A Z E R H A W K S
#236 - 2015-03-11 09:30:21 UTC
Harvey James wrote:
Jezza McWaffle wrote:
And jack of all trades would mean no one would use it.


well thats complete bull, thats like saying no one uses a swiss army knife cos its not as good as having a proper knife,
versatility and adaptability are powerful tools in themselves.


Because EVE is the same as knifes?
If it had less tank than a HAC and less DPS than a HAC along with EWAR which is less than a Recon then it would not be used as a fleet ship, period.

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Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#237 - 2015-03-11 13:18:48 UTC
The only way flexibility would allow it to be worse than other classes, but still useful in a fleet would be if it could refit subs/mods on the fly without a depot.

If something like this isn't done and base stats are dropped so that a T3 is worse than a HAC/Recon they'll be utterly pointless ships.
Harvey James
The Sengoku Legacy
#238 - 2015-03-11 14:10:06 UTC
Mr Floydy wrote:
The only way flexibility would allow it to be worse than other classes, but still useful in a fleet would be if it could refit subs/mods on the fly without a depot.

If something like this isn't done and base stats are dropped so that a T3 is worse than a HAC/Recon they'll be utterly pointless ships.


well the refitting part on the fly would be stepping on tactical T3 role really, maybe they will give that too bc's, so it would be a case of it being prefitted with adaptability and versatility before undocking, or using the depot if you have the time and foreknowledge too do so.

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

Jeremiah Saken
The Fall of Leviathan
#239 - 2015-03-11 20:13:33 UTC
Stop repeating those "jack of all trades" or "swiss army knife" nonsenses. T3 hulls are premade for one role not performing all of them. Who would fly a ship that is worse than HAC and cost far more? They will be usefull in PvE but what the point of balancing ship from this side?
For now we can fit modules that are "oversized" (LSE on cruiser hull for example) maybe this is the problem? Fitting 3xMSEII not 3xLSEII makes a difference.

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James Zimmer
Republic University
Minmatar Republic
#240 - 2015-03-12 06:36:37 UTC  |  Edited by: James Zimmer
Mr Floydy wrote:
The only way flexibility would allow it to be worse than other classes, but still useful in a fleet would be if it could refit subs/mods on the fly without a depot.

If something like this isn't done and base stats are dropped so that a T3 is worse than a HAC/Recon they'll be utterly pointless ships.


On the contrary, not only are they the MOST useful ships, they are the ONLY valid combat ships for certain situations, like null PvE. This is not because of their great stats (though it helps), but simply because they can be fit to be interdiction nullified and fit a covert ops cloak at the same time. Marauders are undoubtedly better PvE combat ships in almost every regard, but how many dozens of Tengus do you see in sites in null for every Golem you see?

CCP could nerf T3s down to the level of T1 cruisers and they would still find use, even in fleet battles, because bubble mechanics are extremely powerful. If they haven't prepared with tacticals all over the place, you can force an enemy to act in extremely predictable and precise ways, like landing at a precise spot of your choosing and being unable to warp immediately after they land (Rooks and Kings anyone?). In null, the ability to disregard this effect is much more powerful than a fat tank or good damage projection.

That being said, I think T3 cruisers should be able to switch out between 3 or 4 player-designed, pre-made fits without a mobile depot by parking their ship in space, hitting the button, and doing nothing for 2 minutes or so. It has nothing to do with balance, but simply quality of life, cause it sucks to have to fool around with a mobile depot.