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[April] Battlecruiser Warp Speed and Warp Rig Tweaks

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ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#141 - 2015-04-05 04:56:19 UTC
I have removed a double post.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Cade Windstalker
#142 - 2015-04-05 04:58:15 UTC
Sizeof Void wrote:
CCP Fozzie wrote:
We are planning to change the penalty on Warp rigs into a Signature Radius increase (like the penalty on shield rigs). This penalty matters quite a bit for large nullsec fleets and small ships (two areas where we want to be cautious about the power level of warp speed rigs) but is much less important for smaller gang activities in large ships, as well as for mission runners. We hope that this change will open up some new interesting fitting options that people will enjoy.

From my own experience, the CPU penalty is preferred over yet-another-sig-radius penalty, partiicularly since the sig radius penalty persists, even when NOT actively warping.

CCP Fozzie wrote:
At the moment the two sets of warp rigs have -CPU penalties, which are among the most harsh penalties that rigs in EVE can have.
In truth, I can't recall any case where a CPU penalty on a rig has been a problem for my own ship fits.

Logically, though, I think it would make more sense to penalize ship velocity, as a trade off to increased warp speed.


If you don't run into CPU issues you must be flying Caldari, who generally have very generous CPU fittings. As a rule CPU is harder to increase than Powergrid and more expensive on smaller ships by a large margin than Powergrid.

Also the argument about the penalty persisting when not actively warping doesn't make much sense since all rig penalties persist even when the thing they're related to is not actively in use, and a sig radius penalty while warping would do absolutely nothing. Even if you're talking about a sig bloom when you hit the warp button you can get around that by simply aligning and then hitting warp.

Arthur Aihaken wrote:
Sizeof Void wrote:
From my own experience, the CPU penalty is preferred over yet-another-sig-radius penalty, partiicularly since the sig radius penalty persists, even when NOT actively warping.

I agree. Let's also not forget that this will also make it easier to lock ships when trying to get through gate camps and you're going to take more NPC damage in PvE with a larger signature radius.


In theory, yes. In practice you'll rarely find it pushing you over the threshold to a new server tick with most fits against most opponents.
Kagura Nikon
Native Freshfood
Minmatar Republic
#143 - 2015-04-05 23:17:06 UTC
Arthur Aihaken wrote:
Aiyshimin wrote:
Warp speed was the least of BC issues and improving it has absolutely no effect on the sad state of BCs.

It's a start.




Getting there less slowly does not solve the problem. If you cannto keep up with cruisers you are out of the game for any mobile fleet. If the fleet doe snto require Cruiser speed, that means it will be flying at battleship, or even more likley CARRIER speed.


BC and Battleships need to still take time to arrive at battle, but when they arrive they need to brign more oomph.

Give battlecruisers some inTERESTING bonus, somethign like 33% bonus to AB speed. That will give them some capability that other ships do not have.

And battleships simply need more raw DPS and EHP (their effective DPS after trackig is usually worse agaisnt cruisers than the dps of cruisers against them, resulting in a scenario where battleships are very weak (except the ones based on drones and alpha strike)

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#144 - 2015-04-05 23:19:09 UTC
Baron Wikkheiser wrote:
They will still be terrible. Cruisers are all too fast, any joe blow in a pirate faction or T1 can get over 3k/s overheated. What was once a specialized attribute is now very common and the large amount of high speed hulls now heavily favors tracking bonused platforms or cancerously cheesy RLML and drone platforms

The emphasis on small and fast will erode interest in this game for people who were brought in by the stories of the large battles with large ships. I didn't stay subbed so I could spend the entirety of my playtime on EVE sitting in a breacher in FW sites or flying a t1 cruiser. I stayed subbed and trained because I wanted to fly battleships and destroy other big ships.



In past speed was a minmatar thing. But ccp NERFED the speed advantage of minmatar.. .made gallente almsot as fast, made some amarr ships even faster.. and made caldari so LIGHT and agile that they are the best ships with oversized sped mods.

Right now the WORSE RACE for speeding is minmatar.

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

Cade Windstalker
#145 - 2015-04-06 01:19:33 UTC
Kagura Nikon wrote:
In past speed was a minmatar thing. But ccp NERFED the speed advantage of minmatar.. .made gallente almsot as fast, made some amarr ships even faster.. and made caldari so LIGHT and agile that they are the best ships with oversized sped mods.

Right now the WORSE RACE for speeding is minmatar.


Here are the base Agility, Mass, and Speed values for T1 and T2 frigates and destroyers, and T1 Cruisers (which is all I could bother with doing). If you'll note, Minmatter have the top ship in raw speed in every category, and their slowest ship is still faster than one (or more) of the slowest ships in every other race.

Also base mass has very little to do with how effective a ship is with an over-sized propulsion module. Because the module adds a large amount of base mass when active the key factor is the inertia modifier for the ship, and Caldari are generally toward or at the bottom. The closest competition Minmattar have for a combination of speed and agility is the Gallente, and they still win out in raw speed.

Kagura Nikon wrote:

BC and Battleships need to still take time to arrive at battle, but when they arrive they need to brign more oomph.

Give battlecruisers some inTERESTING bonus, somethign like 33% bonus to AB speed. That will give them some capability that other ships do not have.

And battleships simply need more raw DPS and EHP (their effective DPS after trackig is usually worse agaisnt cruisers than the dps of cruisers against them, resulting in a scenario where battleships are very weak (except the ones based on drones and alpha strike)


Tweaking the BC bonus is an interesting idea, and certainly they're rarely used as cheap fleet-bonus platforms as they are currently, though we'll have to see if that holds up when OGBs are eventually removed.

Giving Battleships more EHP could also be interesting, as could changing up their smaller guns to be more effective against smaller ships (by that I mean the smaller calibers within Large sized guns, like Ion and Electron Blasters, 650mm and Dual 425mm ACs, and maybe add something below 1200mm Arty. Giving them more raw DPS though would completely change way too many dynamics in the game, especially the rate of reward for most PvE content that uses a Battleship. Buffing the EHP or improving the tracking or signature resolution on the smaller calibers of Large guns doesn't have nearly that sort of wide-reaching effect.
James Baboli
Warp to Pharmacy
#146 - 2015-04-06 02:34:28 UTC
I think the sig penalty will kill some kinds of fits using the warp speed rigs. As in, make them splode quite a bit.

I also think that the biggest issue with battlecruisers is a slightly higher than warranted sticker combined with a oversized mass and sig, with a generous agility modifier. All of these are fcould be fixed with fairly minor changes that break few fits, but make CBCs more competative

I would love to see something about the following:
5% or so mineral reduction
cut the sig to around the 200 mark for CBCs, with about the same split from a base sig of 250. drop maybe 5-10 sig on the ABCs as well, for a much smaller change to these ships which currently perform much better.
Drop the mass about 7% and tweak agility to compensate, which makes nanos and other agility equipment more effective, as well as 10mn props.
nudge base lock range and scan resolution up a touch.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

afkalt
Republic Military School
Minmatar Republic
#147 - 2015-04-06 08:35:12 UTC
You know, it wouldn't kill just to ditch the drawback completely. There are other rigs like this and reducing tank/gank for a non combat benefit is arguably enough of a trade.
Delarian Rox
Science and Trade Institute
Caldari State
#148 - 2015-04-06 11:19:19 UTC
What i need to be happy BC

1) Lower MJD cooldown
it's pretty balnced but you know... 150 sec cooldown for MMJD and i'm a happy guy. (effectively it's a 100ms/sec increase in overal speed over the current version)

2) More lock range.
to be able to jump to a pre-locked target as many BSs do.
Kagura Nikon
Native Freshfood
Minmatar Republic
#149 - 2015-04-06 13:30:44 UTC  |  Edited by: Kagura Nikon
Cade Windstalker wrote:
Kagura Nikon wrote:
In past speed was a minmatar thing. But ccp NERFED the speed advantage of minmatar.. .made gallente almsot as fast, made some amarr ships even faster.. and made caldari so LIGHT and agile that they are the best ships with oversized sped mods.

Right now the WORSE RACE for speeding is minmatar.


Here are the base Agility, Mass, and Speed values for T1 and T2 frigates and destroyers, and T1 Cruisers (which is all I could bother with doing). If you'll note, Minmatter have the top ship in raw speed in every category, and their slowest ship is still faster than one (or more) of the slowest ships in every other race.

Also base mass has very little to do with how effective a ship is with an over-sized propulsion module. Because the module adds a large amount of base mass when active the key factor is the inertia modifier for the ship, and Caldari are generally toward or at the bottom. The closest competition Minmattar have for a combination of speed and agility is the Gallente, and they still win out in raw speed.

.


Real eve is not like that. The MASSIVE acceleration advantage of gallente means they outpace minmatar EASILY at the start of the combat, and they can get tackle (and in tackle range they win, purely and simple).


Also the Bonus do overheating MWD DENIES any racial speed advantage. No other overheat bonus is SEVERAL TIMES larger than the bonus a module modifier gives ( nanos for example). That means that It does not matter that you have 10% higher max speed. The other ship that is more agile just need to Overheat at some point and you wil NOT have time to react, because the speed boost is too massive.


Someone that cannot catch a minmatar ship , while using a gallente ship of same class is just a horrible player, or stuck in a very very singular scenario ( for example, battleships react slowly enough that the acceleration means less).

The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).

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

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#150 - 2015-04-06 15:05:39 UTC
Kagura Nikon wrote:
Wise words

I have a lot of experience flying Gallente ships, 'Ceptors, and other fast movers. Pretty much everything you said is accurate. Minmatar will go the fastest in a straight line given enough time to get to speed, but the more you maneuver the more agility comes into play. Gallente will get up to speed faster and recover speed more quickly after a course change. So in terms of actual combat maneuvering, especially short bursts, Gallente will usually come out on top.

Overheated MWDs in particular really kill Minmatar speed superiority. A Minmatar ship can be pulling away from a Gallente assailant, but if that Gallente ship overheats their MWD it's over. The higher acceleration, plus the reaction time and server delays, mean that the Minmatar pilot won't be able to react in time to maintain range.

Having said that, I feel that Gallente ships should be the most maneuverable over short bursts (at least their blaster boats). Given their typically limited weapons range (blasters), they need to close range quickly to apply damage. It's just that, as things currently stand, Minmatar ships aren't maneuverable enough overall to be the kings of speed anymore.


Kagura Nikon wrote:
The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).


They are good at what they're supposed to be good at. Their relative performance compared to other ships doesn't change that. The problem is that they're not the best at what they're supposed to be the best at. There lies the issue.



Back on topic, I feel that this tweak to BC warp speed and warp speed rigs is a really good thing. It makes sense from a consistency standpoint (same fractional relationship as Frigate -> Destroyer and Cruiser -> Battlecruiser), and it also makes it far easier to boost the speed of slower ships to help them keep up with roaming fleets. You no longer need two rig slots (warp speed rig and CPU rig) to get a battlecruiser up to cruiser warp speed; instead, you could use a warp speed rig and an agility rig and get a much closer approximation of cruiser warp performance if you wanted.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Arthur Aihaken
CODE.d
#151 - 2015-04-06 15:11:13 UTC  |  Edited by: Arthur Aihaken
CCP Fozzie wrote:
This will mean an 8% increase in Battlecruiser warp speed, to 2.7au/s for T1 BCs and 3au/s for Command Ships.

It occurred to me that this whole proposal is a stealth null-sec buff, and has very little to actually do with improving Battlecruisers. It's basically an improvement for Command Ships.

• We give Command Ships a 3.0 AU/s warp speed which allows them to keep pace with null cruiser fleets. The fact that Battlecruisers also receive a slight warp speed bump doesn't really change their role or application (anything a Battlecruiser can do most T2 or T3 cruisers can do better).
• We take away the CPU penalty for hyperspatial rigs to make it easier for null fleets to fit. The fact that there is a signature radius hit doesn't matter since null fleets can offset this. This also makes it easier for locking faster ships trying to get through null-sec.

Combat Battlecruisers still suck, and Battleships continue to get neglected.

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

stoicfaux
#152 - 2015-04-06 18:21:30 UTC
Warp Speed Rig Penalty: Disruptors/Scrams work at a longer range against ships fitted with Warp Speed Rigs.

Rationale: Rigs aren't super-engineered, so the boost in warp speed comes at the result of having a more "fragile" warp field.

Or not. My vote is for "not."

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#153 - 2015-04-06 19:27:18 UTC
So if we continue the trend of dessie/bc comparison. Dessies have the combat role bonus of 50% more optimal. Bcs have a role bonus for links, which lets face it, its rare a t1 BC is doing link duties.

So, would it be possible to add a similar range (or tracking) bonus to BCs?

Examples:

Hurricane gets a falloff bonus
brutix gets an optimal bonus
harb gets an optimal bonus
ferox gets a tracking bonus (dont think this needs more optimal as it would step on the vulture)

That would let some of these ships find a better fleet role, and add some new elements for solo/small gang.

Though if anything, they should embrace the MMJD and at least give it a cooldown reduction on BCs.
Kagura Nikon
Native Freshfood
Minmatar Republic
#154 - 2015-04-06 22:21:59 UTC
Well, It has been several years sicne last time I saw a BC field a command link.


So why not drop that bonus, and put something else onits place? A small prop mod bonus for example... or an extra 10% resitance on the racia l resitance profile..

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

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#155 - 2015-04-06 22:33:20 UTC
I'm liking the whole "switch from links to another bonus" idea. Maybe have the "tankier" T1 CBCs (Drake, Myrmidon, Prophecy, and Cyclone) keep their role bonus to warfare links and give the "gankier" T1 CBCs (Ferox, Brutix, Harbinger, and Hurricane) something along the lines of T1 Destroyers or MMJD enhancements?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Iroquoiss Pliskin
9B30FF Labs
#156 - 2015-04-06 22:35:12 UTC
Gud idea, but then give Battleships a role bonus as well. Blink
Stitch Kaneland
The Tuskers
The Tuskers Co.
#157 - 2015-04-07 00:01:58 UTC
Iroquoiss Pliskin wrote:
Gud idea, but then give Battleships a role bonus as well. Blink


Why?

Like destroyers, battlecruisers are slightly larger than what they are intended to fight. Their added size allows them to fit the necessary weapons/tank (at the cost of speed) to help assist battleships for cruiser (maybe frig) defense. The same thing as a dessie. Theyre meant to kill their frigate counterparts, or supplement cruiser+ for support roles (in theory anyway).

Battleships requires said support, otherwise some can be solod by a good frig pilot.

Now, i wouldnt be opposed to a role bonus on a BS, but at least BS get use in fleets from time to time (tempest fleet, napoc etc). When was the last time we had hundreds of drakes, canes, harbys, brutix on field? I have heard of the MMJD drake doctrine, but havent heard much about it in a long time. So if something needs some life injected into it, its bc's.


Cade Windstalker
#158 - 2015-04-07 00:11:19 UTC
Kagura Nikon wrote:
Real eve is not like that. The MASSIVE acceleration advantage of gallente means they outpace minmatar EASILY at the start of the combat, and they can get tackle (and in tackle range they win, purely and simple).


Also the Bonus do overheating MWD DENIES any racial speed advantage. No other overheat bonus is SEVERAL TIMES larger than the bonus a module modifier gives ( nanos for example). That means that It does not matter that you have 10% higher max speed. The other ship that is more agile just need to Overheat at some point and you wil NOT have time to react, because the speed boost is too massive.


Someone that cannot catch a minmatar ship , while using a gallente ship of same class is just a horrible player, or stuck in a very very singular scenario ( for example, battleships react slowly enough that the acceleration means less).

The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).


Check the agility numbers again (align time) the difference between Minmatar and Gallente ships is *tiny* and the faster speed of the Minmatar ships easily compensates in most cases, putting them at a higher speed faster than the equivalent Gallente ship. In the few cases where this isn't the case the difference is so tiny as to not matter.

For example, this is a graph of the velocity of the Claw and Ares over time as they accelerate from zero. Note that at every point in the graph the Claw is moving faster than the Ares. Also because the Minmatar ships are generally more agile than the Gallente ones they respond better to a propulsion module as well since propulsion modules add a mass penalty as part of their activation to mitigate the speed increase and reduce agility. This means that an Ares and a Claw fitted with a T2 MWD align in almost exactly the same amount of time.

I'll see about editing in the source data for the graph to my original spreadsheet so other people can make their own tests and comparisons.
Cade Windstalker
#159 - 2015-04-07 00:15:34 UTC
afkalt wrote:
You know, it wouldn't kill just to ditch the drawback completely. There are other rigs like this and reducing tank/gank for a non combat benefit is arguably enough of a trade.


Interesting idea, but out of curiosity which other rigs don't have any sort of drawback? I can't recall any right off the top of my head despite also recalling that they exist. Would be useful for comparison in power level.

It's clear from this thread and the amount of debate over Battleship warp speed that warp speed is very much a powerful thing to have so many it is appropriate for these rigs to have a drawback?

stoicfaux wrote:
Warp Speed Rig Penalty: Disruptors/Scrams work at a longer range against ships fitted with Warp Speed Rigs.

Rationale: Rigs aren't super-engineered, so the boost in warp speed comes at the result of having a more "fragile" warp field.

Or not. My vote is for "not."


I don't think this would be possible since the range is dictated entirely by factors on your ship and this would require the range bonus to effectively recalculated every time you target someone (I just got finished watching the Dogma presentation from Fanfest yesterday).
Iroquoiss Pliskin
9B30FF Labs
#160 - 2015-04-07 00:23:16 UTC
Stitch Kaneland wrote:
Iroquoiss Pliskin wrote:
Gud idea, but then give Battleships a role bonus as well. Blink


Why?


Agreed.

The sooner the cornerstone concept of the Battleship dies, the better. BC role damage bonus is go. Smile