These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

How balanced are tier 3 BC's?

First post
Author
Pheusia
Vanishing Point.
The Initiative.
#101 - 2012-03-15 15:05:17 UTC
Mfume Apocal wrote:
Noisrevbus wrote:
...giving true 2km/s kiting missile snipers...


What is wrong with the Cerb in this role?



maybe that it caps out after 4 or 5 MWD cycles
Alara IonStorm
#102 - 2012-03-15 15:30:22 UTC  |  Edited by: Alara IonStorm
Pheusia wrote:

maybe that it caps out after 4 or 5 MWD cycles

I find that that is one of the biggest problems with Cruisers in the game. Battlecruisers have the extra cap to run a Cruiser sized MWD and not have to worry about Cap Problems. Even under neuts they are good running their Tackle, Hardeners and MWD to an acceptable level. The ones who don't like the Harbinger have the room for a Cap Booster. Battleships have the room for a Capbooster as well, it is a standard module on most of them.

Destoryers run stable with an MWD and so do most Frigate. Rifter and Tristan for instance both stable with an MWD. Most Battlecruisers run 20-min to an hour just fit with an MWD. Both the Vexor and Rupture run for around 3 and a half minutes base with an MWD.

Most Cruisers don't have the slots for a Capbooster and some don't have the fitting for a medium one. The Hurricane in a lot of cases runs longer with both the MWD and Neuts on then a Cruiser with just an MWD. To say nothing that it is faster and has more tank then most Armor Cruisers and keeps pace with Cal Shield Cruisers. It is why their are so many of them out there right now.

Cap is such a big issue as a Cruiser pilot. I do hope in the upcoming Cruiser balance that they do take a second look at Cruiser Cap along with speed.
Roime
Mea Culpa.
Shadow Cartel
#103 - 2012-03-15 15:53:21 UTC  |  Edited by: Roime
Thorax wrote:
Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage per level and 5% increase to MicroWarpdrive capacitor bonus per level


Results in 6min 30s cap life, but yeah in general cap is an issue for cruisers.

I only have one kill with the Blastos, but for that job it was the perfect tool. Needed some friendship magic in the form of a Raptor, I guess Tr3s not being solopwnmachines is also a good sign of their successful balance.

Nice addition, as they are also new Big Game for frigates.

Forgot: I saw someone do a lowsec non-rated plex in an Oracle, so guess they are not just pure gankboats.

.

Liang Nuren
No Salvation
Divine Damnation
#104 - 2012-03-15 16:35:49 UTC
Mfume Apocal wrote:
Tobiaz wrote:
"small gang'' warfare is perhaps more an indicator of the fighting style then of actual numbers. The key being strategic mobility with size being determined by factors like the availability of pilots, shiptype, opposing forces, fleet-discipline and the FC's abilities, etc


I disagree, a 50 man nanogang isn't small gang*, but a 3 man RRBS gang is, despite RRBS being the exact opposite of in terms of style. With some exceptions, once you get beyond 10-12 dudes, stuff that is important to small gangs* (utility especially) gets trumped by other considerations (DPS projection, EHP).

*less than 10 dudes


I was searching for how to say this, but that's a good way to put it.

-Liang

I'm an idiot, don't mind me.

Snooze
Deep Core Mining Inc.
Caldari State
#105 - 2012-03-16 00:47:41 UTC  |  Edited by: Snooze
I think you need to keep the terms small-gang and undermanned apart.

I guess the former tend to mean you become the latter though What?.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#106 - 2012-03-16 01:32:01 UTC
Nosirevbus, your gripes with the Naga are predicated upon an inability to adjust your tactics to suit the performance of the ship. All this waah about it having only 3 lows therefore being slow due to no nanos is irrelevant if you pack enough Huginns. Its pretty simple.

Alara Ionstorm raises a good point with cruisers; I can run a MWD nano cyclone for 4.5 minutes with all mods running, but I cant even run an invul on my nano bellicose and have it sit at >70% cap stable. It's 1m 15s with MWD and invul on. That's pretty bad.

Meanwhile, you can permarun a Naga's MWD with nothing else running, and if you do turn on your tank and SeBo/TC's, it lasts for 15 minutes. Or 5-8 minutes if you shoot antimatter - much longer if you shoot thorium. Plus, even without nanos, the Naga still cooks along at 1.5km/s.

Cruisers do need a buff, and capacitor is one thing to look at. Though, of course, the moment you give them more cap, you either create permatanks or neutraliser proliferation. Which wouldn't neccessarily be a bad thing; a 250-350DPS permatank cruiser or the ability to actualy run a neut for more than one cycle.
Noisrevbus
#107 - 2012-03-16 02:59:15 UTC  |  Edited by: Noisrevbus
Trinkets friend wrote:
is irrelevant if you pack enough Huginns

It kind of tie into the other discussion people are having here around us. When you say "bring more Huginns" you essentially say "bring more ships". Anything become "good" with numerical advantages, it's not a good indicator of ship performance. Assume they have more Huginns (ships) than you. The best way to test the mettle of a ship is looking at it's performance when undermanned, as they put it. The problem the Naga has is that it can't keep up with it's peers in a mixed gang and it does have issues with general speed curves even in a uniform gang.

I would never pick a Naga over a Talos unless i specificly aimed to exploit that extra nudge of DPS that only exist in perfect optimal. At any time outside of it's ideal position, the Talos will fare better. Mobile sniping is about moving and adapting afterall (while you suggest people don't adapt tactics to fit the Nagas style well enough, my point is that the Naga don't adapt to tactics around it very well). The upside of the Naga, which i briefly touched upon, is that it at least do have an advantage in optimal conditions. That make it somewhat interesting and not all that bad, because you can aim to exploit that advantage and form a concept around it, which is essentially what you are saying as well. There's two sides to it, with potential and limitation.

Not that i run mixed gangs to any larger degree myself, but i fight them alot - and we thrive on killing isolated, out-of-place ships. I also fight much larger gangs quite frequently (since that's the way the cookie crumbles in EVE these days) and it's very appearant that Nagas are not quite hitting speed averages to kite-snipe. If i don't aim to kite i'd rarely use a Naga over a Rokh. So while i think it's a fair ship with it's own niche appeal and potential, it remains between a Rokh and a hard place.

Mfume wrote:
What is wrong with the Cerb in this role?

The numbers were meant as base figures (ie., where the Cerb today go 1400-1500 m/s; no heat, bonuses or implants). Something i can see the Cerb do for example (as i didn't adress it specificly in the outline post) would be something more in tune with it's Navy companions (the Caracal and Osprey).

Right now it's overshooting warp by 40km and warp-to by 90km. Adapting it to today's climate and giving it a bit of a specialist role (the HAC is afterall a specialist class) by removing one out of two range bonuses and adding a speed bonus will essentially have it go 25% faster while still shooting far by today's standards (see Rook and Tengu), without affecting the trait where Caldari are balanced slow where heavy-shield apply. It comes back to the Naga discussion. When racial trait and class ideals come in conflict, bonuses is a good way to deal with precision.

It's not a question of streamlining either, since how many really fast missile boats are there out there today? It's essentially just the navy Osprey and it has it's own issues, while Caldari as a shield-race have issues adapting into various shield gangs, since shield is usually about mobility in some capacity (mobile sniping, nano kiting).

I am a friend of adapting the ships to the climate instead of trying to reintroduce the old climate of extreme-range, less-mobile sniping. I still belive the game is more entertaining with a variation of different mid-ranges than what it was before when it was essentially 150km sniping, ludicrous nano and point blank. The problem, as with many other- and the top issues in the game, is that after those framework-changes in 2008-2009 (probing, nano), the post-balance was left incomplete in favour of new content - creating a majority of the problems we see here today.



I've remarked on the development cycle before: Apocrypha was very much like Crucible, a bit of an emergency patch (a band-aid) to deal with accumulating issues short-term, meant to be solidified with an ambitious follow-up (Dominion). Dominion however was also largely incomplete and then CCP asked for an 18-month leeway to pursue other design projects outside of EVE. People were upset then, since Dominion had not delivered and that culminated with Incarna and the summer of rage, 24 months later. In that timeframe the game has stagnated with less actors in 0.0, bots becoming a major problem and over-arching balance issues (such as numbers) that stem from 2008, or iteration on the new (band-aid) content introduced then. A year and a half turned into four.

Inferno and the unnamed Dominion 2 is essentially starting over from Apocrypha running iteration on content from back then (POS-interaction, FW, lowsec, war-mechanics) and balancing problems with roots in that era (numbers vs. resources; nano / Tech III, Titan AoE DD / Titan tracking; Sov- and Wormhole interaction).

Pertaining to this thread, even mobile sniping and position-kiting (as reinvented with Crucible) first sprung up in the Apocrypha-era, and the aftermath of the nano and probing changes
.
Cyrina Manto
RBS Inc.
#108 - 2012-03-24 07:18:53 UTC  |  Edited by: Cyrina Manto
Mavnas wrote:
Anize Oramara wrote:
That said it's definitely a PvP ship and has little place in PvE, 'cept maybe dual boxing missions and stuff.


Ok, now I'm determined to find such a place for them! One of my alts uses a failfit Apoc that seems like it was trying to be an oracle before oracles existed (8x tachs, 4x heat sinks, paper tank). It's mainly useful in missions where everything spawns at 60km-90km so i can still use multifrequency, but have plenty of time to pop things while they have low transversal.


Late reply to this, but the talos can run L4's quite well due to its drones.

my fail fit looks like this...

[Talos, New Setup 1]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II

Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
10MN MicroWarpdrive II

425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L
425mm Prototype Gauss Gun, Antimatter Charge L

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5

You can swap to T2 neutrons (also need to drop a magstab for a TE) if you are comfortable getting in close.

DPS is just shy of 600 with rails and ~1100/~790 with Void and Null respectively. All figures w/o drones.

*edit*
Forgot ranges, they are as follows...

425 Rails = 41+39
Neutrons + Void = 8.8+10
Neutrons + Null = 16+29