These forums have been archived and are now read-only.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

Let's talk about Capitals and Supercapitals

First post First post
Author
Gemini Tordanis
State War Academy
Caldari State
#401 - 2015-04-21 19:45:43 UTC
Anhenka wrote:
Asuka Solo wrote:
Haatakan Reppola wrote:
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers


No No No No

Delete Triage completely.... (work some, not all, of those bonuses into the hull roles)

That'l make it easier to break capital remote reps with e-war and neuts.... Makes carriers more balancable esp in larger groups and makes remote reps easier to counter with dps if it doesnt go "over 9000" hp/s per cycle.....


You do realize in large fights (You know, those events where you tend to see large numbers of carriers in one place) nobody uses triage because triage carriers die so fast to massed fire it's ridiculous? Half of the EHP of a slowcat carrier, and can't recieve reps. You rarely bring combat triage in expecting to get it back out again.

Removing triage changes massed carrier tactics absolutely none whatsoever.

Oh you didn't understand that?
Well now you do.

Massed carriers don't use triage, cause that removes the purpose of having many of them in the first place.

*Insert rant about the number of people with poor understanding of the topic getting involved in this discussion*



Most, if not all of your posts have excellent points and speak towards your experience in the EVE Universe. I personally agree with many of them. However, I would plead that you try not to be as straightforward with your opinions, as they can come off brutal and condescending.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#402 - 2015-04-21 20:04:51 UTC
Anhenka wrote:
Asuka Solo wrote:
Haatakan Reppola wrote:
MeBiatch wrote:
Carriers. Remove the rr bonus put it in the triage. Super carriers remove the rr all together.


Remove the range bonus from all carrier/sc and give it to triage. Leave rest of the bonuses they currently have, possibly boost the base range on capital RR modules to make them viable in a small fleet of maybe 5-10 carriers


No No No No

Delete Triage completely.... (work some, not all, of those bonuses into the hull roles)

That'l make it easier to break capital remote reps with e-war and neuts.... Makes carriers more balancable esp in larger groups and makes remote reps easier to counter with dps if it doesn't go "over 9000" hp/s per cycle.....


You do realize in BLOB fights of thousands of people with hundreds of carriers (You know, those events where you tend to see large numbers of carriers in one place) nobody uses triage because triage carriers die so fast to massed fire it's ridiculous? Half of the EHP of a slowcat carrier, and can't recieve reps. You rarely bring combat triage in expecting to get it back out again.

Removing triage changes massed carrier tactics absolutely none whatsoever.

Oh you didn't understand that?
Well now you do.

Massed carriers don't use triage, cause that removes the purpose of having many of them in the first place.

*Insert rant about the number of people with poor understanding of the topic getting involved in this discussion*


If Triage isn't used (thanks for your lovely analysis confirming as much) and goes against the spirit of the use of the ship in a multiplayer (and this time i mean blobbing) environment then remove triage and add new e-war capital sized threats to balance it out.

Oh you don't understand the notion of introducing e-war gangs to break the logi chains you can't shoot apart? you do now.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Haatakan Reppola
Science and Trade Institute
Caldari State
#403 - 2015-04-21 20:15:52 UTC
The way i see it Carrier, Dread and SC have good roles in the new sov.
Carrier support for your sub caps, since you dont need a large fleet for anything a single carrier or a few of them, is all you need.
Dread and SC are still realy good at killing Carriers/Dread/SC
Titan do around Dread/SC dps with a much higher cost, Doomsday leaves them stuck in system (no exit cyno)
Anhenka
Native Freshfood
Minmatar Republic
#404 - 2015-04-21 20:46:33 UTC  |  Edited by: Anhenka
Asuka Solo wrote:

If Triage isn't used (thanks for your lovely analysis confirming as much) and goes against the spirit of the use of the ship in a multiplayer (and this time i mean blobbing) environment then remove triage and add new e-war capital sized threats to balance it out.

Oh you don't understand the notion of introducing e-war gangs to break the logi chains you can't shoot apart? you do now.


There is no such thing as the "spirit of the use of a ship in a multiplayer" Such a thing is entirely subjective. Don't project your opinions onto CCP without any hint of a suggestion from them to back it up.

And we are back again to the "Why would we remove triage" part. You said it would "stop carriers in large groups from blah blah blah" which was completely incorrect.

And yet even once you realize triage carriers have nothing to do with what you are trying to accomplish, you still stand on a platform of removing triage, but without even the erroneous assumptions you had before as a reason. Whut?

If you remove the Triage module you kill the role of Triage as a subcap supporter in small to mid sized fleets. This is actually one of the least offensive things about capitals atm. Nobody who deals with them in nullsec views the easily killable Triage carrier as a problem.

An ordinary carrier is all but useless for repping anything except a prelocked FC command ship because of the incredible amount of time it takes to lock a subcap. A t2 triage module gives a 900% increase in scan resolution. Without the scan res bonus, ships die long before you can lock them in a carrier. A carrier that cannot lock a target in a reasonable amount of time is useless for providing support.

Even if carriers could suddenly have triage lock times out of triage, they rep 1/4 the amount of a triage ship per rep, and....

And if you remove the Ewar immunity from triage mode, a single T1 Celestis cruiser with four 71% damps can take two carriers and increase their lock times by 10x over. in a ship totally 20 mil. From 100km away.

YOU DON'T NEED CAPITAL EWAR TO **** UP A NON TRIAGE CARRIER. A CELESTIS, OR A BLACKBIRD, OR A SCORPION WILL DO IT JUST FINE. SO WILL FOCUSED VOID BOMBS


Go ask the CFC about FuckYouFleet. It basically got carrier blobs thrown out as an offense tool single handed by locking down entire fleets of dozens or hundreds of carriers to the point where it would take a minute to lock a carrier, and your lock range was miniscule. And that was before the limitation on drone bunnies made Aeons useless as ewar immune drone triggers.

You are trying to solve a problem that does not exist anymore, and has not for a very long time. Big blob of carriers sitting somewhere? You can't kill them? Grats. Ignore them. They are sitting on one of literally dozens of constellation capture points in the upcoming Fozziesov. It's not like they are going to sit there and grind down an Ihub while you gnash your teeth in impotent wrath.

P.S: If I get a bit cranky sometimes, it's because people spit out "POORLY THOUGHT OUT UNRELATED CHANGE" and then insist it will have "EFFECT COMPLETELY UNRELATED TO THE ACTUAL CHANGE" on a regular basis. And when you point out what was wrong with the idea, they get defensive like you had insulted their sister and double down on insisting it was a good idea after all. You are a wonderful example, since neither of your posting involving changes had any relation to the change you are trying to accomplish.

It's like the t3 nerf commando's that sit around and circle jerk about how t3's should be worse at every single thing than t2's, but when you ask them why would you would ever fly a t3 they sit there and spasmodically shout "VERSATILITY!" over and over again without ever being able to come up with a situation where the "unique" ability to change subs would be a benefit that makes them worth flying.
Gemini Tordanis
State War Academy
Caldari State
#405 - 2015-04-21 21:14:09 UTC
Anhenka wrote:
Asuka Solo wrote:

If Triage isn't used (thanks for your lovely analysis confirming as much) and goes against the spirit of the use of the ship in a multiplayer (and this time i mean blobbing) environment then remove triage and add new e-war capital sized threats to balance it out.

Oh you don't understand the notion of introducing e-war gangs to break the logi chains you can't shoot apart? you do now.



An ordinary carrier is all but useless for repping anything except a prelocked FC command ship because of the incredible amount of time it takes to lock a subcap. A t2 triage module gives a 900% increase in scan resolution. Without the scan res bonus, ships die long before you can lock them in a carrier. A carrier that cannot lock a target in a reasonable amount of time is useless for providing support.
....
And if you remove the Ewar immunity from triage mode, a single T1 Celestis cruiser with four 71% damps can take two carriers and increase their lock times by 10x over. in a ship totally 20 mil. From 100km away.
...
sit around and circle jerk...


I was actually just pondering this. In addition to your point above, this extreme lock time (and subsequently the ease of increasing this lock time even if it was 900% better out of triage) is also the reason the non-triage fighter/solo/fleet/etc carrier is not used often, other than ratting. It is simply not a fun place to be waiting on sensors to do anything fun and/or productive.


If given the Dev paintbrush of awesome, How would you propose to address the non-triage carrier?
Anhenka
Native Freshfood
Minmatar Republic
#406 - 2015-04-21 22:03:36 UTC  |  Edited by: Anhenka
Gemini Tordanis wrote:
If given the Dev paintbrush of awesome, How would you propose to address the non-triage carrier?

Add one more module based mode, so that you have "Normal", "Triage", and "Drones"

"Drones" would be a module based mode like triage, similar to current carrier in terms of bonuses, but without the ability to receive reps. Using it would increase usable drones (Carrier bonus rolled into the module basically), slightly increased fighter damage and application, along with greatly increasing base drone control range so that it can use Sentries at long ranges without DLA's. It would not prevent any ewar, would not prevent you from warping or docking, or jumping. Basically a current carrier with slightly higher damage and application used for ratting, bashing POCO's, POS mods, isolated capitals, camping stations, or hotdropping on individual targets, but useless when expecting heavy resistance due to inability to receive reps.

Module Cycle time would be 10 minutes to prevent coasting out to try and catch reps in combat situations.

"Triage" would remain basically the same. It's what I consider highly balanced in terms of risks and effects. I would however quadruple the cycle time of capital reps and quadruple the amount repaired per cycle on capital reps, while the triage module would bring the cycle time and rep amount back to the same values as current. This would mean triage was more vital for supporting subcaps due to the 12-20 second cycle time of non triage reps, without changing the normal rep/sec of triage or normal repping of structures.

"Normal" (No module required) would gut the pretense of carriers being damage oriented combat ships. It would gain BS level scan resolution and extremely high lock range and sensor strength, would lose the carrier per level drone bonus, the resist bonus, and the ability to field fighters, and would gain powerful range utility bonuses modules designed to bonus other ships or increase damage dealt to a target.

They would gain high range bonuses to webs, paints, and disruptors, or alternatively be able to fit capital modules of these which are basically normal ones with extremely long range, but lower strength in the case of webs.

They would also gain high strength (but not range) bonuses to Tracking Links, Remote Sensor Boosters, and Projected ECCM.

It would NOT get bonuses to Neuts, Nos, Smartbombs, ECM, Damps, or TSB's, as those are not what I would consider direct cooperative force multipliers.

They would continue to be able to use and receive remote repair like current, though the above mentioned 12-20 second cycle time would mean that enemies could quite easily volley through a sub between cycles.

If there is a group of mixed carriers and subcaps on the field, the rational should be:

"I shouldn't go in there because the carriers will increase the damage application of the on field subs enough to **** me up"
Not
"I shouldn't go in there because there's a 100km wide capital sentry Slowcat deathball that will **** me up unless I bring 200 Celestis"



That's my two cents. Obviously this is nowhere near a perfect proposal, and I'm sure there are some significant holes in it atm (Like the power of long range 60% webs), and it really doesn't cover the issue of Supercarriers, but it would remove the issues with how effective unsupported carrier groups can be, would provide a excellent purpose to scatter capitals around capture nodes amplifying the effectiveness of nearby defenders in Fozziesov (or offense, I don't discriminate), and doesn't kill off Triage, ratting/mission carriers, the over time effectiveness of non triage to rep structures, or hotdropping non entrenched targets.

I for one would love to fly a nano 100km 30% web/paint Nidhoggur in Fozziesov. Fuckit, lets roam in one as well.

*Manifesto over* I make no claims about the idea not having issues you might be able to drive a bus through.
Gemini Tordanis
State War Academy
Caldari State
#407 - 2015-04-21 22:47:29 UTC
Anhenka wrote:
Gemini Tordanis wrote:
If given the Dev paintbrush of awesome, How would you propose to address the non-triage carrier?

Add one more module based mode, so that you have "Normal", "Triage", and "Drones"



*Manifesto over* I make no claims about the idea not having issues you might be able to drive a bus through.



I refuse to be the bus driver for this proposal. I like it too much.


The longer module times are excellent. It draws a line between capital & sub-capital gameplay. It also enforces risk vs reward. Whether by mod or by simply deploying fighters (or a mod that's named Deploy Fighters), activatting the 10 min "Drone" carrier mode locks you into that role. The only question I have regarding this would be how we could address the death of all fighters. What if carriers could fit more fighters in their bay when the proposed "drone" mod is fitted?

I certainly agree to your point that there is a pretense that carriers can be damage-oriented (with respect to the existing meta). Your "Normal" mode loses the resists (for Caldari/Amarr), effectively reducing EHP. How could we address that on the other 2 racials that have no resist bonus per carrier skill?


I like the approach. It gives pilots and fleets some versatility when fielding these ships.
Anhenka
Native Freshfood
Minmatar Republic
#408 - 2015-04-21 23:35:29 UTC  |  Edited by: Anhenka
Gemini Tordanis wrote:
The only question I have regarding this would be how we could address the death of all fighters. What if carriers could fit more fighters in their bay when the proposed "drone" mod is fitted?

Your "Normal" mode loses the resists (for Caldari/Amarr), effectively reducing EHP. How could we address that on the other 2 racials that have no resist bonus per carrier skill?


On the first part, I'd say halve the size of fighters, but I say that currently, so w/e.

Honestly though, since the drone mode is primarily meant for solo, hotdrops, or small groups, losing all the fighters while being shot at probably means you got jumped and are about to die. You can fit 18 Fighters + 2k room for non fighters in a carrier drone hold, and if you factor in the 10k corp hangar, you can get 2 full fighter flights + 4k m3 in non fighter drones (if you have a refit buddy or depot). That's already quite a bit.

On the second part, if it were me, Amarr and Caldari would lose the resist bonus and gain a raw armor or hp % bonus, then Gallente would have the Fighter bonus removed (The drone mode on all races would have a 5% fighter bonus per level to compensate for losing the ability to be repped) and replaced with a 5%/5% Repair Range/ Repair Cycle Speed bonus and Nidhoggur would lose the rep strength bonus and replace it with a 5% agility bonus, for relatively rapid movement around a constellation.

Those are not really set in stone either though, could strip it all the way down to the differences just the range bonuses on armor/shield/energy without a second bonus, but that feels bland.
Siginek
Newbie Friendly Industries
CeskoSlovenska Aliance
#409 - 2015-04-21 23:53:10 UTC  |  Edited by: Siginek
Asuka Solo wrote:
If Triage isn't used (thanks for your lovely analysis confirming as much) and goes against the spirit of the use of the ship in a multiplayer (and this time i mean blobbing) environment then remove triage and add new e-war capital sized threats to balance it out.

Oh you don't understand the notion of introducing e-war gangs to break the logi chains you can't shoot apart? you do now.


Just because triage isnt used in situation you play in, it doesnt mean it isnt used at all ... it had crucial role in wormhole combat ... i feel like you are another 0.0 ignorant who thinks only about himself "remove triage i dont use it ... wormholers does? f*ck them, i dont care about anyone else but myself ..."

whatever CCP does to carriers i hope triage would remain +/- same ...
X Gallentius
Black Eagle1
#410 - 2015-04-22 04:28:19 UTC
Remove fighter bonuses from Super Carriers. Bonuses should only apply to fighter bombers.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#411 - 2015-04-22 04:48:05 UTC
Project "umbrella".
Triaged carrier launch a bubble type sphere 10km radius arround carrier. This sphere itself is a force field similar to shield and it's primary and the only role to protect carrier and everyone else inside the sphere out of incoming dps.

The sphere devided by resists types em, therm etc. EHP of such sphere is 1m. Duration 30 sec up to 1min. Activation 1k GJ. So as soon as sphere launched carrier won't able to do any other kind of rep or energy transfer as well as fit in high those mods. However if triage is swithced off carrier could do it's primary role.

Some sort of idea got caught me later this morning.

"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

Gremoxx
Wing Commanders
#412 - 2015-04-22 08:35:15 UTC
I still go with the idea that Supers and Carrier numbers in fleets should be tied to Warfare links and curve where if you go past X number of Supers, Carriers in fleets they will be un-bonused. Where the efficiency of WarFare links is controlled by the fleet mix.

Or possible solution, Supers can only occupy wing command position, carriers / dreads only squad positions.

Structure bashing and repping is going to be thing of the past, so Triage and Siege is not going to be needed. With them being stripped down and re-modded, one way of keeping them versatile is by giving them MODEĀ“s in one form or another.

In unchanged form, there will be no purpose to Supers and Carriers other than to cause lag and prevent gameplay, which in a way they do already.
Siginek
Newbie Friendly Industries
CeskoSlovenska Aliance
#413 - 2015-04-22 09:08:57 UTC
X Gallentius wrote:
Remove fighter bonuses from Super Carriers. Bonuses should only apply to fighter bombers.


and how does this help? they are alredy nerfed to peak, how does nerfing them even more help with current situation?
Phoenix Jones
Small-Arms Fire
#414 - 2015-04-22 11:49:50 UTC
TL:DR Ranged AOE from Dreadnoughts are a bad idea and should not be considered in even the slightest.

Kenji Noguchi wrote:

And again, we miss the "here are the reasons" part after the "this is the truth" part. It seems you're not as good at explaining things and actually engaging in productive and positive argument as you are at stating your opinions as fact expecting the rest of us to agree with you just because.


I could sing you the greatest song on the planet and you would still come back saying "its terrible because I say so".

I'm not trying to convince you that your idea is a bad idea. I am flat out stating to everybody around you "this is a bad idea".

"Here Are The Reasons" (with quotes for easy viewing)

1) AOE camps at range (Basically Screw Smart Bombs on a gate, let me bring a group of dreads to AOE the area whenever a gate flashes at 50 to 200 km away). Wanna wreck a undock, blam.

2) Removal of the use of smart bombs (because now I can smartbomb at range).

3) Lets screw over every light frigate, interceptor and interdictor pilot because "WHAM" aoe. At least if you want to smart bomb, you have to refit your ship to equip one, means a depot, or a Nestor or something similar. This way? Anything comes towards you that risks any type of non heavy tackle, dead.

4) Drones out? Let the dreads take care of them cause "AOE every drone dead".

5) Lets do a mission? Why bring anything but a dread. Warp in, AOE, wow dead x's everywhere.

I'm not trying to convince you that your idea is bad. The sky is blue, you believe its pink. I'm not going to convince you and you are not going to convince me. You wanted reasons and truth, you have it.

Enjoy.

Yaay!!!!

Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#415 - 2015-04-22 15:25:36 UTC
AOE dreads wont be overpowered since dreads cant track worth a damn. Shell only goes boom if it hits something, and then its a very small amount of the dps as aoe.

Make the AOE determine applied damage like bombs,; frigates are fine if they are not running MWD.
Phoenix Jones
Small-Arms Fire
#416 - 2015-04-22 15:50:35 UTC
Kazaheid Zaknafein wrote:
AOE dreads wont be overpowered since dreads cant track worth a damn. Shell only goes boom if it hits something, and then its a very small amount of the dps as aoe.

Make the AOE determine applied damage like bombs,; frigates are fine if they are not running MWD.


Except they don't function like bombs. This isn't a 1 shot deal with a reload timer and a 12 second flight time. This is instantaneous damage at range, repeatedly, with each shot, with no maximum cap (anymore than 7 bombs, your blowing up your own bombs, there is a damage cap on them). There would be no damage cap on these as there is nothing in space to destroy.

0 Flight Time
Repeat damage
infinitely scale-able with more dreads you bring out with no end cap (you could potentially bring enough dreads to aoe destroy every subcap in a area in under 3 seconds). Now while you could bring enough dreads to alpha a subcap currently, it is on a 1 to 1 scale, this would obliterate that scale.

They have to be balanced with current gameplay, not remove all other gameplay except for blap AOE Dreadnought.

Yaay!!!!

Gemini Tordanis
State War Academy
Caldari State
#417 - 2015-04-22 17:16:22 UTC  |  Edited by: Gemini Tordanis
I only see AOE weapons as doing very little, or doing WAY too much damage.

Balancing issues aside, I don't see why an AOE weapon system is needed.

I get the feeling this is just a wishlist item with no direct, concise reason to exist. In the event I am way off base, I will give you the benefit of the doubt. Why would AOE damage even be remotely useful? What specific problem exactly are you proposing to solve by giving Dreads AOE damage?
Enya Sparhawk
Black Tea and Talons
#418 - 2015-04-22 19:18:23 UTC
Hmmm... anyone ever consider giving them SOV bonuses like Sovereignty Structures... give these ships a dual role for conquering/controlling systems.

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

MeBiatch
GRR GOONS
#419 - 2015-04-22 21:23:02 UTC
If they removed the rr bonus from carriers and built it into the traige then i would like to see the introduction of logistic battleships. Logi bs would help scale capital fights but be vulnerable to both capital and sub cap fleets.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Gemini Tordanis
State War Academy
Caldari State
#420 - 2015-04-22 22:30:32 UTC
MeBiatch wrote:
If they removed the rr bonus from carriers and built it into the traige then i would like to see the introduction of logistic battleships. Logi bs would help scale capital fights but be vulnerable to both capital and sub cap fleets.



Interesting, however Logi BS modules should only benefit capital ships (i.e. long cycle time or useable on XL hulls only). Otherwise you will see invulnerable subcap fleets.