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Player Features and Ideas Discussion

 
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Sansha should get their missiles back

Author
Bright Noa
The Scope
Gallente Federation
#1 - 2015-03-07 18:13:00 UTC
Why? Well there's the selfish reason of I like missiles, first of all.

Another selfish reason. I trained an alt up before my break to fly Sansha. When you guys removed their missiles it felt like a big downer to lose those weapons. I understand they're easier to train for now with no real damage loss, but it still felt like a let down.

A Lore reason is they're kind of known for their missiles. They even have powerful faction missile launchers.. and yet no ships which can still mount them.

For play reasons, Sansha ships are sort of one trick ponies right now offensively. The fact that defensively they have a strong Amarr/Caldari feel mix only intensifies this. Yes I understand that drones help mitigate this, but if they ever release pirate drones, the likely damage type sansha'll have based on the Shadow means that a Sansha themed ship will still be restricted.



My suggestion:

Provide 1 missile bay option for Succubus and Phantasm, and 2 for Nightmare. Don't give them any bonuses to these weapons. Just allow them as supplemental, so if we want, we can add something else to the high slots besides the tired energy draining gear which we see a lot on them. Gear which is more in the domain of the Blood Raiders, and yet feels almost required sometimes because there's no reason to fit anything else right now.

This will make Sansha ships more adaptable, able to increase their Anti-Shield DPS, or give them a little bit of extra punch once they get in to armor, to make them a bit more threatening against both shields and armor.

I don't think the extra weapons will make them too OP, as long as they get no bonuses to their missiles, keeping them as unrequired side weapons, especially for the Nightmare which actually has reason to field other gear besides just energy draining toys. No increase to CPU or Powergrid should also help keep it from becoming OP. If they are OP because of this, then I'd suggest a very slight reduction to missile fire and/or reload time to tone down the extra damage.



I know this is kind of a silly suggestion and maybe I'm just being nostalgic but.. I just really miss seeing both lasers and missiles on Sansha ships, and considering its price tag, while it is lower than I remember it being, it's never been particularly justifiable in bringing in to PvP. Maybe this would help change that. At 100mil more than the Mach currently I have zero incentive to run a nightmare outside of missions. I've even seriously considered retraining the alt to run Angel Cartel. Sansha deserves better. It deserves its missiles back.
Anhenka
The New Federation
Sigma Grindset
#2 - 2015-03-07 20:01:27 UTC
Balancing around nostalgia is a bad idea.
So is adding features because of shaky lore reason instead of in game function and balance.
The main reason I guess I should ask is "Why?"

Why does this make the game better? How dies it make the game better? How much extra dps or functionality are we talking here?

Nightmare has plenty of extra grid and CPU, letting those slots be used for missiles would allow adding two Rapid Heavy Missile launchers for around another 110 DPS without damage mods or bonuses.

Do you think that CCP would just add these slots and not take away anything else from it?

I for one would rather not CCP gimp my ships a bit so you can relive novelty nostalgia fits that are not effective in PvP anyway.
Nevyn Auscent
Broke Sauce
#3 - 2015-03-07 20:48:24 UTC
Are there currently 2 Missile based pirate factions (One primary/one secondary). How many Laser based pirate factions are there? Leave Lasers alone, you have plenty of missiles already.
Bright Noa
The Scope
Gallente Federation
#4 - 2015-03-08 04:02:32 UTC
Nevyn Auscent wrote:
Are there currently 2 Missile based pirate factions (One primary/one secondary). How many Laser based pirate factions are there? Leave Lasers alone, you have plenty of missiles already.


I never said do anything to lasers. Where is this coming from?
Bright Noa
The Scope
Gallente Federation
#5 - 2015-03-08 04:16:40 UTC
Anhenka wrote:
Balancing around nostalgia is a bad idea.
So is adding features because of shaky lore reason instead of in game function and balance.
The main reason I guess I should ask is "Why?"

Why does this make the game better? How dies it make the game better? How much extra dps or functionality are we talking here?

Nightmare has plenty of extra grid and CPU, letting those slots be used for missiles would allow adding two Rapid Heavy Missile launchers for around another 110 DPS without damage mods or bonuses.

Do you think that CCP would just add these slots and not take away anything else from it?

I for one would rather not CCP gimp my ships a bit so you can relive novelty nostalgia fits that are not effective in PvP anyway.


I explained why, admitted to the selfish parts, pointed to lore (which, I get it, you don't care about lore and immersion, but I do.), and to reasons for how it would help make the ship all around better.

It needs a buff. I didn't suggest taking anything away from it. Everyone always points to other pirate factions when someone says "I wanna fly Sansha!"

This is a buff which actually makes sense, because they have faction launchers. It's a buff which would be easy for them to put in. It's a buff that wouldn't substantially benefit them to an extreme degree, I believe.. and again, if it did, I suggested a counter. Maybe something like -2% fire rate / +2 seconds reload time per active laser turret because power is being rerouted from the loader to the lasers.

That's just off the top of my head, obviously, but when you complain about "do you think CCP would just add these slots and not take away anything else from it?" It's like you didn't read the fact that I suggest providing counters that only directly have an effect on missiles. Think outside of the box a little on how it would be possible to balance the addition of missiles if they proved to be too effective on Sansha ships.
Anhenka
The New Federation
Sigma Grindset
#6 - 2015-03-08 04:48:47 UTC  |  Edited by: Anhenka
People direct you to other ships because Sansha ships are fairly niche in their application in how they fit into common fleet types. This is NOT THE SAME THING AS BEING UNDERPOWERED.

If we assume that Sansha is balanced, and that we then add capability, by definition the ship is now more powerful that it was at its previously balanced state.

Thus if CCP is going to add capability in one form, they are almost certainly going to take it away in another.

That is as basic as I can possible explain it to you.

CCP will not just flat up give the Sansha line flexibility to add more DPS without taking away stats in one form or another.

It doesn't matter if you then give them a negative bonus to prevent them from being overpowered (Which by the way is absolutely terrible game design), you are still adding flexibility in fitting and function, which is a buff, which means that it gets nerfed in comparison.

But I suppose I can't stop you from stomping around insisting that "No it wouldn't be a buff, and no CCP wouldn't take anything away in return, and why won't you see the genius of my RP proposal?!?!"

Unless CCP judges a ship to be underpowered (Which they don't in regard to the entire Sansha line), when CCP giveth, CCP taketh away.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#7 - 2015-03-08 14:35:20 UTC
Nevyn Auscent wrote:
Are there currently 2 Missile based pirate factions (One primary/one secondary). How many Laser based pirate factions are there? Leave Lasers alone, you have plenty of missiles already.


actually there's 3

Blood raiders,,,,,,,,,,, granted the highs are normally fit with nuets and some capless weapons system if any
SoE........................... technically get bonuses to lasers, whether or not they're good on these ships is beyond me
and well shansha for gigajoules of rays of holy indignation.

but yes already too many missile based pirate ships, and shansha ships are in a really good spot now.

Wylde Kardde
Center for Advanced Studies
Gallente Federation
#8 - 2015-03-11 11:46:21 UTC
Tusker Crazinski wrote:
Nevyn Auscent wrote:
Are there currently 2 Missile based pirate factions (One primary/one secondary). How many Laser based pirate factions are there? Leave Lasers alone, you have plenty of missiles already.


actually there's 3

Blood raiders,,,,,,,,,,, granted the highs are normally fit with nuets and some capless weapons system if any
SoE........................... technically get bonuses to lasers, whether or not they're good on these ships is beyond me
and well shansha for gigajoules of rays of holy indignation.

but yes already too many missile based pirate ships, and shansha ships are in a really good spot now.



I agree and to a further extent there are too many missile ships overall. The new Mordus Legion ships just adding moar missilepalooza to EvE and roaming stealth bomber gangs 1/3 the reason everyone's battleships are in drydock (the other reasons being mobility nerf and T3 cruisers).

If sansha core designs were ever reimagined id expect them to be armor tanked and cloaky since they look like something out of a Jules Verne novel (nautilus). If it were up to me I'd make them fancy stealth bombers and the nightmare would be more like a black ops (faster cloaked base speed, Jump Drive, Covert Portal) maybe give it the widow's ECM since it's half Caldari, idk how much applicable use there is here but if you saw something like this drop in on u it would be more space pirate-like in my opinion but it won't happen.

The Origional Intention of Pirate BS's... pvp

Nightmare X-type Burn out

https://www.youtube.com/watch?v=ZyajGLoe0Kc

SOL Ranger
Imperial Armed Forces
#9 - 2015-03-11 12:04:40 UTC
I agree on the sole reason that it would add some more flavour to overall very rigid ship fitting design on many ships, there should be more missile slots on most ships to contest alternative utility modules and just to allow more controversial fits.

Also I don't see anything wrong with allowing some unbonused quite minor extra dps in the form of missiles or guns instead of the near obligatory neuts/SBs.

Having more options in the form of fitting decisions is a good thing.

The Vargur requires launcher hardpoints, following tempest tradition.

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#10 - 2015-03-11 12:37:12 UTC
When I saw the title, I thought it was about making Sansha ships missile-based, instead of lasers. Personally I think their lasers show how really advanced they are, and since they now are very fast ships, they would be quite similar to Mordu's ones. Missiles would be cool, but right now they wouldn't fit that much.