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T3 BC fleets are so fail in mid-large scale PvP

Author
Torothin
Crimson Dawn Enterprises
#1 - 2012-04-17 14:28:15 UTC  |  Edited by: Torothin
Ok, well I was willing to give these ships the benefit of the doubt. But in the past 3 months all I have seen from these ships is that they die. They are just not effective. They are too slow, too under tanked, and too expensive. They were said to be the next big thing and I hoped that they were and that is why several people still fly them. But in all honesty and all trolls aside, you are much better off flying with 720 arty Canes.

Every engagement that I have seen and been in against t3 BC's all they do is die. I'm not sure what needs to be done to these ships but so far they are very lack luster with the exception of very niche roles. Entities fly them as sniper but the issue is they are too slow and do not have enough HP. LRH gangs are a much better option due to mobility alone. Maybe we have fought against incompetent FC's. I'm not sure. But we have fought several different entities using these ships and all they do is die. Thoughts?
Fatyn
D-sync
D-sync.
#2 - 2012-04-17 14:36:31 UTC
Clearly TEST are just a bit too good, and need nerfing.
Torothin
Crimson Dawn Enterprises
#3 - 2012-04-17 14:37:42 UTC
Can we not try to stay constructive and actually contribute to this topic?
Nalha Saldana
Aliastra
Gallente Federation
#4 - 2012-04-17 14:48:24 UTC
With a good FC they are really good at sniping, ive seen both great and awful fleets and it really depends on what you are trying to do and how you do it.
Torothin
Crimson Dawn Enterprises
#5 - 2012-04-17 14:51:20 UTC
All I have seen is they die when it comes to LR fleets. They lack mobility and lack the needed buffer for Scimmy's to be effective.
Noisrevbus
#6 - 2012-04-17 14:54:51 UTC  |  Edited by: Noisrevbus
The dimension Tier 3 BC added to the game was putting more ships in the [80] 100-150km kite-sniping bracket (with some added bi-effects such as Blaster Talos or AC Nados usurping typical Vagabond roles in solo or small-gang short-to-midrange kiting; and the ever present value of alpha). Wether that is useful or not depends on wether you use it or not, i imagine.

Those of us bitter with the introduction of these ships are generally bitter about how they have usurped roles and thrown balance in smaller, more delicate, settings. They were introduced looking at a simple perspective on large fights, to shake up the staple use of Drakes and Battleship with something inbetween, and reviving an old popular tactic (mobile sniping).

The problem is that in the more delicate environments they simply stomped over everything, from ships that used the same tactic to ships that got countered by that tactic being reinforced. Regardless your view on the Drake-Baddon-Mael paradigms, the Tier 3 BC shook small-medium gang warfare like an earthquake, while at the larger fleet-levels i presume it played it's part shaking up the doctrines for a while, providing some tactical options, but as you describe it ... didn't really impact the canon enough - because the things that already were staple, were also strong against Tier 3 BC (BS just extended their range, Tengus already had the range, and the sig against the BS-turrets). Small-medium conversely had gangs with similar roles, and counters to them - which all lost value.

I predicted this prior to their introduction by the way, and have been a bitter lemon ever since.

Tier 3 BC hurt unorthodox, techy and smaller gangs much more - while it simply reinforced existing canon: ie., Tengus became stronger, while most Gallente ships meant to get boosts [barring the Talos then] actually got weaker by comparison. Fleet-scale usually don't involve drones, active tanks or complex utility - so no one there cared. Gallente are also, amusingly enough, the traditional counter to Drakes (KN resist-profiles, fast-heavy rush or reach to slow-heavy reach and utility for unorthodox counter to simplistic missile mechanics). I have a feeling the developers overlooked that little detail, when they decided to introduce Tier 3 BC next to Gallente buffs.

If you belive the Tier 3 BC haven't made enough impact on the fleet-scale, look at what they have done in the small-medium scales, with bigger gangs "Titan-blapping" smaller gangs (the way Drake-blobs already did, but without their offensive limitations of reach, single-type bonuses or missile accuracy). Where this intended Drake-counter has essentially just reinforced the Drake-blob paradigm (making undermanned roaming even more scarce, unless done with 100mn - which is now essentially the "god counter" and will surely see continued complaints from a sheer balance perspective while the developers just continue to skewer in favour of numbers, making a game with larger-fewer actors, larger-fewer fights and less vibrant [anti-emergent] life in the gameworld).

The funny thing is, the proposed Drake changes seek to replace those offensive limitations (reach, single-type) with defensive nerfs, reinforcing the value of numbers even further. Essentially making more "Tier 3 BC". If the Tier 3 BC reinforced all that was wrong with Drakes, they now want to make Drakes reinforce everything that's wrong with Tier 3 BC. You have to see the humor in that...

/ bitter lemon, and doomsday prophet Roll.
Lyron-Baktos
The Scope
Gallente Federation
#7 - 2012-04-17 15:13:41 UTC
one of the reasons they die is because they are more expensive than drakes/canes so they are primaried first. Also, you don't see them a lot as well. If you run into a gang of 20 ships (7 canes, 7 drakes, 4 Tengus and 2 other misc ships) the Tengus will get primaried first. Every time

It's not that T3 BC suck, it's just drakes/canes and other cheap BC are so much better from a cost point perspective
Torothin
Crimson Dawn Enterprises
#8 - 2012-04-17 15:16:40 UTC
Lyron-Baktos wrote:
one of the reasons they die is because they are more expensive than drakes/canes so they are primaried first. Also, you don't see them a lot as well. If you run into a gang of 20 ships (7 canes, 7 drakes, 4 Tengus and 2 other misc ships) the Tengus will get primaried first. Every time

It's not that T3 BC suck, it's just drakes/canes and other cheap BC are so much better from a cost point perspective



I see t3 BC gangs all the time. Usually Scimmys > Nados > Dics > Tackle.

They always die in a fire more times than not. Being primary has nothing to do with why they are lack luster.
Liang Nuren
No Salvation
Divine Damnation
#9 - 2012-04-17 15:32:43 UTC
Maybe you're right about fleets, but they work great in small gang PVP. I disagree that they **** all over it as Noisrevbus claims, but they have certainly shaken it up some. I'd say most people seem to be migrating away from them; probably because they're so freaking fragile.

-Liang

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

Kattshiro
Deep Core Mining Inc.
Caldari State
#10 - 2012-04-17 15:48:50 UTC
Isn't that the point they have a niche? Not meant to be ships of the line? Wouldn't it be better to use them as fire support or snipers to assist?
Noisrevbus
#11 - 2012-04-17 16:45:15 UTC  |  Edited by: Noisrevbus
Liang Nuren wrote:
Maybe you're right about fleets, but they work great in small gang PVP. I disagree that they **** all over it as Noisrevbus claims, but they have certainly shaken it up some. I'd say most people seem to be migrating away from them; probably because they're so freaking fragile.

-Liang


You should probably take my initial commentary there with a grain of salt, bitter and all that Blink...

... but they have had negative impact on the numbers game, and their most common appearance today, i'd say, is fire-support in an already numerous BC-gang (replacing Pests or w/e, when run with Drakes et. al.).

The reasons they are not more popular as standalone gangs also stem from some of the things i implied but perhaps never spoke out properly. To draw from their inherent advantages require quite alot from their surrounding, and in the current meta their potential alone (as a discouraging factor) has more or less sated their appearance.

In short, other BC are still sufficient against smaller groups, easier to amass (against larger blobs) and better against other popular small-group tools.

Blapping itself require very good coordination between general purpose and support. Extending full range (outside that of a simple Drake) require maximizing your support ships' potential etc. That's the bottleneck. Combine that with the fact that those able to overcome that bottleneck have stronger options available that counter the BC themselves, while more resources mean you don't have to overcome it to use them.



Further discussion:
I'm (over-) complicating it now, for those interested in details.

The amount of groups with SP, ISK and coordination enough to maximize the efficiency of Tier 3 BC to hit above weight get squeezed inbetween the necessities of links, heat, faction-mods and perfect skills; and their abilities to put those to use into more powerful things, like Tech III, instead. Larger groups, as mentioned, have adapted to that and generally run Tier 3 BC as apart of a larger composition instead (together with other BC, BS, assorted small tackle and specialist support Logi-Recon groups; essentially the old Darkside Drake-gang formula that drew on how the older HAC-gangs that used to fight BC were comprised; leaving few specialist roles to advanced pilots).

The Tier 3 BC fire support there essentially serve as a middleground counter-defense: when more power-projection is needed to tip the scale in favour, with the overall pressure. In a "bigger fish" world: a confident, even larger, gang have even more fire-support. Another continued use is oldschool simple bubble-snipe traps. You see them used alot like that (small camps). Those options are unavailable to a smaller group, outside of traps, though. When it comes to purist use: a well-oiled Tier 3 BC gang can of course blap a larger, more allround, BC-blob as well. It's not impossible by any stretch, and groups that do so definately exist.

There are reasons for their rarity in roaming though, as noted, in the tactical- and resource demands on support.

That's my point, running them against larger mixed gangs without tweaking up performance is pretty pointless.

Smaller gangs don't have the numerical luxury of throw-away ships, thus the support need to keep up with the potential power of the Tier 3 BC to be effective there; above the power limited to match standard BC and support, or an offensive throw-away approach from a confident advantage (that also require support performance to counter).

Thus the ideal small-gang candidate become groups like Darkside themselves (though i have no idea if they use them), while their use in larger roaming gangs (outside of fleet-scale; like PL's Oracles) is probably popular among middleground groups like the Godfathers in the north, Brick in the east, Stainvagon in the south and Nulli in the west. I'm not sure, but call it an educated guess.
Caleidascope
Republic Military School
Minmatar Republic
#12 - 2012-04-17 17:52:53 UTC
I have not seen anyone using phrase: glass cannon; yet. There you go, now your experience have been explained. Move along now, nothing to see here.

Life is short and dinner time is chancy

Eat dessert first!

Addrake
Native Freshfood
Minmatar Republic
#13 - 2012-04-17 18:37:24 UTC
Torothin wrote:
Entities fly them as sniper but the issue is they are too slow and do not have enough HP. ... Maybe we have fought against incompetent FC's.


You don't need 'speed' per say for long range sniping (90-140 km) you simply need align time. Same in regards to EHP, you align when you land, and warp out when you get yellow boxed by the enemy fleet. If the opposing fleet starts closing with yours, or warps onto you, your FC should be fleet warping you off grid (remember everyone should be aligned.) So I'm assuming that what you see is..

1) bad pilots not knowing how Sniping comps work
2) bad fc's who don't control their fleets well

Torothin wrote:
LRH gangs are a much better option due to mobility alone.


Yes and no, LRH gangs tend to be better at clearing tackle, as medium turrets tend to track frigs/destroyers exceptionally well, but then you should be warping off and getting onto a new warp in if tackle starts really closing. LR hacks align times tend to be good, but t3 bc's align times aren't horrible, and this is generally what kills you in sniping gangs. As a force multiplier, 80 naga's or tornados are much more effective than 80 zealots in a sniping gang. And this comes from someone who's run in both comps.

Torothin wrote:
But in all honesty and all trolls aside, you are much better off flying with 720 insta Canes.

I'm not sure what needs to be done to these ships but so far they are very lack luster with the exception of very niche roles.


First, 720 insta canes.. I assume you mean the one's the CFC use to deal with light tackle/bombers.. are a joke. As you probably have seen over the past few days, they don't do a great job of actually clearing bombers and they have 0 tank. Furthermore why would you use a t3 bc for the same role as a 720 insta cane? One is to clear tackle, and another has large guns which.. lets be honest here, don't track frigs for ****. If you want a ship that can brawl in the same ranges as a semi decent 720 shield cane on the other hand, you should look into Pulse Oracles w/ 1600 mm plates and a Microwarp. Play around with it a bit, they are decent brawlers. Talos's can even fill the role of cheap ahacs, with comparable ranges, sig (slighly larger,) speed, and tank as a zealot. So while T3 bc's are not swiss army knives, they do fill several roles in mainstay fleet comps that get flown today.
Sidrun
Life sucks then you die Ltd.
#14 - 2012-04-17 18:45:52 UTC
They die alot, because they are primaried. They're primaried, because if they aren't they can really affect the outcome of an engagement. They're glass cannons and they are fine.
Hrett
The Scope
Gallente Federation
#15 - 2012-04-17 21:21:24 UTC
This isn't a troll, I truly don't know the answer, and I am rarely in gangs larger than 20 people:

Is there any ship with medium guns that can put 2000-5000ish alpha and 350-500ish dps out to ~140-ish optimal? With almost cruiser-ish speed...

Again I don't fly in huge fleets, but it seems that their niche is extreme range alpha with speed. Seems like they are working as intended.

spaceship, Spaceship, SPACESHIP!

Large Collidable Object
morons.
#16 - 2012-04-17 21:54:50 UTC
They're fine and as a matter of fact not slow at all - and as others pointed out they're primaried for the same reason nobody primaries a Drake.
If you can hit them, it's usually the highest DPS with the lowest tank on the field so the least time spent for maxed enemy damage mitigation.

I can see the problem with that in blobs, since even if they are in the enemies far falloff and would only receive 5% damage, 200 alpha from 100 guys still equates to 20.000 alpha.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Torothin
Crimson Dawn Enterprises
#17 - 2012-04-17 22:04:31 UTC  |  Edited by: Torothin
Addrake wrote:
Torothin wrote:
Entities fly them as sniper but the issue is they are too slow and do not have enough HP. ... Maybe we have fought against incompetent FC's.


You don't need 'speed' per say for long range sniping (90-140 km) you simply need align time. Same in regards to EHP, you align when you land, and warp out when you get yellow boxed by the enemy fleet. If the opposing fleet starts closing with yours, or warps onto you, your FC should be fleet warping you off grid (remember everyone should be aligned.) So I'm assuming that what you see is..

1) bad pilots not knowing how Sniping comps work
2) bad fc's who don't control their fleets well

Torothin wrote:
LRH gangs are a much better option due to mobility alone.


Yes and no, LRH gangs tend to be better at clearing tackle, as medium turrets tend to track frigs/destroyers exceptionally well, but then you should be warping off and getting onto a new warp in if tackle starts really closing. LR hacks align times tend to be good, but t3 bc's align times aren't horrible, and this is generally what kills you in sniping gangs. As a force multiplier, 80 naga's or tornados are much more effective than 80 zealots in a sniping gang. And this comes from someone who's run in both comps.

Torothin wrote:
But in all honesty and all trolls aside, you are much better off flying with 720 insta Canes.

I'm not sure what needs to be done to these ships but so far they are very lack luster with the exception of very niche roles.


First, 720 insta canes.. I assume you mean the one's the CFC use to deal with light tackle/bombers.. are a joke. As you probably have seen over the past few days, they don't do a great job of actually clearing bombers and they have 0 tank. Furthermore why would you use a t3 bc for the same role as a 720 insta cane? One is to clear tackle, and another has large guns which.. lets be honest here, don't track frigs for ****. If you want a ship that can brawl in the same ranges as a semi decent 720 shield cane on the other hand, you should look into Pulse Oracles w/ 1600 mm plates and a Microwarp. Play around with it a bit, they are decent brawlers. Talos's can even fill the role of cheap ahacs, with comparable ranges, sig (slighly larger,) speed, and tank as a zealot. So while T3 bc's are not swiss army knives, they do fill several roles in mainstay fleet comps that get flown today.


I mean arty canes. My apologies for the confusion. Bu mobility I mean it's ability to align perhaps I should have said agility. Either way I have seen it time and time again where the t3 bc fleets are face raped due to them being too slow(agility) and not enough HP in mid-large scale PvP. One perch/warp in is all it takes for these fleets to be countered. With LRH at least you had the chance to GTFO if **** hit the fan...

I am not talking about them being primaried. I am talking about hwo we are seeing full scale t3 BC doctrine gangs get face raped time and time again. This has nothing to do with "because they're always primary." The fleets consist of nothing but t3 bc's logis and dics.
FT Diomedes
The Graduates
#18 - 2012-04-18 02:55:35 UTC
Torothin wrote:
I am talking about hwo we are seeing full scale t3 BC doctrine gangs get face raped time and time again. This has nothing to do with "because they're always primary." The fleets consist of nothing but t3 bc's logis and dics.


That does seem like a pretty poor fleet doctrine. They are not intended to be the primary fleet ships.

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

Katalci
Kismesis
#19 - 2012-04-18 03:39:05 UTC
Close-range tier 3 BC gangs are for people who don't know what a battleship is.
Patient 2428190
DEGRREE'Fo'FREE Internet Business School
#20 - 2012-04-18 04:02:58 UTC
You have 3 tier 3 BC kills on your alliance's killboard.

Obviously you have a vast pool of experience to pull from.
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