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Strategic cruiser balance pass

Author
Wander Prian
Nosferatu Security Foundation
#481 - 2017-04-26 18:40:13 UTC  |  Edited by: Wander Prian
baltec1 wrote:
I'm basing my working out on what CCP have told us so far with the exception of the null/cov ops combo which I see as too powerful and easy mode and SP loss which is frankly pointless. That said even that is up for discussion. There are some rather simple rules that are going to have to be followed.

First, T3C must be worse than the t2 specialists.

Second, T3C rigs must either be removable without destroying the rigs or just removed entirely.

Third, power grid and to a lesser extent CPU need to be brought down to cruiser levels.

There is a bunch of other tweeks needed but those three things are needed to balance them. The reason I went with what I did is because CCP have stated they want T3C to land somewhere between T1 and navy cruisers. They have not provided any changes to this plan so that's what I had to go with. The reason for the cost is simply to reflect the new position of the ships and what a fair price would be. Use age of these ships would probably go up as they are far more affordable so that should offset the reduction in build cost so WH don't lose out but I would expand the use of WH goods into, say, refinery construction and possibly capital construction. You can even put small amounts into various mod construction given they are doing another mod teiricide this summer. The options are there.

No matter what happens these ships are in for a massive nerf.



To be fair, the tech 2 ships already have the most powerfull bonus for their own speciality. The problem arises from tech 3 -cruisers being able to do many things reasonably well.

Wormholer for life.

baltec1
Bat Country
Pandemic Horde
#482 - 2017-04-26 18:47:56 UTC
A big chunk of the problem comes from the Vast fitting room so bringing that into line is a big help alone.
Frostys Virpio
State War Academy
Caldari State
#483 - 2017-04-26 18:55:29 UTC
Wander Prian wrote:
baltec1 wrote:
I'm basing my working out on what CCP have told us so far with the exception of the null/cov ops combo which I see as too powerful and easy mode and SP loss which is frankly pointless. That said even that is up for discussion. There are some rather simple rules that are going to have to be followed.

First, T3C must be worse than the t2 specialists.

Second, T3C rigs must either be removable without destroying the rigs or just removed entirely.

Third, power grid and to a lesser extent CPU need to be brought down to cruiser levels.

There is a bunch of other tweeks needed but those three things are needed to balance them. The reason I went with what I did is because CCP have stated they want T3C to land somewhere between T1 and navy cruisers. They have not provided any changes to this plan so that's what I had to go with. The reason for the cost is simply to reflect the new position of the ships and what a fair price would be. Use age of these ships would probably go up as they are far more affordable so that should offset the reduction in build cost so WH don't lose out but I would expand the use of WH goods into, say, refinery construction and possibly capital construction. You can even put small amounts into various mod construction given they are doing another mod teiricide this summer. The options are there.

No matter what happens these ships are in for a massive nerf.



To be fair, the tech 2 ships already have the most powerfull bonus for their own speciality. The problem arises from tech 3 -cruisers being able to do many things reasonably well.


Being able to super tank a long point/scram/web or bring meaningful DPS with a long web/scram/point is indeed an issue. I don't personally have an issue with the ship being able to "do it all" somewhat correctly as much as I have an issue with the ship being able to do anything correctly + something else at the same time.
Cade Windstalker
#484 - 2017-04-26 19:27:16 UTC  |  Edited by: Cade Windstalker
Salvos Rhoska wrote:
Welcome to the meta of forum warfare.

The battle lines are already being drawn here, with pre-emptive skirmishes, recon and shows of force.

baltec1 has made a demand that would constitute the single largest nerf to a ship class ever in EVE, many times over, and with far reaching implications.

He wouldnt do that, unless he has reasonable expectations of it succeeding and matching CCPs opinion.
He is not a fool.

Representation of the playerbase here on these forums is skewed, but there are some powers that be that specifically employ players for purposes of activity here in their interests.

Call them lobbyists is you wish. Or propagandists. Both exist.

WH players need to realize, that baltec1s proposal, will reduce their salvage/gas income to <10%, as a result of the cost nerf on T3C/subsystems, plummet in demand of T3C/subsystems as they are nerfed to between T1-Navy Cruisers, and the subsequent massive dump of T3C/subsystems and WH materials in the aftermath that will flood the market.

baltec1 has said that after his proposed nerf, his alliance will not field ANY T3Cs, meaning you will no longer have any market there either for T3C/subsystems and materials.

Think about that.

Its pointless to come at me for pointing these things out.

Instead, address your posts to baltec1 as to how his suggestion will wreck the WH economy, whilst NS interests suffer nothing as a result.


Salvos Rhoska wrote:
Then address your critique to baltec1 on his proposal.

I havent seen you do that once yet.
Instead you address those that critique his proposal.
See what I mean?
Take his proposal up with him.
If you think its bad, tell him so and explain why.

As to being an alarmist, baltec1s proposal has alarming repercussions which I have explained and you have not addressed or refuted.

Its not my proposal.
Its his.
Take it up with him.


Going to address both of these things together.

First off, baltec1 is free to suggest whatever he wants, he and I both know full well that CCP aren't out here pouring over this thread hanging on every word looking for ideas. The presentation and panel at Fanfest made it abundantly clear that CCP already have their own ideas on where these ships are going to sit and what they're going to do with them.

Arguing with the minutia of baltec1's proposal is stupid and pointless. He does not have any control over CCP and several things they've already said already contradict elements of his ideas.

You're the one going on alarmist rants based on what he's posting as if it's what CCP is actually going to do.

When baltec1 goes off the deep end with you then I'll start calling him out on it. Until then I agree with him generally and agree on some specific points, I don't have to post that to disagree with you, especially when I feel you're contributing less to the discussion while being far more vocal.

baltec1 is, at best, speculating. He does not have a direct line to CCP, and if you'd paid any attention to his comments on T3Ds you'd know that his opinion does not always reflect what CCP actually does. Responding to him like his word is god is giving him far too much credit and just make you look foolish, or at one person said here like you've been eating the tin foil...

Now please, if you have any interest at all in this being a productive and civil discussion, take a deep breath and can the hysterics. It's not forming any kind of coherent or logical argument over where you think T3Cs should land, you're just responding and badly to another person's conjecture.
Cade Windstalker
#485 - 2017-04-26 20:38:41 UTC

baltec1 wrote:
I'm basing my working out on what CCP have told us so far with the exception of the null/cov ops combo which I see as too powerful and easy mode and SP loss which is frankly pointless. That said even that is up for discussion. There are some rather simple rules that are going to have to be followed.

First, T3C must be worse than the t2 specialists.

Second, T3C rigs must either be removable without destroying the rigs or just removed entirely.

Third, power grid and to a lesser extent CPU need to be brought down to cruiser levels.

There is a bunch of other tweeks needed but those three things are needed to balance them. The reason I went with what I did is because CCP have stated they want T3C to land somewhere between T1 and navy cruisers. They have not provided any changes to this plan so that's what I had to go with. The reason for the cost is simply to reflect the new position of the ships and what a fair price would be. Use age of these ships would probably go up as they are far more affordable so that should offset the reduction in build cost so WH don't lose out but I would expand the use of WH goods into, say, refinery construction and possibly capital construction. You can even put small amounts into various mod construction given they are doing another mod teiricide this summer. The options are there.

No matter what happens these ships are in for a massive nerf.


And, because fair's fair here and calling Salvos out doesn't really contribute much here...

I personally don't have much of a problem with cov-ops/Nullification though I do think it needs more drawbacks and tradeoffs. Bigger sig and/or less align for one. I do agree that the SP loss should go away, though not so much because I think it's pointless but because I think it pushes new players away from the ships more than it does older veteran player and I don't think that's a healthy dynamic. It effectively adds 650m-1.3b to the cost of losing a hull but a vet can effectively ignore that with passive training, is more likely to be able to buy it off with injectors, and loses less out of his future development by paying it.

Agreed on these needing to be worse in-role than T2.

CCP have already said they're making rigs removable, I think that's a good choice combined with the reduced subsystem options.

Pretty much agree on this one, the "Cap/PWG" subsystem from the fanfest presentation slides has me mildly concerned but that could be balanced by making the other options have 1-2 more slots, so you end up with more fitting but less to do with it or more space but less fittings.

I personally disagree that they're going to come in under navy cruisers and I've yet to see anything strong from CCP on this point. I think the actual effect is going to be equal with Navy Cruisers in role, but with more utility so slightly above them in practice.

Since that puts them slightly below T2 but with more utility I think they'll probably keep about the current cost profile, maybe with a slight reduction. IMO something in the line of 250-300m is reasonable for a ship with bonuses sitting about where the current T3C EWar bonuses are relative to the Recons, assuming the tank and DPS come down to a reasonable level.



Personally I think I'd drop the EHP (they currently have about 50% more base raw HP than a HAC) but leave the T2 resists, either as the upgraded HAC/Logi resists or give them the reduced EWar cruiser resists which makes them fit the tank subs to gain EHP compared to the EWar options. The HP reduction could also be replaced by a significant Sig bloom which would make them T3BCs in all but name.

On top of that the base fittings should be dropped significantly. Then let the Cap/PWG subsystem from the slides trade mid slots for extra fitting space, though probably not quite as much as they have today.

DPS should probably fall somewhere around the level of the current HACs but make them tank generally worse. Either by blooming the sig a lot or blooming the sig a bit and dropping the raw HP down to around normal Cruiser/HAC levels.

Oh and get rid of the SP loss, for all of the reasons given above. There's too much RNG there and it punishes newer players far more than older ones.

So yeah, that's my personal preference/about what I figure they're going to hit, at least in brief.
Jeremiah Saken
The Fall of Leviathan
#486 - 2017-04-27 06:55:53 UTC
Cade Windstalker wrote:
I do agree that the SP loss should go away, though not so much because I think it's pointless but because I think it pushes new players away from the ships more than it does older veteran player and I don't think that's a healthy dynamic. It effectively adds 650m-1.3b to the cost of losing a hull but a vet can effectively ignore that with passive training, is more likely to be able to buy it off with injectors, and loses less out of his future development by paying it.

They have SP because they were OP so without SP injectors there was some CD factor when losing it, now there is not and it has nothing to do with new players. New player can fly titan from day one if he would pay for SP and the hull.

Cade Windstalker summed up where I would see T3C.

Balancing cruiser class ships is very tricky. There are so many classes and variants. Balancing hull that can do any cruiser role and still be useable would be much simpler without some existing hulls (like navy ones). We can nerf T3C to the level of navy hulls and then what? Why do we want another ship that will perform as navy hull and can be switched to something worse than recon? The whole T3C strategicness should be that we don't know in what configuration T3C hull will land of field and can perform as T2 hull with some drawbacks. Not under T2 with drawbacks.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Salvos Rhoska
#487 - 2017-04-27 11:58:44 UTC  |  Edited by: Salvos Rhoska
Id propose:

-Bring dps/tank (overall, in an intermix of factors) to roughly around T2s.
-Keep SP loss.
-Keep materials same as now.
-Remove rig slots (yes, you read that right)
-Reduce CPU/PG to where oversized modules are no longer practical.
-Try to further specialise bonuses of each T3C according to traditional strengths/weakness of that empire, and into different roles.

Result is T3Cs which compares to T2 for combat, but each of the 4 has different refit versatility at the cost of the mats and SP loss. Essentially, a more expensive T2, with SP loss risk, and commensurate versatility.

Rigs:
No rigs will make it easier to balance/diversify bonuses in the change, without players breaking them by shoehorning OPness back in with rigs. I see the value of rig refitting, but I think it just overcomplicates an already complicated issue with subsystems, and is too fiddly, as well as makes T3Cs even more of an aberration as being able to refit both subsystems AND rigs, unlike any other ship class. (TLDR: Subsystems basically replace rigs on the T3Cs.)

SP loss:
This is a core mechanic of T3Cs, and I dont think it should be removed.
It helps counterbalance T3Cs vs T2s.
Whilst yes, the cost/SP loss is easier to absorb by a rich player, this falls under the Golden Rule of dont fly what you cant afford to lose. In the proposal above, T2s and T3Cs will be roughly equal in terms of tank/dps. The advantage of the T3C player will be in versatility, not in outright OPness vs a T2 opponent.

Furthermore, this helps reconcile the difference between T3Cs in fleet actions, and T3Cs flown solo for other purposes.
Nominally, fleets are more likely to suffer attrition, than players that are avoiding PvP. Removing SP loss from T3Cs will only incentivize their use in fleet actions enmasse, whereas in this proposal, they will be roughly as suitable as T2s, but T2s cost less and have no SP loss risk.

T3C diversity:
I strongly endorse further diversifying the defining bonuses on the 4 T3Cs, respectively.
Make each better/optimal than the other at a given task, and also to fill gaps in the existing T2 lineups.

Role bonus:
I also think it would be good to change the universal T3C overheat role bonus.
I havent figured out to what yet as this only recently occurred to me.
But the role bonus is certainly a very prominent facet that can be addressed to open up options for how to bring T3Cs inline that I havent yet seen anyone bring up.
Cade Windstalker
#488 - 2017-04-27 13:29:57 UTC
Salvos Rhoska wrote:
Id propose:

-Bring dps/tank (overall, in an intermix of factors) to roughly around T2s.
-Keep SP loss.
-Keep materials same as now.
-Remove rig slots (yes, you read that right)
-Reduce CPU/PG to where oversized modules are no longer practical.
-Try to further specialise bonuses of each T3C according to traditional strengths/weakness of that empire, and into different roles.

Result is T3Cs which compares to T2 for combat, but each of the 4 has different refit versatility at the cost of the mats and SP loss. Essentially, a more expensive T2, with SP loss risk, and commensurate versatility.

Rigs:
No rigs will make it easier to balance/diversify bonuses in the change, without players breaking them by shoehorning OPness back in with rigs. I see the value of rig refitting, but I think it just overcomplicates an already complicated issue with subsystems, and is too fiddly, as well as makes T3Cs even more of an aberration as being able to refit both subsystems AND rigs, unlike any other ship class. (TLDR: Subsystems basically replace rigs on the T3Cs.)

SP loss:
This is a core mechanic of T3Cs, and I dont think it should be removed.
It helps counterbalance T3Cs vs T2s.
Whilst yes, the cost/SP loss is easier to absorb by a rich player, this falls under the Golden Rule of dont fly what you cant afford to lose. In the proposal above, T2s and T3Cs will be roughly equal in terms of tank/dps. The advantage of the T3C player will be in versatility, not in outright OPness vs a T2 opponent.

Furthermore, this helps reconcile the difference between T3Cs in fleet actions, and T3Cs flown solo for other purposes.
Nominally, fleets are more likely to suffer attrition, than players that are avoiding PvP. Removing SP loss from T3Cs will only incentivize their use in fleet actions enmasse, whereas in this proposal, they will be roughly as suitable as T2s, but T2s cost less and have no SP loss risk.

T3C diversity:
I strongly endorse further diversifying the defining bonuses on the 4 T3Cs, respectively.
Make each better/optimal than the other at a given task, and also to fill gaps in the existing T2 lineups.

Role bonus:
I also think it would be good to change the universal T3C overheat role bonus.
I havent figured out to what yet as this only recently occurred to me.
But the role bonus is certainly a very prominent facet that can be addressed to open up options for how to bring T3Cs inline that I havent yet seen anyone bring up.


Here's why I disagree with some of this and don't think you're going to get a lot of the rest.

First off, you should really watch those Fanfest videos on Youtube. Like a full third of the Ship and Module Balance presentation was T3Cs.

Most of this is guesswork, some of it is directly stated by CCP in the aforementioned videos.

So, things I don't think you're going to get:

The Rigs. CCP have already said they're going to make the rigs removable as a role bonus on the hulls (possibly in addition to the heating bonus, we don't know). Given the reaction so far, and the much reduced number of subsystems already taking care of most of the balance complexity issue, I don't think they have much reason to reverse course on this.

The role bonus. This is probably the *least* OP thing about T3Cs and has remained a defining element of T3 ships.

Materials. CCP already said they're going to re-balance the material costs for the subsystems so that demand for one T3 hull will have more of an impact on that hull as opposed to the others by putting more demand on the core component of that hull's subsystems. No idea where they're planning to lead the overall cost though.

Oversized Modules. If I had to guess CCP are looking to land these as pocket BCs, somewhere between a BC and a Cruiser in terms of sig, speed, DPS, ect. This suggests heavily that oversized modules will be at least niche practical in some cases. Whether or not that includes oversized prop mods... we'll have to see.

Things I disagree with:

The SP loss. This isn't about the ISK cost. Because of how injectors scale it actually costs a new player less to put a T3C skill back than it does an older player. The problem is that the older player doesn't actually have to pay that ISK cost on top of being less likely to lose the ship in the first place. Someone with 160m SP can just retrain the skill normally and probably won't lose another ship in the ~2-5 days that's going to take them.

There isn't even a particularly good argument that SP loss discourages T3Cs in fleets. We've been seeing this for six years now, T3Cs have been a staple of Null, Low, and WH fleets for basically that entire time and not once have I ever heard of a large or even medium sized entity saying they won't use them because of the SP loss.

On top of this because of the aforementioned scaling of Injectors a perverse incentive is created where a dedicated T3C pilot is better off not training more skills so as to not surpass any of the SP thresholds for Injectors and be able to more easily replace lost SP. This further favors older players significantly and essentially asks a newer player to train a different character if they want to use these ships.

Other:

Tank. Doesn't really belong in any of the above, I just think saying "bring them down to T2 levels of tank" is ridiculously non-specific. Among the various T2 Cruisers you have a huge variety of tank levels and tanking styles. Logi have less EHP but tank more on sig, HACs speed tank and have good EHP, Recons don't get full Cruiser resists, and HICs are the flying cinderblock of Cruiser tank.
Salvos Rhoska
#489 - 2017-04-27 14:48:15 UTC  |  Edited by: Salvos Rhoska
Cade Windstalker:
These are in reference to the sections of your post.

1) Rigs:
Rig refitting will be a mistake.
-It complicates subsystem balancing in the changes.
-It makes T3Cs even more complicated and aberrant.
-Not only will T3Cs be unique with subsystems, they will be unique as refitting rigs too.
-Rigs offer too many avenues for shoehorning OPness back into T3C builds.

Better to get rid of rigs on T3Cs altogether, and instead implement subsystems as their substitute.
Much simpler and clearer cut.

2) Role bonus:
We both made a mistake in calling this a "role bonus", when infact its an SP based tiered bonus.
Arguably the overheating bonus is one of the most OP effects on current T3Cs..
In conjunction with their existing high dps and enormous tank, the overheating bonus was a huge protracted stat multiplying bonus with which to leverage already excellent stats against opponents with greater magnitude, for longer.

For comparison, imagine a theoretical HAC with a 25% reduction in overheat damage.
See now how powerful that bonus is?

I maintain the T3C class bonus is a significant option for change so as to bring T3Cs inline.
There is a lot of opportunity there.

3) Materials:
I see no reason to reduce the overall cost of T3Cs, as in my proposal.
Its also important to remember that the materials require WH space gas and sleep salvage, and effect their economy.
If CCP wants to re-align those between the hull and the subsystems, thats fine, as long as the total remains roughly the same.

4) Oversized modules:
I said reduce CPU/PG to make it impractical to fit, not impossible.

5) SP loss:
Since SP loss has had no effect, as you point out, on either fleet use of T3Cs, nor solo nomads, I see no need to remove it.
PvP pilots will still carry that risk in combat, just as PvE pilots will carry the risk in avoiding combat.
The SP loss is a core mechanic of T3Cs, and a counterbalance integral to the value of its versatility.
Standard Golden Rule of do not fly what you cannot afford to lose applies, and in my proposal, T3Cs roughly equal T2s in combat capacity, albeit the T2 is cheaper and incurs no SP loss.

The injector situation is not relevant. That is a player choice, not a balance one.
The ingame or IRL wealth of a player must not be a factor in balance.

6) Tank:
I said "-Bring dps/tank (overall, in an intermix of factors) to roughly around T2s.".
Overall and intermix of factors are the operative terms.
Meaning that a:
T3C fit to run as a Force Recon, has comparable stats.
T3C fit to run as a HAC, has comparable stats.
T3Cs cant operate as HICs.

The intermix of stats between the primary and secondary stats that contribute to tank/dps, can be aligned through the subsystems.
The 4 T3C options can further (as I propose and endorse) be changed to profile them individually towards performing the roles of the various other T2 Cruiser options better than another T3C, but roughly equivalent in intermix of stats to the dedicated T2 class.

Example:

This is already largely the case for Lokis operating as Huginns, which whilst they lack DS immunity, could still operate post my proposal, as web bonused ships with roughly equivalent dps/tank to the Huginn.
Do you see now what I meant?
Khan Wrenth
Viziam
Amarr Empire
#490 - 2017-04-27 15:18:41 UTC
Salvos Rhoska wrote:
-Bring dps/tank (overall, in an intermix of factors) to roughly around T2s.
-Keep SP loss.
-Keep materials same as now.
-Remove rig slots (yes, you read that right)
-Reduce CPU/PG to where oversized modules are no longer practical.
-Try to further specialize bonuses of each T3C according to traditional strengths/weakness of that empire, and into different roles.

I agree with some of these points. But the last point (further specialize) is a bit too nebulous for me to comment on. I think they already embody that point, and probably will even after the CCP rebalance, so I'm not sure what you'd want to be different? Also, I understand the desire to keep DPS/tank roughly equal to T2's, but that's also the sticking point as to why T3C are bad - they are equal to or better than the other cruisers. At the very least, they have to have worse application (either by range, tracking, or both), so that there's still a legitimate reason to consider switching out to HACs.

I also very much agree on the rig slots. Either remove them (make it easier to balance the hulls), or reduce them to 1. It follows the pattern already established by CCP, T1 has three slots, T2 has two slots, T3 should have one slot (both destroyer and cruiser, quite frankly).

As for SP loss, I feel it's a bad mechanic in general because it's only a drawback if you explode. If you have something really OP, naturally it explodes a lot less often than other things. So having a drawback that only kicks in on the rare occasions you've already blown up is kinda...dumb? But if SP loss is going to stay, I say up the ante and increase the number of subsystem ranks you lose. Maybe one of each subsystem?

But I have another idea which intersects another point you brought up...

Quote:
Role bonus:
I also think it would be good to change the universal T3C overheat role bonus.
I havent figured out to what yet as this only recently occurred to me.
But the role bonus is certainly a very prominent facet that can be addressed to open up options for how to bring T3Cs inline that I havent yet seen anyone bring up.


How's about instead of SP loss, we introduce a new role "bonus" for T3C. Role Bonus: pod ejection not possible. Lose your pod upon destruction of the ship. It's certainly not the first time a penalty has been listed as a role "bonus", and it would give pause to those who pair T3C with a really powerful set of implants. And yes it's still a drawback only imposed upon exploding and kinda dumb in that regard, but at the very least I think it's an interesting discussion point.
Salvos Rhoska
#491 - 2017-04-27 16:31:24 UTC  |  Edited by: Salvos Rhoska
Khan Wrenth wrote:
Snip

1) Diversity of T3Cs:
Yes, the bonus rebalance for specialisation is nebulous. Reason for that, is its too involved for me to start parsing it without a balance team and all of CCPs expertise and data. Nonetheless. I stated it as a goal for the purposes of making each T3C more specific, as compared to the other T3Cs. We are talking about only 4 ships. Worst case scenario would be they end up basically copies of each other. I agree they are already quite differentiated (especially the Loki), but I think this change pass is an opportunity to avoid overnerfing T3Cs as a whole, by instead making each of them good for specific roles, alongside being roughly equivalent to T2s at others.

2) Rigs:
Thanks for pointing out the existing rig tiering system. I had overlooked that. I had approached the rigs from them doubling the complication of T3Cs in addition to subsystems, making them even more anomalous to other ship classes as being able to refit both, and also raising the danger of rigs+subsystems resulting in broken builds despite changes. Your observation points out there is already an existing system that comes to the same conclusion: that subsystems on T3C basically replace rigs.

Subsystems are essentially "super rigs". These ships dont need rigs in addition to that, much less refittable rigs.

3) SP loss:
My proposal is that T3Cs roughly equal T2 specialised hulls, in that mirroring subsystem configuration for that role.
To offset that, they most cost more and retain the SP loss risk, as they do now, to pay for the versatility of subsystems (and to support WH gas/salvage market).
The dps/tank nerf in my proposal brings it from current magnitude to be inline with T2s (in whichever role) already will balance the current inequality.

I dont agree with the notion that since rich players can more easily afford it, SP loss should be removed.
Ingame/IRL wealth should not be a balance consideration.
Golden Rule applies: If you cant afford to lose it, dont fly it.

4) Your idea of capsule death is intriguing, but since the SP loss system already exists, its simpler to keep it as is.
This way both new and old, poor and rich, can fit a head full of implants, yet suffer only the same SP loss if their ship is destroyed.
Rich can buy it back, poor can reskill it back.
Nasar Vyron
S0utherN Comfort
#492 - 2017-04-27 17:14:32 UTC  |  Edited by: Nasar Vyron
Honestly, as far as an alternate bonus to the current overheating (which I don't really see a reason to change, it's unique and useful) I'd only see changing to a reduction on SP loss making any sense. Leveling the X strategic cruiser skill to 5 would now have more meaning than currently as it will actually save you SP loss by training this skill as I'd wager to bet most people train to 1 and stop. It makes some sense too since you are more familiar with the hull you would have a better understanding of how to protect yourself in the case of a catastrophic failure (it goes boom).

It's diversity is the exact reason it cannot have the power of T2 ships. That makes them the default choice simply because it would have all of the pros on top of being versatile. The only way this ship can be balanced with it's versatility is if the base stats are brought below that of the T2 hull ever so slightly. Versatility should never come with base power, as it's power is gained through it's versatility. Currently it has the versatility and power/defense/fitting capabilities hitting way above it's weight which is why you see such an outcry.



Quickly, your worries about a hit to WH income seems rather foolish. As I've pointed out before, if these ships are brought into line it opens up the possibility of seeing a new T3 hull released. Who knows, we may actually see a T3BC with the stats we see in the current T3C or more. If this did happen these ships would obviously require more WH materials meaning an increase demand for WH goods. But the odds of us seeing any more T3 hulls remains bleak if they do not first reign in the power of the T3C. I'd think you guys would be in favor of such an outcome.
Salvos Rhoska
#493 - 2017-04-27 17:32:36 UTC  |  Edited by: Salvos Rhoska
T3C stats in specific fits matching the equivalent specialised T2 hulls roughly is not an issue as long as they are more expensive and incur SP loss on destruction.

As I pointed out, though a Loki has web bonuses and is otherwise like a Huginn, it is not DScan immune.
If in that Huginn-like fit it roughly matches Huginn stats, there is no OPness, and the remainder is covered by cost and SP loss.

As to the impact on WH gas/salvage economics, the harder T3Cs are nerfed, the further the impact on WH resources.
Note: WH cannot mine moons.

There are as of this point no announced plans for a T3BC which would take up the slack of that market.
Furrthermore, if T3Cs are brought down to match T2C alternatives, they are no longer OP.
Their versatility is offset by cost and risk of SP loss.
Thus there is no extant impediment to a future potential T3BC line ehixh instead will have to be balanced according to BCs.

The fate of T3Cs is directly linked to repercussions on WH income from gas and sleeper salvage.
Baltec1 jumped off the deep end and wanted them reduced to <10% of current value, which would be catastrophic for WHs.

I instead propose they need no cost reduction, just stat alignment with T2 hulls in whichever specialisation.
The player themself can then decide whether they want the more expensive versatile T3C hull, or the cheaper specialised T2 hull.

Do you see what I mean?

Let the player choose.
Jenn aSide
Soul Machines
The Initiative.
#494 - 2017-04-27 18:14:59 UTC
I think there is a radical option that could make the reletive nerfs needed to make T3Cs not overpowered.

CCp has said that T3Cs will become the only ship that can unfit rigs. This is good because originally strategic cruisers were supposed to be about flexibility, but rigs kill that idea. Why not go a step further.

Nerf the T3Cs to the point where they are always a worse choice than a specialized ship ie not as good as a HAC at HAC stuff, not as good as a Recon at Recon stuff, not as good as a dedicated exploring ship at exploring, not as good as a dedicated mission ship at running missions ect.

Then add one huge versatility item that lets T3C pilots switch roles on the fly. Let Tech 3 Strategic Cruisers (that don't at that moment have a weapons timer) refit from their cargo holds without need of a Ship Maintenance Array or Mobile Depot.

That way, Fleet Commanders would have options other than "crap, lets go home, they brought Rattlesnakes and we fit to fight Hurricanes". Wormholes would have an all in one platform for places they don't have citadels. Explorers could turn into Raiders if the opportunity presented itself etc etc.

If that's too powerful, then consider a hull bonus on Tech3 cruisers. 90% reduction on time to anchor mobile depots (so 10 second mobile depot time, so a tech3 could land , quickly refit and scoot before getting scanned down).

Just an idea.
Salvos Rhoska
#495 - 2017-04-27 18:41:40 UTC
Jenn aSide wrote:
Just an idea.

A) If they are worse than T2s, why fly them.
B) Weapon timer kills the idea, and refitting should require precaution, not on the fly.
C) Technically T3Cs dont have a role bonus, they have a SP tiered class specific bonus.
Cade Windstalker
#496 - 2017-04-27 19:05:16 UTC
Salvos Rhoska
Same deal, slightly different formatting.

1) Rigs:

I get where you're coming from here but I don't think you're taking into account what Rigs offer and how they tend to be used. As things stand the subsystems are getting peared down immensely, from 1024 possible combinations to 81 and we're losing a slot entirely. (4x3 instead of 5x4). They *could* replace rigs with that 5th slot, but I think that's a fundamentally worse option.

Rigs offer a lot of different bonuses, sure, but they're all much smaller in magnitude than even most modules and much less than the subsystems themselves, so replacing three rigs with one subsystem for equivalent benefit would result in cutting off choice and in a subsystem that feels under powered.

Rigs are also a significant source of EHP on a lot of buffer fits, so in order for CCP to account for this they would effectively have to allow you to double-fit tank through subsystems. Just the prospect of this is a bigger mess than just leaving rigs as-is and factoring them into the balance of the ships.

I also don't think that having T3Cs be special for being able to remove rigs adds too much complexity or that uniqueness in this way is a bad thing, so long as the ability is clearly stated and the appropriate warnings are turned off since they won't apply.

2) Role bonus:

First off, the hull skill can't be lost to ship death, and the ship itself is a low tier skill. While this may not technically be a role bonus it's pretty much a role bonus. There's almost no reason to ever fly this ship without the ship skill at 5.

I agree that it's a powerful bonus, but I don't really think it's OP or that it's anywhere near the most broken thing on these ships. They still can't overheat indefinitely and in practice this has just never really factored much into the way the ships play or the reasons people fly them. I think if this were more the case it would mean the ships were getting to a better state rather than being used because they're just stupidly good in every way.

Also the overheating bonus on the hull only increases the duration you can overheat modules for, not the effect. That bonus is on a subsystem and is sticking around as an option in the new subsystems.

Plus the T3Ds have the same bonus, so it seems likely CCP will try to preserve the themeing here and nerf other stats on the ship rather than remove the bonus, which IMO is the better choice anyway since it allows for more granular tweaking as opposed to removing the bonus entirely which affects every module that can be overheated.


3) Materials:
The cost of the ships and the value of the subsystems is largely a result of demand and supply. The cost is going to shift almost no matter what happens here because demand for the ships is going to drop. Given that it might actually be better for the WH economy if CCP made the ships cheaper in terms of build requirements to increase demand for them so WHs don't flood the market with supply.

They've already said they're re-balancing the material requirements, beyond that we know nothing concrete about how the price may or may not change.

4) Oversized modules:
Kinda somantics here, it's possible to fit an oversized AB on a Stabber for bumping, but it's useless for anything else at that point. Impractical to me means there are no practical fits that can use those modules.

Also "oversized modules" is a pretty broad category in general. For example I don't think we'll be seeing Cruisers that are unable to fit LSEs or 1600 plates.

5) SP loss:

I really fundamentally disagree that SP loss is in any way a core mechanics of T3Cs. The T3Ds don't have it, the T3Cs don't need it, and the only reason to keep around the equivalent of an additional 660m-2.6B cost to losing one of these hulls is to justify keeping them at a power level they probably shouldn't be at.

As I said, this affects newbies more than vets and isn't working as any kind of modulator on the use of these ships.

Given that I feel the default should be toward removing the SP loss, given that it doesn't exist elsewhere in the game at this point and has the reverse of a healthy impact on the use of these ships, making them easier for older players to access and use.

6) Tank:

Except based on the mix of subsystems and their layout (again you should really watch the fanfest presentation and use that as a starting point here) we're still going to have the ability to run EWar and tank subsystems. You can't run tank and cloak at the same time, but that still puts a T3C that can tank as well as a HAC able to tank better than a Combat Recon, because the subsystems don't align cleanly to the existing ship roles, and they're not supposed to.

The whole point of a T3C is that you can mix and match things a bit and get something that's not as good at a focused job as a dedicated ship, but maybe brings a little more of something else to the party. You can't really get around this with the way the various subsystems that define the T2 hulls are spread around the different slots.



Lastly, seriously, go watch the part of the Fanfest presentation on Youtube dealing with the T3Cs and where CCP are heading with them. From some of the stuff you've said here it sounds like you haven't seen any of that and haven't factored it at all into your ideas here.
Salvos Rhoska
#497 - 2017-04-27 19:39:41 UTC  |  Edited by: Salvos Rhoska
I have already considered/anticipated your rebuttals and concerns in my proposal.
I am aware of everything you have prefaced as "remember x and y", and they are included.

We approach this issue from different angles, and disagree on much, but dont do me the injustice of presenting as if I dont understand what is at stake or involved. I have not done so towards you, either.

The lines have been drawn.
You made your case and I, mine.
We both rebutted.

Now, we wait for CCP.
Cade Windstalker
#498 - 2017-04-27 19:47:24 UTC
Salvos Rhoska wrote:
I have already considered/anticipated your rebuttals and concerns in my proposal.
I am aware of everything you have prefaced as "remember x and y", and they are included.

We approach this issue from different angles, and disagree on much, but dont do me the injustice of presenting as if I dont understand what is at stake or involved. I have not done so towards you either.

The lines have been drawn.
Now, we wait for CCP.


I'm aware, I did in fact read your entire post, I just disagree with your logic on several points, especially around the rigs. Leaving rigs in place mades it easier to balance the ships because

A. Rigs offer less of a bonus than subsystems and

B. Other ships have rigs, so you only really need to get the base hull options to a balanced point and then rigs can be checked for malign cases. You don't need to take every possible combination into account the way you would with another subsystem option without a clear parallel on an existing hull.

I'm still kinda wondering if you've watched that presentation, because by not at least watching it you're just setting yourself up for disappointment. CCP have already outlined where they're coming from, and you're going to have a much better time of it if you can see where they're coming from and work with that as opposed to just saying that you don't like their entire direction and trying to get them to back-track.

It's quite likely that they've already considered all of these various options and rejected ones that deviate wildly from what they've already got for one reason or another. Trying to propose something radically different is going to end up being like banging your head into a brick wall unless you've got some really really good arguments against the current approach, and looking at what you've presented I don't think you do, just a lot of "well this *might* be harder to balance".
Salvos Rhoska
#499 - 2017-04-27 19:57:15 UTC  |  Edited by: Salvos Rhoska
You just couldnt help yourself.

Had to push the rig issue one more time, as well as throw in a dozen "you" attacks to top if off.



Rigs:
No other ship class has subsystems.
It is more rational to remove rigs from T3Cs, than complicate them with removable rigs in addition to their unique subsystem mechanic.

I mean really?
That T3Cs can swap out both subsystems AND rigs?
I thought the purpose was to nerf T3Cs, not make them even more special?
No other ship class even has subsystems, let alone being able to swap rigs?
Why should these 4 (four) ships be able to do BOTH of the above, when no other ship class can do even one of them?

Subsystems are, effectively, "super rigs", as already replaceable and with greater bonuses.
Adding removable rigs just complicates that even further, and makes T3Cs doubly anomalous compared to other ships.
Its easier to balance subsystem bonuses without rigs, than with removable rigs making a mess of everything.

I dont care what CCP thinks.
Removable rigs on T3Cs is a patently bad idea.
Instead, get rid of rigs on T3Cs entirely, and put the equity into subsystems instead.

The result is that subsystems replace rigs on T3Cs.
THAT makes sense.
Frostys Virpio
State War Academy
Caldari State
#500 - 2017-04-27 20:33:26 UTC
Salvos Rhoska wrote:

A) If they are worse than T2s, why fly them.
B) Weapon timer kills the idea, and refitting should require precaution, not on the fly.
C) Technically T3Cs dont have a role bonus, they have a SP tiered class specific bonus.


A) For the versatility, the thing that is supposed to be the key point of T3C.
B) Why does weapon timer kills the idea? IMO it only mean you have to at least partially disengage if you were in combat.
C) Giving them a role bonus is not impossible during a balance pass. I'm pretty sure they just stamped one on all T1 BC for increased range when they did a pass on them.