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[December] Command Destroyers

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Author
Moraguth
Ranger Corp
Vae. Victis.
#481 - 2015-11-20 21:10:18 UTC  |  Edited by: Moraguth
Maksmad wrote:
Question for CCP or someone with access to SISI.

Command Destroyer skill - what rank is it?

Question to CCP

Command Ships - will it be renamed to Command Cruisers?

thx


I'm on sisi now. Command destroyer skill is rank 6. Cost 20M.

lvl 1 00d 00h 35m
lvl 2 00d 02h 46m
lvl 3 00d 15h 40m
lvl 4 03d 16h 42m
lvl 5 20d 21h 46m

I have remapped to train spaceship command/weapon skills fast and have +5 implants in.

The skill for the MJFG is the same for all the micro jump drives, so nothing new there.

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in" dictionary.com/abaddon

Maksmad
BRUTAL GENESIS
GaNg BaNg TeAm
#482 - 2015-11-20 22:05:38 UTC
Moraguth wrote:
Maksmad wrote:
Question for CCP or someone with access to SISI.

Command Destroyer skill - what rank is it?

Question to CCP

Command Ships - will it be renamed to Command Cruisers?

thx


I'm on sisi now. Command destroyer skill is rank 6. Cost 20M.

lvl 1 00d 00h 35m
lvl 2 00d 02h 46m
lvl 3 00d 15h 40m
lvl 4 03d 16h 42m
lvl 5 20d 21h 46m

I have remapped to train spaceship command/weapon skills fast and have +5 implants in.

The skill for the MJFG is the same for all the micro jump drives, so nothing new there.


Thx very much for the info! Rank 6... very high but was expected having in mind Command Ships is rank 8...
Maksmad
BRUTAL GENESIS
GaNg BaNg TeAm
#483 - 2015-11-20 22:07:47 UTC
Janeway84 wrote:
Maksmad wrote:
Question for CCP or someone with access to SISI.

Command Destroyer skill - what rank is it?

Question to CCP

Command Ships - will it be renamed to Command Cruisers?

thx


if they are going to rename Command ships it should be Command battlecruisers P



hahaha true :)
elitatwo
Zansha Expansion
#484 - 2015-11-21 00:14:14 UTC
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Moraguth
Ranger Corp
Vae. Victis.
#485 - 2015-11-21 00:26:38 UTC  |  Edited by: Moraguth
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


The problem is, none of the new destroyers have specific bonuses to mining links, so they would be just as effective on a Strategic Cruiser, BC, Command Ship, Carrier, or Titan. The only ships that give bonuses to the mining links are the orca and rorqual. ... I think. It's been forever since I've fit mining links.

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in" dictionary.com/abaddon

FT Diomedes
The Graduates
#486 - 2015-11-21 00:49:02 UTC
Moraguth wrote:
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


The problem is, none of the new destroyers have specific bonuses to mining links, so they would be just as effective on a Strategic Cruiser, BC, Command Ship, Carrier, or Titan. The only ships that give bonuses to the mining links are the orca and rorqual. ... I think. It's been forever since I've fit mining links.


None of those other ships can get inside a shattered WH to give out bonuses...

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Moraguth
Ranger Corp
Vae. Victis.
#487 - 2015-11-21 01:35:22 UTC
FT Diomedes wrote:
Moraguth wrote:
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


The problem is, none of the new destroyers have specific bonuses to mining links, so they would be just as effective on a Strategic Cruiser, BC, Command Ship, Carrier, or Titan. The only ships that give bonuses to the mining links are the orca and rorqual. ... I think. It's been forever since I've fit mining links.


None of those other ships can get inside a shattered WH to give out bonuses...


Very true! I didn't consider that. These new destroyers would at least give you SOME form of mining bonus. It would still be nice to have an ORE destroyer to provide mining bonuses like the Orca. It wouldn't even need to be T2 at that point. Maybe it could even have some sort of ore bay to make each ninja trip into the shattered WH a bit more profitable.

Ah, but that would be a discussion for another thread.

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in" dictionary.com/abaddon

Yasuo Aldent
Center for Advanced Studies
Gallente Federation
#488 - 2015-11-21 02:58:23 UTC
Cephei Kells wrote:
CCP Rise wrote:


More than any module/mechanic I've worked on, this is an attempt to expand fleet sizes and tactics, not limit them. I believe (as long as the numbers end up somewhat balanced) this is one of the most promising 'sandbox' module/ship additions we've done recently and the fact that we have no idea what players will do with it feels really great and exciting.


The problem that I'm seeing is that anchoring in a fleet doctrine which isn't specifically a fast moving/kiting doctrine is pretty much dead now as this new AOE MJD has the ability to remove your ships from logistical rep range and with the addition of RR falloff you have a much tighter bubble to where you can turtle with a doctrine meaning its easier than ever for a single person to MJD all your dudes off and force them to warp off and back to the fight. Rewarping to the fight is a moot point if its your logistics who get blinked as everything will be dead by the time they return.

The point I'm getting at is there needs to be a counter to this which is not just killing the ship attempting to do this as the simple counter to that is to fling 5-6 of these at a hostile fleet and watch them scatter while not being able to do anything about it.

Please do not release this without there being a competent counter because this will honestly kill all fleet combat which isn't cerbs and ishtars.



Competent counter == Scram.
Done
Stjornuvindur
Binary Aesthetics
#489 - 2015-11-21 04:44:14 UTC
+1 for these boats. A lot more choices we currently ignore become interesting and addresses some current concerns.

Counter is simple as already posted. Scram it before it jumps, they are then irrelevant. Soon, this will be doable with a HIC bubble so locktime is irrelevant.

If I don't want to get blinked the scanres on my boat becomes a concern. If I'm flying something too large for me to fix my scanres for lock/scram < 6s then I must bring support for my fleet, inducing more variety in comps.

I can move heavier boats through massively overbubbled gates without giving up # of pilots x 1 midslot for MJDs or being 'slippery'. I can also remove interdiction probes from my trapped vessels, or pick up hostile ones and drop them back on their own fleet.

I can move my fleets around the soon to be gigantic grids without burning around like a peon.

Positioning when you're already 'set up' in shiptypes we are all familiar with becomes less of an I Win button. Hopefully reducing 'you jump into us', 'no we jumped into you last time, YOU jump into US' bullshittery.

Counterplay for bombs < not that I care personally but big complaint in 0.0 yes?

Far too many positives for us to ouinouin here I think.

The lack of variety in the hulls is a disappointment however. Tut tut. I hope we can expect that to change as time goes by.

Ellendras Silver
CrashCat Corporation
#490 - 2015-11-21 05:44:46 UTC
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


bonus will be less as it does not give specialized bonus, if PVP ships can get bonuses from destroyer i think it is only fair to give miners something equally good.

[u]Carpe noctem[/u]

elitatwo
Zansha Expansion
#491 - 2015-11-21 07:07:04 UTC
Ellendras Silver wrote:
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


bonus will be less as it does not give specialized bonus, if PVP ships can get bonuses from destroyer i think it is only fair to give miners something equally good.


Maybe but you can get +18.75% yield with one tech2 link on a Ferox, take it or leave it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Skir Skor
Stay Frosty.
A Band Apart.
#492 - 2015-11-21 07:11:32 UTC
Very poor return on training this ship to V.

Command Ships are an x8 but give 1 DMG bonus, 1 Application Bonus and 3% to links effectiveness. We are only getting a 2% bonus to a single link and a 5% reduction to MJ spool up.

I'm a big fan of, if it worth training, train it to V, but with this idk.
Abbot Jackson
Project Nogero
#493 - 2015-11-21 08:03:24 UTC
Cephei Kells wrote:
CCP Rise wrote:


More than any module/mechanic I've worked on, this is an attempt to expand fleet sizes and tactics, not limit them. I believe (as long as the numbers end up somewhat balanced) this is one of the most promising 'sandbox' module/ship additions we've done recently and the fact that we have no idea what players will do with it feels really great and exciting.


The problem that I'm seeing is that anchoring in a fleet doctrine which isn't specifically a fast moving/kiting doctrine is pretty much dead now as this new AOE MJD has the ability to remove your ships from logistical rep range and with the addition of RR falloff you have a much tighter bubble to where you can turtle with a doctrine meaning its easier than ever for a single person to MJD all your dudes off and force them to warp off and back to the fight. Rewarping to the fight is a moot point if its your logistics who get blinked as everything will be dead by the time they return.

The point I'm getting at is there needs to be a counter to this which is not just killing the ship attempting to do this as the simple counter to that is to fling 5-6 of these at a hostile fleet and watch them scatter while not being able to do anything about it.

Please do not release this without there being a competent counter because this will honestly kill all fleet combat which isn't cerbs and ishtars.


the counter would be another command destroyer right next to your anchor that can immediately jump your fleet right back to where it was or have a command destroyer with your logi so that it can bring them within range. Twisted
Rivr Luzade
Coreli Corporation
Pandemic Legion
#494 - 2015-11-21 09:52:48 UTC
Abbot Jackson wrote:
the counter would be another command destroyer right next to your anchor that can immediately jump your fleet right back to where it was or have a command destroyer with your logi so that it can bring them within range. Twisted

Or simply dedicated Arazu/Lachesis with scrams in your 2 fleet groups that instantly lock and scram the destroyer.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

FT Diomedes
The Graduates
#495 - 2015-11-21 10:24:33 UTC
Stjornuvindur wrote:
+1 for these boats. A lot more choices we currently ignore become interesting and addresses some current concerns.

Counter is simple as already posted. Scram it before it jumps, they are then irrelevant. Soon, this will be doable with a HIC bubble so locktime is irrelevant.

If I don't want to get blinked the scanres on my boat becomes a concern. If I'm flying something too large for me to fix my scanres for lock/scram < 6s then I must bring support for my fleet, inducing more variety in comps.

I can move heavier boats through massively overbubbled gates without giving up # of pilots x 1 midslot for MJDs or being 'slippery'. I can also remove interdiction probes from my trapped vessels, or pick up hostile ones and drop them back on their own fleet.

I can move my fleets around the soon to be gigantic grids without burning around like a peon.

Positioning when you're already 'set up' in shiptypes we are all familiar with becomes less of an I Win button. Hopefully reducing 'you jump into us', 'no we jumped into you last time, YOU jump into US' bullshittery.

Counterplay for bombs < not that I care personally but big complaint in 0.0 yes?

Far too many positives for us to ouinouin here I think.

The lack of variety in the hulls is a disappointment however. Tut tut. I hope we can expect that to change as time goes by.



The HIC bubble does not scram you - only the targeted scripted version. Still a relatively minor point, since scramming is an easy counter.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Minyarrtarri
Matari Dark Ale
#496 - 2015-11-21 12:15:40 UTC
Okay, let's look at this again. A BS can micro-jump itself, but a tiny little destroyer can micro-jump everything in a 6km radius? WTF? Shocked

This should have been built on a BS hull. How can a destroyer possible have enough power to do this? At least try and keep it real..

Having recently come back I was suprised how (extremely) awesome T3 destroyers are. I guess destroyers are flavor of the month now.

If I read correctly, we can also expect a ninja ice-mining frigate with a 15,000m3 ore bay. IT'S A FRIGATE, FFS!

The way things seem to be going, if we ever get T3 Battleships they'll be able to alpha titans with a narrowband DD or something equally over the top.
Abbot Jackson
Project Nogero
#497 - 2015-11-21 12:21:23 UTC
This seems really cool. The more I think about it the more excited I get. And it's coinciding with the crazy graphics updates! YES. Things are going well.

I agree with afkalt on the highsec thing, but it's not worth debating because it's not going to happen. the only point i'd like to make is that making sure that everything goes smoothly/according to plan for missioners, miners, incursion runners and Jita Undock is really bad for the game. I can think of a lot of highsec pve and station game scenarios where the MJD portal thing would help the aforementioned groups.

But enough of that.

Several ideas. Warning: pretty much stream of consciousness ideas that came to mind after reading this thread.

1. To people who are saying that this favors kitey doctrines (ishtars, cerbs, tengus), I think that's wrong. With these things you can teleport your higher dps brawly armor gang right into optimal range. Also, as far as I know, alignment is maintained [SOMEONE SAID THIS IN THE THREAD, CAN ANYONE CONFIRM?]. So you can have two CD's: #1 is facing towards the enemy's logi, waiting for it to be 100km away, and #2 is facing 180 degrees from where #1 is facing. #1 lights the MDJ Portal thing, and #2 lights its MJD Portal thing right afterwards, and the enemy logi should appear right in front of your vindis and bhaalgorns. This would obviously require a lot of player skill, but my point is that these things can bring the enemy to you just as well as it can keep you away from the enemy. I bet blaster doctrines will become a thing when these fuggers get implemented; and if you have a problem with that, then you should biomass in game.

2. 6km radius isn't that big. Some people ITT have been acting like an entire, 100+ man fleet could be teleported by one of these things. I want to see a blob keep 500 people in 6km. Well, I guess it would be 12km diameter, which is pretty big. Idk, I guess this is more of a question, how many people can fit within the MJD Portal's range without everyone just bumping out? How much space does a F1AnchorBlob take up? As for logi, logi are rarely within 6km of each other, and they certainly have room to maneuver out of the CD's vector while staying within cap transfer/rep range.

3. The main problem with these things that I see is that in really heavy TiDi, people will be able to fly these things close to perfectly. And that might make it so that battles never end [or never really begin, depending on how you look at it]. In other words, there's a sort of N+1 aspect to these things where, in heavy TiDi, if an FC sees an enemy CD burning in to MJD his fleet, he'll say "okay, one of my CD's anchor up on the enemy CD and bring my fleet back once they get teleported". Basically fleets will just try to bring the most CD's to be able to deliver more MJD Portal phaggory, and therefore a better control of movement on the grid, than the enemy. This is just in heavy TiDi; in normal time I think things generally move fast enough where a high level of player skill will be required for them to be effective at all.

4. I think this is going to increase the amount of fleet doctrines that there are. As I said before, BLASTER DOCTRINES HELL YEAH TwistedTwistedTwistedTwistedTwistedTwisted. Maybe even just a squadron of high dps blaster boats, say Nexeqs, that can lurch forward into a fleet, grab vulnerable ships, then slither back into rep range with a bunch of droneless ishtars in their jaws. Or just stay there and keep raeping. Also Apocs and other battleships that apply damage really well at ~100km; just get everyone in fleet to partner up with a scram buddy, let your enemy try to get under your guns while shooting them, tell everyone to scram inside their partner's warphole, and then have your CD's jump the enemy back into optimal range. This could work with big or small battleship comps. OOH OOH ALSO: bomb teleporting. This may be unrealistic, but there could be a industrial ship filled with bombs just sitting next to a full bomber wing that is sitting like 500km from a fight, and the bombers could just continuously send a stream of bombs down a CD network/"daisychain" [not sure what this name means] at an enemy fleet. Just sitting there carpet bombing. It would be a Human Centipede! Not sure how long the CD on the rear end of it would survive though.

5. The links aren't going to be used. I spent like 30 seconds wondering why these "link ships" are being mixed with this glorious new mechanic, but then decided to just not question it and let it happen.

HOLY ****. CAN'T WAIT. I APPROVE 100%.

BRING IT INTO HIGHSEC.
BRING IT INTO STATIONS.
BRING IT INTO THE GOD DAMN LOGIN SCREEN.

CCP <3 <3 <3 <3 <3 F**K THE HATERS!
Zero Conscience
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#498 - 2015-11-21 13:04:33 UTC
CCP Rise wrote:
Quote:
Please do not release this without there being a competent counter because this will honestly kill all fleet combat which isn't cerbs and ishtars.


If this kind of tactic becomes really common it is always an option to either defend your logi/fleet with long range scrams to use on the incoming Command Dessies or, if you don't have another option, simply scram your own fleet. Smile




Then we need to be able to activate our own scrams on our own ships? Then the player has a tactical choice to make.
Cavazos
Regiment Of Naga Association
OnlyFleets.
#499 - 2015-11-21 13:49:25 UTC  |  Edited by: Cavazos
I feel these ship should be able to fit 2 links without command processors since it gets bonuses for 2 type of links as well since it is a destroyer hull and could utilize its mids for better things to make it a battlefield worthy ship besides just warp in and mjd group and leave since all of its CPU will be taken by the command processors or link(s).

also, since these are suppose to fit a role of speed and tank I think 2 links would be perfect or if you don't make it 2 links do something. I see these as fitting the damnation/claymore/vulture/eos FLEET command ship role. to be able to make a slight difference on the field for its fleet rather than everyone saying meh lets just use a t3 command ship or even a CS since it has better link bonuses and survivability.
Lloyd Roses
Artificial Memories
#500 - 2015-11-21 13:55:08 UTC
elitatwo wrote:
aldhura wrote:
What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :)

These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR support instead of the MWD bonus.


Hmm.. nobody is stopping you from fitting mining foremen links on them.


But Gallente/Amarr blnkblink only got 3 turret slots, that's a major hurdle to overcome being limited to basically 60% max gas huffing yield. Pls Buff.