Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 .. 14 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
|

CCP Nozh
C C P

|
Posted - 2009.02.25 20:26:00 -
[1]
Ok.
Since the bonuses were announced TomB and I have been very active crunching numbers and exchanging pretty excel sheets.
Feedback has been plenty, more is always welcome. Patience is required to test the Tech 3 ships, since itÆs very hard to actually figure out what the subsystems do. That will hopefully change very soon once we get proper names and descriptions for the subsystems.
Common questions:
Will we see a Khanid Amarr offensive subsystem?
ItÆs being considered as Subsystem 4 at the moment.
Cloaking Subsystems, for real?
This also is being considered as Subsystem 4. But weÆve a lot of other ideas for electronic subsystems.
Electronic Subsystems no longer have one subsystem with different sensor strength, was it by design? Can we have it back?
It was by design yes, do you really want it back?
Where do tech 3 ships fit in?
Most simple way I can put it: Tech 2 û Focused. Tech 3 û Broad.
WeÆre trying to allow players to play multiple roles, without overshadowing tech 2.
Maximum targets 2, by design?
No, Lemur reminds me of fixing this everyday. I'm on it.
Work since we announced the Bonuses:
òSlot layout has changed drastically û A whole new approach was taken (on Singularity since 14:00 25.02.09). òMass distributed to subsystems û WeÆll possibly use this for tweaking later on. òA lot of attributes base attributes tweaked. òDrone bandwidth and capacity added to subsystems. òAll defensive subsystems have T2 resistances. òVarious bonuses have been tweaked (Values not functionality). òProduction: Subsystems have been made much cheaper, while the hulls have been made more expensive. (Chronotis will update you further on this)
Bugfixes:
òPossible to get over 100% resistances. òEngineering Subsystems not giving hardpoints (on Singularity since 14:00 25.02.09). òHeat ship bonus not being applied.
Next Days?
òTake a closer look at fitting requirements. òTake a closer look at capacitor. òMore bonus tweaking. òFollow feedback on slot changes
I urge you to test the changes on Singularity, the new slot layouts change everything.
Nozh Game Designer CCP Games |
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.25 20:30:00 -
[2]
IT IS GLORIOUS
thanks for this, the new stats are much better! /strokes 6/6/7 Legion with T2 resists
|

Freyya
GeoCorp. Paxton Federation
|
Posted - 2009.02.25 20:30:00 -
[3]
Edited by: Freyya on 25/02/2009 20:32:58 1ST in a CCP Thread!
Epic work and love the changes, looking forward to more balancing. Actually glad now to have a proteus with actual drone bandwith and the slot layouts are quite good aswell eventhough i can't get a 6-6-7 layout afaik 
2nd actually  ___________
NOW COLLECTING ISD AND CCP AUTOGRAPHS It'll be worth something someday. -Rauth
|

Finnroth
Caldari The Guardian Agency Guardian Federation
|
Posted - 2009.02.25 20:32:00 -
[4]
As for the different sensor types - hell yes, give 'em back ! 
As for drones, i could swear the stats loock rather random last time i checked, but i will make sure.
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.25 20:33:00 -
[5]
So there is light at the end of the tunnel. Hopefully its not an incoming train.
Eagerly awaiting a build that has the actual bugs wrt STRACs (cap recharge, turret hardpoints after leaving/entering ship) fixed, so that actual testing can occur. The clock is ticking. ... and I really think they should boost T2 plate HP.
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.25 20:34:00 -
[6]
Originally by: CCP Nozh
òAll defensive subsystems have T2 resistances.
Well the Amarr Defensive Subsystem 2 has none! 
|
|

CCP Nozh
C C P

|
Posted - 2009.02.25 20:34:00 -
[7]
Originally by: keepiru So there is light at the end of the tunnel. Hopefully its not an incoming train.
Eagerly awaiting a build that has the actual bugs wrt STRACs (cap recharge, turret hardpoints after leaving/entering ship) fixed, so that actual testing can occur. The clock is ticking.
Oh yeah, all those bugs are fixed also...
Nozh Game Designer CCP Games |
|
|

CCP Nozh
C C P

|
Posted - 2009.02.25 20:35:00 -
[8]
Originally by: Perry
Originally by: CCP Nozh
òAll defensive subsystems have T2 resistances.
Well the Amarr Defensive Subsystem 2 has none! 
Not on Singularity yet, hopefully tomorrow or the day after.
|
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.25 20:37:00 -
[9]
Edited by: keepiru on 25/02/2009 20:36:54
Originally by: CCP Nozh Where do tech 3 ships fit in?
Most simple way I can put it: Tech 2 û Focused. Tech 3 û Broad.
WeÆre trying to allow players to play multiple roles, without overshadowing tech 2.
Where "Broad" currently reads as "HACs with 1 recon bonus", is that the final design?
edit: excellent news on the bugs ... and I really think they should boost T2 plate HP.
|
|

CCP Nozh
C C P

|
Posted - 2009.02.25 20:38:00 -
[10]
Originally by: keepiru
Originally by: CCP Nozh Where do tech 3 ships fit in?
Most simple way I can put it: Tech 2 û Focused. Tech 3 û Broad.
WeÆre trying to allow players to play multiple roles, without overshadowing tech 2.
Where "Broad" currently reads as "HACs with 1 recon bonus", is that the final design?
Have faith there are more subsystems to come. Even though we wont be able to deliver them on March 10th.
|
|
|

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.25 20:40:00 -
[11]
Feedback - failure to bring in Subsystems 4 and 5 (and the massive potential these could have provided) is a bitter disappointment.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.25 20:41:00 -
[12]
What kinda market price range are you planning for these things anyway?
We've gotten conflicting developer input on this during the course of development. ... and I really think they should boost T2 plate HP.
|

Elisabeth Dakar
|
Posted - 2009.02.25 20:43:00 -
[13]
Did you consider giving the players reasonable subsystems skills without trainingtime? I just startet a queue on my main, but until they are all up to 3 or 4 it will take a few days. I fear that till then there will be a new mirror before the skills are on a level where i would consider them ok.
|

El Yatta
Mercenary Forces
|
Posted - 2009.02.25 20:47:00 -
[14]
Good stuff to hear, I like what we've seen so far.
I have some suggestions:
1) I really really think you need to diversify using subsystems 4 and 5, in order to allow more "crossover" roles (off-racial tanking, secondary weapon systems being primary - e.g. minmatar drone bonused boat - , logistics-style bonuses), in order to differentiate from T2.
If the only opportunities turn out like existing t2 ships, why would I use the T3 ship to make a worse version? If I dock to change, I could just switch into that specialised ship!
The trick is not to make them BETTER than T2 at those roles, its to cross them over.
For example - have an engineering subsystem that has the logistics bonus to Remote rep range. Without the ability to fit large RR on a medium ship, and the cap use bonus, its NOT possible to make a better logistics (and this is good). But you COULD have a damage ship that can project a medium RR quite far, making it a versatile gunboat that can move around instead of huddling within 5k like a RR bs gang. Or an ECM/RR combo for versatile support.
No non-damage subsystem should have better/all of the bonuses of T2 (no ECM range AND strength, no logistics size, cap, and range), but you should be able to cross them over.
2) Make sure that the less "obviously good" bonused subsystems have better slots, for gods sake! If all you get is sig radius and scan res, instead of all-powerful EW, that subsystem had better be damn good to compete.
3) Off racial sensors - cant personally say I'd pick a subsystem based on that but it could be a nice trick to use.
_______________________________________________ Mercenary Forces |

Elisabeth Dakar
|
Posted - 2009.02.25 20:49:00 -
[15]
Originally by: keepiru What kinda market price range are you planning for these things anyway?
We've gotten conflicting developer input on this during the course of development.
Since T3 production is relying on a complete new material chain no one will be able to predict pices of t2 ships at the moment. The only thing which can be said is that they will be very expensive in the beginning and than get cheaper. Not even the devs can predeict how the market will be developing in the next few months.
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.25 20:52:00 -
[16]
Originally by: Elisabeth Dakar
Originally by: keepiru What kinda market price range are you planning for these things anyway?
We've gotten conflicting developer input on this during the course of development.
Since T3 production is relying on a complete new material chain no one will be able to predict pices of t2 ships at the moment. The only thing which can be said is that they will be very expensive in the beginning and than get cheaper. Not even the devs can predeict how the market will be developing in the next few months.
You're right of course, but since the production chain is mechanically not that different from that of invented T2 goods, educated guesses can be made by applying the same kind of production chain mark-up to the base input prices, and the income people will expect from W-Space work is easily inferred. ... and I really think they should boost T2 plate HP.
|

Janus Ovellian
Minmatar Calpolli Namtz' aar K'in
|
Posted - 2009.02.25 20:54:00 -
[17]
Yeah, I noticed some of the more "stationary gun platform" type Amarr setups are no longer possible since the grid on engineering subsystem 1 was reduced.
Which is good. You could fit 3 1600mm plates, and 6 heavy pulse II's with grid to spare for a mwd and cap injector with lvl 5 of the engineering subsystem skill and an ACR or two.
Originally by: CCP Nozh Electronic Subsystems no longer have one subsystem with different sensor strength, was it by design? Can we have it back?
It was by design yes, do you really want it back?
I quite like the idea - as long as the sensor strength is around about t1 levels. But I can't say I care too much that it's gone, sooo... w/e.
Originally by: CCP Nozh ò All defensive subsystems have T2 resistances.
I'm assuming this hasn't made it onto sisi yet. But that's a nice change.
Originally by: CCP Nozh ò Mass distributed to subsystems û WeÆll possibly use this for tweaking later on.
I'm not sure this is working as intended - the only subsystem I've found that actually adds mass does so through the "Mass" attribute rather than the "Mass Addition" attribute. (Amarr Defensive Subsystem 1)
One last point - the weapon systems layouts for the Minmatar Offensive Subsystems 2 and 3 have changed - which means that the subsystem with split bonuses no longer has an equal number of missile hardpoints.
I'll keep looking over the changes and come back with proper feedback once I've had a chance to digest it all. At first glance the slot changes look good though - especially the electronic subsystem ones.
Interesting times await... |

Laszlo Ozawa
|
Posted - 2009.02.25 20:54:00 -
[18]
hello,
a lot of action apparently happening in the 11th hour, but lets see where we can go from here. the present iteration looks a bit more reasonable in slottage placement, however the underlying ship roles are already filled by other ships, leaving us with a line-up of BCs and HACs implemented as modular ships, with a single surprise buttsex bonus in the form of electronics systems.
the extent of choice there is a predictable and obvious one, since the EW bonus is the only one truly worth using - if you're not going with EW then you go for sig radius/scan res, which makes you a little faster at locking and a bit hard to hit *shrug*
so pretty much all legions are some kind of a zealot/absolution mash up with a nos bonus, all Lokis are vagabond/sleipnir kitbashes with web bonus, all proteus are either ishtar copies or deimos/astarte pretenders with scamble bonus, and tengus are drakes or eagles with jamming.
The current implementation provides players with what is essentially a modular Tech I cruiser, for the price of a Tech II Battlecruiser. 90m isk fullerene price translates, once everything else is accounted for, to 200-250m isk retail price with the figures currently on the public test server. This is orders of magnitude too high for the class abilities and power of Strategic Cruisers. Any design of the ships capabilities must have a corresponding adjustment of the drop rates and mining rates of its production inputs in order for the retail price to be commensurate with its approximate power level.
the impression created here is that the design of t3 ship capabilities and t3 production mechanic with established volumes is occurring with somewhat limited communication.
|

Sphynx Stormlord
Gallente Federal Defence Union
|
Posted - 2009.02.25 20:57:00 -
[19]
Originally by: Elisabeth Dakar
Since T3 production is relying on a complete new material chain no one will be able to predict pices of t2 ships at the moment. The only thing which can be said is that they will be very expensive in the beginning and than get cheaper. Not even the devs can predeict how the market will be developing in the next few months.
CCP could, however, estimate the amount of player time required of competent players to build each hull/component.
And if that time is around 3 hours per hull+subsystems, then they will be of a comparable pricing to t2 ships at the moment. If it is more like 30, then they will not be worth flying.
|

Elisabeth Dakar
|
Posted - 2009.02.25 21:09:00 -
[20]
Originally by: Sphynx Stormlord
Originally by: Elisabeth Dakar
Since T3 production is relying on a complete new material chain no one will be able to predict pices of t2 ships at the moment. The only thing which can be said is that they will be very expensive in the beginning and than get cheaper. Not even the devs can predeict how the market will be developing in the next few months.
CCP could, however, estimate the amount of player time required of competent players to build each hull/component.
And if that time is around 3 hours per hull+subsystems, then they will be of a comparable pricing to t2 ships at the moment. If it is more like 30, then they will not be worth flying.
you forget resource gathering and market mechanics. only because u need X hours to build a ship doesnt mean you can predict its price, not even with a big error.
|
|

IceAero
Amarr Shadow Company
|
Posted - 2009.02.25 21:10:00 -
[21]
Still can't board a fitted T3 ship without breaking it :(
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.25 21:11:00 -
[22]
Okay i allready found a flaw in amarr subsystem design:
The Ship Combination 11111 gives 2 med slots and 3 low slots. Although the 7 rof bonused turrets make up for a lower count on slots, this config is in no way viable for anything. This is a result of the way too harsh penalty on the whole subgroup 1, which is starving for slots, leaving the ship nothing to do besides exploding fast. I would like you to reconsider nerfing a resist bonus with less slots while the similar powerful repair boost bonus gets more slots to play with.
I would like you to tweak this a bit by giving all modules similar power and similar slottage, so there is no way to gimp the ship beyond hope. Right now the improvements are there, but still the balance is missing! ccp to the rescue!!!
|

Dwindlehop
Uninvited Guests Rote Kapelle
|
Posted - 2009.02.25 21:16:00 -
[23]
Originally by: CCP Nozh Electronic Subsystems no longer have one subsystem with different sensor strength, was it by design? Can we have it back?
It was by design yes, do you really want it back?
All we want is an option to make a ship that is tricky to jam. You're the dev: please figure out the best way to do that. :)
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.25 21:21:00 -
[24]
Originally by: Elisabeth Dakar you forget resource gathering and market mechanics. only because u need X hours to build a ship doesnt mean you can predict its price, not even with a big error.
Sure you can, or rather, you can easily predict its floor, because you know that people won't shift their butts to kill sleepers unless they're getting more isk than they do running 4s or ratting in nullsec (activities which have virtually no risk of shiploss unlike sleeper-killing), and you also know that miners will want more isk than they get for mining veld in highsec, and probably closer to what they get for mining ABCs in nullsec. ... and I really think they should boost T2 plate HP.
|

Elisabeth Dakar
|
Posted - 2009.02.25 21:23:00 -
[25]
Originally by: Perry Okay i allready found a flaw in amarr subsystem design:
The Ship Combination 11111 gives 2 med slots and 3 low slots. Although the 7 rof bonused turrets make up for a lower count on slots, this config is in no way viable for anything. This is a result of the way too harsh penalty on the whole subgroup 1, which is starving for slots, leaving the ship nothing to do besides exploding fast. I would like you to reconsider nerfing a resist bonus with less slots while the similar powerful repair boost bonus gets more slots to play with.
I would like you to tweak this a bit by giving all modules similar power and similar slottage, so there is no way to gimp the ship beyond hope. Right now the improvements are there, but still the balance is missing! ccp to the rescue!!!
Who said that 11111 has to be viable?
|

Laszlo Ozawa
|
Posted - 2009.02.25 21:29:00 -
[26]
Edited by: Laszlo Ozawa on 25/02/2009 21:37:33
Originally by: Elisabeth Dakar
Who said that 11111 has to be viable?
all combinations have to be at least basically viable. having a ship-creation kit which produces ship layouts that are not viable is a fundamental insult to everyone who worked on this project, and a waste of future development time spent on doing secondary balancing passes when only 2-3 versions of any t3 ship are roughly-usable, never mind viable choice by comparison to existing t1 and t2 ships. |

MotherMoon
Huang Yinglong
|
Posted - 2009.02.25 21:29:00 -
[27]
Edited by: MotherMoon on 25/02/2009 21:33:01 I like them but... I think it wouldn't be cool if they did things no other ships could do.
like salvage bonuses Adding damage to webs/damps/ECM/nuets fitting bonuses to weapons/shield systems heat bonuses for high/med low? 5% heat bonus to high slot per level sort of thing. massive warp speed increase bonuses. Cargo holding space increase bonus for wormhole space. structure resistance bonuses. Sleeper tech bonuses please :( New stuff, explain why this new tech is new.
Honetly these ships should outdo tech 2. But in honor or eve, not be able to kill 2 of them. But they SHOULD be better. Even if not as focused, and if not that, they should be different and wacky.
OK I'll keep ym ideas simple ebcuase I know you guys don't have much time.
I think a nice little bonus to make tech 3 ships a little different would be 10% Resistance bonus to structure per level of racial cruiser. This would give them a built in damage control unit. And be kinda cool.
also the heat bonus should be 7.5% per level :)
other than that, thanks for your hard work, I'm sure it will be awesome. Or something.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.02.25 21:36:00 -
[28]
Originally by: Perry Okay i allready found a flaw in amarr subsystem design:
The Ship Combination 11111 gives 2 med slots and 3 low slots. Although the 7 rof bonused turrets make up for a lower count on slots, this config is in no way viable for anything. This is a result of the way too harsh penalty on the whole subgroup 1, which is starving for slots, leaving the ship nothing to do besides exploding fast. I would like you to reconsider nerfing a resist bonus with less slots while the similar powerful repair boost bonus gets more slots to play with.
I would like you to tweak this a bit by giving all modules similar power and similar slottage, so there is no way to gimp the ship beyond hope. Right now the improvements are there, but still the balance is missing! ccp to the rescue!!!
This is a combination of two separate subsystem issues:
1) The Amarr Electronic Subsystem 1, It gives you the ability to use nos/neuts (or it will if it ever gets a small range bonus [PLEASE I LOVE YOU]). It gives you a high slot but you LOSE a low slot! (and a mid slot I think) And you NEED lot slots to actually use neuts, aka, you increase your cap recharge to the point of it not being stupid to fit one or two.
A 5-6 turret gun boat sporting a bonus'd neut or two? and THAT is a scary cruiser ;) But not if it will only get 1 neut cycle in before running out of cap.
Oh fit an injector you say? Well with 3 low slots you show me how to have the PG/CPU for that after TRYing to give yourself a little buffer tank. Not to mention having less then 1000 total cap after fitting an MWD.
SOLUTION: Amarr Electronic Subsystem 1 needs to not take away a low slot. Honestly, I don't think ANY electronics subsystem should modify low slots...make them modify mid slots only, unless they are bonused FOR a high slot device, like neuts or maybe a covops cloak, then it's ok if they add a high slot.
2) Amarr Engineering Subsystem 1: This is the subsystem that gives you a ton of PG with HORRIBLE cap amount/recharge. This subsystem also adds two high slots, two turrets/launchers, and takes away a low slot.
Well if you're going to give me bad cap recharge you better give me a low slot to try to help!
SOLUTION: Amarr Engineering Subsystem 1 should give you one extra low slot.
A general NOTE:
The legion, in many setups, is very low-slot-crippled, however there are many ways to give you more mid slots than you really have use for (like 5 and 6...for what? cap rechargers? I'd like another low slot pleasethanks, save the excess mid slots for gallente ships and give us the better armor tank!)
Now, there is still ONE way to get 8 low slots, and 1-2 more to get 7, but most give you 4-5-6 and 1 more mid slot than you need (unless you fit something like 1-1-1-1-1...and then you're just screwed). I think these subsystems are almost perfect, just return this Amarr ship to its rightfulness classification of "chances are, I've got more low slots than you" 
Proteus can do 7-6-6 or something nuts like that...think about it. |

Lijhal
FrEE d00M Fighters
|
Posted - 2009.02.25 21:40:00 -
[29]
aside from all the bonuses (thumps up!)
is there a bug with the shader option? i have better textures and graphics at "low" as in "high" ...
|

IceAero
Amarr Shadow Company
|
Posted - 2009.02.25 21:44:00 -
[30]
Originally by: MotherMoon
also the heat bonus should be 7.5% per level :)
I'm going to quote everyone that says this, because I agree so damn much. :)
|
|

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.02.25 21:45:00 -
[31]
You should consider giving the Neut/Vampire a range bonus to make it useful this is one of the areas the Pilgrim suffers, but at least they can use a Covert ops cloak. Can we all be given level V subsystem skills on SISI so we can test them more thoroughly and give proper feedback.
|

Horchan
Gallente
|
Posted - 2009.02.25 21:48:00 -
[32]
Damnit, why do you have to do these things while I'm at college for the day... ---
DesuSigs |

Aya Vandenovich
|
Posted - 2009.02.25 21:54:00 -
[33]
Originally by: Amarr Holymight You should consider giving the Neut/Vampire a range bonus to make it useful this is one of the areas the Pilgrim suffers, but at least they can use a Covert ops cloak.
The pilgrim also doesn't have half a dozen pulse lasers and a decent armour tank, the neut/nos effectiveness bonus is fine. A range bonus might be a bit imbalanced. Somewhere In England |

Zhang Ramses
Chaos From Order
|
Posted - 2009.02.25 21:55:00 -
[34]
Any chance you can stop with the mirrors? Several times now I've had to re-queue the exact same set of skills, idle in the moveme channel to get moved to fd-, and buy silly amounts of modules/ships/etc just to test.
|

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.25 22:23:00 -
[35]
Originally by: Aya Vandenovich
Originally by: Amarr Holymight You should consider giving the Neut/Vampire a range bonus to make it useful this is one of the areas the Pilgrim suffers, but at least they can use a Covert ops cloak.
The pilgrim also doesn't have half a dozen pulse lasers and a decent armour tank, the neut/nos effectiveness bonus is fine. A range bonus might be a bit imbalanced.
No. But it does have E-War in the form of TD's and actually its tank isn't too bad. The reason the Pilgrim is viable as a short range nos / neut platform is its cloak. Without this its a trivial matter to disable one. A range / amount bonus is a must imho - although that wouldnt prevent a slot modifier being applied or some other minor drawback.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.02.25 22:23:00 -
[36]
Edited by: Amarr Holymight on 25/02/2009 22:24:17
Originally by: Aya Vandenovich
Originally by: Amarr Holymight You should consider giving the Neut/Vampire a range bonus to make it useful this is one of the areas the Pilgrim suffers, but at least they can use a Covert ops cloak.
The pilgrim also doesn't have half a dozen pulse lasers and a decent armour tank, the neut/nos effectiveness bonus is fine. A range bonus might be a bit imbalanced.
You obviously think they can fit a heavy capacitor booster too, seriously you should try fitting out a Legion to do all this and see how stupid you look.
|

Pattern Clarc
|
Posted - 2009.02.25 22:38:00 -
[37]
need to assign bandwidth to more loki subsystems ____
My Blog Is Awesome
|

Mica Swanhaven
|
Posted - 2009.02.25 22:46:00 -
[38]
I think tech 3 should be... tech 2 tank (mayb a little better but not by much) tech 2 ship dps output tech 2 ship speed.
but they should have the structure hp of 3-4 cruisers. This why they have more survivability without being "stronger"
just think about it.
|

Aya Vandenovich
|
Posted - 2009.02.25 22:47:00 -
[39]
Edited by: Aya Vandenovich on 25/02/2009 22:47:36
Originally by: Cailais
Originally by: Aya Vandenovich
Originally by: Amarr Holymight You should consider giving the Neut/Vampire a range bonus to make it useful this is one of the areas the Pilgrim suffers, but at least they can use a Covert ops cloak.
The pilgrim also doesn't have half a dozen pulse lasers and a decent armour tank, the neut/nos effectiveness bonus is fine. A range bonus might be a bit imbalanced.
No. But it does have E-War in the form of TD's and actually its tank isn't too bad. The reason the Pilgrim is viable as a short range nos / neut platform is its cloak. Without this its a trivial matter to disable one. A range / amount bonus is a must imho - although that wouldnt prevent a slot modifier being applied or some other minor drawback.
C.
That's the point, though. It's not a Pilgrim, it's essentially a HAC with T2 resists, four other subsystem bonuses, and a heat bonus. It wouldn't need to rely on nos/neuts as one of its primary weapons, hence why it only gets effectiveness right now, and giving it all of the Curse's nos/neut bonuses would be as imbalanced as giving the Pilgrim a range bonus.
Somewhere In England |

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.25 22:49:00 -
[40]
Originally by: Amarr Holymight ... there isn't enough diversity in the layouts from what I can see.
Because we're missing 2 subsystems. Its the 5^5 that provided the breadth of options. reduce it to 3^5 and the 'optimal set up' criteria is that much easier to determine.
In essence you've got a choice from a selection of 15 subsystems (rather than 25). Of those 15, about 5 will be sub-par in comparison to the other 10, regardless of configuration purely on the basis of role bonuses. In reality then you're only looking at 2^5 options - still a large number sure but nothing in terms of what was unveiled at FF09.
(as an analogy its like playing MTG with red and blue removed as color options for deck construction)
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|
|

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.25 23:03:00 -
[41]
Originally by: Aya Vandenovich
That's the point though. It's not a Pilgrim, it's essentially a HAC with T2 resists, four other subsystem bonuses, and a heat bonus. It wouldn't need to rely on nos/neuts as one of its primary weapons, hence why it only gets effectiveness right now, and giving it all of the Curse's nos/neut bonuses would be as imbalanced as giving the Pilgrim a range bonus.
The other subsystems aren't really "bonuses", they simply comprise the ships 'structure' - you dont refer to the Pilgrims 4 slot highs as a 'bonus' do you? And the 'subsystem skill' bonuses make the ship equivalent to or slightly better than, its T2 counterpart.
It's really back to the old Pilgrim argument of nos/neut bonus at close range at the problems that entails. i.e you're inside web range / scram range or dangerously close to it - but if you dont get that close your nos/neut bonus is wasted. If you do - and you really aught to to maximise the ships capability - you'll need a demon tank to survive. At which point any T3 attribute 'boost' to your tank becomes not an advantage but an out right necessity in order to be competitive.
Compare this with say a web ranged bonus on a +tank HAC.
A HAC + web range bonus vs a HAC with neut amount bonus. The webber HAC is a hands down winner every time, because it loses no high slots to fit the web (maxing dps), the Neut HAC loses dps = neuts fitted (out of range) and cant close (webbed).
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.02.25 23:04:00 -
[42]
The Proteus can now be set up as a drone boat with 175m¦ bay and 100mbit bandwidth. That's a step in the right direction, but it needs more to stand up to the other T3 ships in my opinion.
No other ship type lacks standoff capability as much as Gallente medium sized ships. Short range guns (blasters) only work deep within scrambler range, and outside of that, drones can be shot down.
With a mix of 3 T2 Ogres and 2 Hammerheads, or 4 T2 Ogres, the Proteus has a drone damage potential of 380dps. Subtract drone travel times, and the fact that heavy drones die quickly, and it's moot to even use heavies without spares. 5 Hammerheads do a measly 238dps.
So let's have a look at sentry drones. 4 T2 Gardes deal 360 dps, but are heavily range limited, so the target needs to be fully tackled (not a good idea flying a gank magnet). 4 T2 Curators do 293 dps and have decent range. Now we have standoff capability - still, sentries won't track pesky frigates, a feat all other race's medium weapon systems can do. So getting tackled, sentry drones would have to be abandoned to put out that set of Warriors. Having no spares, the ship's offense is now utterly gimped.
T3 ships are gonna be primary all the time, so fitting blasters is foolish. With railguns and medium drones, the damage is severly lacking. With sentry drones there are no spares, making the ship useless after one aborted engagement.
Please bring the Proteus in line with the other T3 cruisers. It doesn't have to have the range bonus of an Ishtar, but to make it a worthy T3 competitor, it needs to be able to engage more than once without resupplies, and at a range matching the other racial ships. This means at least 275m¦ drone bay. 125mbit would be nice too. |

Laszlo Ozawa
|
Posted - 2009.02.25 23:04:00 -
[43]
Edited by: Laszlo Ozawa on 25/02/2009 23:04:42
Originally by: Aya Vandenovich
That's the point, though. It's not a Pilgrim, it's essentially a HAC with T2 resists, four other subsystem bonuses, and a heat bonus. It wouldn't need to rely on nos/neuts as one of its primary weapons, hence why it only gets effectiveness right now, and giving it all of the Curse's nos/neut bonuses would be as imbalanced as giving the Pilgrim a range bonus.
lets think outside of currently-existing conventions for a moment, why does the ship effectively have to be a HAC or a pilgrim? Are no roles to fill or ways to balance the class that they've to be locked into some kind of a red-headed stepchild of those two?
|

Ferria
Caldari FOUNDATI0N
|
Posted - 2009.02.25 23:11:00 -
[44]
Will be bug reporting it, but when ever I log or leave a t3 ship it resets the ship to base and destroys the mods I had on it. it also takes up the slots and does not allow them to be used.
However I love the new slot layouts, bonuses, and settings.
|

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.25 23:12:00 -
[45]
Originally by: Laszlo Ozawa Edited by: Laszlo Ozawa on 25/02/2009 23:04:42
Originally by: Aya Vandenovich
That's the point, though. It's not a Pilgrim, it's essentially a HAC with T2 resists, four other subsystem bonuses, and a heat bonus. It wouldn't need to rely on nos/neuts as one of its primary weapons, hence why it only gets effectiveness right now, and giving it all of the Curse's nos/neut bonuses would be as imbalanced as giving the Pilgrim a range bonus.
lets think outside of currently-existing conventions for a moment, why does the ship effectively have to be a HAC or a pilgrim? Are no roles to fill or ways to balance the class that they've to be locked into some kind of a red-headed stepchild of those two?
Because HACs / HICS and RECONS are the T2 cruiser class its against these that all T3 cruisers will be compared.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.25 23:16:00 -
[46]
Where to start...
The new changes to the stats are an improvement. At least now there are a higher number of workable slot combinations. There are still a very large number (percentage wise) of slot combinations for all four ship types that are either totally unworkable or just useless/redundant for one reason or another.
I find myself mixing/matching subsystems in order to get a workable slot combination first and then seeing what bonuses/hardpoints I'm left with, which is a really bad thing.
Players aren't thinking "Ok, I'd like to have a ship with a neut bonus, some guns and a resistance bonus." Instead it goes something like "Hmm, this slot layout sucks, this one sucks too, ok, this one isn't bad, let's see what kind of stats I have... ok, that's not totally horrible, I'll go with that."
And the stats/capabilities that do end up on the ships when you get a decent/workable layout are fairly mundane and just not that interesting/exciting. Not only are we not seeing any sort of performance advantage over a HAC or Recon of a similar role, but I'm actually seeing less overall performance with respect to total tank/DPS, speed, lock times etc. And fitting the EW bonused electronics subsystem totally gimps the ship when compared to other fittings, and totally isn't worth the small EW bonus that it provides.
Have I actually started using the T3 ships in combat yet? Nope. Not until some game breaking bugs can be fixed, like the cap regen being broke, ships not retaining their fits after exiting them, etc. etc.
What we need at the moment is a concise list of the current subsystem bonuses, not just a 'ROF bonus' but an actual number to the bonuses '10% ROF per level' as an example. Why make us guess at what the bonus is by reverse engineering when you can just give us a list? There isn't really any point in discussing the value of the subsystem bonuses without knowing just how much the bonus is going to affect the end performance now is there? And it's really pointless to force us to reverse engineer 60 subsystems worth of stats when you could just tell us.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Laszlo Ozawa
|
Posted - 2009.02.25 23:21:00 -
[47]
Edited by: Laszlo Ozawa on 25/02/2009 23:28:00
Originally by: Cailais
Because HACs / HICS and RECONS are the T2 cruiser class its against these that all T3 cruisers will be compared. C.
and that is my point for why these ships should attempt to distance themselves in the range of abilities rather than the comparable level of performance and focused bonus packages inherent to tech2 designs.
they have to be different, not essentially a ****tier version emerging from a different production line. present iterations are simply not different enough from existing ship roles, never mind the slot layouts which range from utter unworkable rubbish to mind-numbing boredom you can buy the relative equivalent of at full insurance cost.
its good to have a semblance of balance by asking why a a player should think twice before choosing a particular ship. but has anybody wondered, novelty and production-challenge aside, why a player would think to choose a tech 3 ship in any given scenario at all?
need i remind you that we still have ships in this game which appear to have been added as a nigh-spontaneous consequence of a drunken, hempen bender, with their roles so wildly undefined as them *still* seeing at best token usage -- and that's already after several post-release balancing passes and a good deal of time spent wondering how the hell to give anyone a reason to fly them.
the downside of overpowered things is them becoming de-rigeur. the downside of useless ships is that's an awful lot of work for the sole purpose of adding to entity's collection.
word to your mother.
|

BlackHorizon
Dark Knights of Deneb Against ALL Authorities
|
Posted - 2009.02.25 23:26:00 -
[48]
Weapon bonuses: Instead of damage bonuses to medium weapons, I would like to see some fitting bonuses to Battleship/large sized weapons, for some added flavor. Similarly, instead of tracking bonuses, I'd like to see some "high" damage bonuses to frigate class weapons.
Warfare links: I'd also like to see some subsystems with a bonus to fitting gang warfare links. Some subsystem combinations are well into battlecruiser-class signature radii anyway, so adding this bonus wouldn't be extraordinary.
|

Laszlo Ozawa
|
Posted - 2009.02.25 23:30:00 -
[49]
Originally by: BlackHorizon
Warfare links: I'd also like to see some subsystems with a bonus to fitting gang warfare links. Some subsystem combinations are well into battlecruiser-class signature radii anyway, so adding this bonus wouldn't be extraordinary.
if you look more closely at the files, tech3 ships appear to have possibility of additional components besides the currently-implemented 5. it is not implausible to think we may someday see additional logistics or C&C components.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.25 23:40:00 -
[50]
Specific feedback on current subsystem designs:
Proteus:
Overall I'm really disliking this ship's designs the most. The drone HP bonus provided by the engineering subsystem is really useless unless it's used in conjunction with the drone based offensive subsystem. When used with any other setup it's bonus is wasted. Yet another potential slot combination wasted because of this.
The drone based offensive subsystem isn't good enough. 100mb of bandwidth and 175m3 worth of dronebay just isn't worth using when you could have an Ishtar. It won't be competitive in PVP and therefor it simply won't be used. It's a wasted design.
The falloff bonus is supposed to help blasters, yet blasters still need to fight as close to optimal as possible to see their maximum damage potential. Adding a falloff bonus to a subsystem negates the possibility of fitting rails and having a useful range bonus like an optimal bonus. No one is going to pick the falloff bonus subsystem if the pure damage subsystem does more net DPS. Wasted effort.
Gallente EW bonus: it offers slightly more range on a disruptor than normal, but not as much as an actual recon, and when fitted it really *really* gimps the rest of the ship setup slot-wise. Couple this with the fact that the Proteus is usually going to be fit with blasters (it's drone capabilities are pretty boring at the moment) and you really don't have anything going for the ship that a Phobos can't do just as well, or even better, or a Lachesis/Arazu, if you're more interested in pure tackling range capability.
The Loki is kind of in the same boat, but for different reasons.
All of the EW electronic subsystems needlessly gimp the overall ship setups with the reduction of too many slots. Most everyone I've talked too deems the drawbacks too severe for the small benefit that the EW electronic subsystem provides.
The split weapon systems are another problem. The bonuses to the missile launchers and guns *still* isn't enough to warrant a split weapon system. There needs to be enough hardpoints for *both* guns and launchers to the point that you could go with 100% guns or launchers and still have a workable ship from a DPS standpoint. It makes no sense to split your efforts with damage mods (i.e. why use one gyro2 and one BCS2 when you could use 2x gyro2s, or fit another EANM2 etc.).
I think that total slot count for all T3 ships needs to be more aggressive, in addition to providing more net CPU and grid to be able to fit the additional modules.
So far I haven't been able to build a T3 ship that isn't out-performed by a similar HAC, Recon, HIC or Tier 1 BC (yes, it's absolutely fair to compare them to a BC, particularly when cost and training is involved).
T3 ships (so far) are still *very* traditional cruisers with respect to how to optimally fit them for combat and what tactics work best while flying them. The overall designs (balance wise, not art wise) are very conservative and middle of the road.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.25 23:57:00 -
[51]
Because we're going to see three types of subsystems instead of five for the initial release, including the 'scan strength bonus' for one of the electronic subsystems at this point is waste of 33% of your available choices. Frilly bonuses like that need to be added in at the back end of things, or simply assigned as a role bonus, as it's a 'nice to have' bonus, but not something that anyone is going to actively choose because that's a priority when building a T3 ship.
Some suggestions for 'quirky' or unusual bonuses:
Offensive subsystems:
Amarr/Gallente: have a dedicated missile subsystem: missile ROF or damage bonus with +6-7 launcher hardpoints, -8 turret hardpoints.
All races: have a +2-3 turret hardpoint/high slot subsystem with a bonus to optimal, tracking and *gun signature resolution* (explosion velocity/radius for missile users) so that while still using medium guns, the ships equipped with this subsystem become ideal anti-frig platforms.
All races: race specific drone subsystem with a very large bonus to racial drone damage type, in addition to drone HP and speed for all other drones. This subsystem would also include additional bandwidth and drone bay space.
Engineering subsystems:
Add a subsystem that provides resistance to cap warfare: 15% reduction of all nos/neut effects to capacitor amount per level.
Electronics subsystems: have highly specialized subsystems:
One that focuses on lock speed: increases scan res by 75% per level.
One for sensor strength: increases sensor strength by 50% per level
One for variety: off-racial sensor strength, higher than usual, with average scan res and very good lock range. Adds an additional two targets to the maximum number of lockable targets.
The above attributes should be in addition to things like probe strength bonuses, combat probe launcher CPU reduction, covert ops cloak 2 CPU reduction, racial EW bonuses etc.
Each combination of subsystems should yield something amazing and wonderful, not something boring and mostly useless. Right now T3 is headed in the same direction as BlackOps BS, COSMOS items and stealth bombers.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Sarin Adler
Caldari SPANI T o r m e n t u m
|
Posted - 2009.02.26 00:53:00 -
[52]
Originally by: Bellum Eternus
So far I haven't been able to build a T3 ship that isn't out-performed by a similar HAC, Recon, HIC or Tier 1 BC (yes, it's absolutely fair to compare them to a BC, particularly when cost and training is involved).
T3 ships (so far) are still *very* traditional cruisers with respect to how to optimally fit them for combat and what tactics work best while flying them. The overall designs (balance wise, not art wise) are very conservative and middle of the road.
Haven't tried the Proteus yet, but I must say that tengu is looking good right now (try it if you can, whioch I guess you can), some very nice slot layout even if penalized in the lows. Good suggetings anyway.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.26 01:01:00 -
[53]
Originally by: Sarin Adler
Originally by: Bellum Eternus
So far I haven't been able to build a T3 ship that isn't out-performed by a similar HAC, Recon, HIC or Tier 1 BC (yes, it's absolutely fair to compare them to a BC, particularly when cost and training is involved).
T3 ships (so far) are still *very* traditional cruisers with respect to how to optimally fit them for combat and what tactics work best while flying them. The overall designs (balance wise, not art wise) are very conservative and middle of the road.
Haven't tried the Proteus yet, but I must say that tengu is looking good right now (try it if you can, whioch I guess you can), some very nice slot layout even if penalized in the lows. Good suggetings anyway.
What with all the re-mirrorings I've been losing shield operation V lol, so I've had less experience with the Tengu than I'd have liked. Need to get it trained on TQ...
I've played with it before, but not since they've restructured the stats today.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Winterreign
|
Posted - 2009.02.26 01:25:00 -
[54]
Some of these might have already been covered or planned for future expansions but my take on T3 ships at this point are still pretty weak, having a hard time testing when cap leaks out. I know this was fixed but from a general standpoint a few ideas as the training and implimention of T3 cruisers are still not getting enough bonus's to make it worth while.
Here are my suggestions Faction Cruiser bonus - 5% heat reduction per level Stratigic Cruiser Bonus - 10% Sheild/Armor/Structure HP bonus per level
Starting out in a Tech 3 gives out a decent bonus, 25% heat reduction, Then you get a 10% bonus to armor/sheild/structure per level of stratigic cruiser, offing incentive and rewards for being in a Tech3 cruiser and continuing to train Tech3 cruser skills.
Elec subkills i tweaked a bit, Sub1 is faction EW bonus, Sub2 is bonus systems, Sub 3 represents hardened electonics. Everyone hates jamming this allows tech 3 ships to possess a little immunity.
Amarr Elec Sub 1 - 20% Energy Neutralizer/Vampire amount per lvl Amarr Elec Sub 2 - 10% reduction Signature Radius per lvl Amarr Elec Sub 3 - 20% sensor str + Scan rez per lvl
Caldari Elec Sub 1 - 20% ECM Strength per lvl Caldari Elec Sub 2 - 10% CPU Output/Max Targeting Range per lvl Caldari Elec Sub 3 - 20% Sensor Str + Scan Rez per lvl
Gallente Elec Sub 1 - 20% Warp Scramble Range per lvl Gallente Elec Sub 2 - 10% CPU Output/Max Targeting Range per lvl Gallente Elec Sub 3 - 20% Sensor str +Scan rez per lvl
Minmatar Elec Sub 1 - 20% bonus Stasis Webifier Range per lvl Minmatar Elec Sub 2 - 10% reduction Sig Radius per lvl Minmatar Elec Sub 3 - 20% Sensor Strength & scan rez per lvl
Def subkills where mentioned that all defsub where getting the rez bonus so i went ahead and modified them a bit.
Amarr Def Subsystem 1 - Rez Bonus + 10% armor Hp per lvl Amarr Def Subsystem 2 - Rez Bonus + 7.5% Armor Repair Amount Amarr Def Subsystem 3 - Rez Bonus + 5% Armor Rez
Caldari Def Subsystem 1 - Rez Bonus + 10% sheild Hp per lvl Caldari Def Subsystem 2 - Rez Bonus +7.5 Shield Boost Bonus Caldari Def Subsystem 3 - Rez bonus + 5% Sheild rez
Gallente Def Subsystem 1 - Rez + 10% armor HP bonus Gallente Def Subsystem 2 - Rez + 7.5% Repair Bonus Gallente Def Subsystem 3 - Rez + 10% Drone HP and Dronebay
Minmatar Def Subsystem 1 - Rez + 5% sheilds and armor per lvl Minmatar Def Subsystem 2 - Rez + 7.5% Armor Repair Bonus per lvl Minmatar Def Subsystem 3 - Rez + 7.5% Shield Boost Bonus per lvl
The offensive systems are also tweaked abit for those that like pure damage i have opened up that option allow some Tech 2 dmg bonus. All per lvl of course. Yes Gallente can field up to 10 drones at lvl5, was intentional as it should be phenominal
Amarr Off Sub 1 - 5% laser cap / 10% dmg bonus Amarr Off Sub 2 - 10% Laser Cap / 5% Damage / 10% Tracking Bonus Amarr Off Sub 3 - 10% Laser Cap / 5% Damage / 10%Optimal Range
Caldari Off Sub 1 - 10% kin Missile Damage / 5% Rate of Fire Bonus Caldari Off Sub 2 - 5% Missile Damage / 5% Flight / 5% Missile Vel Caldari Off Sub 3 - +5% Hybrid Damage / 10% Optimal Range
Gallente Off Sub 1 - 10% Hybrid Damage Bonus Gallente Off Sub 2 - 5% Hybrid Damage / +10% Optimal Bonus Gallente Off Sub 3 - 10% Drone Damage / +1 drone
Minmatar Off Sub 1 - 5% ROF / 10% Damage Bonus Minmatar Off Sub 2 - 5% ROF / 10% Falloff / 10% Optimal Range Bonus Minmatar Offensive Subsystem 3 - 10% Projectile / Missile Rate of Fire Bonus
I'll continue with next post as i am running out of space
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 01:28:00 -
[55]
Quote: Minmatar Def Subsystem 1 - Rez + 5% sheilds and armor per lvl Minmatar Def Subsystem 2 - Rez + 7.5% Armor Repair Bonus per lvl Minmatar Def Subsystem 3 - Rez + 7.5% Shield Boost Bonus per lvl
suggestion
those should be instead 10% cap amount for shield and armor repairers.
minmatar should be the masters of not needing cap imo.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.02.26 01:37:00 -
[56]
Ive been giving some thought to the nature of T3 ships. The impression Im getting is that the subsystems are being tailored along racial lines - but in my view that might be the wrong way to approach T3.
I think, that the subsystems themselves should be basically identical for all races, with the exception of a 'Racial Special' for Electronic Subsystem 1 (which would mirror the Combat Recon bonus to Nos/Web/Scram/ECM).
So, as an example Defense Subsystem X would always provide a % bonus to shield booster and armour repair amount regardless of its race. The base ship (chasis/hull) would provide a generic bonus along racial lines.
Therefore you could build a caldari drone boat with extra low slots, or a better armour tank.
Im working on a spread sheet at the moment to provide some form of example, but Id be interested to hear others views on this.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Winterreign
|
Posted - 2009.02.26 01:51:00 -
[57]
Edited by: Winterreign on 26/02/2009 01:57:15 Next up engineering space. I've added somthing a little new in so much that The Eng subsystem 3 adds an additional rigging slot.
Amarr Eng Sub 1 - 5% Power Output per lvl Amarr Eng Sub 2 - 5% Capacitor recharge + cargo space Amarr Eng Sub 3 - 5% cap capacity + bonus rig slot
Caldari Eng Sub 1 - 5% Power Output Caldari Eng Sub 2 - 5% Cap recharge + cargo space Caldari Eng Sub 3 - 5% Cap capacity + bonus rig slot
Gallente Eng Sub 1 - 5% Power Output Gallente Eng Sub 2 - 5% cap recharge + cargo space Gallente Eng Sub 3 - 5% cap capacity + bonus rig slot
Minmatar Eng Sub 1 - 5% Power Output Minmatar Eng Sub 2 - 5% cap recharge + Cargo space Minmatar Eng Sub 3 - 5% Cap capacity + Bonus rig slot
Last up is propulsion systems. I tweaked this a little bit to provide more flavor. The Sub system 3 does indeed add a one time +1 bonus to your warp strength for amarr, everyone else has a scale they can build up for warp disrupter scrambler immunities, giving you @ lvl1 a warp strenght of 1 and at lvl 5 giving you 2.5 warp strength. If we were to add more systems you could start adding in bonus's for immunity to Stasis Webs
Amarr Propulsion Sub 1 - 5% Afterburner cap/speed bonus Amarr Propulsion Sub 2 - 5% MWD sig/cap reduction bonus Amarr Propulsion Sub 3 - 5% cap capacity per lvl +1 warp str
Caldari Propulsion Sub 1 - 5% Agility Bonus Caldari Propulsion Sub 2 - 5% MWD Sig/cap reduct Bonus Caldari Propulsion Sub 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
Gallente Propulsion Sub 1 - 10% MWD Signature Radius Penalty Reduct Gallente Propulsion Sub 2 - 5% Afterburner / MWD Capacitor Use Reduction Gallente Propulsion Sub 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
Minmatar Propulsion Subsystem 1 - 10% Velocity Bonus Minmatar Propulsion Subsystem 2 - 5% Agility Bonus Minmatar Propulsion Subsystem 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
These are not the end all be all, mearly suggestions to get CCP think'n and cranking out. Tech3 should be better then Tech2 in just about every way, however like all things in Eve you have to train skillz to acheive this.
-W
|

Turiel Demon
Minmatar Inhumation Inc.
|
Posted - 2009.02.26 02:16:00 -
[58]
With all the changes going on on the T3 ships over the last few weeks, it seems to me that with all the work that has gone into creating them, the actual thought as to how they were going to work in the game (bonuses, slot layout, purpose in general) was left until last.
Is this an illusion? If not, it does rather give the impression that the design process went something like 'hey, we need T(n) ships, lets A: announce them B: make them look good C: finish off the models and the physics for them D: work out the skill plans for them E: did we forget something? Oh damn, that's right...'
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 02:39:00 -
[59]
Originally by: Winterreign Edited by: Winterreign on 26/02/2009 01:57:15 Next up engineering space. I've added somthing a little new in so much that The Eng subsystem 3 adds an additional rigging slot.
Amarr Eng Sub 1 - 5% Power Output per lvl Amarr Eng Sub 2 - 5% Capacitor recharge + cargo space Amarr Eng Sub 3 - 5% cap capacity + bonus rig slot
Caldari Eng Sub 1 - 5% Power Output Caldari Eng Sub 2 - 5% Cap recharge + cargo space Caldari Eng Sub 3 - 5% Cap capacity + bonus rig slot
Gallente Eng Sub 1 - 5% Power Output Gallente Eng Sub 2 - 5% cap recharge + cargo space Gallente Eng Sub 3 - 5% cap capacity + bonus rig slot
Minmatar Eng Sub 1 - 5% Power Output Minmatar Eng Sub 2 - 5% cap recharge + Cargo space Minmatar Eng Sub 3 - 5% Cap capacity + Bonus rig slot
Last up is propulsion systems. I tweaked this a little bit to provide more flavor. The Sub system 3 does indeed add a one time +1 bonus to your warp strength for amarr, everyone else has a scale they can build up for warp disrupter scrambler immunities, giving you @ lvl1 a warp strenght of 1 and at lvl 5 giving you 2.5 warp strength. If we were to add more systems you could start adding in bonus's for immunity to Stasis Webs
Amarr Propulsion Sub 1 - 5% Afterburner cap/speed bonus Amarr Propulsion Sub 2 - 5% MWD sig/cap reduction bonus Amarr Propulsion Sub 3 - 5% cap capacity per lvl +1 warp str
Caldari Propulsion Sub 1 - 5% Agility Bonus Caldari Propulsion Sub 2 - 5% MWD Sig/cap reduct Bonus Caldari Propulsion Sub 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
Gallente Propulsion Sub 1 - 10% MWD Signature Radius Penalty Reduct Gallente Propulsion Sub 2 - 5% Afterburner / MWD Capacitor Use Reduction Gallente Propulsion Sub 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
Minmatar Propulsion Subsystem 1 - 10% Velocity Bonus Minmatar Propulsion Subsystem 2 - 5% Agility Bonus Minmatar Propulsion Subsystem 3 - .5 warp str per lvl (ship starts with .5 warp strength so that at lvl 1 u have 1 warp str and at lvl2 u have 1.5 all the way up to 2.5 which means you can escape from scramblers)
These are not the end all be all, mearly suggestions to get CCP think'n and cranking out. Tech3 should be better then Tech2 in just about every way, however like all things in Eve you have to train skillz to acheive this.
-W
your bonuses are better than ccps...
anyays, no worries, even they they "out stat" tech 2 ships, it doesn't matter.
I've killed Assault frigates in my rifter. stats are everything, they are just helpful.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.26 02:51:00 -
[60]
Originally by: Turiel Demon With all the changes going on on the T3 ships over the last few weeks, it seems to me that with all the work that has gone into creating them, the actual thought as to how they were going to work in the game (bonuses, slot layout, purpose in general) was left until last.
Is this an illusion? If not, it does rather give the impression that the design process went something like 'hey, we need T(n) ships, lets A: announce them B: make them look good C: finish off the models and the physics for them D: work out the skill plans for them E: did we forget something? Oh damn, that's right...'
I'd say you're probably right on the money with that, whether it was intended or not. (meaning intended by CCP)
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.02.26 03:06:00 -
[61]
as things stand now it appears T3 ships are pretty much worthless from a practical viewpoint, some people will buy them just to have the latest toy, but producing them is going to be really far from worthwhile considering the hassle involved
some radical changes are needed, these ships have to be good enough for people to be willin to fly them in pvp despite the really stupid system involving skillpoint loss
it's frankly appalling how far from finished their balancing is, somebody really dropped the ball and let it fall down into the sewer system
|

Mica Swanhaven
|
Posted - 2009.02.26 03:10:00 -
[62]
Edited by: Mica Swanhaven on 26/02/2009 03:10:14
Originally by: Tyrrax Thorrk as things stand now it appears T3 ships are pretty much worthless from a practical viewpoint, some people will buy them just to have the latest toy, but producing them is going to be really far from worthwhile considering the hassle involved
some radical changes are needed, these ships have to be good enough for people to be willin to fly them in pvp despite the really stupid system involving skillpoint loss
it's frankly appalling how far from finished their balancing is, somebody really dropped the ball and let it fall down into the sewer system
dude, no one dropped the ball. They have to wait to see if they are successful on TQ before releasing more parts and THEN make them useful.
I mean why spend time making them useful, and something people would want to use, if we don't know if people want to use them?
you have to remember, you 1st need to see if people are willing to use it, before putting more development time into it.
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.02.26 03:11:00 -
[63]
Edited by: Tyrrax Thorrk on 26/02/2009 03:12:06
Yeah, good idea, release a terrible basically worthless feature that the entire patch is designed around and to support then make it good if people use it despite it being horrible ??
lol .. you're an alt of the guy who designed this aren't you
|

Mica Swanhaven
|
Posted - 2009.02.26 03:18:00 -
[64]
Originally by: Tyrrax Thorrk Edited by: Tyrrax Thorrk on 26/02/2009 03:12:06
Yeah, good idea, release a terrible basically worthless feature that the entire patch is designed around and to support then make it good if people use it despite it being horrible ??
lol .. you're an alt of the guy who designed this aren't you
I think my post record speaks for itself :) http://www.eveonline.com/ingameboard.asp?a=topic&threadID=540300
|

Genya Arikaido
|
Posted - 2009.02.26 04:20:00 -
[65]
Sorry Nozh, while I can't feedback on the others, the Gallente STRAC, the Proteus, is a nightmare. No drone capability worth mentioning AT ALL, horrid subsystems configurations... If I were a noob, I'd prefer spending the time to train for T2 cruisers that do the job better for far less.
As I see it, T3 cruisers are too broken to get any serious play testing done, and going on attributes alone...they're horribly underwhelming.
If T3 ships remain as they are, I'm not wasting my time in w-space, I'm not going to get myself farmed by the Sleepers, I'm not going to mess with T3 ships at all, and jsut go back to my T2 ships and BS and have fun with POS warfare. (NOT)
Just a favor? Please don't inflict this mess on us and make EVE unplayable for 1-2 weeks.
Originally by: CCP t0rfifrans Sorry, no. You have to go into wormholes and get farmed by the new AI NPCs like everyone else...
|

Prometheus Exenthal
Heretic Army
|
Posted - 2009.02.26 05:24:00 -
[66]
I'm going to have to agree that the Proteus is a mess atm. The resists are meh, the dps is meh, the buffer tank is meh, and the cap is horrid.
When I can cap out a cruiser-sized ship w/ neutrons/void + tackle + nos, then there is a serious problem. Not to mention, I don't think anyone would buffer tank a ~400mil isk ship. Especially cruiser sized. Solution? Fix the capacitor and add some cargo capacity ffs. - MY LATEST VIDEO - FRIGANK 4 |

Dex Nederland
Caldari Lai Dai Infinity Systems
|
Posted - 2009.02.26 06:07:00 -
[67]
Tengu issue
Defensive #2 provides a 75 m3 Drone bay (departure from normal Caldari, a good thing imo). Defensive #3 provides 25m3.
Offensive #3 provides 20 MBit/sec, only current offensive sub sys that provides any drone bandwidth for the Tengu.
This makes a draw for Defensive #2 (the 75m3 Drone Bay) useless as the max number of drones a Tengu can put out at the moment is 4 Light Scout Drones - may as well use an Osprey!
Will slowly work on additional comments.
In-Game Browser : http://ldis.caldari-made.net |

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.02.26 06:16:00 -
[68]
All the time I put into it...I only found a small handful of decent slot layouts for the Tengu.
The layout with the most useful slot layout has 7 Mids and 6 lows. as well as...6 Highs, 4 Turrets, 2 Launcher hardpoints.
Belive it was 3-3-3-3 config, (Propulsion has no affect on slots although it probably should)
You could get 8 Mids, but then you give up 2 lows. Found an interresting 7 Missile Launcher setup but havn't had time to play with it.
went with a 6 Turret 2 Launcher setup that came out nicely, does close to 500-600 DPS with just the level 1 subsystem skills. Havn't had time to play with the rest of the slots.
Will give a more thorough goings over with the Tengu once I get off work.
Originally by: CCP Whisper Boo hoo. Cry some more.
Whisper is now officially my hero. |

cianide pro
|
Posted - 2009.02.26 06:22:00 -
[69]
Its still a bit early and reading this tread with a coffee (black and strong even) and 1 thing popped up in my mind and that will give flexibility and surprise, make the ew subsystems multi racial. So that no one knows what ew to expect from any race at all so it could be a Loki with ecm or a blaster Proteus with nos ( bonused of course )
Something in this idea 
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.26 07:10:00 -
[70]
Originally by: Mica Swanhaven Edited by: Mica Swanhaven on 26/02/2009 03:10:14
Originally by: Tyrrax Thorrk as things stand now it appears T3 ships are pretty much worthless from a practical viewpoint, some people will buy them just to have the latest toy, but producing them is going to be really far from worthwhile considering the hassle involved
some radical changes are needed, these ships have to be good enough for people to be willin to fly them in pvp despite the really stupid system involving skillpoint loss
it's frankly appalling how far from finished their balancing is, somebody really dropped the ball and let it fall down into the sewer system
dude, no one dropped the ball. They have to wait to see if they are successful on TQ before releasing more parts and THEN make them useful.
I mean why spend time making them useful, and something people would want to use, if we don't know if people want to use them?
you have to remember, you 1st need to see if people are willing to use it, before putting more development time into it.
#1, how do you know no one dropped the ball? Tyrrax could be completely correct (and he probably is). You don't know one way or the other. His opinion could be just as correct as any.
#2, waiting to see if anyone likes them and THEN making them good? LOL? If there was ever a COMPLETELY WRONG WAY TO DO THINGS, that's it.
You have to remember, you 1st need to build something worth a f#ck before anyone will f#cking use it, before anyone will put any time into bothering with it. You have it completely backwards.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 07:14:00 -
[71]
Edited by: MotherMoon on 26/02/2009 07:14:53 I don't get it, what kind of thinking is that ccp?
oh well I will try to get them because I'm old and bored :)
|

Mica Swanhaven
|
Posted - 2009.02.26 07:15:00 -
[72]
Originally by: Bellum Eternus
Originally by: Mica Swanhaven Edited by: Mica Swanhaven on 26/02/2009 03:10:14
Originally by: Tyrrax Thorrk as things stand now it appears T3 ships are pretty much worthless from a practical viewpoint, some people will buy them just to have the latest toy, but producing them is going to be really far from worthwhile considering the hassle involved
some radical changes are needed, these ships have to be good enough for people to be willin to fly them in pvp despite the really stupid system involving skillpoint loss
it's frankly appalling how far from finished their balancing is, somebody really dropped the ball and let it fall down into the sewer system
dude, no one dropped the ball. They have to wait to see if they are successful on TQ before releasing more parts and THEN make them useful.
I mean why spend time making them useful, and something people would want to use, if we don't know if people want to use them?
you have to remember, you 1st need to see if people are willing to use it, before putting more development time into it.
#1, how do you know no one dropped the ball? Tyrrax could be completely correct (and he probably is). You don't know one way or the other. His opinion could be just as correct as any.
#2, waiting to see if anyone likes them and THEN making them good? LOL? If there was ever a COMPLETELY WRONG WAY TO DO THINGS, that's it.
You have to remember, you 1st need to build something worth a f#ck before anyone will f#cking use it, before anyone will put any time into bothering with it. You have it completely backwards.
to quote a famous person in the linked thread
Quote: 404: sense of humor not found
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.26 07:23:00 -
[73]
Originally by: Mica Swanhaven
to quote a famous person in the linked thread
Quote: 404: sense of humor not found
I can't find anything in your original post to have a sense of humor about. Nothing you said was funny, sarcastic or even facetious.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.02.26 07:24:00 -
[74]
Originally by: Bellum Eternus Where to start...
The new changes to the stats are an improvement. At least now there are a higher number of workable slot combinations. There are still a very large number (percentage wise) of slot combinations for all four ship types that are either totally unworkable or just useless/redundant for one reason or another.
I find myself mixing/matching subsystems in order to get a workable slot combination first and then seeing what bonuses/hardpoints I'm left with, which is a really bad thing.
Players aren't thinking "Ok, I'd like to have a ship with a neut bonus, some guns and a resistance bonus." Instead it goes something like "Hmm, this slot layout sucks, this one sucks too, ok, this one isn't bad, let's see what kind of stats I have... ok, that's not totally horrible, I'll go with that."
And the stats/capabilities that do end up on the ships when you get a decent/workable layout are fairly mundane and just not that interesting/exciting. Not only are we not seeing any sort of performance advantage over a HAC or Recon of a similar role, but I'm actually seeing less overall performance with respect to total tank/DPS, speed, lock times etc. And fitting the EW bonused electronics subsystem totally gimps the ship when compared to other fittings, and totally isn't worth the small EW bonus that it provides.
Have I actually started using the T3 ships in combat yet? Nope. Not until some game breaking bugs can be fixed, like the cap regen being broke, ships not retaining their fits after exiting them, etc. etc.
What we need at the moment is a concise list of the current subsystem bonuses, not just a 'ROF bonus' but an actual number to the bonuses '10% ROF per level' as an example. Why make us guess at what the bonus is by reverse engineering when you can just give us a list? There isn't really any point in discussing the value of the subsystem bonuses without knowing just how much the bonus is going to affect the end performance now is there? And it's really pointless to force us to reverse engineer 60 subsystems worth of stats when you could just tell us.
Agreed.
|

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.02.26 07:42:00 -
[75]
Originally by: Tyrrax Thorrk as things stand now it appears T3 ships are pretty much worthless from a practical viewpoint, some people will buy them just to have the latest toy, but producing them is going to be really far from worthwhile considering the hassle involved
some radical changes are needed, these ships have to be good enough for people to be willin to fly them in pvp despite the really stupid system involving skillpoint loss
it's frankly appalling how far from finished their balancing is, somebody really dropped the ball and let it fall down into the sewer system
My take on it is by the time people have properly trained for them and actually built one on TQ it will have given CCP another week or two from release date to balance them and then maybe expect further tweaks down the line. But I agree they seem seriously unfinished at the moment.
|

Kalintos Tyl
Minmatar
|
Posted - 2009.02.26 08:14:00 -
[76]
Edited by: Kalintos Tyl on 26/02/2009 08:16:36 loki:
web bonus but least med slots - what thinking is that? resistance defensive subsytem gives only armor resistances - wtf?
if you go for max low slots and web bonus - 5 high 3 turet slots, 3 meds and 6 low - another useless one ( rapier will out dps and out tank this crap)
crap subsystems: electornic 1,3 ; enginering 2,3 ; offensive 3; defensive 1; propulsion 2,3
so 1*1*2*2*1= 4 combinations that will work kinda 60D GTC - shattared link |

Keigari
|
Posted - 2009.02.26 08:31:00 -
[77]
Dear CCP
I like most stuff of your new expansion, many things are well tought. However i get the bad feeling that it will utterly fail since the core of it the T3 ships are totally uninteresting at the moment.
Why i think they are totally uninteresting? Its by design, from my standpoint of view the subsystem would need a 100% overhaul to be interesting. At the moment t3 cruisers are what? If we get lucky beefed up T2 cruisers with a heat bonus. Why should i fly a t3 cruiser, that has the stats of a t2 bc, the size of a cruiser for the price of a carrier? All in all you promised thousands of combinations. Um i dont see anything exciting in that. What should i do with 1000 combinations if 999 of them are just the same variation but with slightly changed fitting stats. (What is the real difference with a cruiser with a 4/3/4 layout with 100 pg and 100 cpu against a 3/4/4 layout with 99pg and 99cpu (this is my current impression of t3)
Please try something totally different even if it might delay the expansion. Introduce a system where 2 different subsystems combined would give a uniq bonus.
Example, Weapon Subsystem 1 and Engineering Subsystem 1 will give your ship a role bonus for Exploration, better chances for scanning better chances for analyzers/codebreakers ect.
Weapon Subsystem 1 + Engineering Subsystem 2 would give you a bonus in mining and a bonus in cargo capacity. Weapon Subsystem 1 + Engineering Subsystem 2 + Proplusion 1 would give you a bonus to warp scramble range
This would give you the opportunity to really introduce thousands of different ships. Because their role would be altered by the subsystem combination. And not defined by the one subsystem.
What is the difference? Atm for example Weapon 1 + Engineering 2, would give you more damage on weapon subsystem and warp scram bonus Weapon 2 and Engineering 2 would give you rof bonus and warp scram bonus Weapon 3 and Engineering 2 would still give you dam/rof bouns and warp scram bonus. This is how it is now, in my view boring because you dont provide any really new combinations on that. Prupose of weapon is more damage purpose of engineering is more scram bonus
You think while giving us 10.000 combination it will make t3 broad like statet in the 1st post, that is developer thinking. We players will always bring it down to 10 combinations that prove mot effective and are focused on a role. Because you cant use the t3 cruisers in a broad role. I can not make a armor tanked ecm boat that is a drone monster.
Or a laser shooting fast tackling shield tanker. simply not possible by design. It will always, always come down to min-maxing. Why min-maxing, especially on t3 ships, they will be expensive, risk is much higher than in 0.0 (heck i do believe that 0.0 for the right alliance is the safest place to be anyways, with delayed w-space it will be mayhem. So while i can ninja rat in 0.0 for 30 mil / hour with 100% safety. Id only go to w-space for like 50-70 mil / hour because i can be shot anytime have to check system scanner always ect.) So you cant just use some stupid combination that is funny, it will come down to whats the utmost effective. Why should i bother flying a 500 mil t3 cruiser when i just can buy me 4 isthars rigged fitted and ready to roll for the same price. And the isthar is a swiss knife and only will cost a fraction of it.
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.02.26 08:34:00 -
[78]
Originally by: Bellum Eternus
Originally by: Mica Swanhaven
to quote a famous person in the linked thread
Quote: 404: sense of humor not found
I can't find anything in your original post to have a sense of humor about. Nothing you said was funny, sarcastic or even facetious.
heh i actually found his post kinda hilarious even before I realized he was trolling ;\
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 08:37:00 -
[79]
Originally by: Bellum Eternus
Originally by: Mica Swanhaven
to quote a famous person in the linked thread
Quote: 404: sense of humor not found
I can't find anything in your original post to have a sense of humor about. Nothing you said was funny, sarcastic or even facetious.
hugs bellum
don't worry it's ok if you don't get it, I do.
very colbert of you mica.
|

Caile Sathinor
Gallente No Quarter. Imperial Republic Of the North
|
Posted - 2009.02.26 09:01:00 -
[80]
A bit of Proteus feedback:
I set out tonight with a goal of trying to build a Proteus that will fit the playstyle I love. I love the blaster Deimos and Astarte so I wanted to see what I could build with the Proteus to fit.
My skills currently are: Gallente Stratgic Cruiser 2 All Subsystem skills to 3 Thermodynamics 1 (Fail, I know, but stated for a point) Nav Skills at V
I began looking at the different subsystems, trying to decide what bonuses I would want, ideally as a blaster boat pilot, and started off with the following conclusions:
Defensive: I like resists. More resists mean more EHP, and less mods I have to spend to fill holes or get an effective level of mitigation. Subsystem 1.
Electronic: Scan strength is meh. Range is meh and I've not really been hurting for CPU. But scramble range...that's great! More range for me to shut off the other guy's MWD. Subsystem 1 again
Engineering: Subsystem 1 is right out, since I don't have fitting issues usually. More cap, or more recharge. It's really 6 one way, half a dozen another, but recharge *could* help in a fight to squeeze an extra cycle from guns if I need it, or some other emergency. Subsystem 3
Offensive: Falloff doesn't matter for blaster boats since we need to get so close anyway, and Drone Damage/HP, well, this isn't a drone boat setup. Subsystem 1 again.
Propulsion: Sig radius penalty reduction from MWD would be interesting on a tackler or nano-drone boat, and warp speed/cap bonus are...er, well, not sure. I guess to chase or something. MWD/AB cap reduction is good. Subsystem 2.
So I ended up with a 11312 configuration, and hurried to look at my slots.
3/5/6. What? That's not even remotely viable as a ship using anything that's not drones for dps. And with 25mbits of bandwidth in that setup, that's not much dps.
So I said to myself, "Self, what other alternatives do I have? What will still do the job even with suboptimal bonus?"
Well, Defensive module 3 has some pretty killer innate resistances. So let's swap that in. We now have Drone hp bonus. Meh. Not great, but damn I have some pretty neat shield and armor resistances (0/60/85/50 Shield, 50/68/84/10 Armor) and 4/6/5. Weird slot layout. What am I going to do with 6 mids and no lows for a tank?
Then an idea struck me.
The Nano-Ishtar. If anyone is familiar with the old nano-ishtar setup, it had no tank in the lows. Only overdrives and nanos, and put a buffer shield tank in the mid slots, with a bit of tackle. So I said, "Why not."
The setup I used: 4x Heavy Neutron Blaster II (Caldari Navy AM) 1 MWD, 1 Scram, 1 Web, 3x LSE II 3x MFS II, 1 Overdrive, 1 Nano
And then came the rigs. I have this belief that t3 ships will have certain setups that beg to be rigged, like I felt this one did. So I tinkered with stacking penalties and such to come to the following conclusion: 1 Aux nano thruster, 1 polycarb, and a 3rd rig of choice (Anything could go here. A drone damage mod, an EM Shield resist plug, even a trimark wouldn't be terrible with close to 2k armor innately) Then I dragged a corpmate out to play. Stuck him in some belts with a ratting Deimos, and we played 1v1 for a bit. My first attempt used an AB instead of a MWD because I was worried about cap guzzling, but I really couldn't catch him, and once our drones popped, it was a standoff where he couldn't do enough damage to chase me off, and I couldn't catch him. Well, minus the fact we could warp at any time since he was kiting me all over, but wouldn't dare let me in range to scram and web me. So, first attempt was a fail.
Went back, grabbed an MWD instead of an AB and went back out. This time, I got my hands on his rail-deimos and melted it. Interestingly enough...that heat damage bonus for Strategic Cruiser is *killer*. Using my LSE as heat sinks, I didn't take more than 6% damage to my midslots. Thermo 4/5 and SC 4/5 will make overheating possible for long terms. (Finished below)
|
|

Caile Sathinor
Gallente No Quarter. Imperial Republic Of the North
|
Posted - 2009.02.26 09:05:00 -
[81]
Originally by: Caile Sathinor My Wall of Text
Ultimately, I decided that this might be a viable setup, and realized one other thing. Only 25 mbits of bandwidth...but 175m3 of space. This means I could carry Warrior II's, Hob II's, ECM Drones, Repair Bots, and Anything else in my cargo hold to swap out as needed. Potentially a bag of tricks for whatever you hunt.
Overall, I like the direction the Cruisers are going. Bonuses need some tweaking, and I'd like to see some actual numbers on what each one gives per level. People are really going to have to step outside the box and think with some setups to make them viable, but I definitely think there are some odd setups which might seem odd at first which will be viable in the end, shockingly.
|

Ishkawa Ontorus
|
Posted - 2009.02.26 09:15:00 -
[82]
proteus ftw.... defensive module 3, offensive modules 3, engeneering module 1, propultion.. whatever you want, electronics 1.
6 guns, 4 heavy drone IIs. cap BATTERY in the mids... large.. yes cap batter... becuase 1800 cap with a 165 recharge rate is the same as a demios and now you have more dps. oh.. and two scrams that have better range. To be honest.. not useless. if the cost is reasonablewhich it wont be. The gallantean ship is pretty win as far as I see it. you could also always configure for a tank with 8 low slots, or have rediculous EW with a fair amount of low slots. the idea of a tanking recon intiques me. maybe we should have the 4th and 5th of each module.
When will you be writing in the bonus so we can see what the level difference is btw? I would like to know the hitpoint / damage increase per level for offensive module 3. i assume its 10% like always but I am curious.
|

Shadowsword
Epsilon Lyr Tau Ceti Federation
|
Posted - 2009.02.26 09:51:00 -
[83]
Originally by: CCP Nozh
Where do tech 3 ships fit in?
Most simple way I can put it: Tech 2 û Focused. Tech 3 û Broad.
WeÆre trying to allow players to play multiple roles, without overshadowing tech 2.
Here you have a problem. Pvp absolutely require role specialisation (no one in his right mind will try to be both decent at sniping and EW platform, for exemple), and T2 ships already cover just about any role I can think of.
So there's only two ways to make T3 cruisers viable for pvp (they aren't really for pve, BS-sized hulls dominate that field. Maybe one day when T3 battleships come out).
1/ Make their cost acceptable, and given the loss of SP, that would mean cheaper than T2 ships of equivalent performances.
2/ Make them significantly better than T2, and drop the idea of not overshadowing it. T2 will still be used a lot because it will be cheaper, and you won't lose SP.
Without one of those two things, T3 ships, T3 prod, WH exploration, all of it isn't worth bothering about... ------------------------------------------
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 10:03:00 -
[84]
agreed.
CCP do you really see the logic in...
you lose skills when you die they are more expensive they aren't better than tech 2 ships
I mean... honestly? They better be cheaper than tech 2 to build... in other words... 0% failure rating please on building pieces. Just make it so you might get doubles, which is kinda like failing.
|

Mioelnir
Minmatar Meltd0wn Imperial Republic Of the North
|
Posted - 2009.02.26 10:35:00 -
[85]
Originally by: MotherMoon they aren't better than tech 2 ships
That's the sole crux of T3.
When T2 was introduced, it was a success because T2 is plain better than T1. That was before my time. In the 2 years I play now, CCP is trying really hard not to introduce another technology tier/ship/... that is simply better. 'Same but different' seems to be desired.
Problem: when "should not be better than T2" is your main design criteria, the outcome will invariably suck, because you will always tone it down when you get the feeling one aspect might slightly surpass T2.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 10:42:00 -
[86]
Originally by: Mioelnir
Originally by: MotherMoon they aren't better than tech 2 ships
That's the sole crux of T3.
When T2 was introduced, it was a success because T2 is plain better than T1. That was before my time. In the 2 years I play now, CCP is trying really hard not to introduce another technology tier/ship/... that is simply better. 'Same but different' seems to be desired.
Problem: when "should not be better than T2" is your main design criteria, the outcome will invariably suck, because you will always tone it down when you get the feeling one aspect might slightly surpass T2.
well that's just it, the whole "better onyl when overheated" was a cool idea.
I STILL think tech 3 ships should get double hull hp, and 10% structure resistance per level of racial frigate.
Then they should laser focus on the idea that better than tech 3 when overheating. a LOT better.
or else... jus think for a second.
a ship that is designed to costs more, that is designed to be worse. ]
huh? what now?
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.02.26 10:52:00 -
[87]
HELLO CCP, MAKE T3 SHIPS STOP BEING TERRIBLE, THANKS IN ADVANCE
PS; prefnerfing is extremely dumb PPS; skillpoint loss is also extremely dumb PPPS; could you guys be any more out of touch with how the game / community works ? I don't think so.
|

Sarin Adler
Caldari SPANI T o r m e n t u m
|
Posted - 2009.02.26 12:01:00 -
[88]
Originally by: Keigari Dear CCP
I like most stuff of your new expansion, many things are well tought. However i get the bad feeling that it will utterly fail since the core of it the T3 ships are totally uninteresting at the moment.
Why i think they are totally uninteresting? Its by design, from my standpoint of view the subsystem would need a 100% overhaul to be interesting. At the moment t3 cruisers are what? If we get lucky beefed up T2 cruisers with a heat bonus. Why should i fly a t3 cruiser, that has the stats of a t2 bc, the size of a cruiser for the price of a carrier? All in all you promised thousands of combinations. Um i dont see anything exciting in that. What should i do with 1000 combinations if 999 of them are just the same variation but with slightly changed fitting stats. (What is the real difference with a cruiser with a 4/3/4 layout with 100 pg and 100 cpu against a 3/4/4 layout with 99pg and 99cpu (this is my current impression of t3)
Please try something totally different even if it might delay the expansion. Introduce a system where 2 different subsystems combined would give a uniq bonus.
Example, Weapon Subsystem 1 and Engineering Subsystem 1 will give your ship a role bonus for Exploration, better chances for scanning better chances for analyzers/codebreakers ect.
Weapon Subsystem 1 + Engineering Subsystem 2 would give you a bonus in mining and a bonus in cargo capacity. Weapon Subsystem 1 + Engineering Subsystem 2 + Proplusion 1 would give you a bonus to warp scramble range
This would give you the opportunity to really introduce thousands of different ships. Because their role would be altered by the subsystem combination. And not defined by the one subsystem.
What is the difference? Atm for example Weapon 1 + Engineering 2, would give you more damage on weapon subsystem and warp scram bonus Weapon 2 and Engineering 2 would give you rof bonus and warp scram bonus Weapon 3 and Engineering 2 would still give you dam/rof bouns and warp scram bonus. This is how it is now, in my view boring because you dont provide any really new combinations on that. Prupose of weapon is more damage purpose of engineering is more scram bonus
You think while giving us 10.000 combination it will make t3 broad like statet in the 1st post, that is developer thinking. We players will always bring it down to 10 combinations that prove mot effective and are focused on a role. Because you cant use the t3 cruisers in a broad role. I can not make a armor tanked ecm boat that is a drone monster.
Or a laser shooting fast tackling shield tanker. simply not possible by design. It will always, always come down to min-maxing. Why min-maxing, especially on t3 ships, they will be expensive, risk is much higher than in 0.0 (heck i do believe that 0.0 for the right alliance is the safest place to be anyways, with delayed w-space it will be mayhem. So while i can ninja rat in 0.0 for 30 mil / hour with 100% safety. Id only go to w-space for like 50-70 mil / hour because i can be shot anytime have to check system scanner always ect.) So you cant just use some stupid combination that is funny, it will come down to whats the utmost effective. Why should i bother flying a 500 mil t3 cruiser when i just can buy me 4 isthars rigged fitted and ready to roll for the same price. And the isthar is a swiss knife and only will cost a fraction of it.
Agreed. Nice idea on makign T3 ships different w/o overpowering too, probably there is no time though to do that, unfortunatlly :(
Now the question is... will CCP listen to the various report opn how hard T3 is failling right now or will they release it 'prenerfed' to revisit ... god knows when? Please don't add an other line to your track record of releasing half done stuff.
|

Kuromugi
Caldari Beets and Gravy Syndicate The InterBus Initiative
|
Posted - 2009.02.26 13:04:00 -
[89]
Created a Proteus yesterday with 8 highs, (6 turrets 2 launchers) 4 mids, 7 lows with T2 resists and a 100mb/Bandwith with a 175m3 dronebay... lol
|

Kaulis
|
Posted - 2009.02.26 13:11:00 -
[90]
I think everyone has an understanding of the general appeal of T3 -- "it sux fix it nowz kthxbye"
While that helps in its own way, CCP needs to come up with ways to make it less "sux," its not all that helpful when actually balancing.
It'd probably be more beneficial and get more done if everyone could test specific setups then come back and post what they think is wrong with them (making sure to document the setup as well as any other competing ones that you think does the job better). That way CCP knows where to look and how to begin to balance these things.
As long as I didn't completely trash my math here, its 1440 different ships CCP has to try and make a role for. General broad statements really don't help and are probably being ignored since those broad statements really probably don't apply to every situation as the suggester suggesting them may think. Try to be a little more specific and things may get done.
|
|

Esheleen
|
Posted - 2009.02.26 13:54:00 -
[91]
So the heat bonuses are an excellent idea, now what you need to do is come up with a 5th time of sleeper sensor which all of these ships use. Make racial jammers pretty much totally useless and make the new sleeper jammers very hard to build and fit and cause a real gimp to any falcons etc out there. Now you have ships that can actually operate in a small roaming gang with out having to worry about getting ECM'd to death on most occasions and at the same time gives a bit of a nerf to help the whole ECM issue, ie will now have to spread slots out further and commit an ECM ship to focusing on tech 3 if they want to be effective against them
|

ArmyOfMe
4S Corporation Morsus Mihi
|
Posted - 2009.02.26 14:08:00 -
[92]
Edited by: ArmyOfMe on 26/02/2009 14:10:06
just pray ccp dont pre-nerf these ships to hell like they did with black-ops and then hope players will forget about them or make new content rather then having to do the work with fixing the ship in any normal time frame
|

Kalintos Tyl
Minmatar
|
Posted - 2009.02.26 14:10:00 -
[93]
i realy hoped that were difrent sensort types in subsystems, were fixing that stupdi falcons eveywhere perma jaming you. but well they are gone like 33% promised t3 parts, and promised al lsetups viable. 60D GTC - shattared link |

Sarin Adler
Caldari SPANI T o r m e n t u m
|
Posted - 2009.02.26 14:42:00 -
[94]
Originally by: Kaulis I think everyone has an understanding of the general appeal of T3 -- "it sux fix it nowz kthxbye"
While that helps in its own way, CCP needs to come up with ways to make it less "sux," its not all that helpful when actually balancing.
It'd probably be more beneficial and get more done if everyone could test specific setups then come back and post what they think is wrong with them (making sure to document the setup as well as any other competing ones that you think does the job better). That way CCP knows where to look and how to begin to balance these things.
As long as I didn't completely trash my math here, its 1440 different ships CCP has to try and make a role for. General broad statements really don't help and are probably being ignored since those broad statements really probably don't apply to every situation as the suggester suggesting them may think. Try to be a little more specific and things may get done.
The problem is we can't really aproach T3 on a set-up by set-up basis (afterall there are hundreads on combinations which all should work in someway or oither), but we have to 'see' what's the real point of T3. As has been said by others, right now there is NO role other T2 cruisers can fullfit better than T3 counterparts; so either we come with new 'roles' that T3 can cover, or some weird combinations that will make combat really unpredictable.
But CCP seems to go the 'racial' path, giving us subsystems which will make the t3 ships similar to ships that allready exist, but doing the job worse, or at much, in the same terms (but not better). T3 does not seem to fullfit any new roles (EVE combat is very simple afterall), and the unpredictability that could be there is not to a such degree it will make the ships worth it (considering these will be at least fourth times as expensive as T2 cruisers, and with no insurance too).
So I keep asking to CCP: what's the point of T3? What do you want us to test? What should we be trying to archive with them? The broader instead of focused theme looks good on paper, but in practice I don't see it working.
|

Jan'z Kolna
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.02.26 15:34:00 -
[95]
I'm rather amused by all that whining and complaining....
-You can build cruiser with t2 resists and 19 slots (as much as battleship) -You can build cruiser with sensor strenght 60, unjammable for all practical purposes,with t2 resists and dps -You can build cruiser tanking better than battleship -You can build cruiser tanking like HAC with racial ewar range 50% of racial recon -You can build cruiser with t2 resists and dps almost doubling HAC
Seriously, what are you complaining about?
You are comparing t3 to Hacs, recons, some hapless dude tried even comparing with command ship... You all sound like you want solopwnmobile.
Please , stop doing that.T3 ships are NOT better HACs or better recons.They excel in one aspect, while remaining pretty good at everything else.
I'm afraid if you get your way, sooner or later you'll start complaining about t3 being overpowered.
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.26 16:01:00 -
[96]
Originally by: Tyrrax Thorrk HELLO CCP, MAKE T3 SHIPS STOP BEING TERRIBLE, THANKS IN ADVANCE
PS; prefnerfing is extremely dumb PPS; skillpoint loss is also extremely dumb PPPS; could you guys be any more out of touch with how the game / community works ? I don't think so.
Unfortunately, if they listened to the "community" we would have World of New Eden.
For some other person who posted in this thread, the idea that T2 is better than T1 is entirely not true in terms of ships. T2 is more SPECIALIZED than T1.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

Shadowsword
Epsilon Lyr Tau Ceti Federation
|
Posted - 2009.02.26 16:32:00 -
[97]
Edited by: Shadowsword on 26/02/2009 16:33:00
Originally by: Jan'z Kolna I'm rather amused by all that whining and complaining....
-You can build cruiser with t2 resists and 19 slots (as much as battleship) -You can build cruiser with sensor strenght 60, unjammable for all practical purposes,with t2 resists and dps -You can build cruiser tanking better than battleship -You can build cruiser tanking like HAC with racial ewar range 50% of racial recon -You can build cruiser with t2 resists and dps almost doubling HAC
Yes, and you can have all of this at the same time... 
Quote:
Please , stop doing that.T3 ships are NOT better HACs or better recons. They excel in one aspect, while remaining pretty good at everything else.
Look up the production thread. It seems that even after the last changes those things are going to cost A LOT, like, 500M, to build. And I don't speak about the "new and shiny" initial prices. Now tell us why we'd buy those things, and support the SP losses, if they aren't better than a HAS or Recon. ------------------------------------------
|

Laszlo Ozawa
|
Posted - 2009.02.26 17:01:00 -
[98]
nozh,
while it is understandable that you are making a lot of changes to the system as you are going along, time is of the essence and by the looks of things there is indeed a measure of improvement as of today, there is no documentation being provided (to anyone it seems?) as to the changes being implemented, making it very difficult to provide meaningful feedback or discourse in format such as this thread.
the least you could do is provide the vaguest design rationale for what you're doing, or where you're taking the overall ship class, besides stating that you wish 'for it to be broad' and that the additional components will make the whole thing super awesome when your producer has already publicly stated at least one of them depending on whether the whole system sees significant adoption rate or not.
but yeah, i'm seeing more slots on ships. this opens up possibilities, although playing with slottage options exclusively would be kind of lazy in the context of defining roles for these ships.
|

Jan'z Kolna
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.02.26 17:17:00 -
[99]
@Shadowsword: 1.tank,gank,speed....no ship can have it all 2.t3 ships are already better than t2, they simply don't fit into single category
what's that obsession with labels and roles anyway?
|

Laszlo Ozawa
|
Posted - 2009.02.26 17:41:00 -
[100]
Originally by: Jan'z Kolna @Shadowsword: 1.tank,gank,speed....no ship can have it all
absolutely, but are those the only three options possible? seems awful limited to break it down to those, plus surprise buttsex ew.
Originally by: Jan'z Kolna
2.t3 ships are already better than t2, they simply don't fit into single category
well, see, the problem here is that our good friend Nozh is publishing changes without letting *anybody* know of what he's doing. or why. this makes it difficult to track things like exact times he's making these changes, or what, suppose, gallente subsystem 2 did 48 hours ago, 24 hours ago, or even now - unless you're constantly re-testing every combination . some notes would be helpful.
making t3 'better' than t2 was never the objective, and any scenario which essentially amounts to re-making t2 cruisers/bc's modular-style seems high in ******ation value.
lots more slots is a great thing because it allows someone, irrespective of bonuses and assuming there is sufficient grid and cpu, gear the ship towards whichever role they see fit. extremely slot-abundant ships will result in adoption towards whichever play style the player desires, within some limitations that shouldn't exist in such a modular system - such as, for instance, extremely limited and unimaginative Offensive Module mechanics - i'm not talking about stats or arguing over whether its 5% or 7% of a bonus -- the hardpoints themselves, assigned bandwidth and bonus combinations seem throughly uninspiring.
Originally by: Jan'z Kolna
what's that obsession with labels and roles anyway?
well, a ship's role in the greater sense of the term, not so much as a label but general design rationale, provides some sort of an incentive for a player to use it... you know? this ship is a viable choice under some circumstances. the problem with t3 system thus far is that it created a number of ships which didn't really have any reason to exist since they didn't perform anything which can't be done already, and although i'm unable to really speak for any ninja-changes nozh has made effective today as i've not had much time to go over them quite yet (thank you once again for the utter lack of documentation of any sort, nozh.. you know how much fun it is to test things without any documentation..) i don't see that lack of distinction on the part of t3 ships changing quite so much - ultimately the most i'm hoping for here as of right now is getting enough slots to do whatever completely irrespective of the given bonuses.
|
|

Finnroth
Caldari The Guardian Agency Guardian Federation
|
Posted - 2009.02.26 17:50:00 -
[101]
Edited by: Finnroth on 26/02/2009 17:52:27
Originally by: An Anarchyyt For some other person who posted in this thread, the idea that T2 is better than T1 is entirely not true in terms of ships. T2 is more SPECIALIZED than T1.
No. It's plain better. Caracal -> Cerberus, Omen -> Zealot, Blackbird -> Rook/Falcon, or whatever else you want to take, it's just plain better then T1. Of course they work better in their respective roles, but that doensn't change the fact that pretty much every stat on them is better.
There're role specific ships like Dic/Heavy Dic, SBs or blackops, but half of them suck hard and the other half is more the exception than the rule.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.26 17:55:00 -
[102]
Originally by: An Anarchyyt
Originally by: Tyrrax Thorrk HELLO CCP, MAKE T3 SHIPS STOP BEING TERRIBLE, THANKS IN ADVANCE
PS; prefnerfing is extremely dumb PPS; skillpoint loss is also extremely dumb PPPS; could you guys be any more out of touch with how the game / community works ? I don't think so.
Unfortunately, if they listened to the "community" we would have World of New Eden.
For some other person who posted in this thread, the idea that T2 is better than T1 is entirely not true in terms of ships. T2 is more SPECIALIZED than T1.
Once again, you're wrong in every way it is possible to be wrong.
Astarte? Better in *every way* than a Brutix.
Ishtar? Better in *every way* than a Vexor.
Zealot? Better in *every way* than an Omen.
T2 is BETTER IN EVERY WAY than it's T1 counterpart. That's why people use them. If they weren't, they'd just sit. Just stop posting.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Genya Arikaido
|
Posted - 2009.02.26 17:59:00 -
[103]
After the patch this morning and the new attributes on the Gallente subsystems, I finally managed a sane HAC-like Proteus config.
1-1-1-1-2
6/5/8 slots HAC resists 100mbit drone bandwith (Up to 4 heavies, and 5 of anything else) Big drone bay. 4/1 turret/launchers.
I was able to fit Heavy Neutron IIs, a really heavy tank and a good tackle set in the mids. It's a Deimos on serious crack. I love it.
Only one problem. It looks like a dustbuster. 
I've tried a few other arrangements, shield tanking, massive turret count, gank fits...looks like this thing is getting close to viable. Still needs work though, IMO. For example, it's possible to get 7 turret slots, but only when you have 5 high slots. 
Originally by: CCP t0rfifrans Sorry, no. You have to go into wormholes and get farmed by the new AI NPCs like everyone else...
|

Caesar DeSahar
|
Posted - 2009.02.26 18:06:00 -
[104]
ok,
I have been testing T3 ships rigurously for around 3 days now, including several hours after todays patch and this is my feedback:
the main advantage of T3 ships is versatility, it's possible to fit a ship to do multiple tasks, tank in different ways and do dps in different methods (in gallente active, buffer or even shield tank, with blasters, nos/neut and drones) however, after very long hours of testing and trying to optimize the ships, and after I came up with setups that I thought at first overpoweered, I tested them against T2 Hacs, and the result was dissapointing underperformance!
T3 cruisers are balanced against other T3s but not with the rest of eve ships. my proteus almost always ties with a good tengu setup, but that same tengu can't last 20 secs under my deimos! and my same proteus which easily takes out a legion (6 blasters + 2 neut) gets ripped apart by a zealot before I reach half his armor, in other words the zealot is doing equal dps but double the tanking.
We also have to take in consideration the price, I don't have confirmed information but thinking about supply and demand I expect that for the first 4-5 months it won't be possible ot get a T3 for less than 1b isk, and the price will always remain very high compared to T2 cruisers.
I think they deserve to be better than T2 ships! and I am don't mean extremely better, but T3 should outperform T2 slightly less than T2 outperforms T1.
I believe it's better to make T3 equally powerful as T2 with the added advantage of being able do multiple tasks (e.g dps + ewar or support + dps).
I am sorry if I made language mistakes, english is not my native language. underlines are the summary of my post, in italic are good examples of my points.
|

Potrero
Gallente Federal Navy Academy
|
Posted - 2009.02.26 19:32:00 -
[105]
Can someone explain how these ships are supposed to fit into the current ship roles?
Broad versus specific doesn't mean very much when the ship is completely configurable.
Assuming T2 and T3 prices are the same when would you ever fly a Vagabond or a Muninn over a Loki?
If the answer is "never" then it will only be a matter of time before these ships completely supplant the roles currently held by HACs. If people add sub-systems that allow for things like cov ops cloaks then T3 ships will supplant recons as well.
It would be nice if CCP could answer the question: What role?
Assuming prices are similar, when would you ever fly a T2 ship over T3?
|

Potrero
Gallente Federal Navy Academy
|
Posted - 2009.02.26 19:49:00 -
[106]
Originally by: Shadowsword Edited by: Shadowsword on 26/02/2009 16:33:00
Originally by: Jan'z Kolna I'm rather amused by all that whining and complaining....
-You can build cruiser with t2 resists and 19 slots (as much as battleship) -You can build cruiser with sensor strenght 60, unjammable for all practical purposes,with t2 resists and dps -You can build cruiser tanking better than battleship -You can build cruiser tanking like HAC with racial ewar range 50% of racial recon -You can build cruiser with t2 resists and dps almost doubling HAC
Yes, and you can have all of this at the same time... 
Am I the only one who thinks this is a problem?
CCP is adding a ship class with complete overlap with existing ship classes. They threaten to supplant HACs and battleships.
Not sure what they're after here.
I know these things may cost half a billion but there are alliances in game who will be able to deploy full fleets of these things almost immediately. It really doesn't take very long for a rich alliance to compile several billion.
These things reinforce the supremacy of rich pvp corps in their current manifestation.
I've suggested this before and everyone hated the idea, but I'll suggest it again here: Put these things on a completely different skill path. Make it so you would need almost all of the skills to build one to be able to fly one.
This would preserve the role of the existing HACs by almost insuring that the same character would have to dedicate a lot of time training to be able to fly both the T2 and T3 ships.
Another suggestion would be to admit that the T3 will largely replace the T2 and make the T2 ships a specific, fixed configuration of the T3 ship. Vagabond = Loki 1,1,1,1,1 or something like that.
Flame away.
|

Laszlo Ozawa
|
Posted - 2009.02.26 20:02:00 -
[107]
Edited by: Laszlo Ozawa on 26/02/2009 20:05:46
Originally by: Potrero Can someone explain how these ships are supposed to fit into the current ship roles?
ideally, they aren't. i say 'ideally' here because i've always had faith in the vision of the particular person handling them right now, but recent events have given my certainty hiccups - perhaps its the fact that the design comes in one of the most spectacular cases of 11th-hour marathon sprints that have never distinguished themselves in quality or innovation - you're mostly looking to get things done. some semblance of done. whatever the hell 'done' is supposed to mean under the circumstances.
ideally, t3 ships are supposed to have new roles by offering something the game did not previously have - after all, a lot of art, programming, conceptualisation and other tied-in systems went into creating a ship that is fundamentally-different. and it should behave as something fundamentally-different, not a constant measuring contest against a HAC's performance in what a HAC does, or a recon.
Originally by: Potrero Broad versus specific doesn't mean very much when the ship is completely configurable.
well, the main issue here is that they aren't actually broad enough. for all of nozh's vague rationale of what they're supposed to do, they don't differ enough from existing roles in order to be anything BUT permanently stuck between a rock (HAC) and a hard place (recon).. and since neither of those can face irrelevance of being supplanted by ..a 'better' ship in a linear fashion, they're relegated to be a sort of red-headed stepchild, much to the chagrin of anybody else who worked on them (assuming they care that much..)
on the bright side, the ships are pre-balanced since they use hacs/recons as foundation of what can be expected. less-bright prospect renders them either without a role (if slottage and bonuses prove underwhelming) or supplanting existing, established roles of t2 (if nozh continues to balance them simply by bloating out the slot layouts..)
boring, lazy, last minute being no excuse since they didn't absolutely have to be done last minute.
Assuming T2 and T3 prices are the same when would you ever fly a Vagabond or a Muninn over a Loki?
If the answer is "never" then it will only be a matter of time before these ships completely supplant the roles currently held by HACs. If people add sub-systems that allow for things like cov ops cloaks then T3 ships will supplant recons as well.
Originally by: Potrero
It would be nice if CCP could answer the question: What role? Assuming prices are similar, when would you ever fly a T2 ship over T3?
well, i'll make a wild guess here but i'm not sure 'ccp' in the broader sense is any more informed than you or i on that subject. the reasoning should never have to come down to a simple comparison in the existing roles - t3 ships would be flown because they have some sort of a unique ability that t2 do not have, not a statistical difference of 5% over 7.5% in a particular bonus per level - that sort of thing is idiotic.
the most simple approach is to give abilities which are less racially-restricted, more ability to create ship layouts more akin in overall spirit to ships like typhoon, sacrilege or nightmare - ships which are atypical for their race/bonus combinations, unusual weapon systems and gaps filled in racial line-ups. ships which offer versatility that can be reason alone to choose them in pvp for their unpredictable nature - not raw performance but a different kind of performance altogether. instead we're getting a fundamentally neutered design that doesn't justify the amount of overall labour invested. what i'd really like to happen is for the original poster to come into this thread he has started and provide a rough design rationale for what he is doing, rather than more ninja slottage changes.
seriously dude, come on.
|

Vaedon
Roid Ripper Industries
|
Posted - 2009.02.26 20:21:00 -
[108]
Originally by: Caesar DeSahar We also have to take in consideration the price, I don't have confirmed information but thinking about supply and demand I expect that for the first 4-5 months it won't be possible ot get a T3 for less than 1b isk, and the price will always remain very high compared to T2 cruisers.
I think they deserve to be better than T2 ships! and I am don't mean extremely better, but T3 should outperform T2 slightly less than T2 outperforms T1.
I would much rather see the build cost of these things come down to somewhere between T1 and T2 (let us build in stations dammit CCP!) and have their performance at the same level.
You want a focused ship (HAC, recon, etc), then fly T2. You want less focus/more versatility? Fly T3. Less cost, less focus than T2. Still better and more expensive than T1.
In simplest terms, T1<T3<T2 in terms of price and performance.
If CCP is intent on making these expensive to build and hence purchase, then I agree with the majority here. They damn well better perform as well or better than T2. Vaedon Jack-of-all-trades...Master-of-none |

Cailais
Amarr Galactic Geographic
|
Posted - 2009.02.26 20:22:00 -
[109]
If we're looking for different capability for T3 Id suggest 2 potential subsystems:
Propulsion V - Warp Core Strength +1 (with targeting penalty that drops to 0 as you reach Lvl V subsystem skill).
Engineering V - Warp Scramble Strength +1 (with cap recharge penalty that drops to 0 as you reach Lvl V subsystem skill).
Id also suggest that the Electronic Subsystems (e.g sig rad / scan resolution) included profession bonuses to mining, archaeology, salvage and hacking.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Pattern Clarc
|
Posted - 2009.02.26 20:55:00 -
[110]
In stead of roles, what about mechanics? (last minute perhaps but w/e)
What if;
T3 ships acted like learning implants? You had to be in one to gain the benefit of the +1-+2 skill point learning but as you lose sp for getting one blown up, it would make sense, and kinda set them apart from other ships... It would all but garrentee that wormwhole expedition would be profitable, and it would spur on a new relationship between pilot and machine
What if T3 ships (racial strat cruiser skill) had some sort of cap reduction bonus or cpu reduction bonus to a "mega module" called a Cyrocell(tm) an active heat sync, say a 300 cpu high/mid slot module of 2-3 flavours that gave it 50% bonuses to overloading duration, or overloading strength? Dropped from sleepers, it could be used on t1/t2 ships but would use up around about the cap of an x-large shield booster...

However, unspecialised ships on there own, regardless of the number of ways they could be customised, arn't going to do it, unless there allot better than t2.
Some fits have the potential to be, especially with the number of slots...
____
My Blog Is Awesome
|
|

Finnroth
Caldari The Guardian Agency Guardian Federation
|
Posted - 2009.02.26 21:02:00 -
[111]
I like the idea about a new sleeper core module that would improve T3 ships. I also liked your idea about a overheat strength bonus alot more then the current +5% heat reduction...something like that could do great good for the current state of T3.
Also please have a second look over the drone stats, namely bay and bandwith
|

Laszlo Ozawa
|
Posted - 2009.02.26 21:14:00 -
[112]
Originally by: Pattern Clarc In stead of roles, what about mechanics? (last minute perhaps but w/e)
generally speaking, it seems a little too late to have massive overhauls of core mechanics, although what we're left with is a kind of lamentable iteration when compared against the original design. however, that brings us to the next point...:
Originally by: Pattern Clarc
What if;
T3 ships acted like learning implants? You had to be in one to gain the benefit of the +1-+2 skill point learning but as you lose sp for getting one blown up, it would make sense, and kinda set them apart from other ships...
the problem with this is kind of same one as what was originally considered - t3 ships would have use, but that use would be kind of restricted to being station idlemobiles - what you either log out in to maximise training efficiency or, if being in space would be required, idling in POS shields. its necessary to create demand for the ships besides novelty, but not through something quite so thoroughly moronic that it requires idle time. that was enough to kill the original design iteration, amongst other things and i don't see any logic in it.
Originally by: Pattern Clarc
What if T3 ships (racial strat cruiser skill) had some sort of cap reduction bonus or cpu reduction bonus to a "mega module" called a Cyrocell(tm) an active heat sync, say a 300 cpu high/mid slot module of 2-3 flavours that gave it 50% bonuses to overloading duration, or overloading strength? Dropped from sleepers, it could be used on t1/t2 ships but would use up around about the cap of an x-large shield booster...
what? mega modules? dude, i thought some vague semblance of a clue was required for that whole csm tag. you just proposed an impractical, painful-to-read mess that effectively amounts to a lolidea. stick to GD.
Originally by: Pattern Clarc
However, unspecialised ships on there own, regardless of the number of ways they could be customised, arn't going to do it, unless there allot better than t2. Some fits have the potential to be, especially with the number of slots...
unspecialised ships will be worth the effort if they're sufficiently flexible. what you've got right now are ships which are neither sufficiently flexible in the breadth of what they can do, although nozh has been sneaking in slottage expansions to evoke some minuscule measure of public affirmation to his design abilities, nor sufficiently focused to give t2 a run for its money, which isn't the right vector to approach it from anyway.
flexible layouts that accommodate previously-impossible ideas with sub-t2 bonus arrangements are ideal, with enough time to individually balance the combinations and avoid such scenarios as a bonused drone-boat heavy in meds and lows to mount both an ecm battery and an armour tank, whilst also having grid and cpu enough to manage some kind of a neutraliser setup in the highs - this is the sort of thing you want to curb in the most extreme case scenario, not generally-viable midrange ships.
|

Laszlo Ozawa
|
Posted - 2009.02.26 21:18:00 -
[113]
Originally by: Cailais If we're looking for different capability for T3 Id suggest 2 potential subsystems:
Propulsion V - Warp Core Strength +1 (with targeting penalty that drops to 0 as you reach Lvl V subsystem skill).
Engineering V - Warp Scramble Strength +1 (with cap recharge penalty that drops to 0 as you reach Lvl V subsystem skill).
Id also suggest that the Electronic Subsystems (e.g sig rad / scan resolution) included profession bonuses to mining, archaeology, salvage and hacking.
C.
great stuff, likely already proposed and discussed. in the end, there isn't enough variability to the bonuses, but proposing individual things like that is like giving someone tylenol to treat multiple stab wounds. the design is fundamentally crippled in the way bonuses are assigned.
|

Sarin Adler
|
Posted - 2009.02.26 21:55:00 -
[114]
At this stage I don't see major changes in the mechanics of T3 ships, unfortunatlly. I would put alot of emphasis on overheating I guess.
An other options left open for the future is have T3 modules which can be only mounted on the T3 hulls (-99% bonus to CPU use or somthing like that, like its allready doen on other modules), these T3 modules would perform similar to T1 (or meta4/T2) but have a bonus towards overheating or other weird effects.
But this would render T3 ships almost useless until the future when these modules are released.
|

Laszlo Ozawa
|
Posted - 2009.02.26 22:02:00 -
[115]
Edited by: Laszlo Ozawa on 26/02/2009 22:04:55
Originally by: Sarin Adler At this stage I don't see major changes in the mechanics of T3 ships, unfortunatlly. I would put alot of emphasis on overheating I guess.
okay, so you're saying major changes are unlikely, and your solution is...
Originally by: Sarin Adler
An other options left open for the future is have T3 modules which can be only mounted on the T3 hulls (-99% bonus to CPU use or somthing like that, like its allready doen on other modules), these T3 modules would perform similar to T1 (or meta4/T2) but have a bonus towards overheating or other weird effects.
lolwut? neither expedient nor compelling, and you've said it yourself..
Originally by: Sarin Adler
this would render T3 ships almost useless until the future when these modules are released.
sometimes the proposed cures appear worse than the disease. this whole thread is moot until nozh deigns it worthy of his time to a) provide documentation for changes being implemented and b) provide rationale for his vision of t3 ships, assuming this isn't frantic groping in the dark as m10 draws near.
|

Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
|
Posted - 2009.02.26 22:38:00 -
[116]
CCP Nozh, your attention pls. is it intended game design that subsystem bonuses are stacking penalized against modules or should I bugreport that? When I use Minmatar defensive subsystem 3 on Loki the shield boost bonus appears to be stacked against the shield boost amplifier's bonus, I get 411.5 boost(which happens to match up with +36% from sba and +26.xx%. Either the boost amount bonus is some odd number(like 5.xxx) or it's stacking penalized against the shield boost amplifier.
-- stuff -- |

Sarin Adler
|
Posted - 2009.02.26 22:52:00 -
[117]
Originally by: Laszlo Ozawa sometimes the proposed cures appear worse than the disease. this whole thread is moot until nozh deigns it worthy of his time to a) provide documentation for changes being implemented and b) provide rationale for his vision of t3 ships, assuming this isn't frantic groping in the dark as m10 draws near.
It wasn't a solution (and anyway I don't see how that can be any bad than current state of ships), just an addition for the future that could add a bit of flavour to it. Anyway I don't think T3 ships are going to be worth it allready at this stage of development (less than 2 weeks for the release)... I hope I'm wrong though.
If they want us to be more productive they could be a bit more specific, it seems they don't even know where they want to go to (being 'broader in scope' is vague to say the least).
|

Kagura Nikon
Minmatar M. Corp
|
Posted - 2009.02.26 22:53:00 -
[118]
Originally by: Reatu Krentor CCP Nozh, your attention pls. is it intended game design that subsystem bonuses are stacking penalized against modules or should I bugreport that? When I use Minmatar defensive subsystem 3 on Loki the shield boost bonus appears to be stacked against the shield boost amplifier's bonus, I get 411.5 boost(which happens to match up with +36% from sba and +26.xx%. Either the boost amount bonus is some odd number(like 5.xxx) or it's stacking penalized against the shield boost amplifier.
WOW that is VERy critical. I woudl suggest bug report asap. Something simple as that may be the whole difference between being useless and great. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.02.26 22:57:00 -
[119]
Originally by: Kagura Nikon
Originally by: Reatu Krentor CCP Nozh, your attention pls.
WOW that is VERy critical. I woudl suggest bug report asap. Something simple as that may be the whole difference between being useless and great.
I get the feeling you're trying to be scarcastic...however your statement isn't too far from the truth.
Originally by: CCP Whisper Boo hoo. Cry some more.
Whisper is now officially my hero. |

IceAero
Amarr Shadow Company
|
Posted - 2009.02.26 23:12:00 -
[120]
If every Amarr offensive subsystem gave 1 extra low slot...everything might be a lot more balanced with respect to the Legion....
|
|

Laszlo Ozawa
|
Posted - 2009.02.26 23:13:00 -
[121]
it sounds more like a defect, i think primary reason for the thread is in design-level issues. defects do make it difficult to test and balance things properly though, point taken.
Originally by: Karrade Krise
Originally by: Kagura Nikon
Originally by: Reatu Krentor CCP Nozh, your attention pls.
WOW that is VERy critical. I woudl suggest bug report asap. Something simple as that may be the whole difference between being useless and great.
I get the feeling you're trying to be scarcastic...however your statement isn't too far from the truth.
|

Ishkawa Ontorus
|
Posted - 2009.02.26 23:20:00 -
[122]
small graphical issue. I noticed with all of the blastars on the proteus, they look tech II, not tech II. Don't know iff this is known. also may i make a request. The electronics subsystem number 1 for the proteus has 2 turret hardpoints. they are too close togther. the guns overlap each other on the back half, and it looks kind of silly. The placement is OK if they were a little bit further apart. right now it kind of looks odd though.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.02.26 23:47:00 -
[123]
Originally by: Laszlo Ozawa
Originally by: Cailais If we're looking for different capability for T3 Id suggest 2 potential subsystems:
Propulsion V - Warp Core Strength +1 (with targeting penalty that drops to 0 as you reach Lvl V subsystem skill).
Engineering V - Warp Scramble Strength +1 (with cap recharge penalty that drops to 0 as you reach Lvl V subsystem skill).
Id also suggest that the Electronic Subsystems (e.g sig rad / scan resolution) included profession bonuses to mining, archaeology, salvage and hacking.
C.
great stuff, likely already proposed and discussed. in the end, there isn't enough variability to the bonuses, but proposing individual things like that is like giving someone tylenol to treat multiple stab wounds. the design is fundamentally crippled in the way bonuses are assigned.
Certainly we need more variability.
Ideally players should be looking at the subsystems and saying 'ooh I like that one...but then I also like that one'.
Clearly the 'better' the capability the more impact it should have on slot layout. At the moment we're still hamstrung into the old 'racial model'. What we should be seeing is something along the lines of:
Offensive Subsystems
Subsystem 1 'Fusilade': Bonus to [Racial] Turret Tracking and Optimal. Bonus High. Subsystem 2 'Broadside': Bonus to Missile Vel and Exp Radius. Subsystem 3 'Breach': Bonus to ROF (Turret / Launcher). Neg Low Slot. Subsystem 4 'Infomatic': Bonus Drone Cargo. Bonus High. Subsystem 5 'Adaption': Bonus High slots (+2, +3 etc), Neg Low Slot.
So a Tengu could select any of these five, as could a Loki. Applying this concept across all the subsystem brackets and you could have a very appealing, complex system of choices.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.26 23:57:00 -
[124]
Originally by: Sarin Adler At this stage I don't see major changes in the mechanics of T3 ships, unfortunatlly. I would put alot of emphasis on overheating I guess.
An other options left open for the future is have T3 modules which can be only mounted on the T3 hulls (-99% bonus to CPU use or somthing like that, like its allready doen on other modules), these T3 modules would perform similar to T1 (or meta4/T2) but have a bonus towards overheating or other weird effects.
But this would render T3 ships almost useless until the future when these modules are released.
simple
tech 3 mods are better than tech 2 ONLY when overheated. all ships can use tech 3 mods only tech 3 ships get a bonus to heat
thus tech 3 ships use it better.
|

Laszlo Ozawa
|
Posted - 2009.02.26 23:57:00 -
[125]
Originally by: Cailais
So a Tengu could select any of these five, as could a Loki. Applying this concept across all the subsystem brackets and you could have a very appealing, complex system of choices.
i'm not going to go into detailed subsystem stat proposals out here, but you've more or less outlined one of the better approaches to giving these ships the proper treatment.
|

Sarin Adler
|
Posted - 2009.02.27 00:31:00 -
[126]
On topic... there is a large amount of combinations which make non sense, like Tengu with 75m3 dronebay and 0 bandwith, fix that plz.
|

Aya Vandenovich
|
Posted - 2009.02.27 00:35:00 -
[127]
Originally by: Sarin Adler On topic... there is a large amount of combinations which make non sense, like Tengu with 75m3 dronebay and 0 bandwith, fix that plz.
It's coming, see the OP under "Work since we announced the Bonuses:". Somewhere In England |

Die Warzau
|
Posted - 2009.02.27 00:44:00 -
[128]
If the bonuses listed on the bonus thread end up being final, it seems odd that it's Minmatar Offensive 2 that has the most missile hardpoints, but it's Offensive 3 that gets the missile bonus. Seems like the bonuses for Minmatar offensive 2 and 3 should be flipped.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.02.27 00:44:00 -
[129]
Originally by: Sarin Adler On topic... there is a large amount of combinations which make non sense, like Tengu with 75m3 dronebay and 0 bandwith, fix that plz.
Well that might make sense if you've applied subsystems that have bonuses to other attributes - but which sacrifice bandwidth as a result.
What I think is missing, and is pretty crucial imho, is a means to visually see the various combinations without having the actually skills / subsystems to hand. A graphical "EFT" if you will.
e.g Gallente Electronic Subsystem 1 - Looks like this, does this.
Something which appeared semi-transparent in the fitting window would work well I think. In this way players could easily determine what ship they wanted to build or purchase.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.27 05:27:00 -
[130]
Originally by: CCP Nozh
Will we see a Khanid Amarr offensive subsystem?
It’s being considered as Subsystem 4 at the moment.
hell YES   can't await it 
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 06:40:00 -
[131]
you know... you could bump up the epic again by releasing a few paint colors like you promised :P
less pieces, but 3-4 colors?
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.27 07:28:00 -
[132]
Edited by: Jack Jombardo on 27/02/2009 07:29:40 According to http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1003629
Minmatar has this bonis
Quote:
Minmatar Offensive Subsystem 1 - Projectile Rate of Fire / Damage Bonus
Minmatar Offensive Subsystem 2 - Projectile Rate of Fire / Falloff / Optimal Range Bonus
Minmatar Offensive Subsystem 3 - Projectile / Missile Rate of Fire Bonus
At the current build the systems have: System 1: 5 high, 5 turret, 2 launcher System 2: 5 high, 1 low, 3 turret, 3 launcher System 3: 5 high, 2 low, 5 turret, 2 launcher
Systems 2 and 3 isn't perfoming well I belive. Having turret/missile bonis but no real mix-layout for 3 and having only turret bonis for System 2 but less hardpoints.
Sugestion: System 2: 5 turret, 2 launcher System 3: 3 turret, 3 launcher
with Engineering Sub 1 you can combine Offens 3 to get a 5 turret/5 launcher (I know, 10 is to much *g*) but then get the real chose of 4/4 or 3/5 or 5/3 turret/launcher mix for Offens 3 dual bonus.
PS: and Offens 2 can be build as 7/1 turret layout which would perfectly fitt the sniper-bonis.
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|

Ol' Delsai
Caldari Kernel of War Tau Ceti Federation
|
Posted - 2009.02.27 08:32:00 -
[133]
About Tengu,
it seems there are a bit short on the CPU side of things.
All but few of them are actually really really hard to fit, leading most of the time to an empty mid slot, hence reducing the number of viable setups to less than you can count with one hand ...
I suggest this to be looked into
|

Alucard Tai
|
Posted - 2009.02.27 09:10:00 -
[134]
Originally by: Laszlo Ozawa
it sounds more like a defect, i think primary reason for the thread is in design-level issues. defects do make it difficult to test and balance things properly though, point taken.
Originally by: Karrade Krise
Originally by: Kagura Nikon
Originally by: Reatu Krentor CCP Nozh, your attention pls.
WOW that is VERy critical. I woudl suggest bug report asap. Something simple as that may be the whole difference between being useless and great.
I get the feeling you're trying to be scarcastic...however your statement isn't too far from the truth.
well it could be intentional, you never know with the CCP chaotic evil(TomB is in the team designing the T3 cruisers after all )
|

Kiriana Kockroach
|
Posted - 2009.02.27 09:22:00 -
[135]
Edited by: Kiriana Kockroach on 27/02/2009 09:24:05 Currently theres a possibility to make a tengu that permatanks around 5000 or more dps, entirely passively. OK, it hits like a wet paper bag, but still .
Also, I find it dissapointing that the looks of some ships vary from uber cool to incredibly ugly. For example, you can make a proteus look really badass, however that impression lasts only till you have a look at its stats. And if you want a useful one, you need to accept that it will resemle a giant space slug. ok, with a bit of tweaking I was able to build one that looked like a toy u-boat, but thats about it.
I know this will never happen, but it would be cool if the graphical model wasn't tied to the function of each subsystem, i.e. if you fit electronic 3, you wouldn't be stuck with the whale nose on the proteus, but could choose whichever one of the three available. Doesn't really make sense from a design standpoint (why make different models at all if they don't represent anything etc), but on the plus side, it would make it harder to guess setups just by looking at a ship, wouldn't it?
|

Virgo I'Platonicus
Chimera Raiders
|
Posted - 2009.02.27 10:12:00 -
[136]
@CCP and OP.
Don't you think EVE hass too many different ships already? Your sandbox is being overflowed by shiptypes ... where in fact a bit of balancing between classes could take place.
I Like the tech 3 mind you. I've only tried it with a couple of ships, I like the customizations and general idea, however i fail to see the motive behind it, other than "keep old players by giving them mroe to try out".
(tbh that reason is quite solid, but could you please take a look into black ops?)
V. <3 |

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 10:25:00 -
[137]
Originally by: Virgo I'Platonicus @CCP and OP.
Don't you think EVE hass too many different ships already? Your sandbox is being overflowed by shiptypes ... where in fact a bit of balancing between classes could take place.
I Like the tech 3 mind you. I've only tried it with a couple of ships, I like the customizations and general idea, however i fail to see the motive behind it, other than "keep old players by giving them mroe to try out".
(tbh that reason is quite solid, but could you please take a look into black ops?)
V.
no way, we need way more ships.
like a whole line of blood raider tech 1 ships. Same cost as tech 1 ships.
basicly just simple bonuses that make them ok ships that you might use instead of an ammar frigate.
then let us play as a blood raider.
set up blood raider conchord (so you can't get killed in your own space without someone backing you up, I mean hell you'd have to give up empire space for this small bit of protection)
Now that would be cool.
MORE SHIPS. MORE IN-GAME VIDEOS! MORE SHINY!
make eve the truly massive beat it should be.
oh and then add tanks/planes/landers and make eve expand into the planets.
all in... 5 years time :P
|

Vaal Erit
Science and Trade Institute
|
Posted - 2009.02.27 11:20:00 -
[138]
Holy ishtar jesus I love the Loki. Omg, it is absolutely insane. Maybe the bonuses just kicked in (all subsystems at level 4) but I have the following:
7 220mm IIs MWD, pt, web, 2x LSE for same tank as a vagabond Goes 1800m/s, great agility. ... ... The T2 web goes out to 22km. Omg sexy time!
These recon bonuses really opens up T3 ships into some really good combinations. Unfortunately the rest of the bonuses are standard bland tank/gank bonuses so it will take a simple exercise in EFT in order to get the combo that will max that out.
More fun bonuses like the recon electronic subsystem 1 bonuses please, bonuses like: -No targeting delay after uncloaking -Cap use and cpu/grid reqs on logistics mods -Bonus to racial drone damage -Fit cruise missiles like lol stealth bombers -Perma passive targetter (omg such lols) -Bonus to smartbombs -Just throwing ideas out there
I am really enjoying flying the Loki on sisi and I feel it is great but needs a lot more variety as a lot of the combinations are sub-par due to losing slots and will never be used. More variety is good and I hope these T3 ships won't be as super expensive as the initial estimates (400-500m) show. I am fully embracing the SP loss mechanic and feel that the isk loss should be relieved somewhat to compensate. T3 ships are win and I do not wish them to the hangar trophies.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.27 11:42:00 -
[139]
Minmatar T3 1-1-1-1-1 gives: 6 high, 4 med, 3 low 7 turret, 4 launcher 50 m3 dronebay 0 drone band
erm, somethink doesn't fit to well with this combo ;)
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.02.27 11:54:00 -
[140]
is it just me or do these ships have way too much powergrid and not nearly enough cpu? i need to fiddle with it more i think.
cov-ops cloak boni subsystem will rock... amarr ham boni offensive subsystem will also rock. the amarr version system seems a little odd atm... but thats just me.
T3 (hoping its not going to be too expensive) was an awesome idea who-ever came up with it.
|
|

Sarin Adler
|
Posted - 2009.02.27 12:50:00 -
[141]
Originally by: K1RTH G3RS3N is it just me or do these ships have way too much powergrid and not nearly enough cpu? i need to fiddle with it more i think.
Yep, thinking the same here, I think overall we need more CPU (and maybe a little less powergrid for balance?).
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.27 13:15:00 -
[142]
Amarr one are perfectly fine for me with CPU/GRID.
Minmatar defenitly need work. - CPU problems - slotlayout/hardpoint problems - from "um, hard to fitt" to "wtf should I do with this?" - many moduls have bad textur bugs (wrong color, mysterios color, wrong shadows)
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|
|

CCP Chiliad

|
Posted - 2009.02.27 14:26:00 -
[143]
On the concerns on Tech 3 ship prices, you might want to keep up with the T3 Production thread. A lot has changed there in the past two weeks, a more recent estimation:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#161
|
|

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.02.27 14:33:00 -
[144]
Originally by: CCP Chiliad On the concerns on Tech 3 ship prices, you might want to keep up with the T3 Production thread. A lot has changed there in the past two weeks, a more recent estimation:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#161
make them better while youre at it pleeaaasseee 
|

Destrim
|
Posted - 2009.02.27 16:00:00 -
[145]
Edited by: Destrim on 27/02/2009 16:02:40 Maybe it's been said already... I wasn't about to dig through all 5 pages of lengthy posts.
The amarr have a SERIOUS issue with cap stability, and powergrid. One must consider that lasers tend to soak up more CPU/PG than the other weapons, and therefore have higher fitting requirements.
This being said, the T3 amarr ships tend to be severely lacking in PG unless you use the Engineering Subsystem #1... which has HORRIBLE capacitor problems, and makes it impractical for lasers! Any typical PvP fit will have Guns+MWD+Med.Cap-booster+MAR II, and there just isn't enough PG on the amarr T3 ships to fit guns, MWD, and 1xMAR II. That's with the engineering subsystem skill for amarr at lvl 4, and the strategic cruiser skill at 3.
Let's make a comparison: a Zealot, with my skills and no PG mods/rigs, will give me 1475 PG (enough to fit 5 pulses, a MWD, and a MAR II), while the amarr T3 ship (using the 1st engineering subsystem with the boost to PG) gives me 1650. Using the type 2 engineering subsystem (second most PG), you get significantly less: 1262
Now, at first, this may not seem all too bad... until you consider it gives an additional 2x turret hardpoints, and has the most ****astic cap of all the engineering subsystems. If one makes use of the additional turret hardpoints (bringing it to 6x turrets), then you WILL NOT have enough PG for all turrets and a MWD, let alone a cap booster or MAR II. Additionally, your cap dissappears after a few salvos, making the fit ******ed without a cap booster (which you can't fit).
Considering the amount of PG received in either of the other two engineering subsystems makes using more than 4 turrets impractical (you almost can't do anything without fitting a reactor control II, or ancillary current router rig), thus removing offensive subsystem 1 as an option, I believe this requires more attention.
Here's an example, using a 2/1/2/3/1 setup (going in order of Ele. Def. Eng. Off. Prop.): 4x Heavy Beams uses-up 990 of my 1262 PG. Mind you, I have advanced weapon upgrades at lvl 5, so it would be more painful for anyone else without such. This leaves enough room for either a MWD, a MAR II, or a Med. Cap-Booster... but only ONE of these. Meaning, I can't fit a MWD+MAR II, or MWD+Med.Cap-Booster, or MAR II+Med.Cap-Booster. This, frankly, sucks. Even when only using 4 guns (which gimps damage somewhat), I can't get a decent fit... and my cap still disappears very quickly.
So, those are two things that require a strong look-over on the amarr T3 ships:
- Powergrid, especially for the engineering subsystems 2 and 3
- Cap: losing it way too quickly, even with the subsystems that have cap bonuses
|

Rooky2001
Black-Wing
|
Posted - 2009.02.27 16:19:00 -
[146]
k, first tests with the Legion... FAIL CCP
Who switched the Amarr and Minmatar subsystems? Show me one Minmatar ship with more powergrid as the Amarr equal. Or better.... show me one with 34% more pg as the amarr equal.
switch the subsystems, so they are in line with all other ships or give amarr "much" more powergrid (>140% of now).
|

Dex Nederland
Caldari Lai Dai Infinity Systems
|
Posted - 2009.02.27 16:22:00 -
[147]
Additional Tengu feedback.
Apply Missile bonuses to Assault Missiles, Heavy Missiles, and Heavy Assault Missiles. In my test the HAM setup I tried had abysmal DPS. For Caldari Offensive 3, need a better idea of what the hybrid damage bonus is, got fairly low DPS again using T2 250s and antimatter. In general the Tengu has pitiful damage output.
Add 5m3 to Caldari Offensive 3 and 25m3 Bandwidth to Caldari Offensive 1. For Caldari Offensive 4 include 75m3 of Bandwidth and a small number of turret/missile racks.
Only ever used 1 Propulsion Sub-System #3 with the Afterburner bonus. With the other subs available seems like the 'only' realistic option. Agility and Warp Speed being fairly low on the priority list.
For Electronic sub 4 (in general) the capability to fit 1 Warfare Link would be nice (imo).
Also please update the Factional Warfare plex entry on Major plexes to say that T3 Cruisers are allowed in.
In-Game Browser : http://ldis.caldari-made.net |

IceAero
Amarr Shadow Company
|
Posted - 2009.02.27 16:44:00 -
[148]
Edited by: IceAero on 27/02/2009 16:44:18
Originally by: Destrim Edited by: Destrim on 27/02/2009 16:02:40 Maybe it's been said already... I wasn't about to dig through all 5 pages of lengthy posts.
The amarr have a SERIOUS issue with cap stability, and powergrid. One must consider that lasers tend to soak up more CPU/PG than the other weapons, and therefore have higher fitting requirements.
This being said, the T3 amarr ships tend to be severely lacking in PG unless you use the Engineering Subsystem #1... which has HORRIBLE capacitor problems, and makes it impractical for lasers! Any typical PvP fit will have Guns+MWD+Med.Cap-booster+MAR II, and there just isn't enough PG on the amarr T3 ships to fit guns, MWD, and 1xMAR II. That's with the engineering subsystem skill for amarr at lvl 4, and the strategic cruiser skill at 3.
Let's make a comparison: a Zealot, with my skills and no PG mods/rigs, will give me 1475 PG (enough to fit 5 pulses, a MWD, and a MAR II), while the amarr T3 ship (using the 1st engineering subsystem with the boost to PG) gives me 1650. Using the type 2 engineering subsystem (second most PG), you get significantly less: 1262
Now, at first, this may not seem all too bad... until you consider it gives an additional 2x turret hardpoints, and has the most ****astic cap of all the engineering subsystems. If one makes use of the additional turret hardpoints (bringing it to 6x turrets), then you WILL NOT have enough PG for all turrets and a MWD, let alone a cap booster or MAR II. Additionally, your cap dissappears after a few salvos, making the fit ******ed without a cap booster (which you can't fit).
Considering the amount of PG received in either of the other two engineering subsystems makes using more than 4 turrets impractical (you almost can't do anything without fitting a reactor control II, or ancillary current router rig), thus removing offensive subsystem 1 as an option, I believe this requires more attention.
Here's an example, using a 2/1/2/3/1 setup (going in order of Ele. Def. Eng. Off. Prop.): 4x Heavy Beams uses-up 990 of my 1262 PG. Mind you, I have advanced weapon upgrades at lvl 5, so it would be more painful for anyone else without such. This leaves enough room for either a MWD, a MAR II, or a Med. Cap-Booster... but only ONE of these. Meaning, I can't fit a MWD+MAR II, or MWD+Med.Cap-Booster, or MAR II+Med.Cap-Booster. This, frankly, sucks. Even when only using 4 guns (which gimps damage somewhat), I can't get a decent fit... and my cap still disappears very quickly.
So, those are two things that require a strong look-over on the amarr T3 ships:
- Powergrid, especially for the engineering subsystems 2 and 3
- Cap: losing it way too quickly, even with the subsystems that have cap bonuses
AMEN BROTHER!
I hope CCP agrees with you (and I)
Read my two posts for other insights into the Legion: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1008374&page=4#120 http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1008374&page=1#28
|

Shadowsword
Epsilon Lyr Tau Ceti Federation
|
Posted - 2009.02.27 17:22:00 -
[149]
Edited by: Shadowsword on 27/02/2009 17:24:00
Originally by: CCP Chiliad Edited by: CCP Chiliad on 27/02/2009 14:48:54 On the concerns on Tech 3 ship prices, you might want to keep up with the T3 Production thread. A lot has changed there in the past two weeks, a more recent estimation:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#161
Thanks for replying, but that estimation isn't reassuring, at all.
First the author of that estimation assume that mining gaz in worm-hole space for 18M per hour is worth it. it's not even worth it in normal 0.0 space, where there is a local chan to give you warning of hostile players, and where npcs aren't a threat.
A more serious assumption would be 30M/hour, which makes the price of the gases for a T3 cruiser 151 millions.
That price also assume that there won't be one cloud type significantly rarer than the other, compared to the quantities necessary for production. If that's not the case, it could end end like the current R64 raw for moon minerals, where scant supply of dysprosium is driving the prices way up.
Now you have to add the cost of blueprint copies, reverse engineering, pos fuel and lab ROI, specific datacores, interfaces (since you apparently want them to be consummed in the process), all that found only in Sleeper proffession sites. And if these sites look anything like current exploration sites, these will have strong sleeper spawns. How much those consommables will be worth is a big question, but I'd be very surpised if it cost you less than 120-150 millions total.
Add relic/salvage cost. Same basic rule than for gaz harvesting, players won't bother if they can do more running lv4 in empire or ratting in 0.0. let's make a conservative estimate and say they'll ask at least 100M for one T3 cruiser's worth load of components.
Add again losses compensations, because you will take losses in W space, wether by sleepers or by other players.
Add margins for the producers and traders, and you're already at more than 500 millions. That is simply way too expensive when command ships seem so viable as alternatives for 40% of that price...
PS: I didn't even mention the SP loss. That risk should mean that, at similar level of performances with existing ships, they should cost less isks. ------------------------------------------
|
|

CCP Nozh
C C P

|
Posted - 2009.02.27 19:55:00 -
[150]
Where do tech 3 ships fit in? I think I have to answer this in more detail and explain our current limitations and goals. As you know we're limited to three subsystems in the March 10th release. The fourth subsystem will then follow very shortly. With the first 3 subsystems we're trying to create useful baseline setups options, which don't stray far off the racial flavor that currently exists in EVE. Strategic Cruisers are not meant to take over roles. They're not supposed to be better than their Recon counterparts. They're not supposed to be better than their HAC counterparts. They're not supposed to be better than their commandship counterparts. They are meant to fulfill multiple roles. They are focused on heat, which means they are meant to fulfill those roles properly for a (not so) limited time. Selecting which bonuses belonged in the first iteration was not an easy task. We had different racial sensor strengths in the first release, it got cut. With three subsystems, we knew one would have a racial EW bonus, we just couldn't justify it. Once we've got a solid baseline, we can start thinking about the fourth variation (which I believe will enter the game before Tech 3 ships become a common commodity). We've got plenty of ideas (too many) concerning the roles for the upcoming subsystems, but I'll leave that discussion for a later thread. The assembly of the ships has become a great annoyance to me. Even though having proper descriptions with correct bonuses in-game will make things much easier; I still think the usability is a bit off-putting. Hopefully in the future we can combine the assembly window somehow with the fitting screen and add information about bonuses so you can see the bonuses and slot layout as you go. While IÆm at it I might add something about the prices of Strategic Cruisers. The goal has always been to have them considerably cheap, around the price of tech 2 cruisers. The subsystem cost will be about 1/8th of the hull itself, we want people to own multiple subsystems to mix and match as they see fit. If the price gets out of hand (we canÆt even predict it accurately ourselves) weÆll do something about it. What weÆre looking for from you guys is inconsistencies in attributes and bonuses. Tell us why the attributes donÆt make sense with the bonuses and what we can do to improve them.
PS. I'm falling in love with Proteus 13131 (fitting screen top to bottom).
PPS. I'm at home now without access to a Singularity client, but I'll be in tomorrow and will hopefully be able to give you some numbers.
Nozh Game Designer CCP Games |
|
|
|

CCP Nozh
C C P

|
Posted - 2009.02.27 19:55:00 -
[151]
Where do tech 3 ships fit in? I think I have to answer this in more detail and explain our current limitations and goals. As you know we're limited to three subsystems in the March 10th release. The fourth subsystem will then follow very shortly. With the first 3 subsystems we're trying to create useful baseline setups options, which don't stray far off the racial flavor that currently exists in EVE. Strategic Cruisers are not meant to take over roles. They're not supposed to be better than their Recon counterparts. They're not supposed to be better than their HAC counterparts. They're not supposed to be better than their commandship counterparts. They are meant to fulfill multiple roles. They are focused on heat, which means they are meant to fulfill those roles properly for a (not so) limited time. Selecting which bonuses belonged in the first iteration was not an easy task. We had different racial sensor strengths in the first release, it got cut. With three subsystems, we knew one would have a racial EW bonus, we just couldn't justify it. Once we've got a solid baseline, we can start thinking about the fourth variation (which I believe will enter the game before Tech 3 ships become a common commodity). We've got plenty of ideas (too many) concerning the roles for the upcoming subsystems, but I'll leave that discussion for a later thread. The assembly of the ships has become a great annoyance to me. Even though having proper descriptions with correct bonuses in-game will make things much easier; I still think the usability is a bit off-putting. Hopefully in the future we can combine the assembly window somehow with the fitting screen and add information about bonuses so you can see the bonuses and slot layout as you go. While IÆm at it I might add something about the prices of Strategic Cruisers. The goal has always been to have them considerably cheap, around the price of tech 2 cruisers. The subsystem cost will be about 1/8th of the hull itself, we want people to own multiple subsystems to mix and match as they see fit. If the price gets out of hand (we canÆt even predict it accurately ourselves) weÆll do something about it. What weÆre looking for from you guys is inconsistencies in attributes and bonuses. Tell us why the attributes donÆt make sense with the bonuses and what we can do to improve them.
PS. I'm falling in love with Proteus 13131 (fitting screen top to bottom).
PPS. I'm at home now without access to a Singularity client, but I'll be in tomorrow and will hopefully be able to give you some numbers.
Nozh Game Designer CCP Games |
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.27 20:02:00 -
[152]
Fair enough. Hopefully tomorrow's build will give us a workable state to test from.
By the way, this reminded me of something:
Originally by: CCP Nozh PS. I'm falling in love with Proteus 13131 (fitting screen top to bottom).
Could you poke the UI guise to make the order of subsystems in the fitting screen and ship info modules tab agree?
It confusing enough as it is.  ... and I really think they should boost T2 plate HP.
|

Zaiyo Modi
Minmatar
|
Posted - 2009.02.27 20:10:00 -
[153]
Edited by: Zaiyo Modi on 27/02/2009 20:11:07
Please change the design on the t3 "dust buster" cruiser :| http://www.massively.com/photos/one-shots/1391135/full/
Covering up the hole for the handgrip will do nicely.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 21:07:00 -
[154]
one simple question.
if they won't be better than tech 2 (even when over heating) then why skill point loss?
I thought that was added risk for reward... can you explain your design goals with this? so far you've said nothing about how this fits in.
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.27 21:24:00 -
[155]
Originally by: MotherMoon one simple question.
if they won't be better than tech 2 (even when over heating) then why skill point loss?
I thought that was added risk for reward... can you explain your design goals with this? so far you've said nothing about how this fits in.
Since this doesn't seem to ever stop coming up, I thought I'd point out something.
SP loss, both real and theoretical (future based) currently exists in Eve.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

SirFett
Best Path Inc. Ethereal Dawn
|
Posted - 2009.02.27 21:26:00 -
[156]
Originally by: CCP Nozh Where do tech 3 ships fit in? I think I have to answer this in more detail and explain our current limitations and goals. Stuff...
i did write some long blabla but it boils down to Balancing is extremly hard and also relys on balancing wormholes If they are average in performance and just barely on par with existing ships if you design them to be something( and a notch better if you overheat) they wont be of much interest most of the time making the whole wormhole thing a bit meh aswell
Also just bringing out 3 subsystems and the promise of "more to comeÖ " reeks awefuly like Black ops coming prenerfed with the promise of improvement .... still waiting on that
All in all T3 ships make me go "meh" and shrug ... not suprising thou
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 21:42:00 -
[157]
Edited by: MotherMoon on 27/02/2009 21:42:30
Originally by: An Anarchyyt
Originally by: MotherMoon one simple question.
if they won't be better than tech 2 (even when over heating) then why skill point loss?
I thought that was added risk for reward... can you explain your design goals with this? so far you've said nothing about how this fits in.
Since this doesn't seem to ever stop coming up, I thought I'd point out something.
SP loss, both real and theoretical (future based) currently exists in Eve.
yes, yes it does, good job pointing out eve has skill loss.
now like I was saying, what is the design goal to have skill loss on ship loss? This seems to me like you want to make the ships more valuable, as NO SHIPS IN EVE give you skill loss other than pods. Why this personal connection?
This isn't a whine, it's just you have not linked the ships role with this new mechanic.
I wouldn't honestly like to know what warrants it, or what you get in return for it. Please, tell me why Me and my ship are so close... IS this an unfinished feature? Some sort of... tech 3 ships will get bonuses from your attributes thing?
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.27 21:47:00 -
[158]
Originally by: MotherMoon yes, yes it does, good job pointing out eve has skill loss.
now like I was saying, what is the design goal to have skill loss on ship loss? This seems to me like you want to make the ships more valuable, as NO SHIPS IN EVE give you skill loss other than pods. Why this personal connection?
This isn't a whine, it's just you have not linked the ships role with this new mechanic.
I wouldn't honestly like to know what warrants it, or what you get in return for it. Please, tell me why Me and my ship are so close... IS this an unfinished feature? Some sort of... tech 3 ships will get bonuses from your attributes thing?
And I'm pointing out why is this skill loss so much different than other skill loss?
And I do believe, like most other things, they get bonuses based on level.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

Finnroth
Caldari The Guardian Agency Guardian Federation
|
Posted - 2009.02.27 21:57:00 -
[159]
Originally by: An Anarchyyt And I'm pointing out why is this skill loss so much different than other skill loss?
And I do believe, like most other things, they get bonuses based on level.
How often do you lose your pod, and how often your ship? If you don't get into a bubbled engagement there's more or less a certainty to safe your pod from harm. This is a constant, and a basic of the risks within EVE.
Now lets see, you lose SP when loosing the ship - this happens pretty much very often within an engagement, especially if you consider the habit and personalty of most EVE players. They will target T3 just because it hurts more than losing "just" your standard T2 ship. This means, there's more at stake, the loss is higher, the risks far greater (or more or less a certainty, if you get into a T3 vessel, better be prepared to lose some of your SP). That which is missing is more gain out of the ships to compensate for the higher risk of loss.
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.27 21:59:00 -
[160]
Originally by: Finnroth
Originally by: An Anarchyyt And I'm pointing out why is this skill loss so much different than other skill loss?
And I do believe, like most other things, they get bonuses based on level.
How often do you lose your pod, and how often your ship? If you don't get into a bubbled engagement there's more or less a certainty to safe your pod from harm. This is a constant, and a basic of the risks within EVE.
Now lets see, you lose SP when loosing the ship - this happens pretty much very often within an engagement, especially if you consider the habit and personalty of most EVE players. They will target T3 just because it hurts more than losing "just" your standard T2 ship. This means, there's more at stake, the loss is higher, the risks far greater (or more or less a certainty, if you get into a T3 vessel, better be prepared to lose some of your SP). That which is missing is more gain out of the ships to compensate for the higher risk of loss.
When I get blown up, 80% of the time I get podded. But, I suppose that doesn't apply if you're an empire pubbie, because that is usually due to bubbles like you said.
However, I don't lose my ships very often.
But, I don't consider, at most, one day of skill training, a bit deal.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|
|

Finnroth
Caldari The Guardian Agency Guardian Federation
|
Posted - 2009.02.27 22:05:00 -
[161]
Edited by: Finnroth on 27/02/2009 22:06:46 ...
Look up your System map to see where i am located, shouldn't give you too much trouble.
Anyways, in fleet ops: you mostly lose your ship and the pod depending on where your ops was located (i would say 50/50 to lose both after a defeat depending on how deep in enemy territory. My personal quota is a little better, but i often got lucky)
Your standard 20/30/40 vs something engagement: Without bubbles you won't lose your pod. Period. This applys also to most forms of smaller gang warfare.
Also, and this is probably a little more important: If one is not stupid enough to forget backing up the clone, one won't lose any SP at all. It's a calculated risk that is mostly ISK, not SP.
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.27 22:13:00 -
[162]
Edited by: keepiru on 27/02/2009 22:14:32
Originally by: An Anarchyyt hogwash
SP loss in current EVE is almost entirely theoretical, given that it only happens if you're a complete muppet and forget to update your clone.
In effect, SP loss from podding exists - and I'm quoting here - purely to enforce the isk loss.
This is entirely separate from the statistical assurance of SP loss from STRACs, which, whatever the amount, makes their cost completely incommensurate to their performance. ... and I really think they should boost T2 plate HP.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 22:23:00 -
[163]
Edited by: MotherMoon on 27/02/2009 22:25:06
Originally by: An Anarchyyt
And I'm pointing out why is this skill loss so much different than other skill loss?
And I do believe, like most other things, they get bonuses based on level.
because I can die 1000 times in my faction fitted CNR, or a rifter and never lose skill points out of skills that only pertains to that one single ship?
also I agree it's not a big deal.
I'm asking WHY WHY WHY WHY WHY
I'm not whining, honest to god. And by your own arguement, eve allready has sp loss, so why would they change the way it works for one ship if it allready happens?
if you die in your tech 3 ships and THEN get podded.
no sp loss isn't a big deal, but there must be a reason for it. what is the reason. I want know what design it fullfills, what part in balancing they believed it would play.
|

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.02.27 22:31:00 -
[164]
Originally by: MotherMoon
I'm asking WHY WHY WHY WHY WHY
So that T3 wont become Mainstream such as T2 and the like.
Originally by: CCP Nozh prices of Strategic Cruisers. The goal has always been to have them consi
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 22:38:00 -
[165]
Originally by: Karrade Krise
Originally by: MotherMoon
I'm asking WHY WHY WHY WHY WHY
So that T3 wont become Mainstream such as T2 and the like.
I don't believe you, I believe some dev somewhere had a reason for it.
and maybe that idea tied into something new like being able to change the paint, or attributes boosting each section of the ship.
I don't see the rp reason for "pod pilot and ship connection so tight it's the whole ship is a pod"
I mean that's an awesome idea, some on, our bonuses for the ship parts should muliple by .1 of our attributes.
so if it's below 10, you lose stats, if it's above 10 you gain stats on that piece. all included cha should be used. it fits, 5 and 5.
|

Sarin Adler
|
Posted - 2009.02.27 22:40:00 -
[166]
Edited by: Sarin Adler on 27/02/2009 22:44:03 If you eject you don't lose SP, I'm doing it all the time. You won't have time against a blob though (more with lag), but these ships are not to be used in blob warfare.
edit: Nozh have you considered inreasing the overheating bonus? if your intention is to have these ships 'shine' when overheated they need a stronger bonus on that considering the time span of the average encounter when talking about small gang warfare (which is what the ships will be used more for probably).
Consider icnreasing it from 5% to 7.5% or even 10%.
|

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.02.27 22:43:00 -
[167]
Originally by: Sarin Adler If you eject you don't lose SP, I'm doing it all the time. You won't have time against a blob though (more with lag), but these ships are not to be used in blob warfare.
I think a small side effect could possibly be bringing a little bit of life back into solo pvp...Especially if we get that subsystem with the Cloak Velocity Bonus and targeting delay bonus. 
Originally by: CCP Nozh prices T3. goal around the price of tech 2 cruisers
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.27 23:09:00 -
[168]
Originally by: Sarin Adler Edited by: Sarin Adler on 27/02/2009 22:44:03 If you eject you don't lose SP, I'm doing it all the time. You won't have time against a blob though (more with lag), but these ships are not to be used in blob warfare.
...
let me reword...
hey noah, in this painting, why did you use blue?
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.27 23:39:00 -
[169]
If it doesn't become mainstream the whole expansion will tank, because the almost totality of its content is depending on sufficient demand for T3 ... ... and I really think they should boost T2 plate HP.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.02.28 00:14:00 -
[170]
Originally by: keepiru If it doesn't become mainstream the whole expansion will tank, because the almost totality of its content is depending on sufficient demand for T3 ...
Blah, that's the whole problem with these stupid T3 ships...
They've already said they won't out perform HACs, but without huge demand for them wspace is going not get the attention it deserves.
|
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.02.28 00:52:00 -
[171]
Edited by: keepiru on 28/02/2009 00:53:40 The power level is not a problem in of itself.
Even with the initial roles restricted to HAC/Recon hybrids due to time constraints, they will get used, provided the price:performance ratio hits a sweet spot.
The problem is that losing a day's training (or thereabouts, assuming subsystem skills @ IV) every time you pop is an extremely high additional cost for something at that level of power.
This would be relatively easy to adjust if the SP loss was more granular than a simple "-1 LEVEL".
It would be ideal to have it changed to something more adjustable. Say a % of the SP in the subsystem skill (scales with level trained) or a % of the skill's SP (does not scale), but with just 10 days to go, and (I assume) with the expansion in feature freeze, its unlikely to happen.
I'm also not convinced that penalizing people who train the skill at higher levels more than people who leave it lower is a good idea, with things in the current state its unlikely that subsystem skills will be trained to V, ever, at least once the pilot feels the sting of losing a few of these. They're simply not worth losing 4-5 days of training over.
edit: essentially, the whole T3 Cruiser thing is looking more and more like a trainwreck. ... and I really think they should boost T2 plate HP.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.28 01:30:00 -
[172]
Originally by: MotherMoon
because I can die 1000 times in my faction fitted CNR, or a rifter and never lose skill points out of skills that only pertains to that one single ship? .... I'm asking WHY WHY WHY WHY WHY
You got the problem allready. Buy GTC for real money, sell ingame for ISK, suizid gang without thinking about how to refinanz your ship.
You know this?: "EvE is all about risk vis reward!!" <- hear this all the time from wannabe PvP/Pirtas
Tell me where the "risk" is when suizid in a T1 ship? NOWHERE as you have 130% insurence! There is a bit of "risk" with T2 but who cares if you simplay can sell another GTC?
Now T3 provides a real "risk" for all you hauler-gangers or hot-drobbers ! Failed to gang? Failed to Hotdrob? take the RISK of losing SP! Next time you'll try it you might first think about YOUR "risk".
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|

Farrellus Cameron
Sturmgrenadier Inc Skunk-Works
|
Posted - 2009.02.28 02:54:00 -
[173]
The only difference amongst the propulsion subsystems is speed and there's no reason to not just pick the fastest one since there is another stat that is effected. Why would anyone pick the slower version when there's no penalty for picking the fastest version? ----------------------------------------------------
|

Mercostol
Gallente Black Nova Corp
|
Posted - 2009.02.28 02:55:00 -
[174]
is it just me or do all possible caldari configurations suffer from lack of cpu? i tryed making a missile boat with 7 launchers and best cpu electronic subsystem. after fitting 7 launchers+3 bcu, i had just enought cpu for 2 hardners and 1 medium shield booster leaving 2 meds empty.
|

Caesar DeSahar
|
Posted - 2009.02.28 03:33:00 -
[175]
personally I think they made this mechanic to encourage piracy a little bit more as pirates will be able to force someone to either eject and lose ship, or lose both ship and skill, but I think CCP didn't forsee one major indirect result:
this mechanic will further discourage people from engaging in pvp, at the moment no one fights unless he's very certain he will win, how many times did a gate end up with 2 20-30 man gangs on both sides but neither dares to jump because they're afraid to lose their advantage and ships? how often do people see an extra neut in local and don't dock up or hide in posses?
I think eve needs to make pvp less risky or less costy to encourage more people to fight instead of hide, and this mechanic will make T3 pilots constantly paranoied and think a new number of thousand times before an engagment instead of the current number of 100 times.
also 0.0 will be a disaster for anyone who flies T3, it's a well known fact that if you fly a ship, there is a high probability you'll lose it, and the next one and the next one, this mechanic will end up with people wasting days and weeks on retraining the same old skills which they could train for something useful and advance in the foodchain.
I am a pvper at heart and the only reason I play eve is pvp, and I find it very difficult to engage in fair fights especially 1v1 because most people are afraid to lose of isk and assets.
|

Caesar DeSahar
|
Posted - 2009.02.28 03:36:00 -
[176]
Edited by: Caesar DeSahar on 28/02/2009 03:36:02
|

Camdim
Caldari The first genesis INTERDICTION
|
Posted - 2009.02.28 03:44:00 -
[177]
First point. Every ship should have a default bandwidth for drones of 25mb so they can field 5 small drones if they have space ( which most do.) It can be on the chassis and then you can add extra with the subsystems. Seems kind of silly to have drone space but no bandwidth to operate any.
I would also suggest that while you have the designs in front of you that you remove turrents and lauchers and call them hard points and allow for turrents or lauchers depending on the ship. This was mentioned some time ago as a possible way to fix some imbalances in some existing ship designs. This would be a good time to get it put in the game. For where this was refered to check the long thread of answered questions awhile ago in the general disscussion forum.
I would also suggest that you go through every possible combination of subsystems to make sure you have a usable and desirable ship setup afterward. I have found more then a few that made me scratch my head and go huh?
Skill loss I see this as a way to keep newer players down and give older players an edge. Which is why I want it gone. A newer player has tons of skills they still need to train but can still get into a tech 3 ship but staying in one will be a nightmare for them. They will have to put important skills they don't yet have on hold to recupe lost skill points in the subsystems. Also the skill loss just seems silly overall as it is not in anyway fitting with the current game. Unless some reason can be given of why this is a good idea I say get rid of it place the subsystems skills as a 3-5 level skill and call it a day.
Also as to the subsystems and fitting them to ships I would treat them as rigs for the purposes of getting them on ships. This would give you a default chassis that you could fly ( you shouldn't of course but you could). Then add the sub systems on like rigs/modules. This would help both now and in the future as new modules come out.
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.02.28 04:38:00 -
[178]
Edited by: Breed Love on 28/02/2009 04:38:51
Originally by: Camdim remove turrents and lauchers
I support this statement, I'm all for removing turrents and lauchers from ships, they suck! No other ship in eve has them, so why should t3? -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.28 05:12:00 -
[179]
Originally by: Jack Jombardo Edited by: Jack Jombardo on 28/02/2009 01:39:48 Edited by: Jack Jombardo on 28/02/2009 01:38:17
Originally by: MotherMoon
because I can die 1000 times in my faction fitted CNR, or a rifter and never lose skill points out of skills that only pertains to that one single ship? .... I'm asking WHY WHY WHY WHY WHY
You got the problem allready. Buy GTC for real money, sell ingame for ISK, suizid gang without thinking about how to refinanz your ship.
You know this?: "EvE is all about risk vis reward!!" <- hear this all the time from wannabe PvP/Pirtas
Tell me where the "risk" is when suizid in a T1 ship? NOWHERE as you have 130% insurence! There is a bit of "risk" with T2 but who cares if you simplay can sell another GTC?
Now T3 provides a real "risk" for all you hauler-gangers or hot-drobbers ! Failed to gang? Failed to Hotdrob? take the RISK of losing SP! Next time you'll try it you might first think about YOUR "risk".
so the design choice was... for the lulz?
your saying in your opinion they went with skill lost as a flavor thing, and never took it into consideration as far as the ship abilities.
I still don't get it, why introduce something that isn't related to the design at all? my point is, subsystems and skill loss. why.
I mean I think skill loss is a good idea. let me repeat that because I keep getting these stupid replies. I THINK SKILL LOST ON DEATH OF TECH 3 SHIPS IS A GOOD IDEA.
I jsut want to know why they chose that color paint over another.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.28 05:15:00 -
[180]
Originally by: Farrellus Cameron The only difference amongst the propulsion subsystems is speed and there's no reason to not just pick the fastest one since there is another stat that is effected. Why would anyone pick the slower version when there's no penalty for picking the fastest version?
sith system one you have a higher base speed, (say 100m/s) and with an afterburn you get a bonus to... 200m/s
with the 3rd subsystem.. you get... base speed 90m/s, and with a bonused afterburner you get 180+45. 225m/s but slower MWD speed.
with the 2nd subsystem you get 90m/s, but because of your agility bonus you can move after while orbiting than using the other two systems.
|
|

Kyvon
Gallente 10045th Logistics Battalion
|
Posted - 2009.02.28 05:22:00 -
[181]
i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
|

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.02.28 05:42:00 -
[182]
Originally by: Kyvon i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
correct it doesnt work for me either
|

Lijhal
FrEE d00M Fighters
|
Posted - 2009.02.28 07:42:00 -
[183]
Originally by: K1RTH G3RS3N
Originally by: Kyvon i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
correct it doesnt work for me either
me too :( |

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.28 07:55:00 -
[184]
Originally by: Lijhal
Originally by: K1RTH G3RS3N
Originally by: Kyvon i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
correct it doesnt work for me either
me too :(
That specific feature is bugged in the latest patch. It was working the patch previous, AFAIK it's going to be fixed in the next patch.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Pliauga
Gallente Aliastra
|
Posted - 2009.02.28 08:04:00 -
[185]
Originally by: Bellum Eternus
Originally by: Lijhal
Originally by: K1RTH G3RS3N
Originally by: Kyvon i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
correct it doesnt work for me either
me too :(
That specific feature is bugged in the latest patch. It was working the patch previous, AFAIK it's going to be fixed in the next patch.
Darn, I was hoping there's a workaround. Building pretty ships blindfolded is hard.
------- "Skynet" is my internet provider, should I be worried? |

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.02.28 09:06:00 -
[186]
On workable combinations for the Proteus:
Originally by: CCP Nozh I'm falling in love with Proteus 13131 (fitting screen top to bottom).
That's the only halfway good combination right now.
Except that Propulsion I (and III) are useless. The ship's base speed with these is more of a crawl, no good for a blaster ship. Add a plate (you're not dualrep-tanking with 6+1 cap boosters), and armor rigs, and it's slower than a rigged Myrmidon. Death for a blaster ship.
The only choice for a blaster setup is Propulsion II.
Engineering I is also the only subsystem that makes sense, unless you want more midslots. But seeing that the ship is slow for a cruiser, you want Neutron Blasters. Only way you will be able to dictate range at the edge of (faction) web range, using Null.
Only Engineering I with a PG rig will give you enough grid for that.
Only the combination of Defensive III and Offensive III gives you enough dronebay and bandwidth to even consider the Proteus as a droneboat. Any other combination turns the Proteus into a pure blastership with very limited drone capability, which an Astarte or Deimos can do better. Not to mention that the resistances with Def I or II are crap. Still, dedicating both these subsystems to drone damage, you end up with only one set of four heavy drones and no spares. In the age of Laser and Heavy Assault missile wielding gankboats (gank at 20km+, gasp), with drones as your primary damage, you want Sentry Drones, or lots of spares. The Proteus doesn't deliver here.
I can understand if bandwidth won't get increased past 100 (which is sad), but the drone bay size for a ship of this type is a joke. Everyone has learned to primary drones. With 175m¦ bay, you get 4 heavies for damage, plus 5 mediums and 5 lights for ranged defense. You can only deploy heavies once you get a solid tackle, meaning that everyone faster than you will just laugh while they're killing you from range. Unless the scramble range bonus gets increased, that means at any range greater 19.8k (True Sansha scram, Gallente Electronics Subs V skill, overload). Easily in T2 disruptor range.
Medium drones are useless beyond scrambler range without spares. With the travel times on a mwding target they can get no real damage on before they are targetted and getting killed off.
Unless the Proteus gets more space for spares, it performs the same as a pure blasterboat in its drone configuration.
The only saving grace for the Proteus right now is the scrambler range bonus, the one feature it has to offer over existing ships. Hence, Electronics I is pretty much a mandatory choice. # 3 might be interesting because of the added resistance to ECM. But at 30 pts strength, this doesn't mean you won't get jammed, it only helps if all of your gang has enough combined sensor strength to overpower the number of hostile Falcons. And you might as well fit ECCM to your gang of Astartes.
So Nozh, thanks for sharing your beloved setup. But everyone with a clue already had that one, because it's the only logical setup as of now. There need to be more viable setups. I'd like to set up a ranged version with rails and Sentry Drones, or a truly ECM hardened Railsniper for anti Falcon work. Or a Blasterboat with more EWAR focus. Cloaking subsystems might be nice, even if not with Covert Cloak.
If all the Proteus can offer is being a replacement for the Myrm as it was before the nerf, and at the cost of SP loss (on a ship that will always be up close, high damage, low buffer = instant primary), then no thanks. |

Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
|
Posted - 2009.02.28 10:04:00 -
[187]
Originally by: CCP Nozh Where do tech 3 ships fit in?... What weÆre looking for from you guys is inconsistencies in attributes and bonuses. Tell us why the attributes donÆt make sense with the bonuses and what we can do to improve them.
so is it intentional that subsystem bonuses get stacked against module bonuses? I had a Loki with the shield boost amount bonus and that bonus got a stacking penalty because I had a shield boost amplifier fitted. Should I have bugreported that or not... -- stuff -- |

Freyya
GeoCorp. Paxton Federation
|
Posted - 2009.02.28 10:23:00 -
[188]
Edited by: Freyya on 28/02/2009 10:24:22 Proteus on latest build;
Slot layout of 8-4-7 with 6 turret points and 2 launcher points.
Grid of 1160/1200 lolwut? Change grid back to at least 1500 or so. Last build was 1700 grid and that was perfect to fit a medium size tank and a full rack of t2 ions. With the ship i have now i have nothing in lows except 3 passive cpu intensive armor hards, med slots is medium best named cap booster,web,painter,t2 10mn AB and highs is best named medium nos, 6 t2 ions of which only 5 can be onlined. I can't even fit a medium armor rep because there is simply no grid anymore.
Are we supposed to start fitting frig sized guns on these things or something? ___________
NOW COLLECTING ISD AND CCP AUTOGRAPHS It'll be worth something someday. -Rauth
|

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.02.28 12:12:00 -
[189]
Apparently CPU output from Electronics I got quite a nerf as well. My 4-6-7 ranged Proteus attempt that is entirely faction/deadspace setup no longer fits.
Dronebay is now 150 instead of 175. Yeah, i'll pass on that. |

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.02.28 12:55:00 -
[190]
Just tryed a Legion in dogfight and was very happy with the performanc.
Erlittener Schaden: 22114 Finaly died to a Sacrileg (to much caprecharg for me *g*) that NOSed me ;).
Prop 2, Engin 1, Def 3, Off 1, Elec 2 is defenitly a very stable and well perfoming layout! little short on lows but 5 meds, 7 guns, T2 resitences, some drones ... all you wish for nice fights :).
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|
|

Schmell
|
Posted - 2009.02.28 12:59:00 -
[191]
Edited by: Schmell on 28/02/2009 13:05:44 Edited by: Schmell on 28/02/2009 13:00:59 BTW, what a chance, that there will be t3 battleships and battlecruisers? (of course after some time)
|

IceAero
Amarr Shadow Company
|
Posted - 2009.02.28 13:28:00 -
[192]
LOL WTF @ CPU???
This has to be a joke right?
|

Pattern Clarc
|
Posted - 2009.02.28 14:44:00 -
[193]
cpu's really been butchered on alot of these ships, particularily the loki, tengu, legion. ____
My Blog Is Awesome
|

MotherMoon
Huang Yinglong
|
Posted - 2009.02.28 14:46:00 -
[194]
Originally by: Pattern Clarc cpu's really been butchered on alot of these ships, particularily the loki, tengu, legion.
they are still pretty nasty :P consider it part of the flavor?
|

Schmell
|
Posted - 2009.02.28 15:01:00 -
[195]
I hardly lold at Loki combination, which has drone bay, but has no bandwidth
|

Jarden
Gallente The Galactic Empire
|
Posted - 2009.02.28 15:26:00 -
[196]
Originally by: CCP Nozh Where do tech 3 ships fit in? Selecting which bonuses belonged in the first iteration was not an easy task. We had different racial sensor strengths in the first release, it got cut. With three subsystems, we knew one would have a racial EW bonus, we just couldn't justify it. Once we've got a solid baseline, we can start thinking about the fourth variation (which I believe will enter the game before Tech 3 ships become a common commodity).
Will the 4th variation get the different racial sensor strength? Because without it you will have a easy counter in the form of ecm , with a different racial sensor it is a bit more difficult to jam them.
|

Pattern Clarc
|
Posted - 2009.02.28 15:42:00 -
[197]
Originally by: MotherMoon
Originally by: Pattern Clarc cpu's really been butchered on alot of these ships, particularily the loki, tengu, legion.
they are still pretty nasty :P consider it part of the flavor?
Just have limited the mid slots, I mean, why do I need 7 lows and 6 mids?.
they defiantly when ott on the cpu reduction
And the loki has serious power grid and cpu issues, I mean, if I wanted to fit only 5 720mm artilleries, i'd fly a munnin with triple damage bonuses. Instead of sculpting these ships with a fine chisel, they pretty much whacked them over the head with a hammer making 80% of the combinations useless.
They say there trying to avoid cookie cutter setups, well, that's exactly what they'll get with only 3-5 viable setups coming out of these in the end.
At this rate, you'll be seeing a **** load of people buying t3 solely to make there own version of the 2k dps passive shield tanks with no guns.
I'll be writing more detailed feedback soon. ____
My Blog Is Awesome
|

Kyvon
Gallente 10045th Logistics Battalion
|
Posted - 2009.02.28 16:11:00 -
[198]
Originally by: Kyvon Edited by: Kyvon on 28/02/2009 06:04:49 i was trying to play around with them on singularity so i bought 100 hulls...and started assembling random setups based on the setups...then i went to fittin screen and saw you could try to change out the subsystem from the fitting screen but it gave a warning and said 'drag a new one here' but i tried and it didnt work? or am i doing it wrong by just trying to drag/drop or right click -fit to active ship
okay, that drag/drop works now. but ... when looking at the fitting screen if you have your mouse over a module in your items, it adds the HP from both the currently fitted module AND the module you are hovering over giving the fitting screen the wrong numbers...so when you fit it, its like 1/2 what you thought. and if its going to preview the newer module differentiate the two (example: amarr defensive, say 8600 hp armor and maybe in small red (-200) if we are losing 200 hp. and (+/-10%) after our resists if we are losing or gaining resists.)
except try to do it with most stats? otherwise we'll need to have one of every module in our bays to take printscreens and then compare them all fitted until EFT is updated. i tried to have multiple ships and hop between them and have 'info' screens open for them but the info closes and the ship stats go crazy when you arent in them.
|

Gadrin Demarr
Gallente
|
Posted - 2009.02.28 17:27:00 -
[199]
Originally by: MotherMoon
so the design choice was... for the lulz?
your saying in your opinion they went with skill lost as a flavor thing, and never took it into consideration as far as the ship abilities.
I still don't get it, why introduce something that isn't related to the design at all? my point is, subsystems and skill loss. why.
I mean I think skill loss is a good idea. let me repeat that because I keep getting these stupid replies. I THINK SKILL LOST ON DEATH OF TECH 3 SHIPS IS A GOOD IDEA.
I jsut want to know why they chose that color paint over another.
Not sure which kind of rationale you were looking for regarding the SP loss, but my impression is that is was mostly an attempt to make the T3 ships fundamentally different from the other ships. The idea is something along the line of a close symbiotic relationship between the ship and pilot. The ship becomes part of you and you become part of the ship. Once the ship dies, a small part of you dies as well, i.e. your skill points. Probably inspired by that the Sleepers were the masters of neural interfaces. It was probably just a pleasant side effect that this will act as a small SP sink in the game where SP otherwise just grows monotonously.
For me, that is all nice and dandy and this "symbiotic relationship" is a nice angle to play. The problem is that just a simple SP loss will not give them much of a different feel than other ships. Just a subconscious feeling that more is at stake. For this to seem less like a "hm... how can we make rich players fear death?" idea and more of a novel concept of being fundamentally different, I feel that this symbiotic relationship idea should be capitalized on more and mind you: I'm not thinking new penalties here.
There must be something new which these beasts can do better or in a different way which does not render an old ship or role obsolete. Something which gives them a real purpose and a new flavor. Unfortunately I have no concrete ideas of the top of my head now, just the feeling that they need to be more different or fill a different purpose.
The current direction seems to be headed towards having them fill exactly the same roles as the current T2 and T1 ships are, but delicately balanced in so that they don't render the old ships obsolete and still makes the T3 option a viable choice.
For that, I have only one thing to say: Good luck! You'll need it. That is a hair-thin line to walk even if you introduced only a single ship for a single role, and for these modular ships, you're in for a nightmare.
My tip for the outcome: A significant number of old ships will be made obsolete since the balancing is going to be far from perfect and the majority of T3 subsystem fits will simply not be a viable option since T1/T2 will outperform them. Effective number of viable ships/fittings after T3: Almost precisely the same as today.
We would need something like a new gameplay mechanic and new roles which T3 could fill.
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.28 18:38:00 -
[200]
CCP: T2 is focused! Me: Bull****, look at interceptors, they are better then T1 tier 3 frigates in EVERY WAY POSSIBLE
CCP: T3 is broad scope! Me: Bull****, look at testserver and watch the ffa, T3 = find the setup with the most slots and hero tank it
This whole mess is caused by CCPs lack of basic understanding of their own gameplay. T1 was once the best, then came t2 and got standard cause it was just plain better. Now comes t3 and they try to squeeze it inbetween? With resource gathering in W-Space which is basicly suicide with style (beeing 1-volleyd in a commandship by 4 sleeper BS). Thats the most dump attempt i have ever witnessed in 7 Years of EvE balancing. Fail.
The only way T3 will get used is if all combinations are AWESOME and a bit better the T2, but also a bit more expensive. The gap doenst need to be T1 to T2, but without gap, it falls flat on its prenerfed face.
|
|

Schmell
|
Posted - 2009.02.28 19:17:00 -
[201]
Edited by: Schmell on 28/02/2009 19:22:28
Originally by: Perry The only way T3 will get used is if all combinations are AWESOME and a bit better the T2, but also a bit more expensive. The gap doenst need to be T1 to T2, but without gap, it falls flat on its prenerfed face.
Agreed. Now we have a cruiser with 5 bonuses. But all these bonuses are from different areas, which gives no real advantage. Jack of all trades, but master of none. And some combinations are simple not viable. IMO, Cruiser with 3-4 bonuses on damage or tank, or speed is much much better - it is real supreme technology of ancient ones, something hard to kill, something WORTH of its high price.
|

Spanner Frew
|
Posted - 2009.02.28 19:34:00 -
[202]
Why is this all going on now with only 1.5 weeks to go to release? It should have been at this stage of testing months ago.
|

Gadrin Demarr
Gallente
|
Posted - 2009.02.28 22:31:00 -
[203]
I think the thing they are trying to avoid by not making the T3 surpass T2 is that they don't want to make T2 obsolete. The T1 market is fairly unprofitable (due to ridiculous amounts of T1 loot and simplistic ship manufacturing) so the real meat today is the T2 market with a complex resource and manufacturing process, invention and so on. If T3 was amazingly good, everyone will want that instead of T2, prices will rise and manufacturers will move wholly on to T3 to take advantage of that. T2 will then effectively be obsolete and all the work that went into creating T2 for nothing. That is what I think they want to avoid, and that's understandable.
Now, some will probably say that this is not a problem. T3 is gonna be _freaking_ expensive, so people can't afford to fly it all the time. If its good it will be expensive and thus balance itself. I think it will not.
It will not work like faction stuff which is incredibly rare to drop regardless of demand. If everyone and his grandmother wants T3, prices will skyrocket at first, but then manufacturers will notice that there is a lot of cash to be made and move from T2 to T3. Supply will rise as more gets into T3 production and more T3 ships will make it to the market for lower prices.
Now, we will get 2500 W-space system to play with on M10 and I guess most of them will have sleepers and T3 resources. This pretty much means that there is enough systems and resources for everyone who wants to get involved. At least T2 was somewhat limited by the rarity of Dysprosium which couldn't be farmed since it was limited by the number of moons. Now, imagine the value of Dysprosium if you had 2500 Dysprosium moons in W-space...
If T3 is great, I think we will see T3 prices rise quickly, then drop drastically in the upcoming six months as most of EVE gets in on the T3 bandwagon. In 6 months there will be be enough T3 that half of us will be flying around in it and not a single Vaga in sight...
Essentially I think CCP has painted themselves into a corner with this one. They can't make it crap, they can't make it great. I mean, modular ships are a great idea! Adding new uncharted systems behind wormwholes is a brilliant idea! But the guy who figured that T3 should be in direct competition with T2 should be bloody slapped in the head!
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.28 22:50:00 -
[204]
Originally by: Gadrin Demarr They can't make it crap, they can't make it great.
They could make it great by not gimping key-subsystems slot-wise. For example, Minmatar Web Bonus Subsystem is a) not as strong as the recons (thats okay) but b) also gimps the med slots of the Ship. I mean wtf? Webs go into med slots! Thats giving with one hand and taking with two other hands 
They got it right with the Engeneering Subsystems, these add either huge offensive potential or utility med/low slots. But they absolutely must follow this with all subsystems. There are some subsystems that are so gimped that a combination of them gives less slots then a destroyer! I mean cmon! They want us to choose the Bonus' we like, but if we actually dare to do so, our T3 Ships become little more then glorified T1 Cruisers.
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.02.28 23:23:00 -
[205]
After Nozh's last reply where he essentialy says that the shipclass isn't intended to be good I'm not sure I see any point in wasting any more time testing or thinking about T3 ...
The lead designer of T3 wants the ships to be worse than T2 ships in all the roles that matter to 99% of players. This is what 10 days before the patch ????
Hey and just to make it even better, throw in a skillpoint loss that is nearly unavoidable (lol at ejecting) The risk to benefit ratio is appalling, what with there not really being any benefits apart from "hey new and shiny" (yet in most cases buttugly)
Hey here's an idea CCP, postpone the patch a few months and replace Nozh and the rest of the team with people who won't fail miserably to come up with something worth releasing.
|

Vina
Caldari Destructive Influence KenZoku
|
Posted - 2009.02.28 23:41:00 -
[206]
so t3 is suppose to be mediocre and doing a few things at the same time, rather than good at one or a few things... how does that make sense? when you make a ship, you expect it to be able to do something that you want it to do. this is going to be fail. it's like using expensive t1 ships. They can do everything extremely badly. t3 can do everything less badly. -----------------------------------
my opinion is my own. |

Gadrin Demarr
Gallente
|
Posted - 2009.03.01 00:08:00 -
[207]
Hehe. Well, I personally feel that their looks are their greatest asset. The art team sure delivered, especially with the Legion. The only dubious thing about them is the very purpose of having them...
I'll be sure to enjoy the new cool scanning mechanics, the epic mission arcs, the skill queue, the new effects and the improved AI. All good stuff. I'll probably get a T3 ship as well eventually so I can spin its gorgeousness in my hangar. 
|

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.03.01 01:13:00 -
[208]
bolding it cause it needs to be seen
CPU IS IMPOSSIBLY LOW
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.01 01:47:00 -
[209]
Originally by: K1RTH G3RS3N bolding it cause it needs to be seen
CPU IS IMPOSSIBLY LOW
I hereby second this motion and propose that it be put to vote.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.01 03:42:00 -
[210]
All you guys expect ubar wtf pwnag modils with T3 ... and you don't get em. That's why you are so angry.
More money != more pwnage with them. No 1 vis 4 ownage .
Go check them out at 2v2 or 10v10 battles one group T2, one T3 ships only. You will not onehit the T2 ships but you will win!
And that's the real problem for you ... no one hit burst down wonders with ubar BS armor, Inti speed and 4*HAC dps.
Don't like that much tank? Throw some resitences and fitt some Heatsinks!
And that's just one example of setups which I tested. There are many more that work very well even against 2 oponents.
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|
|

Vaal Erit
Science and Trade Institute
|
Posted - 2009.03.01 06:22:00 -
[211]
Originally by: CCP Chiliad Edited by: CCP Chiliad on 27/02/2009 14:48:54 On the concerns on Tech 3 ship prices, you might want to keep up with the T3 Production thread. A lot has changed there in the past two weeks, a more recent estimation:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#161
Cool, will Tech 3 insurance be similar to tech 1, tech 2 or be new?
Originally by: CCP Nozh What weÆre looking for from you guys is inconsistencies in attributes and bonuses. Tell us why the attributes donÆt make sense with the bonuses and what we can do to improve them.
Minmatar Offensive subsystems: #2 has 3 turrets/3 launchers and two bonuses to turrets #3 has 4 turrets/2 launchers and one bonus to turret/one bonus to launchers
Thus #3 should get the damage/falloff/optimal turret bonuses while #2 should get the split weapon bonuses. It doesn't make sense to have more turret bonuses and less actual turrets. Split weapons are fail and #2 deserves at least another low slot, maybe two more low slots.
Minmatar Engineering subsystems: #1 is not overpowered, instead #2 and #3 need to be buffed massively. #2 is completely useless. Least grid, least amount of slots for better capacitor. Minmatar ships don't care about cap recharge as much as more guns/slots. #3 gives an extra high slot and should give +1 turret/launcher as well to use that high slot effectively
Minmatar Defensive subsystems: #1 has about the same HP as #2 but gets +3 slots and -1 high while #2 gets +3 slots and +0 highs. Take away the -1 high slot penalty from #1. #2 has more shield than armor, but gives +3 lows? Instead give it +2 mid/+1 low or something #3 Shield boost bonus, +2mids/+2 lows. I love this subsystem, but with the boost bonus it might be better with +3 mid//+1 low
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.01 06:24:00 -
[212]
Theres something seriously wrong with Tengu, its cpu in any configuration is just plan suck, way below other caldari ships. Fix plzthx. -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

Lijhal
FrEE d00M Fighters
|
Posted - 2009.03.01 10:45:00 -
[213]
Edited by: Lijhal on 01/03/2009 10:47:49
Originally by: Breed Love
Theres something seriously wrong with Tengu, its cpu in any configuration is just plan suck, way below other caldari ships. Fix plz
i copy that! currently caldari ships lack for cpu but have 1700pg ....thats wrong!
and, please take a look on the overall shield HP vs/and armor HP on the subsystems, currently caldari ones are not inline with the subsystems of the other races!
take from all races the 11111 combination, which ends up in:
cal 8250 combinated unbuffed shield & armor hitpoints ama 9750 " min 9250 " gal 9500 "
22222 combination
cal 6500 " ama 7375 " min 7950 " gal 7175 "
33333 combination
cal 3700 " ama 4775 " min 3950 " gal 4650 "
sorry , but the caldari ones need more shield ... add 1000 shield to caldari defence subsystem 1 & 2 and 750 shield to min & cal defence subsystem 3! then they will be inline with the other ones
thx
|

Merdaneth
Amarr PIE Inc.
|
Posted - 2009.03.01 11:04:00 -
[214]
Edited by: Merdaneth on 01/03/2009 11:03:59 My perceived design Philosophy of T3 The power does not lie solely in its stats, but in the suprise setups and configurations. Finally, cruisers that are able to effective use small guns, shield tanking Amarr ships, Minmatar neutralizer boats etc!
T3 design philosophy in practice The promised flexibility is not there. Somehow the designers made all the designs be heavily biased towards the racial properties. Since the Strategic Cruisers are 'locked' into racial preferences players will be only to effectively build ships that are oriented towards these racial preferences. Most viable builds turn out as expensive alternatives to existing HACs, Command Ships, Battlecruisers etc, and that is why people are comparing them to these.
Amarr ships are still very much fixed into medium-laser-using, armor-tanking, low CPU and low sensor strength ships. Caldari ships are still shield tanking, ECM-ing, high-sensor strength missile boats. There are simply no surprises there. By and large people do not have to adapt their tactics when facing a T3 ship. Amarr? Put on the tracking disruptor and/or neutralizer and get an EM/therm tank. Caldari? Find a way to bypass the passive shield tank or guard against ECM.
Their predictability is is a major loss for the T3 designs at the moment. CCP, there is only so much flexibility a player can put into a ship when you lock its primary properties to fixed racial characteristics. And you already have explored much of these designs into tweaking the current racial ships.
Why do you think the Arbitrator is one of the most flexible Amarr ships? Because its properties are the least racially fixed. An Arbitrator can be armor-tanked, shield-tanked, a neut boat, speedy or slow brick, active tanked, passive tanked, fit all kinds of EW, fit all kinds of weapons, simply because its cpu/grid/slot layout and racial bonuses allow for that. The Legion merely gives me an expensive Zealot/Omen Navy Issue at the moment. ____
The Illusion of Freedom | The Truth about Slavery |

Turiel Demon
Minmatar Inhumation Inc.
|
Posted - 2009.03.01 11:13:00 -
[215]
Hm, the CPU low-ness thing seems like a theme....
CCP, are you planning on making co-processors over-heat-able? :P
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.01 11:14:00 -
[216]
Edited by: Jack Jombardo on 01/03/2009 11:14:32
Originally by: Lijhal ..
Refering to his post the Submodul Bonis listed here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1003629 are out of date. An update would be nice.
(Caldari Defens Sub 3 is listed as "Shield Hitpoint Bonus" but has the lowest actual hitpoints concerning Lijahls list)
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.01 11:20:00 -
[217]
Originally by: Merdaneth ...
Part of this problem might be, that Subsystems 4 and 5 are missing. With Amarr 4 offens == Khanid == Missile and Amarr 5 offens == Droneboot (just sugestions from me) they are badly missing for varity.
For tanking some of the Amarr T3 ships have the ability to be shield tanked (up to 6 meds + lows can make a good tank) ... but we are Amarr Pilots and ... Amarr does not shieldtank ;).
Originally by: Vaal Erit Spread your arms out and go "Brrrrrrrrrr" and then "fwap fwap fwap fwap fwap fwap" Then takeoff!
|

Draknishar
Directive XIII
|
Posted - 2009.03.01 11:42:00 -
[218]
20mbit bandwith with 25m3 dronebay on the Legion feels very off and honestly I dont feel you can justify these setups being weird or unbalanced by taking into consideration how they Might be once/if we have all 5 to look at.
|

Lijhal
FrEE d00M Fighters
|
Posted - 2009.03.01 11:46:00 -
[219]
Originally by: Jack Jombardo Edited by: Jack Jombardo on 01/03/2009 11:14:32
Originally by: Lijhal ..
Refering to his post the Submodul Bonis listed here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1003629 are out of date. An update would be nice.
(Caldari Defens Sub 3 is listed as "Shield Hitpoint Bonus" but has the lowest actual hitpoints concerning Lijahls list)
i took the excel sheet from here with the newest stats from sisi to calculate the current hitpoints
|

Caiman Graystock
Caldari Comrades in Construction
|
Posted - 2009.03.01 13:11:00 -
[220]
Have Tech III ships been reskinned in a recent patch?
Originally by: CCP Whisper So you're going to have to do some actual thinking... Boo hoo. Cry some more.
|
|

Bentula
|
Posted - 2009.03.01 13:19:00 -
[221]
I also managed to build a loki with 50m¦ dronebay but no dronebandwith.
|

Caesar DeSahar
|
Posted - 2009.03.01 17:52:00 -
[222]
Edited by: Caesar DeSahar on 01/03/2009 17:53:10 well I usualy stick to a strong policy of posting strictly constructive threads, but after today's patch I can't hold it anymore, I closed sisi 3 mins after I logged and tried to fit the first T3 ship.
T3 sucked bady before todays patch and didn't match any T2 cruiser in anything, but today they are nerfed that I can't fit even half the slots I have, CCP, whoever came up with todays patch is a ******ed idiot!
T3 ships MIGHT (before today's ******ed patch) be better than T2 like 130% but the division is stupid ******ed, it's like 80% main task + 50% secondary, THIS WILL NOT WORK!
if you want to SAVE T3 then make them at least 100% as good on the main task and 30%-50% extra task that means for a T3 dps boat: as good as deimos or munin (gall/min) + 30%-50% bonus to something else, Ewar or recon bonus!
I want a deimos with extra scram range or better speed, or better tanking, not half a deimos with scram range, I'd rather fly normal deimos
here are some more suggestions to improve T3 up to decency:
Make T3 ship MORE expensive than T2, not similar price as said in the production thread, just like T2 is more expensive and powerful than T1 so should T3 be > T2, not ******ed more expensive, just more, if a HAC costs me 100m now make the T3 cost 170, but make it worth it!
give T3 more bonuses! on munin you get bonus to RoF, falloff, optimal and damage, on T3 you get only 1 bonus! and on sub 2 you get dmg + something, make them more versatile!
make electronic subs 2-3 have useful bonuses! scan strength and optimal range are ok but nothing really important, I choose 2-3 depending on the slot layout not bonus because their bonus rarely matters (at least for blaster/drone boats in my case)
here is a new idea (I know you don't have time for it but keep it in mind), make more proteus hulls! like prot 1-2-3 with a completely new bonus like the ones suggester in some other post. e.g: loki 1: 5% resistance to web effect, loki 2: bonus 5% RoF, loki 3: extra mid slot, loki 4: able to fit cov ops cloak with -1 high slot, +1 mid, -1 low, and relatively more expensive. prot 1: 5% resistance to scram range, prot 2: bonus 5% to dmg, prot 3: extra high slot (turret/launcher), prot 4 like loki 4. I don't think these need to have a graphic model, so they should not be very hard to make.
[u]no one is going to fly a ship if it's not at least better than what they already fly! very few people will fly them if they lose SP, losing SP will make flying these ships impossible for pilots with less than 50m sp because untill 50m sp people have more important things to train than fill their 40 days lvl V skills. I read somewhere that these ships are meant to encourage solo play, losing SP will make solo play impossible. make losing ships less risky and costy to encourage players to play! players are already scared ****less and dock up the moment someone comes in local! CCP, I know you're trying hard to make it nice, but you're taking an awesome idea into a ****y direction!
if you keep it like this you'll avoid cookie cutter setups (I don't want one, it's not challenging) but this way you make T3 useless and crappy and worse than T2 in everything including gang support, because I'd rather have a falcon than a tengu which can jam 2 targets, and anytime a deimos over a proteus that can scram at 33k. can't tell you how many times I get in a roaming gang with a hostile one on the other side of the gate but no one jumps because they're afraid of the loss! the high risk makes the game thrilling, but atm the risk is too high that it takes hours of boring roaming and blobing just to find 1-2 targets, I am on the edge of quiting because I can't satisfy my pvp wants in this game because other people don't want to risk it! as for now I am not wasting any minute on T3 untill next patch, in which I hope they'll be decent.
|

Winterreign
|
Posted - 2009.03.01 18:41:00 -
[223]
I don't nessisarly see the loosing SP as a bad thing when you loose your ship.
As it warrants a extra amount of paranoia and most people have bind'd a shortcut key to eject.
This just determines your level of commitment to the fight, you can attempt to ride your ship as it goes down in flames trying to survive long enough to take them out or escape at the risk of loosing SP.
Or you can eject.
I would reccomend not going AFK in a tech3. But stil there are those cases where you get popped so quick you don't have time to bail out and it's happened to me quite a bit. But once again i think it just goes to show how badly u just got manhandled.
|

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.03.01 21:02:00 -
[224]
Originally by: Turiel Demon Hm, the CPU low-ness thing seems like a theme....
CCP, are you planning on making co-processors over-heat-able? :P
lol an active module co-processor
undock, overload your co-pro, online your offline module and you have about 5 minutes use
Pledge your support |

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.03.01 21:03:00 -
[225]
The main problem with SP loss for T3 ships is that it skews the already crappy risk/reward balance even further. as things stand there doesn't seem to be any benefit from flying T3 instead of T2..
soooo Nozh; WHERE EXACTLY IS THE REWARD TO MAKE UP FOR THE SP LOSS ? HMM ?
|

keepiru
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.03.01 21:40:00 -
[226]
Originally by: keepiru Hopefully its not an incoming train.
Quotin' myself for propheticnes ... propheticity? proph ... BAH!
...
*makes choo-choo sounds* ... and I really think they should boost T2 plate HP.
|

Die Warzau
|
Posted - 2009.03.01 22:17:00 -
[227]
Edited by: Die Warzau on 01/03/2009 22:18:56 It seems that the tech 3 cruisers have low CPU in general (5-10% less than a HAC for instance). Is this intentional? I suppose on the electronics modules with CPU bonuses, this could be made up, but that is only available to 2 races. Fitting cruisers with large numbers of mids is extremely difficult.
It seems weird to give the tech 3 cruisers so many slots but no ability to fit them.
|

Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.03.01 23:46:00 -
[228]
More T3 ship feedback:
Too little CPU and grid on all four races (or a combination of just CPU or just grid for various races) to fit a high performance fitting on any of the T3 ships.
What good is 7x turret hardpoints when you only have five high slots? Or no grid to fit them? What good is having a 22km bonused web fit when you don't have the range to exploit this advantage via a 24km point and decent falloff/optimal on your guns?
There is very little 'synergy' (indeed, if any at all) occuring with the various subsystem fits.
An example is the Loki. With the armor tanking bonused defensive subsystem, it simply doesn't have the grid, CPU and low slot count to field and effective active armor tank. So basically the bonus is pointless.
Again, using the Loki as an example, the falloff/optimal range bonus offensive weapon subsystem isn't worth while due to it's reduction of turret slots and it's overall lack of DPS due to low damage bonus. It's addition of range via optimal and falloff bonuses doesn't even come close to making up for the lack of DPS.
The Proteus is pretty crap. Unable to reproduce even the miserable performance of the Deimos, it's fitting constraints are pretty fail. I find it really stupid (not ironic, just actually stupid) that you can fit a shield tank to it, but that the shield tank doesn't take advantage of any of it's tanking bonuses built into the subsystems.
It's really *really* bad design when it's better to completely ignore ship bonuses and instead do something completely different in order to gain the most performance out of the ship.
The common theme so far with most of the posts/feedback IMO is that players are growing tired of fighting the T3 ship design trying to find workable setups that are valuable for PVP. It is becoming increasingly frustrating to deal with subsystem bonuses that are in direct conflict with each other with respect to bonuses and slot layout/fitting per subsystem type. Additionally the overall ship stats when configured with various subsystem setups are falling short of T1/T2 cruisers.
If T3 is supposed to be to ships what Factional Warfare is to PVP- that is, to be something focused on the beginner, something that doesn't add anything to the game for the more experienced and advanced player, then let us know so we can just ignore it and get on to evaluating something more important.
Because right now, that's what T3 is amounting to: a pile of oatmeal that won't provide any additional advantage for highly skilled and experienced players. The concept of 'flexibility' only works when something is able to do multiple jobs, and do each of those just *just as well* as something that is role specific. Otherwise there's no point in using the lesser of the two ships when the right tool for the job is there to be used.
And make no mistake, the end-game PVPers will forgo using ships that aren't capable of performing at the highest possible level. Performance is first, everything else is second.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|

Freyya
GeoCorp. Paxton Federation
|
Posted - 2009.03.02 00:20:00 -
[229]
Proteus feedback:
Change the stats on grid and cpu back to what they where 2 builds ago...I know it was 1700 grid and cpu I don't recall but it was better than the crappy stuff right now. Maybe just a bit too much but at least get it up from that even less than deimos grid. On the 8-4-7 layout i can fit: 6 t2 electrons, best named medium nos, best named painter,best named medium cap booster, 10MN t2 ab, best named web, t2 explosive energized plate, t2 eanm, best named 400 plate, t2 med repper and then i can't fit 3 t2 active hardeners. not even 3 n-types will fit. No i have to fit deadspace A type hardeners to make it work?
on a ship estimated to cost around 800 MILLION isk it is insane to have to get worth of 600-700 mil of hardeners too. Maybe shadow serp or dark blood or whatever works aswell but to not even be able to fit it with normal t2 gear is stupid for such an advanced ship. IT'S T3 DAMNIT! 
Sorry for the rant but these ships are going to look like they are !heavily! prenerfed and generally not worth their price tag at all. Just increase both cpu and grid so at least all variations can fit ALL their slots with t2 gear while keeping it mediocre on the dps or tank. You have the slot layouts and such so it shouldn't be too hard to calculate what each subset's needs are.
You want full gank? Be ready to sacrifice some tank. (meaning t2 neutrons and a light t2 tank) You want full tank? Be ready to sacrifice some gank. (meaning t2 electrons and a heavy t2 tank) You want middle way? Be ready to have a medium gank and medium tank. (meaning t2 ions and medium t2 tank) Bonusses are too skewed right now to even take into consideration alot when building a t3 ship. Read what bellum typed because he's on to something there . ___________
NOW COLLECTING ISD AND CCP AUTOGRAPHS It'll be worth something someday. -Rauth
|

Jason Edwards
Internet Tough Guy
|
Posted - 2009.03.02 01:15:00 -
[230]
Edited by: Jason Edwards on 02/03/2009 01:22:19 Well. So pengu :) fit with all 1s has like 6 launchers but only 4 high slots. Kind of silly. Or something like that.
Proteus has some really bad negatives. I'm a drone ***** so I basically went 33333s.
100mbit means it cant replace my ishtar. That means I wont buy t3. At least not at expansion. Maybe 4s and 5s will fix that. Perhaps even giving proteus a guardian-vexor sort of deal?
100mbit with 10 mediums would be awesome.
So anyway. I basically fit the ship.
1 diminish med nos 4 ion blasters
tank in the lows, and rigs for tank.
The cpu-pg basically gives me no room for a plate or 2nd mar. Not to mention nothing special getting in last highslot.
Which is such utter fail it's sad.
Considering tech 3 ships will likely be worth 1bil-3bil or so. You'd think they'd be allowed to fit to the best of their ability and have something equivalent to moms. As moms have immunity to ewar... I wouldnt expect t3 to get that... but some sort of immunity would be cool.
Legion - Immune to Cap Warfare Proteus - Immune to remote effects. Pengu - Immune to ecm. Loki - Immune to falling apart midwarp. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
|

Schmell
|
Posted - 2009.03.02 06:19:00 -
[231]
Edited by: Schmell on 02/03/2009 06:21:41 Edited by: Schmell on 02/03/2009 06:20:02 Well, i`ve managed to get a Loki with vaga-style fit.
http://go-dl.eve-files.com/media/corp/Midael/loki.avi
Here is the fight with another Loki - huginn-style, armor repped.
What you can see here: 1) new effects :) 2) Damage is low. 7 guns! Mind, that i shooted at LOWEST resist (almost 0% on armor) 3) Still his tank vanished pretty fast 4) My opponent damage was even lower :) 5) I`ve tested his fit and got almost instapopped by a sacrilege 
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.02 06:32:00 -
[232]
Tech 3? I was hoping it would be expensive end all be all ships. True terrors to see on a battlefield. Called primary first because of what they can do to you.
Now. As a fleet commander. I wouldn't even bother primarying one. They just arent a threat from what ive seen on sisi.
CCP me and my corp both believe this. You dropped the ball.
|

Schmell
|
Posted - 2009.03.02 06:47:00 -
[233]
Edited by: Schmell on 02/03/2009 06:47:34 There was one more fight earlier: my rupture vs gallente t3 (forgot the name). Well, i lost, but t3 hardly tanked damage from rupture, and i`ve used "non-profiled" damage type (emp). I think: Hail m + overheat and a billion burns in fancy new explosion. 
Also i can`t even loot these modules, that makes me sad.
...
Ok, no more whining, at least till next patch. 
|

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.03.02 07:15:00 -
[234]
yes something in todays patch really gimped em out, that combined with the uber hard sleepers means that if things go through as is the new content wont be worth much.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.02 07:30:00 -
[235]
Edited by: IceAero on 02/03/2009 07:33:18
Originally by: Kytanos Termek Tech 3? I was hoping it would be expensive end all be all ships. True terrors to see on a battlefield. Called primary first because of what they can do to you.
Now. As a fleet commander. I wouldn't even bother primarying one. They just arent a threat from what ive seen on sisi.
CCP me and my corp both believe this. You dropped the ball.
If they just gave us the CPU we needed, fixed the cap problems, and tweaked the mid/low slots ever so slightly...
well damn we'd have ships that are doing good damage, with t2 tanks and are as hard to hit as a cruiser, and have a taste of ew or some other role. Legion with 5 lasers and 2 bonus'd neuts and overheat? me want, and I'll still lose a solo battle to every HAC...
but wait, that's not balanced you say???
Not if they cost over 300m to fully fit! (plus you loose SP)
T3 SHOULD be able to do LOTS of roles, and do them WELL. As long as they are this slow, they'll never be better than HACs at what HACs do best...and they'll never have the EW of a recon ship. Currently they can do NO roles well =(
|

BlackHorizon
Dark Knights of Deneb Against ALL Authorities
|
Posted - 2009.03.02 07:58:00 -
[236]
Originally by: Tyrrax Thorrk The main problem with SP loss for T3 ships is that it skews the already crappy risk/reward balance even further. as things stand there doesn't seem to be any benefit from flying T3 instead of T2..
There is actually quite a lot of benefit over T2. You just aren't thinking about it enough. 
|

Deej Montana
Caldari Outbound Flight
|
Posted - 2009.03.02 08:16:00 -
[237]
Edited by: Deej Montana on 02/03/2009 08:20:15 Wow, where to begin....
The basic issue it seems to me is that it's a huge amount of effort (resource gathering, logistics, production, training, fitting) to get anything from these ships that I can't already get from a T1/T2 ship. After going through several possible module combinations I was finally able to build a decent missile boat with a passive shield tank. Oh wait, I just built myself a Drake that costs 20 times as much...
Bottom line for me is (apart from all the previously mentioned very valid issues regarding balance, subsystem matching, bonuses, etc) that these ships don't give us anything special. Anything you can do with a Tengu can already be done with a Caracal, Navy Caracal, Drake, Cerberus or (heaven forbid) a split offensive system Navy Osprey. I just fail to see the point of these ships as they exist currently. I think this is a MUCH deeper problem than just tweaking bonuses and working out a few kinks. The entire philosophy behind these ships is fatally flawed, IMO.
I appreciate that you can't make T3 ships overpowered, or make them instantly obsolete T1 or T2. But by trying to walk that fine line, you've just created a class of ships with no real purpose and that do several things poorly at a huge price. Maybe if they truly allowed for maximum flexibility (as in having dozens of viable fits) combined with significantly greater performance vs what already exists they would make sense. But as they are now I really have to ask, "Why?"
Just the opinion of a casual player who primarily runs missions and does industrial stuff. Maybe I'm missing something.... |

Bentula
|
Posted - 2009.03.02 09:24:00 -
[238]
Its a bit ridiculous atm tbh.
The SP loss basicly means you may never use this shipclass anywhere you could meet a titan. Ofc you can only fly it with lvl 4 skills, which would mean that every of those great 5 subsystem boni you get is 20% weaker than on a HAC.
But even worse is that these ships are balanced to be weaker than HACs while having lvl 5 skills. Have fun with 10% less optimal/falloff, 7.5% weaker rep/shield boost, 5% less resistances/damage/rof and so on.
As tradeoff they are twice as hard to fit and trying to fit the ship after the boni you want usually results in absolutly silly slot combinations(dronebay without bandwith, shieldtanks with more lows than meds, double damage bonus ships with 3 turrets, etc pp).
Imho it was a wrong descision to bring t3 first in form of cruiser sized ships, if this shipclass was based on the BC hull we wouldnt need to have those cpu/pg problems(cause armortanks/shieldtanks/pvp setups mostly revolve around a fixed cost base fitting) and have more slots to built the ship we want. It would also have been the chance to bring ewar/logistic/proper droneboats/etc to the BC hull.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.02 09:58:00 -
[239]
Originally by: Bentula Its a bit ridiculous atm tbh.
The SP loss basicly means you may never use this shipclass anywhere you could meet a titan. Ofc you can only fly it with lvl 4 skills, which would mean that every of those great 5 subsystem boni you get is 20% weaker than on a HAC.
But even worse is that these ships are balanced to be weaker than HACs while having lvl 5 skills. Have fun with 10% less optimal/falloff, 7.5% weaker rep/shield boost, 5% less resistances/damage/rof and so on.
As tradeoff they are twice as hard to fit and trying to fit the ship after the boni you want usually results in absolutly silly slot combinations(dronebay without bandwith, shieldtanks with more lows than meds, double damage bonus ships with 3 turrets, etc pp).
Imho it was a wrong descision to bring t3 first in form of cruiser sized ships, if this shipclass was based on the BC hull we wouldnt need to have those cpu/pg problems(cause armortanks/shieldtanks/pvp setups mostly revolve around a fixed cost base fitting) and have more slots to built the ship we want. It would also have been the chance to bring ewar/logistic/proper droneboats/etc to the BC hull.
heres the issue, jsut because they are cruiser sized doesn't mean they have to be balnced with tech 2 cruisers.
they should of balanced them making them weaker than tech 2 battlecruisers.
Why does size matter? they should be balanced as if they were battlecruisers (they got the slots to be battlecruisers)
they can still be cruisers and be balanced againts something else than cruiser hulls.
ccp.. I don't see why I should fly these ships :(
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.02 10:11:00 -
[240]
Originally by: Kytanos Termek Tech 3? I was hoping it would be expensive end all be all ships. True terrors to see on a battlefield. Called primary first because of what they can do to you.
Now. As a fleet commander. I wouldn't even bother primarying one. They just arent a threat from what ive seen on sisi.
CCP me and my corp both believe this. You dropped the ball.
right, there is a reason command ships are primiared, or a logtisics ship. CCP seems to have this idea that ships are primaried based on how expensive they are.
and apparently that the more expensive and risky the ship, the more players will just want to fly them.
|
|

Mica Swanhaven
|
Posted - 2009.03.02 10:12:00 -
[241]
Originally by: Tyrrax Thorrk The main problem with SP loss for T3 ships is that it skews the already crappy risk/reward balance even further. as things stand there doesn't seem to be any benefit from flying T3 instead of T2..
soooo Nozh; WHERE EXACTLY IS THE REWARD TO MAKE UP FOR THE SP LOSS ? HMM ?
the hell with that, where is the reward for flying tech 3 at all? it's not like you can bring your subsystems with you everywhere you go.
|

Dirty Python
|
Posted - 2009.03.02 10:19:00 -
[242]
Very annoying how stats are modified when doing a mouse over a module in your hangar. They do not replace the stats given by your current fit, but get added on.
ex. you have 2000armor, mouse over a module, you have 5000armor. You switch in the module and you get 3000 armor.
|

Bentula
|
Posted - 2009.03.02 10:45:00 -
[243]
Edited by: Bentula on 02/03/2009 10:47:11
Originally by: MotherMoon
Originally by: Kytanos Termek Tech 3? I was hoping it would be expensive end all be all ships. True terrors to see on a battlefield. Called primary first because of what they can do to you.
Now. As a fleet commander. I wouldn't even bother primarying one. They just arent a threat from what ive seen on sisi.
CCP me and my corp both believe this. You dropped the ball.
right, there is a reason command ships are primiared, or a logtisics ship. CCP seems to have this idea that ships are primaried based on how expensive they are.
and apparently that the more expensive and risky the ship, the more players will just want to fly them.
Price alone doesnt get you primaried, but it definitly gets you a point till its your turn .
Edit: As it is you want to primary T3 last, cause you want to take your time and slowly "coax" the pilot out of his ship without destroying it. Especially once people get high subsystem skills. In bigger fights it will be a "who can hit eject the fastest" competition anyway.
|

Dristra
Amarr Idle Haven
|
Posted - 2009.03.02 10:49:00 -
[244]
Given the current mood of the community i get the feeling that a tech 3 ship is about equal to a tech 2 ship in terms of power, right?
Originally by: CCP Atropos the physics engine has balls
I believe rats should avoid you if you have high standing with them. |

Bentula
|
Posted - 2009.03.02 11:03:00 -
[245]
Originally by: Dristra Given the current mood of the community i get the feeling that a tech 3 ship is about equal to a tech 2 ship in terms of power, right?
A bit tougher but usually with less firepower. Some T2 ships like ishtar or curse can really give you a run for your money. Also there is a heavy trend to passive setups on the shieldtanks, think drake.
Problem is that for pvp t2 ships are more focused(think falcon/curse/huginn, eagle/ishtar/vagabond or hics), and for pve its not really a choice between HAC or T3 cruiser but BS/CS vs T3 cruiser.
|

Dristra
Amarr Idle Haven
|
Posted - 2009.03.02 11:18:00 -
[246]
Originally by: Bentula
Originally by: Dristra Given the current mood of the community i get the feeling that a tech 3 ship is about equal to a tech 2 ship in terms of power, right?
A bit tougher but usually with less firepower. Some T2 ships like ishtar or curse can really give you a run for your money. Also there is a heavy trend to passive setups on the shieldtanks, think drake.
Problem is that for pvp t2 ships are more focused(think falcon/curse/huginn, eagle/ishtar/vagabond or hics), and for pve its not really a choice between HAC or T3 cruiser but BS/CS vs T3 cruiser.
So the tech 2 ships are breed for a single purpose and excel at that, but the tech 3 ships are more like generalists, but not BETTER in any way?
Originally by: CCP Atropos the physics engine has balls
I believe rats should avoid you if you have high standing with them. |

MotherMoon
Huang Yinglong
|
Posted - 2009.03.02 12:23:00 -
[247]
Originally by: Dristra
Originally by: Bentula
Originally by: Dristra Given the current mood of the community i get the feeling that a tech 3 ship is about equal to a tech 2 ship in terms of power, right?
A bit tougher but usually with less firepower. Some T2 ships like ishtar or curse can really give you a run for your money. Also there is a heavy trend to passive setups on the shieldtanks, think drake.
Problem is that for pvp t2 ships are more focused(think falcon/curse/huginn, eagle/ishtar/vagabond or hics), and for pve its not really a choice between HAC or T3 cruiser but BS/CS vs T3 cruiser.
So the tech 2 ships are breed for a single purpose and excel at that, but the tech 3 ships are more like generalists, but not BETTER in any way?
right but NOT better.
which is fine, I mean we don't need the end all of ships.
but why so expensive? why so much risk?
the risk vs.reward is terrible, I don't need a ship that cost 3 to 5 times the cost of a tech 2 cruiser if it doesn't out perform it in some way.
right now they seem to have better tanks and some set ups are equal with tech 2. but equal with tech 2 should not mean 3 times the price.
|

Xacal
Amarr Imperial Academy
|
Posted - 2009.03.02 12:41:00 -
[248]
I guess everyone is already expressing their issues with the tech3 ships, so my post is certainly redundant, but I still need to feel I did have my cahnce to comment...
First, it is not clear to me what CCP expects from T3 ships. T3 means the ship is more technologically advanced than t2. I would expect a mode advanced ship to be more expensive(or to have some other ownership burden, like SP loss or high skill requirements) than the less advanced ship, while offering an distinct advantage. I've seen comments about production cost being the same, about not predating t2 variants while being better at their jobs, and about absolute flexibility. It seems we have a problem here already, on the definition of it... Flexibility is useless if every flexible option is less effective than the t2 equivalent. If it could do things that no t2 equivalent could do(mixed racial abilities, for example), that would be a clear advantage, or at least, to make it viable.(although it doesn't quite offset the disadvantage) T2 pretty much made T1 obsolete, except for the cost penalty when risking these ships in PVP. A T2 assault cruiser was much better than a T1 variant, and probably better than a T1 BC. The T2 cruisers could do things better than T1 ships, so they were desirable. If you guys want T3 to be desirable, it needs to do things better than T2. If you don't want to render T2 ships obsolete, you need to make T3 ships be able to do TWO t1 ships jobs at the same time with a single fit. So I cannot get dual dmg bonuses, or dual ECM bonuses, but I can have ECM and DMG bonuses and the modules to use both to max effect at the same time. The slot layouts we're getting seems to point in that direction, and so do the bonuses distribuiton among modules, but when we look at the PG and CPU we have to fill all those slots(more slots than T2 ships, as expected), we're comming short. I can fit a mid gank/tank setup on a Proteus, but I have to use 2 rigs just for PG, and CPU is also critical. And the resulting dmg output/tank is less than a T2 assault cruiser... Most other fits end up with too many slots and not enough fitting to use them.
About the current stats, the CPU and PG need to be reviewed. If I choose submodules to do a 7 turrets ship, it would be good if I could actually fit 7 turrets without using most of the low slots with reactor controls and cpu upgrades...If I do everything correct, and have no tank, I end up with 4-5 mid slots where I can't fit cpu intensive modules... Also, several fittings go with mixed turret/missiles setups. These obviously suck, and I don't see why t3 engineers would have developed such ships...
Another aspect I would like to be reviewed is the skill requirements. It looks to me like T3 is no harder to get to than T2. Worse yet, you can have several of the T2 capabilities on a single ship with less specialization. I would like to see each submodule have requirements that are inline with the submodule function. So a module that gives ECM bonuses should require ECM skill at a certain lvl. A module that gives drone bonuses should do the same, and I would expect the same to all others. This way, if someone wants a do it all ship, he needs to have the skills to do it all...
regards, Xacal
|

Ratchman
|
Posted - 2009.03.02 14:44:00 -
[249]
There does seem to be far too much negativity in this thread, and not enough constructive criticism.
First, let me point out that I have not yet tested the T3 stuff, but don't shoot me down in flames straight away.
It does seem to me, from the posts I have read, that these Strategic Cruisers are built to be able to fill the roles of 2 or 3 T2 cruisers each, maybe sacrificing a little strength in one area to increase all round flexibility.
They could have made T3 just the next step up, but CCP decided to go down this interesting route of modular design. Perhaps they didn't want T2 to become instantly obsolete, but this was never going to be the case, as T1 never became obsolete, despite what people have said in this thread. I routinely fly T1, and see plenty of people flying around in Stabbers and Thoraxes. The T2 stuff only comes out only when I need it.
The way I see it, there are two things that need to be addressed: firstly, the 'cost' may need to be tweaked a little to make the risk v reward equation a little more balanced. Secondly, the CPU does sound a little low for a T3 ship. If CCP are worried about it being overpowered, they could put some other form of nerf on it, but only after observing it in live play for a while.
Let us all remember that this is the test server, and the version currently live was obsolete the second they loaded it onto the server. They will be several iterations ahead already, and the final version, even though it will be released next week, will still be different from the version on the test server.
And don't forget, there will undoubtedly be a patch before too long, as there always is with these things.
|

Bentula
|
Posted - 2009.03.02 14:57:00 -
[250]
Originally by: Ratchman There does seem to be far too much negativity in this thread, and not enough constructive criticism.
First, let me point out that I have not yet tested the T3 stuff, but don't shoot me down in flames straight away.
It does seem to me, from the posts I have read, that these Strategic Cruisers are built to be able to fill the roles of 2 or 3 T2 cruisers each, maybe sacrificing a little strength in one area to increase all round flexibility.
They could have made T3 just the next step up, but CCP decided to go down this interesting route of modular design. Perhaps they didn't want T2 to become instantly obsolete, but this was never going to be the case, as T1 never became obsolete, despite what people have said in this thread. I routinely fly T1, and see plenty of people flying around in Stabbers and Thoraxes. The T2 stuff only comes out only when I need it.
The way I see it, there are two things that need to be addressed: firstly, the 'cost' may need to be tweaked a little to make the risk v reward equation a little more balanced. Secondly, the CPU does sound a little low for a T3 ship. If CCP are worried about it being overpowered, they could put some other form of nerf on it, but only after observing it in live play for a while.
Let us all remember that this is the test server, and the version currently live was obsolete the second they loaded it onto the server. They will be several iterations ahead already, and the final version, even though it will be released next week, will still be different from the version on the test server.
And don't forget, there will undoubtedly be a patch before too long, as there always is with these things.
Now im sure your expecting this comment, but you really should test them yourself. Alot of the issues with the new ships are very hard to put into words and this thread doesnt do them justice at all.
ATM the biggest problem imho is slotallocation and lack of pg/cpu. If you have a 15 slot armortanking ship with barely over 1k pg to spend and less cpu than a t1 cruiser your pretty much left with only stupid setups. Especially if that same combination of submodules had plenty of grid/cpu before but then got "fixed".
|
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.02 16:34:00 -
[251]
Originally by: Ratchman There does seem to be far too much negativity in this thread, and not enough constructive criticism.
First, let me point out that I have not yet tested the T3 stuff, but don't shoot me down in flames straight away.
It does seem to me, from the posts I have read, that these Strategic Cruisers are built to be able to fill the roles of 2 or 3 T2 cruisers each, maybe sacrificing a little strength in one area to increase all round flexibility.
They could have made T3 just the next step up, but CCP decided to go down this interesting route of modular design. Perhaps they didn't want T2 to become instantly obsolete, but this was never going to be the case, as T1 never became obsolete, despite what people have said in this thread. I routinely fly T1, and see plenty of people flying around in Stabbers and Thoraxes. The T2 stuff only comes out only when I need it.
The way I see it, there are two things that need to be addressed: firstly, the 'cost' may need to be tweaked a little to make the risk v reward equation a little more balanced. Secondly, the CPU does sound a little low for a T3 ship. If CCP are worried about it being overpowered, they could put some other form of nerf on it, but only after observing it in live play for a while.
Let us all remember that this is the test server, and the version currently live was obsolete the second they loaded it onto the server. They will be several iterations ahead already, and the final version, even though it will be released next week, will still be different from the version on the test server.
And don't forget, there will undoubtedly be a patch before too long, as there always is with these things.
Right, I'm never not to be negative:)
tech 3 cruisers are awesome as is ship wise on SiSi. nothing just mkaing them better better is cool, and great.
but then, they can't cost more, they just can't.
|

Katy Karkinoff
Minmatar Psycho Chicks
|
Posted - 2009.03.02 18:30:00 -
[252]
seems to me people keep forgetting the part where Nozh has said the goal IS TO HAVE T3 COST AROUND T2.
Obviously when they first hit they will be over priced, but that has always been the case. They have said they will watch costs of T3 and if they stabilize too high they can tweak material requirements.
That said and aside, I'm getting really frustrated with all the fitting difficulties. I mean really, I haven't seen any encouraging combinations, they all just seem to suck. I'm gallente so I'm biased, but I'm seriously disappointed in the bonuses and stats we've gotten. Of all the propulsion bonuses the AB one is my favorite, yet gallente is the only race with out it...
Assuming price is around T2 thats fine, but stat wise these things are a waste of time. They offer no advantage over any other ship. In pvp it has been well noted that specialization is the only way to survive, so if these ships are designed to do 2-3 things at once, but suck at all of them then they have no role in any fleet.
|

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.03.02 18:38:00 -
[253]
Originally by: Katy Karkinoff seems to me people keep forgetting the part where Nozh has said the goal IS TO HAVE T3 COST AROUND T2.
Obviously when they first hit they will be over priced, but that has always been the case. They have said they will watch costs of T3 and if they stabilize too high they can tweak material requirements.
That said and aside, I'm getting really frustrated with all the fitting difficulties. I mean really, I haven't seen any encouraging combinations, they all just seem to suck. I'm gallente so I'm biased, but I'm seriously disappointed in the bonuses and stats we've gotten. Of all the propulsion bonuses the AB one is my favorite, yet gallente is the only race with out it...
Assuming price is around T2 thats fine, but stat wise these things are a waste of time. They offer no advantage over any other ship. In pvp it has been well noted that specialization is the only way to survive, so if these ships are designed to do 2-3 things at once, but suck at all of them then they have no role in any fleet.
This
Originally by: CCP Nozh prices T3. goal around the price of tech 2 cruisers
|

Tyrrax Thorrk
Amarr Guiding Hand Social Club
|
Posted - 2009.03.02 21:56:00 -
[254]
why should T2 cost the same as T3 ?
why bother referring to it as T3 if it's just going to be jack of all trades/crappy t2 + sp loss ?
|

Freyya
GeoCorp. Paxton Federation
|
Posted - 2009.03.02 22:17:00 -
[255]
To the people saying they are ment to be costing around t2 price think again. Up a few subforums is the T3 production thread and there's a guy in there who did all the math. Production cost of a single t3 cruiser was estimated to be around 800 mil iirc. That's including every little thing down to operating costs of the pos building the cruisers. And his math seems very sound.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#177
link for the lazy  ___________
NOW COLLECTING ISD AND CCP AUTOGRAPHS It'll be worth something someday. -Rauth
|

Sarin Adler
|
Posted - 2009.03.02 22:17:00 -
[256]
[rant & crystalballing] They are dreaming if they think they can make them cost the same of T2 unless they change w-space a lot: easier sleepers (please don't), not delayed local (please don't), not unstable "ambiental" conditions inside w-space (please don't), not leveleing of sleeper encounter giving harder stuff used in the production (some stuff/gases just spawning in some hard encounter sites or quality w-space), no random exit point (enter in jita and get out in deklein)... someone explain me how the hell are you going to get chepaer than T2 ships with these conditions (which in all are very cool).
I'm not sure why they are so afraid on "unbalance": a marauder/faction BS with deadspace/officer mods is insanelly unbalanced, but that does not mean that everyone is using them left and right... yes right: because there is an high risk on using and losing them. Even if THERE IS pople who use such ships (some elite pvpers) they lose them also time to time (even if they are better at their stuff than 99% of eve and using precautions). So what's the deal with all this... T3 is T2 for unskilled players or what? They have the CPU and powergrid of T1 cruisers almost, makes no sense at all.
Also, making them so useless no one with enought SP to fly T2 ships will use them means no one will venture on the T3 industry in the long run, so we have an other episode of 'boosters' useless stuff wich is expensive cause the industry is quite limited cause it's useless and complicate to run: running a chain to produce T3 from start to end is really more difficult than T2, requieres way much more manpower and hours -no go to moon once amonth open silo and transfer that sweat dyspro to jfreighter-. Who in their right mind thinks this will be cheaper than T3, are CCP part of the crew who thinks mienrals are for free!?![/rant]
|

rciq
|
Posted - 2009.03.02 22:24:00 -
[257]
Here. Of course I'm not saying this is a perfect Tengu, but I think the author depicted exactly the kind of versatility we all expect from a T3 ship.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.03.02 22:26:00 -
[258]
Originally by: Tyrrax Thorrk why should T2 cost the same as T3 ?
why bother referring to it as T3 if it's just going to be jack of all trades/crappy t2 + sp loss ?
Id assume because it mimics T2 pretty closely, but has different build / resource requirements and is more durable when overheated?
I think T3 ships can be 'jack of all trades' but equally you could build a ship that's quite focused on one specific area.
The issue Im seeing with the T3 ships is that whilst 'slot plentiful' they cant really equip to much onto those slots because of the limitations of both PG and CPU. Upscale the PG and CPU and you run into T3 ships that can assume BS roles in terms of heavy weaponry and so forth - which feels wrong in my view.
Id suggest the subsystem IV and V (once / if implemented) come with some 'new' capabilities such as warp core strength, profession based bonuses and maybe some defensive capabilities such as ECCM or anti neut technology. These might need to be 'smeared' across the subsystems, rather than rely upon the electronic subsystem. In this fashion the high/mid/low slot arrangement might be toned down a little.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.03.02 22:33:00 -
[259]
Originally by: Freyya To the people saying they are ment to be costing around t2 price think again. Up a few subforums is the T3 production thread and there's a guy in there who did all the math. Production cost of a single t3 cruiser was estimated to be around 800 mil iirc. That's including every little thing down to operating costs of the pos building the cruisers. And his math seems very sound.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=995617&page=6#177
link for the lazy 
A good post there (linked) but it all depends upon market demand and how many pilots choose to enter W-Space to harvest the base materials.
Its feasible that a lot of players will enter W-Space and the resources will be plentiful - if the T3 ships are regarded as 'ok but not outstanding' their price will be relatively affordable. Tilt either end of the scale and prices will climb (either due to lack of resources, or high demand).
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

AngryMax
Gallente Executable Inc
|
Posted - 2009.03.03 02:16:00 -
[260]
I understand this is an ongoing feedback kinda thread. So i have to toss my opinion with the rest of the crowd who think that these ships are just a little too weak. I can set up Proteus to do abysmal damage and be able to tank gate guns. Which puts it in same category as hic without the warp scram bonus.
I just dont see why i need it over t2. Maybe its an option for those who don't want to train T2 since that takes a while... which leaves out those of us who have it already.
I guess i am just confused as to what these ships are for?
|
|

Shiu
EtE Clan Sc0rched Earth
|
Posted - 2009.03.03 03:15:00 -
[261]
I was really excited with these modular ships. That is, until I actually tried fitting a couple of them. I went ahead and made spreadsheets for the Gallente and Caldari ships, and quickly found out, that even though they are meant to be flexible, they really arent. The PG/CPU issues, really limits you, and you have to chose certain subsections pretty much every time. Ill focus on Gallente here. Defensive subsystems: 1. gives you a good buffer with 3500 armor base, and also Resistance Bonuses, so this is obviously what you want to go for if you are heading for a tanking Proteus. Unfortunately you lose 1 highslot chosing this. 2. Has less armor, 2550 to be exact, but recieves a repair bonus, and doesnt have a penalty to the high slot mod. 3. With 1825 Armor, but a whopping 50m3 dronespace more, and a bonus that gives you extra drone hitpoints, this is obviously if you want to go for drones. Also gives you an extra lowslot.
Now lets focus on building on making a ship that uses turrets, and not drones. My choice will be the following. Def 2, Elec 2 (since I need the extra CPU), Eng 1 (need the powergrid, else I wont be able to fit enough guns), Off 2 (I would like to use rails, and get a good range, so the Hybrid Damage/Falloff bonus would be handy here), Prop 2 (Prop 3, to get the Capacitor Bonus). Ok that leaves me with: 7 Highslots (6 turret, 2 launcher) 5 Medslots 4 Lowslots And a whopping 540 CPU, 1200 Powergrid. Im gonna go with 5 250mm turrets on this one, since I dont want to be caught out of range by a faster moving HAC. Ofcourse I want a 10mn MWD on it as well, so I slap an Y-T8 on, just to conserve some Powegrid. Whats this? Not enough powergrid? Ok, im not going to fit out the entire ship, cause I guess you already see where I'm going here. I have 10 (11 if I count the slot where I wanted to put in a MWD) slots left, and already im out of powergrid? This makes no sense. Yes, I know I can make a ship that is supposedly flexible, but if it doesnt excel at anything, your weakness will quickly be found. I could slap in 200mm rails instead, and put on Damps, which would likely work against a single opponent, but against a fleet of snipers I cant damp everyone can I, and if I have to move in close in a ship that is likely to be primaried from the start anyways, im most likely dead in seconds.
Currently I dont see T3 doing anything an easily available T2 ship cant already do. The biggest problem with these ships, is that they dont excel at anything besides tanking. On a final note, it does not make any sense to me that 2 of the Gallente subsections are stuck with 25m3 drone bandwidth. Even a deimos which is a blasterboat, has 50m3 bandwidth.
If things dont change, these might end up being collector items instead of actual fighting ships.
"This long run is a misleading guide to current affairs - In the long run we are all dead." - John Maynard Keynes |

ShadowGod56
|
Posted - 2009.03.03 05:48:00 -
[262]
Well as far as IÆm seeing for T3 is not so good. The main problems are with PG and CPU especially, these are supposed to be super versatile ships, but they don't have the requirements to fit anything to decent, IÆll go down the list of races.
Amarr û They have good slot lay outs probably the best of the bunch, but right now they are lacking the PG and CPU to fit to fit anything usefully.
Caldari û Rather good Slot Layouts, but to much PG and way to little CPU it was fine about a patch ago but something went FUBAR and its all out of whack
Gallante û this is where it starts to get messy, the slot lay out is getting rather weird a good example is Gallante Defense Subsystems 1 and 2 REMOVE low slots, being armor tankers this doesnÆt any freaking since at all, they should add 1 low slots and take away mid slots and high slots cause some of the setups im getting I have to many and not enough grid or CPU to fit anything there.
Minmatar û Once again they end up getting the short end of the stick, they end up getting the most awkward slot combination's and sometime donÆt get the requirements to fit anything useful, also give them a velocity modifier/something for MWD cause they need to speed tank or they get ****ed.
Basically they need to be tweaked to be the super versatile ships that CCP promised.
|

JJ MELLIC
|
Posted - 2009.03.03 12:27:00 -
[263]
t3 ships need love before release or at least before they become the in fashion toys .
pg and cpu balance has been established in this thread already and must now be aknowledged as a major problem.
for anyone who hasn't yet experienced the fighting on sisi in fd- . heres a little of whats happening with these new ships.
the test server favours tank. often on the test server you have to enter an arena to engage in combat. often this leave you open to bumraping from multiple opponents in situations you would not normally fly your ship into solo. so hence a lot of people gof or max tank fits.
now everyone can flt these new t3 variants on there what is clear to everyone testing is that these t3 ships are very very very! good at one thing. Super Tanking .
i built myself a ship and a caldari(tengu). played with the configurations until i had roughly 4-5 high slots 7 mids and 7/8 ?? lows. so not much firepower but huge tanking potential.
obvious choice with 3 rig slots in too is to passive shield tank. heres the score. the tengu(caldari) with a pretty basic passive tank set up LSE II's CPR'S ( best named for cpu reduction) purger rigs blah bah. usual drill.
sat at roughly 27k of shields. no resit hole all around the 60-70 mark (used passive EM hardeners x2 to prevent cap been an issue.) shield recharge was around 50 seconds.. so thats 24k of shields recharging completley in less than a minute.
i entered every arena and tried to get blown up. i even sat in the capitals arena and asked 3 archons, a dread and some other rather huge capital to engage me . result. i left out of boredom .
the tanking ability is insane.. how much more fun would these ships have been had there GANKING ability been the insane quality, it would have made things a lot more interesting considering the skill loss etc.
|

King Rothgar
Death of Virtue
|
Posted - 2009.03.03 12:28:00 -
[264]
I must agree on the PG/CPU problems. I have spent most of my time fitting up legions so I will only talk about them. I like the legion's slot layouts, it offers the potential for a variety of setups depending on the individual player's needs.
As a low sec pirate I'm interested in general purpose pvp boats. For a cruiser/BC, they need a good lock time, respectable dps (400 turret dps is fine), have 1 local rep and be able to tank sentry guns for atleast 2 minutes not counting incoming player fire.
The legion *could* match all of these requirements very well. I've come up with slot layouts and prototype builds that are very good save for 1 thing, I just don't have the cpu and to a lesser extent the grid for them. And it's so close, I only need maybe 60 cpu more and maybe 200 base grid.
Given enough CPU and grid to take full advantage of it's slots and bonuses, the legion would be a monster if fitted properly for the task and do so without wiping out the appeal of t2 ships. The reason is cost, T3 looks like it will be more expensive and if the SP loss sticks (and is meaningful unlike now), then t2 isn't going anywhere.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.03 13:10:00 -
[265]
New patch, no change to T3 CPU...
unbelievable.
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.03 14:14:00 -
[266]
Originally by: IceAero New patch, no change to T3 CPU...
unbelievable.
I do pvp since 7 years (+beta), in empire, low sec and zero sec. I have all races and all ships trained, except stealth bomber and blackops.
T3 will join this list soon.
|

Sarin Adler
|
Posted - 2009.03.03 14:18:00 -
[267]
There are still 7 days left, let's have hope? 
|

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.03.03 14:39:00 -
[268]
I have an issue that in order to use Amarr offensive SS 1 & avail of the full bonus that this subsystem offers (which you should do) you need to use Engineering SS 1 the other two Eng SS leave you with more turret slots than hislots. So you are losing out on a lot of potential customization here and seven turret slots is really heavy on Cap without a cap bonus.
|

fuxinos
Caldari Guys 0f Sarcasm
|
Posted - 2009.03.03 15:01:00 -
[269]
The only thing I would like to see are some reasonable fittings for the T3 ships from CCP Nozh, to justify what the heck he is doing there with the CPU on these Cruisers (I bet he cant).
I would atleast expect to be able to fit them with all T2 stuff but to see the Legion and Tengu struggle with extrem and more the obvious CPU problems dooms ALL flexibility of these so called "Strategic Cruisers".
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.03.03 17:03:00 -
[270]
Originally by: MotherMoon right, there is a reason command ships are primiared, or a logtisics ship. CCP seems to have this idea that ships are primaried based on how expensive they are.
and apparently that the more expensive and risky the ship, the more players will just want to fly them.
Good idea, primary the ship with the biggest tank!
I don't know if you know this, but logistics ships are not the same price as Command Ships.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|
|

IG 88
|
Posted - 2009.03.03 23:01:00 -
[271]
Edited by: IG 88 on 03/03/2009 23:04:23 Edited by: IG 88 on 03/03/2009 23:02:38 Well i have not read the whole thread, but the jist of what i have read is not enough grid/cpu
I can see that in my testing on the gallenty varient, but after spending a good hour playing with moduals and components i came up with some what i think were really nice fits.
I am just wondering if people are choosing the right compoennts for the mods they want, i know i had to drop to higher cpu and grid moduals to fit how i wanted but in the end it turned out nice, with my first selection i was thinking my god these ships are horrid at the end howeve i was thinking the gallenty one was to overpowerd and would need to be nerfed.
I guess what i am saying is they can do quite alot and i was amazed at the utility i am very excited but am scared of how much they will cost.
however giving an 802dps cruiser with a scram II, web II, mwd II, and 2x tracking disrupots all while running a medium to decent buffer tank seems like a bit much.
Only tried 1x 1v1 with it but cap held well and killed the other tech3 cruiser when i was a 85% armor.
802dps is calculated before any bonuses i dont know what the bonuses are.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.03 23:30:00 -
[272]
Originally by: IG 88 Edited by: IG 88 on 03/03/2009 23:04:23 Edited by: IG 88 on 03/03/2009 23:02:38 Well i have not read the whole thread, but the jist of what i have read is not enough grid/cpu
I can see that in my testing on the gallenty varient, but after spending a good hour playing with moduals and components i came up with some what i think were really nice fits.
I am just wondering if people are choosing the right compoennts for the mods they want, i know i had to drop to higher cpu and grid moduals to fit how i wanted but in the end it turned out nice, with my first selection i was thinking my god these ships are horrid at the end howeve i was thinking the gallenty one was to overpowerd and would need to be nerfed.
I guess what i am saying is they can do quite alot and i was amazed at the utility i am very excited but am scared of how much they will cost.
however giving an 802dps cruiser with a scram II, web II, mwd II, and 2x tracking disrupots all while running a medium to decent buffer tank seems like a bit much.
Only tried 1x 1v1 with it but cap held well and killed the other tech3 cruiser when i was a 85% armor.
802dps is calculated before any bonuses i dont know what the bonuses are.
We don't suck at fitting ships.
We don't agree with you.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 02:14:00 -
[273]
Originally by: An Anarchyyt
Originally by: MotherMoon right, there is a reason command ships are primiared, or a logtisics ship. CCP seems to have this idea that ships are primaried based on how expensive they are.
and apparently that the more expensive and risky the ship, the more players will just want to fly them.
Good idea, primary the ship with the biggest tank!
I don't know if you know this, but logistics ships are not the same price as Command Ships.
Sorry my typing sucks.
I was saying that most fleet commanders (at least me) call primaries based on WHAT a ship can do, not how expensive it is.
I would not primary a tech 3 ship if this is how powerful there are, they can get a point and be killed later.
Also the way it stands is CCP seem to think people will fly these ships just based on price.
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.04 02:58:00 -
[274]
Originally by: MotherMoon I was saying that most fleet commanders (at least me) call primaries based on WHAT a ship can do, not how expensive it is.
I would not primary a tech 3 ship if this is how powerful there are, they can get a point and be killed later.
Also the way it stands is CCP seem to think people will fly these ships just based on price.
I'm gonna agree. If I see, say, Proteus, Chelestis and Brutix, I'd primary Chelestis, then pop Brutix and leave Proteus jammed and damped for the last. If there's one obvious target and one questionable, I'd go for obvious, knowing that even if it could be less of a headache, it still MIGHT be, and better off with it before it turns into a bad mess. -- Thanks CCP for cu |

jarhu
Blend.
|
Posted - 2009.03.04 05:26:00 -
[275]
Welcome to the new line of baiting ships. That's what these ships are good for. You fit tengu with 2000dps omnitank, while lowest being EM 1000dps and highest 5000dps @ thermal. Passive setup. Are these any good for anything else? Amarr one clearly has decent dps/tank -ratio(for a cruiser, I'd blow these with any BC anyday), and I could image flying one in low-sec if they didn't cost for billions...
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.04 05:41:00 -
[276]
Edited by: IceAero on 04/03/2009 05:45:04 Quick post, bed soon.
New patch.
Lots of T3 updates:
wow, looks...great actually. 
CPU = fixed.
Cap problems = fixed
and they got cool names!
I'm going to sleep well tonight!
EDIT: I still think Legion Electronics subsystem needs between a 5% and 10% bonus to range of nuets/vampires... (5% = 15.3km and 10% = 19.3km [lvl 5])
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.04 06:03:00 -
[277]
upon further, more detailed review:
wow.
|

jarhu
Blend.
|
Posted - 2009.03.04 06:24:00 -
[278]
Edited by: jarhu on 04/03/2009 06:25:34 Edited by: jarhu on 04/03/2009 06:24:37
Originally by: IceAero upon further, more detailed review:
wow.
/signed
Legion: This is just crazy. All resists around 80-90%, AR regen over 300 hp/s. Cap stable with AB and 6x best named medium lasers. WOW! And still room for 2xHeat Sinks. I think this could do LVL4's in no time.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.04 06:47:00 -
[279]
These changes seem VERY well thought out. I'm really impressed. :)
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.04 08:13:00 -
[280]
Edited by: Kytanos Termek on 04/03/2009 08:13:09 CCP.
This is perfect. The changes are awesome, Balanced. I love you again.
|
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.04 09:20:00 -
[281]

|

Gadrin Demarr
Gallente
|
Posted - 2009.03.04 09:26:00 -
[282]
Wut? *rubs eyes* 
Now you guys have me really worried. If you say that the new stats are "great" and "perfect" I can only assume that they are all omgwtfbbq pwn-all-mobiles now. 
Damn work preventing me from going home and testing them myself...
|

Turiel Demon
Minmatar Inhumation Inc.
|
Posted - 2009.03.04 09:53:00 -
[283]
Originally by: IceAero Edited by: IceAero on 04/03/2009 05:45:04 Quick post, bed soon.
New patch.
Lots of T3 updates:
wow, looks...great actually. 
CPU = fixed.
Cap problems = fixed
and they got cool names!
I'm going to sleep well tonight!
EDIT: I still think Legion Electronics subsystem needs between a 5% and 10% bonus to range of nuets/vampires... (5% = 15.3km and 10% = 19.3km [lvl 5])
I can't get the rediculously big grin off my silly face now 
Go CCP!
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 10:39:00 -
[284]
to ccp.
I just wanted to add, for future pieces of these ships, such as more in line with battleship strenght ones (tech 3 battleships) forget the idea of a new class and build off of these ships?
SO have maybe 7 pieces per subsystem,(4 cruiser strenght, 3 battleship strenght?) but with battleship level bonuses and junk. This way you don't need anything but "tech 3" and as the tech advances you get better tech 3.
but then wouldn't people just fit the better stuff?
not if you increase the price of these mods so the price to match. SO you could fit out a ship with 4 cruiser strenght subsystems and THEN fit a battleship system. The only issue I see is speed, which is why you add a new system in, where these new pieces at a TON of mass, and thus slow you down a LOT. NOw the new pieces are mostly bonuses + fitting.
So lets say you fit all battleship strength subsystems and then fit a cruiser strength propulsion subsystem. You get higher speed, because you can't fit a battleship sized afterburner. However the battleship sized propulsion subsystem has a bonus to fitting for battleship sized propulsion modules.
I don't don't if this is a good idea or not, but that's my idea. :)
|
|

CCP Nozh
C C P

|
Posted - 2009.03.04 11:24:00 -
[285]
Small update:
We focused too much on having fewer slots with "preferred bonuses". Players chose subsystems based on bonuses and ended up with sub-par slot layouts. Players then started choosing subsystems based on slots and were unhappy with their bonuses. To fix this we reduced the slot amount "gap" (by adding slots) and boosted the less preferred bonuses.
CPU and Powergrid was revisited as promised. I'm hoping the fittings are pretty tight and that you have to downgrade some modules to be able to fit everything properly.
We've also now added names and descriptions to all subsystems, which should bring some ease to fitting. The description also holds bonus information.
Stuff that we're looking into:
- Tengu: Passive Tank, too uber.
- Legion: Capacitor might be a bit over the top
- Proteus: Might remove one hardpoint of the drone focused offensive system
Edit: Also added a remote repair bonus to all of the resistance based defensive subsystems. Only amount, so their limited in range and do consume quite a bit of cap.
Nozh Game Designer CCP Games |
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.04 12:35:00 -
[286]
Edited by: Breed Love on 04/03/2009 12:36:19
Originally by: CCP Nozh Small update:
We focused too much on having fewer slots with "preferred bonuses". Players chose subsystems based on bonuses and ended up with sub-par slot layouts. Players then started choosing subsystems based on slots and were unhappy with their bonuses. To fix this we reduced the slot amount "gap" (by adding slots) and boosted the less preferred bonuses.
CPU and Powergrid was revisited as promised. I'm hoping the fittings are pretty tight and that you have to downgrade some modules to be able to fit everything properly.
We've also now added names and descriptions to all subsystems, which should bring some ease to fitting. The description also holds bonus information.
Stuff that we're looking into:
- Tengu: Passive Tank, too uber.
- Legion: Capacitor might be a bit over the top
- Proteus: Might remove one hardpoint of the drone focused offensive system
Edit: Also added a remote repair bonus to all of the resistance based defensive subsystems. Only amount, so their limited in range and do consume quite a bit of cap.
Atm cpu and grid are balanced nicely imo, at least from what I've seen fitting the proteus, and tengu uber tank is just well... tank, doesn't do anything else. Regarding proteus, I'd say don't remove anything, the drone bonus is meh already (5% only and 4 drones), so it needs all the slots it can get.
I think you should look into propulsion systems instead, these require some balancing still. For example take the proteus once again: the mwd-cap-usage-bonus one (the bonus is very nice btw) also has the highest speed. The bonuses of the other two subsystems can be nice in certain situations, but nowhere as universally useful at the mwd cap use. For a pvp ship theres little competition really. I'd say either boost the base speed on the other two, or add some more bonuses to the other two, for example mwd cap penalty, agility etc (that is keeping the current bonuses aswell).
Oh, and also the warp speed subsystem looks badass, I'd like to use it so unnerf it pls! -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.04 13:22:00 -
[287]
Legion: -> Has too few low slots in most configs, but too much med slots. Please switch some slots around to fix this. Most good setups end with 4-5 low slots and 4-5 med slots. For amarr ships, thats a bit wierd. -> Redesign the Turkey head please (elec subsystem 2), its fugly ! The "neck part" needs to be streamlined.
Proteus: -> Certain configs are pretty powerfull, for example 6x neutrons 4x ogre 7high 7low 5med... Thats more then T2 BC put out ^^ -> Hammerhead needs work, looks aweful.
|

Sarin Adler
|
Posted - 2009.03.04 13:24:00 -
[288]
Originally by: CCP Nozh
Tengu: Passive Tank, too uber.
Take in mind, that these monster passive setups are usually not very usefull on pvp (and not even in pve if their dsp is crapp), as they lack a load of usual pvp mods and the dsp is terrible. Sure a lot of carebears will go high with their incredible resist but that's about it.
What I mean, don't overscrew it because of that please. Anyway, there was hope after all, gotta try new changes mroe deeply so I'll wait to say good work xD
|

McDaddy Pimp
Brutor tribe
|
Posted - 2009.03.04 13:52:00 -
[289]
Edited by: McDaddy Pimp on 04/03/2009 13:53:13
Originally by: CCP Nozh Small update:
We focused too much on having fewer slots with "preferred bonuses". Players chose subsystems based on bonuses and ended up with sub-par slot layouts. Players then started choosing subsystems based on slots and were unhappy with their bonuses. To fix this we reduced the slot amount "gap" (by adding slots) and boosted the less preferred bonuses.
CPU and Powergrid was revisited as promised. I'm hoping the fittings are pretty tight and that you have to downgrade some modules to be able to fit everything properly.
We've also now added names and descriptions to all subsystems, which should bring some ease to fitting. The description also holds bonus information.
Stuff that we're looking into:
- Tengu: Passive Tank, too uber.
- Legion: Capacitor might be a bit over the top
- Proteus: Might remove one hardpoint of the drone focused offensive system
Edit: Also added a remote repair bonus to all of the resistance based defensive subsystems. Only amount, so their limited in range and do consume quite a bit of cap.
u forgot one thing
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.04 13:54:00 -
[290]
Originally by: Perry Proteus: -> Certain configs are pretty powerfull, for example 6x neutrons 4x ogre 7high 7low 5med... Thats more then T2 BC put out ^^
1. That config still lacks gank if you ubertank it and vice versa. Its about the same as an astarte really. I wouldn't say its that overpowered, good definitely, but not too much. If drone damage bonus goes up to 10% per lvl, then yeah, I'd say drop a slot.
-----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 14:08:00 -
[291]
Originally by: McDaddy Pimp Edited by: McDaddy Pimp on 04/03/2009 13:53:13
Originally by: CCP Nozh Small update:
We focused too much on having fewer slots with "preferred bonuses". Players chose subsystems based on bonuses and ended up with sub-par slot layouts. Players then started choosing subsystems based on slots and were unhappy with their bonuses. To fix this we reduced the slot amount "gap" (by adding slots) and boosted the less preferred bonuses.
CPU and Powergrid was revisited as promised. I'm hoping the fittings are pretty tight and that you have to downgrade some modules to be able to fit everything properly.
We've also now added names and descriptions to all subsystems, which should bring some ease to fitting. The description also holds bonus information.
Stuff that we're looking into:
- Tengu: Passive Tank, too uber.
- Legion: Capacitor might be a bit over the top
- Proteus: Might remove one hardpoint of the drone focused offensive system
Edit: Also added a remote repair bonus to all of the resistance based defensive subsystems. Only amount, so their limited in range and do consume quite a bit of cap.
u forgot one thing
the loki is awesome, what is your deal?
even though nozh tried to talk me out of it "I still think you should lose one less low for the 1st subsystem, but I'd rather them focus on finishing the expansion than changing things to give me 10% more dps, or some other nonsense.
|

McDaddy Pimp
Brutor tribe
|
Posted - 2009.03.04 14:24:00 -
[292]
Originally by: MotherMoon
the loki is awesome, what is your deal?
even though nozh tried to talk me out of it "I still think you should lose one less low for the 1st subsystem, but I'd rather them focus on finishing the expansion than changing things to give me 10% more dps, or some other nonsense.
you better be trolling nubcake
Loki?? more like LOLki amirite
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.04 15:33:00 -
[293]
Edited by: Jack Jombardo on 04/03/2009 15:34:37 Please no change to Legion slotlayouts.
The lows are allways enough to fit tank/gang combined with the allready high T2 resitences and BC like armor amounts. But it's quit nice to have one or two slots for some EW - somethink close to all Amarr ships miss except Recons (Retribution still has just 1 med, T1 Destroyer still just 1 med, most other ships have 3 or max 4 where you nearly allways need some cap-moduls).
Galente Drone build: 10% damage + armor + mining for drones from hull 5% damage + armor from subsystem 125 m3 bay AND band -> 5 heavy dubble boosted drones
isn't that more then HAC or Domi has??
PS: or was it 5 from hull, 10 from sub? result is the same!
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Seishi Maru
M. Corp Mostly Harmless
|
Posted - 2009.03.04 15:33:00 -
[294]
Loki 2.5% falloff bonus per level is pathetic. Remove the bonus for once then. Better than joke like this.
Th eproblem is combined falloff and range bonus on arties? Then select Only falloff as bonus and give a proper bonus per level.
|
|

CCP Nozh
C C P

|
Posted - 2009.03.04 16:05:00 -
[295]
Originally by: Seishi Maru Loki 2.5% falloff bonus per level is pathetic. Remove the bonus for once then. Better than joke like this.
Th eproblem is combined falloff and range bonus on arties? Then select Only falloff as bonus and give a proper bonus per level.
This has actually already been changed internally to a 5% falloff bonus.
Nozh Game Designer CCP Games |
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 16:05:00 -
[296]
Edited by: MotherMoon on 04/03/2009 16:05:27 nozh, is that falloff only now? or 5% to fall off and optimal?
ether way, good change :)
|
|

CCP Nozh
C C P

|
Posted - 2009.03.04 16:07:00 -
[297]
Originally by: MotherMoon Edited by: MotherMoon on 04/03/2009 16:05:27 nozh, is that falloff only now? or 5% to fall off and optimal?
ether way, good change :)
Falloff only. Nozh Game Designer CCP Games |
|

jarhu
Blend.
|
Posted - 2009.03.04 16:11:00 -
[298]
Edited by: jarhu on 04/03/2009 16:11:18
Originally by: Jack Jombardo Edited by: Jack Jombardo on 04/03/2009 15:53:40 Edited by: Jack Jombardo on 04/03/2009 15:48:42
Please no change to Legion slotlayouts.
The lows are allways enough to fit tank/gang combined with the allready high T2 resitences and BC like armor amounts. But it's quit nice to have one or two slots for some EW - somethink close to all Amarr ships miss except Recons (Retribution still has just 1 med, T1 Destroyer still just 1 med, most other ships have 3 or max 4 where you nearly allways need some cap-moduls).
Yep, you get huge tank with as it is. After that, you can still fit two weapon upgrades. No need to make changes to slot layout. If they aren't enough, your doing it wrong...
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 16:30:00 -
[299]
hmmmm, apparently I got alittle bit of nozhs super uber tank on fraps.
Anyways here is another crazy idea for you nozh. TO balance passsive tanking with PvP, and PvS, what if your passive shield regen weaken by 50% when capped out?
Under normal circumstances this wouldn't be an issue as a passive shield tank uses no cap, but in PvP maybe nuets should have an effect on a passive tanked ship.
Just an idea, take it as you will.
|

Kaileen Starsong
Amarr Veto. Veto Corp
|
Posted - 2009.03.04 17:42:00 -
[300]
Edited by: Kaileen Starsong on 04/03/2009 17:43:58 Tbh, the problem with passive shield regen tank is not the DPS tanked, but rather the fact that you get huge EHP AND huge DPS tank. If they were more separated, so that you can have very fast regen(and hence DPS tanked) on a relatively small buffer and vice versa, but not both at the same time.
Edit. Figured might as well ask here - can we hope to see Gangmod-capable subsystems? I mean.. they're strategic cruisers after all 
|
|

Renox
Gallente Celestial Apocalypse
|
Posted - 2009.03.04 18:20:00 -
[301]
No drone bay/bandwidth bonus in any of the modules?
"what are you gonna do with your pixels in your wallet when the server goes down is up to you." - Lilan |

EvilSpork
Invicta.
|
Posted - 2009.03.04 18:44:00 -
[302]
the legions capacitor is huge because thats what amarr do!!
without the big cap the guns + neuts + reps and all will run it dry. having the uber cap makes it more open to crazy fits and i feel makes it fit the amarr image better.
|

Prometheus Exenthal
Heretic Army
|
Posted - 2009.03.04 18:48:00 -
[303]
Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar  - MY LATEST VIDEO - FRIGANK 5 |

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.04 19:26:00 -
[304]
Edited by: Kytanos Termek on 04/03/2009 19:29:30 Edited by: Kytanos Termek on 04/03/2009 19:26:20 Please dont touch the tengu's tank.
I believe tech 3 ships should all have a good tank. For the main reason that if they are actually useful. and obey the "heirarchy" tech 3 > tech 2 > tech 1 They will be called primary a majority of the time. Thus they need the tank to survive and justify the price of the ship.
The way I think tech 3 should be is high price, high use, high survivability. You put alot of isk on the line, But you gain a better ability to escape and some uber usefulness. However if and when you do lose it, it is a significant blow to your wallet.
It is one reason PVP marauder's failed. they are powerful, But not enough to make people actually try and fly them into pvp on a reguler basis. I was hoping tech 3 would be come the epitome of high performance extreme cost. They are the terrors of the battlefield. But the price is what prevents everyone and their mother from using them, Keeping tech 2 useful. and tech 1. Each tech you spend more isk, and get more power. simple as that. Effort invested=power.
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.04 19:28:00 -
[305]
Edited by: Lilith Velkor on 04/03/2009 19:29:09
Originally by: McDaddy Pimp
u forgot one thing
Nope, its a great ship if you fly it the minmatar way.
Still, some things I'd like to see addressed:
-> offensive subsystem 2:
please please please give us 5% bonus to optimal+falloff at least, as the 2.5% from optimal is pretty much vanishing completely if you fit ACs. Pretty please 
-> cpu output:
it is a bit lacking, even with a basic pvp fit that isnt uber in any way I run into severe cpu issues (that is, with 4 cpu-neutral modules in lows...), shield tanking is really hard on it
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 19:40:00 -
[306]
nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
We minmatar need cap amount to compensate for our lower shield, but higher EM resistances. Plus with every active shield tank mod we use we lose a module we could use for tackling.
This is of course, nothing more than my opinion.
Also it would make the ship safer when fighting ships with nuets, which currently take our tiny cap, and well, destroy us.
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
just fyi
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.04 20:14:00 -
[307]
Edited by: Lilith Velkor on 04/03/2009 20:15:25
Originally by: MotherMoon nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
Engineering subsystem 1 gives decent capacitor, and engineering 2 gives cap recharge.
Quote:
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
Indeed, cpu output could be upped a bit, it is very tight, not only for remote reps but also to actually fit shield boosters.
|

J Valkor
R.U.S.T. BricK sQuAD.
|
Posted - 2009.03.04 20:24:00 -
[308]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 19:29:09 -> offensive subsystem 2:
please please please give us 5% bonus to optimal+falloff at least, as the 2.5% from optimal is pretty much vanishing completely if you fit ACs. Pretty please 
If you look back the bonus was changed to 5% fall off only on the internal servers already.
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.04 20:41:00 -
[309]
Edited by: Lilith Velkor on 04/03/2009 20:43:20 Edited by: Lilith Velkor on 04/03/2009 20:41:18
Originally by: J Valkor
If you look back the bonus was changed to 5% fall off only on the internal servers already.
*sighs in relief*
Nice to hear, how did you find that out btw?
Edit: Heh, I suppose I fail and its in this thread Yes, I fail, its one page back 
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 21:45:00 -
[310]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 20:15:25
Originally by: MotherMoon nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
Engineering subsystem 1 gives decent capacitor, and engineering 2 gives cap recharge.
Quote:
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
Indeed, cpu output could be upped a bit, it is very tight, not only for remote reps but also to actually fit shield boosters.
basicly though, you only remote rep if you armor tank.
It seems like they want minmatar to both armor and shield tank. So those subsystems should augment powergrid and CPU accordingly.
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
-some% of pwergrid per level +some% of cpu per level?
|
|

Strange Watcher
|
Posted - 2009.03.04 22:38:00 -
[311]
I didn't read the whole thread so if someone already wrote what i'm about to write then i'm sorry. Anyways repeating of such thing can't do much harm. What i'm talking about is SP loss with T3 ship destruction. I was very enthusiastic about the whole modular ships idea at first, when i found out that destruction of a ship is going to cause SP loss - it instantly became 10 times less appealing. Time is the most valuable resource in EVE and to fly t3 means to lose the time as any PvP ship is going to be destroyed sooner or later. Loosing time is highly undesireable so obviuous solution to avoid it is do not fly T3. I'm afraid that t3 ships are going to be born dead, just like black ops, faction wars and other recent features. |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.03.04 22:40:00 -
[312]
I have been toying around with the Legion only and while it has a few really good configurations (midslots .. \o/) but it is fugly!
Compared to the grace of the sloped hulls on Harbingers, Omens, Abaddons etc. the Legion looks like the elephant man of the Amarr ship line-up. I really do not see why people commend it on its looks 
CPU is nearly perfect on the Legion. A straight t2 fit is impossible so faction/named modules are required, as it should be.
The Neutralizer subsystem gives way too little for what it costs in slots/fittings. Effectiveness bonus needs to be upped significantly, to Pilgrim efficiency, for it to have any merit.
What is the reasoning behind giving Amarr a subsystem with a MWD bonus? Completely counter-intuitive when viewed in the big-picture. But I guess there are really not that many things that can be done propulsion wise.
Observation: It smells like they are being designed to be used inside W-Space to harvest more stuff for T3 .. (epic weapons for/from epic raids in "that other game" is nagging in the back of my mind).
Question: Will there be base stats associated with the Strategic Cruiser skill or is everything on the subsystems?
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.04 22:58:00 -
[313]
Originally by: Hirana Yoshida
Question: Will there be base stats associated with the Strategic Cruiser skill or is everything on the subsystems?
5% heat bonus per level. \o/
still wish nozh would consider my idea of having a 5% to structure resistances per level of racial cruiser skill, but oh well it's not like they need even more tank:P
|

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.03.04 23:06:00 -
[314]
Originally by: CCP Nozh
- Proteus: Might remove one hardpoint of the drone focused offensive system
The Proteus is now almost usable. It is basically back to where it was before you blanket-nerfed cpu/grid on all STRATCs, plus a utility highslot, which improves things somewhat. Cap is now OK. Some issues persist:
Currently, the ship has two or three "workable" combinations. Let's not even start on the propulsion subsystems, no choice there.
The turret configurations aren't too interesting, i'll just refer to them as "blaster configs". As there is no range bonus, no incentive to do something different and fit rails. They're basically Micro-Astartes that can tackle for themselves, with lots of light drones, but either less buffer or less sustained tank. They might find a niche in lowsec gate action or fast gankfleets. I'd just fly my Astarte instead.
A range bonused offensive system could make a mark here, providing gallente with a medium railsniper for mission running or Anti-Falcon work.
In its drone configurations, the Proteus has no spares. This nullifies versatility in damage choice, as well as range choice of a drone boat. The double bonus on drone hitpoints does not compensate. It merely makes up for one less heavy drone in total drone hp, while having one less target out makes locking and killing them easier.
This locks the drone config into the same role as the blaster configs, being a sub-10km gank ship.
Lack of drone bay also prevents the Proteus from packing Sentry Drones. So basically a Micro-Astarte, but with almost half of its damage being killable. Not seeing a niche for this.
If that was the goal, you can stop here and leave the Proteus. Noone serious about droneboats will fly it though. I won't fly my Ishtar instead, i'd take the Astarte.
To make the Proteus useful, it needs more dronebay (give it versatility), possibly more bandwidth (give it more gank at cost of versatility). 225m¦ would be an absolute minimum, 275m¦ would be a reasonable with the current stats. That's two sets of 4 heavies or sentries each, one set of meds and a set of warriors. This would allow the Proteus a limited choice of damage type (every other race can do this, Amarr have instant range choice instead), having spares in case drones getting shot or need to abandon (no other race faces this risk), as well as ability for anti-frig capability beyond scram range. Something i'd expect from a drone boat.
Only four Sentries with just half damage bonus still wouldn't make the Proteus competition for an Ishtar, but the ability to carry them would make it different from an Astarte.
If you change the drone bay, removing a turret hardpoint (not hislot) from drone offensive subsystem becomes an option, which i think is not needed for balance.
PS: If you really can't see the reasoning why this is not "nice to have, optional", but direly needed, keep reading.
Gallente med-size ships have it bad enough as it is. They're dealing best-tanked damage types, must make it to scram/web range while being mediocre speed, have minimal more potential raw damage than other races (at 3km range mind you), lots less potential tank, and are cap-vulnerable. Drones being a primary weapon system, micromanaging them takes up a lot of time and potential damage. Most difficult ships to fly, lowest chance of survival in their class.
Right now the only exception is the Ishtar, being a drone boat with spares gives it the ability to engage from beyond scram range. While its damage (which is not stellar taking drone travel times into account) can be killed off, it can at least try to run in that case.
Now considering the added risk of SP loss... A ship between Myrmidon and Ishtar would be a niche for the Proteus drone config. Limited ranged capability (less than Ishtar), gank capability of Myrm (already has this), but more survivable. To accomplish this, fix the drone bay please! |

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.04 23:54:00 -
[315]
Originally by: Xonja 2zero stuff
QFT! Very well put.
tl;dr - proteus as a drone ship is meh already, dont nerf it further. -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.04 23:56:00 -
[316]
Edited by: Lilith Velkor on 04/03/2009 23:57:01
Originally by: MotherMoon
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
I'm actually shield tanking it (cant stand armor tanks), although its a passive buffer. With the shield module I get >10k buffer with ok-ish resist while only using 2 slots for extenders, leaving one for MWD and 3 for tackle.
Its ok in my book, but I'm more into versatile setups than just mindlessly boosting one stat into the sky, as this doesnt help you in pvp at all.
Give me a tad bit extra CPU (+50 maybe) and I'll be able to mount a X-Large booster tank just fine, or stick some dmg mods into lows instead of nanos.
|

Smurfprime
|
Posted - 2009.03.05 02:36:00 -
[317]
The drone bay on the Gallente subsystem intended to improve done capacity should also up the drone bandwidth to 125 to allow for a full set of heavy drones.
Drones have been pretty underdeveloped recently. It is an important weapon system that needs attention too.
|

Die Warzau
|
Posted - 2009.03.05 03:16:00 -
[318]
CPU on Loki is too low. Caldari can get upwards of 700 CPU with the CPU bonus module. That more than 50% more than a Loki. Surely this is not intentional?
|

McDaddy Pimp
Brutor tribe
|
Posted - 2009.03.05 03:21:00 -
[319]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 20:43:20 Edited by: Lilith Velkor on 04/03/2009 20:41:18
Originally by: J Valkor
If you look back the bonus was changed to 5% fall off only on the internal servers already.
*sighs in relief*
Nice to hear, how did you find that out btw?
Edit: Heh, I suppose I fail and its in this thread Yes, I fail, its one page back 
Why just 5%? Aren't normal falloff bonuses 10%? , Should be 10% bonus to Optimal and Falloff tbh
and how come now Minmatar are - Drones and Caldari are + Drones .. 
Also, Minmatar need a 3rd dmg bonus, :cough:Tempest:cough: to be on par with other turrets damage... and need more speed bonus, because Minmatar need to be the fastest.. well at least what i thought CPP`s philosophy with Minmatar ships were, Fast, Hit n Run, and great alpha..   
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.05 03:39:00 -
[320]
Edited by: Jack Jombardo on 05/03/2009 03:44:47 Edited by: Jack Jombardo on 05/03/2009 03:43:12
Originally by: MotherMoon
basicly though, you only remote rep if you armor tank.
ONLY in medium to big fleets.
Solo, Small fleets and PvM you do not remot rep!
Originally by: Prometheus Exenthal Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar 
same as comparing the range bonus from Caldari with Eagle.
T3 >>> T2 => no one ever will fly the Ishtar anymore.
Must be prevented !
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore. Or change it to web-strength bonus from Marauders.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.05 03:44:00 -
[321]
Originally by: Jack Jombardo Edited by: Jack Jombardo on 05/03/2009 03:43:12
Originally by: MotherMoon
basicly though, you only remote rep if you armor tank.
ONLY in medium to small fleets.
Solo, Small fleets and PvM you do not remot rep!
Originally by: Prometheus Exenthal Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar 
same as comparing the range bonus from Caldari with Eagle.
T3 >>> T2 => no one ever will fly the Ishtar anymore.
Must be prevented !
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore. Or change it to web-strength bonus from Marauders.
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.05 03:45:00 -
[322]
Originally by: IceAero
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
see my signatur.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.05 03:54:00 -
[323]
Originally by: Jack Jombardo
Originally by: IceAero
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
see my signatur.
I think they should cost more and be more powerful Whats the point if tech 3 turns out to just be tech 2 2.0?
Just add more tech 2 ships in that case.
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.05 04:12:00 -
[324]
Edited by: Lilith Velkor on 05/03/2009 04:12:43
Originally by: Jack Jombardo
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore.
Who does fly the Hyena anyway? It is completely obsoleted by the Rapier/Huginn in case you didnt notice.
Or are you suggesting people fly the Hyena because they dont want their webs at 40km?
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.05 04:17:00 -
[325]
Edited by: Jack Jombardo on 05/03/2009 04:18:57
Originally by: Lilith Velkor Edited by: Lilith Velkor on 05/03/2009 04:12:43
Originally by: Jack Jombardo
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore.
Who does fly the Hyena anyway? It is completely obsoleted by the Rapier/Huginn in case you didnt notice.
Or are you suggesting people fly the Hyena because they dont want their webs at 40km?
Flying a Hyena (all EW-ships) is a nice startup for new Player without 50 million SP and compareble cheap. Yes, you can bring Intis or other Frigs but still EW-Frigs are nice steps towards Recons.
Or did you had 100+ mil ISK left to throw away as you started EvE and less then 10 mil SP with just one account/toon?
PS: bad BAD behavior all around here :(. Everyone allways implay "all level 5" skills and 1 quadzillion ISK while forgetting that the everage Char does not has this both attributs!
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Kyvon
Gallente 10045th Logistics Battalion
|
Posted - 2009.03.05 04:35:00 -
[326]
Originally by: Strange Watcher I didn't read the whole thread so if someone already wrote what i'm about to write then i'm sorry. Anyways repeating of such thing can't do much harm. What i'm talking about is SP loss with T3 ship destruction. I was very enthusiastic about the whole modular ships idea at first, when i found out that destruction of a ship is going to cause SP loss - it instantly became 10 times less appealing. Time is the most valuable resource in EVE and to fly t3 means to lose the time as any PvP ship is going to be destroyed sooner or later. Loosing time is highly undesireable so obviuous solution to avoid it is do not fly T3. I'm afraid that t3 ships are going to be born dead, just like black ops, faction wars and other recent features.
TLDR, losing skills = bad. ive been playing on the test server since the new patches have been coming out but been just playing with fits and exploring WHs (or trying to scan). i went to a FFA and lost a legion. and 34k SPs. given about 20 attribute points per 'area' that set me back 15 hours (assuming 2000 sps/hr). im sure if you have the SPs enough to waste time REtraining what youve trained and are one of the top people on inEVE.net then you can afford to lose it as youre already bored with the game anyways. but i wont be flying T3 until i max out every skill in my race.
|

Schmell
|
Posted - 2009.03.05 05:12:00 -
[327]
<angry minmatar corner>
I dont understand why gallente got 7.5% bonus to fallof along with 5% damage and minmatar got only 5% (on "internal server")?
I dont understand, why amarr got 3 (!!!) bonuses with one offence subsystem (10% cap use, 5% damage, 5% optimal; there is another one subsystem with 3 bonuses but i dont remember exactly), and minmatar got 2 all the way?
W T F?
Oh...
Thank god, there is no subsystem with stupid useless bonus to target painters.
|

McDaddy Pimp
Brutor tribe
|
Posted - 2009.03.05 05:45:00 -
[328]
Edited by: McDaddy Pimp on 05/03/2009 05:46:03
Originally by: Schmell <angry minmatar corner>
I dont understand why gallente got 7.5% bonus to fallof along with 5% damage and minmatar got only 5% (on "internal server")?
I dont understand, why amarr got 3 (!!!) bonuses with one offence subsystem (10% cap use, 5% damage, 5% optimal; there is another one subsystem with 3 bonuses but i dont remember exactly), and minmatar got 2 all the way?
W T F?
Oh...
Thank god, there is no subsystem with stupid useless bonus to target painters.
but the Loki is versatile!
|

Schmell
|
Posted - 2009.03.05 06:00:00 -
[329]
Originally by: McDaddy Pimp Edited by: McDaddy Pimp on 05/03/2009 versatile! versatile! versatile! versatile! versatile! versatile!
/me cries in emorage
|

Die Warzau
|
Posted - 2009.03.05 06:15:00 -
[330]
Yeah the Loki needs work, but has some builds that would be extremely compelling even now, were it not for the abyssmal CPU. Lowest base CPU *and* no electronics module with CPU bonus.
The main problems as I see it are: - Needs more CPU!!! Seems like if it were the same % less than the Tengu as, say the Muninn vs. the Eagle, that would be a good start.
- Armor tank defense modules don't have enough lows. I built a Loki just now using one of the armor tank modules, and it came out with 6 mids and 4 lows. Doesn't seem right.
- Offensive modules slightly underpowered. Damage/RoF should be 5/5, Damage range should be 5/5 (as on internal server) or possibly 5/7.5. In any case none will apprach the Vagabond which is 5/5/5 RoF, damage, and range (admittedly on much higher-rank skills). Not sure where to go with the missile/turret one, except that it should recognize the challenges of mixed weapons and make up for that somehow.
Other than this ^^ I am really liking what I see so far.
|
|

McDaddy Pimp
Brutor tribe
|
Posted - 2009.03.05 06:16:00 -
[331]
Originally by: Schmell
Originally by: McDaddy Pimp Edited by: McDaddy Pimp on 05/03/2009 versatile! versatile! versatile! versatile! versatile! versatile!
/me cries in emorage
hang in there man... Minmatar tears increase the Legion cap recharge 5% per deciliter

|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.05 06:47:00 -
[332]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 23:57:01
Originally by: MotherMoon
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
I'm actually shield tanking it (cant stand armor tanks), although its a passive buffer. With the shield module I get >10k buffer with ok-ish resist while only using 2 slots for extenders, leaving one for MWD and 3 for tackle.
Its ok in my book, but I'm more into versatile setups than just mindlessly boosting one stat into the sky, as this doesnt help you in pvp at all.
Give me a tad bit extra CPU (+50 maybe) and I'll be able to mount a X-Large booster tank just fine, or stick some dmg mods into lows instead of nanos.
Then the shield tanking bonus should be changed to a shield hp bonus.
my point was more about the bonus not actually being usable.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.05 06:49:00 -
[333]
Originally by: Schmell <angry minmatar corner>
I dont understand why gallente got 7.5% bonus to fallof along with 5% damage and minmatar got only 5% (on "internal server")?
I dont understand, why amarr got 3 (!!!) bonuses with one offence subsystem (10% cap use, 5% damage, 5% optimal; there is another one subsystem with 3 bonuses but i dont remember exactly), and minmatar got 2 all the way?
W T F?
Oh...
Thank god, there is no subsystem with stupid useless bonus to target painters.
true we get 5% Rof/ 2.5%damage
ammar get 10% cap use/5%damage/5% optimal range.
|

Kagura Nikon
Minmatar M. Corp
|
Posted - 2009.03.05 11:14:00 -
[334]
Originally by: MotherMoon
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 23:57:01
Originally by: MotherMoon
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
I'm actually shield tanking it (cant stand armor tanks), although its a passive buffer. With the shield module I get >10k buffer with ok-ish resist while only using 2 slots for extenders, leaving one for MWD and 3 for tackle.
Its ok in my book, but I'm more into versatile setups than just mindlessly boosting one stat into the sky, as this doesnt help you in pvp at all.
Give me a tad bit extra CPU (+50 maybe) and I'll be able to mount a X-Large booster tank just fine, or stick some dmg mods into lows instead of nanos.
Then the shield tanking bonus should be changed to a shield hp bonus.
my point was more about the bonus not actually being usable.
shield boost bonus is VERY VERY usable. And SUPERIOR to stick extenders if you know what you are doing. On ships on this price tag and that clearly wont be used on fleet warfare for a long time, using a crystal set is VERY doable. That sided with the new increaed importance of small signature radius sicne QR makes shield boosting ships work very well.
Shield boost bonus are OK and good on smaller ships. THey just suck at the maesltrom and vargur. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.05 11:19:00 -
[335]
Originally by: Kagura Nikon
Originally by: MotherMoon
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 23:57:01
Originally by: MotherMoon
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
I'm actually shield tanking it (cant stand armor tanks), although its a passive buffer. With the shield module I get >10k buffer with ok-ish resist while only using 2 slots for extenders, leaving one for MWD and 3 for tackle.
Its ok in my book, but I'm more into versatile setups than just mindlessly boosting one stat into the sky, as this doesnt help you in pvp at all.
Give me a tad bit extra CPU (+50 maybe) and I'll be able to mount a X-Large booster tank just fine, or stick some dmg mods into lows instead of nanos.
Then the shield tanking bonus should be changed to a shield hp bonus.
my point was more about the bonus not actually being usable.
shield boost bonus is VERY VERY usable. And SUPERIOR to stick extenders if you know what you are doing. On ships on this price tag and that clearly wont be used on fleet warfare for a long time, using a crystal set is VERY doable. That sided with the new increaed importance of small signature radius sicne QR makes shield boosting ships work very well.
Shield boost bonus are OK and good on smaller ships. THey just suck at the maesltrom and vargur.
great, lets all shield tank with no cpu to fit guns!
|

Stitcher
Caldari ForgeTech Industries
|
Posted - 2009.03.05 13:18:00 -
[336]
Edited by: Stitcher on 05/03/2009 13:19:08
Originally by: MotherMoon great, lets all shield tank with no cpu to fit guns!
http://wiki.eveonline.com/wiki/Weapon_Upgrades
I slapped together a Loki last night, and I'm not a Minmatar pilot. Worked perfectly fine:
Electronic: locking range/sig radius Defensive: 10% shield boost amount Offensive: ROF/Damage Engineering: more powergrid and weapon slots Propulsion: AB speed
Hi: 7x Meta4 425mm autocannon Mid: 10MN AB II, scram II, web II, meta4 tracking disruptor (tracking script), shield boost amp II, medium shield booster II Low: 2x gyrostabilizer II, 2x overdrive injector II. Rigs: 3x capacitor control circuit I.
powergrid used: 57% CPU used: 91%
Meta4 modules used because of skill shortcomings and for no other reason.
Runs the AB and all the EW indefinitely, stable at about 67% or so. Turning the shield booster on overbalanced the capacitor, but it still took about five minutes to pass peak recharge (by which point the fight's likely to be over anyway). With that much spare powergrid, I suspect that fitting weapon rigs might be better, and it reminded me once again that I really should learn a few more levels in rigging so I can fit tech 2 rigs.
one small caveat: I didn't get the chance to test it against another pilot, so if anybody could test it for me, I'd be grateful. It's very much a solo/small gang build, so please don't send it up against a blob and then tell me it's useless. - Verin "Stitcher" Hakatain. |

Delichon
The First Foundation SOLAR FLEET
|
Posted - 2009.03.05 15:47:00 -
[337]
Yeah, just discussed it with my corpmate. Legion with overheated AB (which would be working like forever and give you over 1.5 km/s speed with cruiser sized signature!), 7 bonused Autocannons, ability to fit mighty active shield tank and a bonused web(!) would be a face ripper like no other. ------------------------------------------ "Russian is an unusual language if you're not used to it. It is like speaking to angry aliens from the planet of Murder or something" Nick Breckon |

Stitcher
Caldari ForgeTech Industries
|
Posted - 2009.03.05 16:18:00 -
[338]
Originally by: Delichon Yeah, just discussed it with my corpmate. Legion with overheated AB (which would be working like forever and give you over 1.5 km/s speed with cruiser sized signature!), 7 bonused Autocannons, ability to fit mighty active shield tank and a bonused web(!) would be a face ripper like no other.
You mean "Loki" mate. - Verin "Stitcher" Hakatain. |

Phelan Votronski
|
Posted - 2009.03.05 20:46:00 -
[339]
Problems fitting a legion:
"Lets fit it for gank!"
Right, why not eh? All systems either have a single rof or damage bonus, so we take the one with the most turret slots: Laser repition cols.
Gankships needs lows for buffer and dmg mods so lets use the resistance bonused subsystem (Adaptive Augmenter) and then try to maximize lowslots:
Engineering Systems:
Capacitor Regeneration Matrix - adds a low but at the cost of 2 hislots which renders the offensive systems pointless as you end up with less hi-slots then turret slots - not an option
Augmented Capacitor Reservoir - doesn't add a low and removes a hi (again hi-slot < turret slots possible depending on electronic subsystem) - not an option
So we pretty much end up with a power core multiplier. Thats okay as it has a good bonus for a gank ship.
Electronics Systems:
Dissolution Sequencer: removes a low - not an option Energy Parasitic Complex: removes a low - not an option
So we take the Tactical Targeting Network.
You can then add whichever propulsion mod you fancy as it doesn't change the slot layout. We end up with a legion that has a maximum of 5 low slots. wtf? You cannot gank fit a ship with only 5 lows and 4 meds.
What does this mean? The only reason you would choose that particular offensive system is because it has another turret slot for a total of 7. (The other ones give +1-2 lowslots and a tertiary bonus!) But you always end up with 1-2 lows less than all other reasonable combinations. This means the system is wasted! All configurations derived from this offensive system are pointless.
You will always do better with a 6 turret or 6 turret + 1 launcher legion unless you really care about nothing but your peak dps (which you basically only do if you're eft warrioring). Two lowslots penalty for a gank ship is too much. It does not compute.
In the meanwhile my gallente friend puts out a proteus with 720dps and 70k+ buffertank. Needless to say it has 7 lows and 4 meds.
6 turret slot combinations look quite reasonable for the most part. Really problematic is the weird bonuses. Where did the hitpoint module go again? Lets not forget amarr ships aren't made for repair tanks and to have 2/3 of the subsystems base around an active tanked setting is kinda insulting if you're into amarr. Kinda like with the paladin but that was a carebear ship so i could understand that one.
Another thing: Drone Capacity. Seems to be 25m¦ in all cases for legion. Why is that? Even tengu can do 50m¦ if i am not mistaken. Did you forget that amarr are the only race with dedicated drone ships next to gallente? Did you forget that a neut bonus is only helpful if you can free the hislots for neuts which in turn requires supplemental damage in form of drones?
And another one: Whats up with the look of the legion? It doesn't look amarrian at all tbh. And its ugly too but thats the last thing i care about so meh.
I really like some of the supplemental bonuses on the electronics/engineering/propulsion so good job on that one in my opinion.
On a more general note: Its weird its really weird and imo something needs to be done about. Some combinations get supplemental slots without any clear disadvantages against slighly different combinations.
A big problem is the huge disparity in total slot number. Some combinations have only 9 med and lows in total and others have 12 yes 7 lows and 5 meds goddamit. That still has 6 turret slots a damage bonus and a free utility/launcher hi. How does it even live in the same ballpark as a 7 turret combination with 4 meds, 5 lows and no utility hi is a miracle to me.
Generally speaking the combinations also are too gallentean. At one point i had a 6 med slot legion with only 5 lows. At another point a ship with as few as 4 lowslots(its amarr!!!).
Also i don't seem to get a 8-low slot legion to work. There are 7 lowslot proteus and 8 midslot tengus so why aren't there 8-low legions? will post on loki later - post count is over
|

The Economist
Logically Consistent
|
Posted - 2009.03.05 22:05:00 -
[340]
Experience so far:
Tengu: Very nice but: passive shield tank is overpowered, ecm bonus is pretty weak, having difficulty creating a viable rail setup.
Legion: Nos/Neut bonus is pretty weak, overall the ship seems pretty nicely balanced, although I did come across a few configurations that could do with one or two more turret slots, also max range on beams when fit for max range could do with going up 20km or so.
Proteus: Pretty good, I like the slot layouts, only real quibble is that the drone hp component is pretty useless and doesn't make up for the lack of drone bay or bandwidth.
Loki: Not sure where to start tbh. I guess it's versatile ( ) Feels like it's gonna have the same problems all the recently created minmatar ships suffer from, ****ing versatility (basically saying, cos it can sort of do a few things we're gonna make sure it does none of them well enough for there to actually be a point in flying the ship over one of the cheaper options that does the same thing better.). Dmg is mediocre, optimal/falloff with relevant components is pretty terrible, speed when fit for speed is not fast enough to be worth wasting slots on, shield boost bonus should be shield hp or resists. etc etc etc. To be expected really.
|
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.05 22:09:00 -
[341]
Originally by: Jack Jombardo
Flying a Hyena (all EW-ships) is a nice startup for new Player without 50 million SP and compareble cheap. Yes, you can bring Intis or other Frigs but still EW-Frigs are nice steps towards Recons.
Or did you had 100+ mil ISK left to throw away as you started EvE and less then 10 mil SP with just one account/toon?
Tbh I still dont get your issue. The Loki is definitely gonna cost more than a Huginn, so if the Huginn with its 40km webs doesnt obsolete the Hyena, the 22km webs on Loki wouldnt either.
And if you havent enough SP/isk to fly a Huginn, then you wont fly a Loki either, so there is no problem.
22km is pretty much perfect imho, enough to be not useless, and not too much to obsolete the Recons.
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.03.05 23:43:00 -
[342]
I think the Legion electronic subsystem II (energy parasitic complex) really needs a range modifier bonus.
vs the min recons / T3 cruiser (webifier) or the Gallente recons / T3 cruiser (scram) the Parasitic Legion stands next to no chance of getting to use the nos / neuts. The equivalent Amarr recon (pilgrim) can because it is able to sneak up and into range whilst cloaked, but a Parasite fitted Legion has no such luxury.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.05 23:52:00 -
[343]
Originally by: Cailais I think the Legion electronic subsystem II (energy parasitic complex) really needs a range modifier bonus.
vs the min recons / T3 cruiser (webifier) or the Gallente recons / T3 cruiser (scram) the Parasitic Legion stands next to no chance of getting to use the nos / neuts. The equivalent Amarr recon (pilgrim) can because it is able to sneak up and into range whilst cloaked, but a Parasite fitted Legion has no such luxury.
C.
As it stands the only way to really use a neut on the legion and stay out of web range is to fit a faction neut and get 14km.
Overheated webs get you at like 13km, and a faction at 18km... so having to be at 12 to neut a BS right now spells instant death. I'd like to see a bonus that lets the neuts work outside of overheated T2 web's range but inside of an overheated faction web range. I think that's fair, don't you?
|

Cailais
Amarr Galactic Geographic
|
Posted - 2009.03.06 00:01:00 -
[344]
Originally by: IceAero
Originally by: Cailais I think the Legion electronic subsystem II (energy parasitic complex) really needs a range modifier bonus.
vs the min recons / T3 cruiser (webifier) or the Gallente recons / T3 cruiser (scram) the Parasitic Legion stands next to no chance of getting to use the nos / neuts. The equivalent Amarr recon (pilgrim) can because it is able to sneak up and into range whilst cloaked, but a Parasite fitted Legion has no such luxury.
C.
As it stands the only way to really use a neut on the legion and stay out of web range is to fit a faction neut and get 14km.
Overheated webs get you at like 13km, and a faction at 18km... so having to be at 12 to neut a BS right now spells instant death. I'd like to see a bonus that lets the neuts work outside of overheated T2 web's range but inside of an overheated faction web range. I think that's fair, don't you?
Yep I agree. It doesn't have to be a monstrous bonus, but it needs to be viable. Ultimately you're sacrificing dps when you fit neuts / nos because you're not fitting turrets. That's fine for the pilgrim, as it can close to range and pin down the target with a mix of scram / webs before the target can react. The Legion doesnt have that capability making the short ranged neut/nos redundant in the face of longer ranged propulsion jamming systems.
Equally the pilgrim can mitigate some of the incoming damage of turret based ships through its excellent TD ability - but again the Legion doesnt (currently) have an EW subsystem so has to rely upon a tank: probably an active one.
Im quite surprised CCP have not included any form of range bonus considering the extensive moans about the pilgrim pre-speed nerf.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Pattern Clarc
|
Posted - 2009.03.06 02:59:00 -
[345]
Edited by: Pattern Clarc on 06/03/2009 03:01:22 Suggestions...
Nerf the tengu's 10% shield hp pl to 5% (or add alot more mass to that particular subsystem)
Change turret bonus to either 7.5% or 10% optimal range pl.
Apply the same bonus to the loki replacing the active tanking version
Change tengu's ecm bonus to be either 10% strength + 10% range, or 15% strength +-10% cap use
Change the drone hit points on the proteus to 5% armour hit points OR keep as is with large increases to the drone bay and/or cargo bay and/or mass reduction. Or give more slots to compensate for the fact that it's just a poor sounding subsystem.
Hybrid turret bonus is unecessary with the drone offensive subsystem on the proteus... (if granted 125mb/200m3 drone bay)
Loki's web bonus changed from 30% pl to 20% bonus to range and 10% bonus to web strength effectiveness per level.
Loki CPU is appalling, proteus = 675, tengu +700 loki = 475 cpu, and with an active tanking bonus??
In general, it seems like you've assigned fittings, slots and bonuses in ways in which your probably accustomed to playing. You need to be more liberal with the number of complimentary bonuses applied to subsystems, (like the adaptive argumentator, but not as lame as the warp speed/cap propulsion subsystem) so that people are encouraged to pick subsystems more by flavour, rather than specific stats bonuses or slots.
Loki's 5% velocity doesn't quite have the the umpf required, perhaps the base hull is too heavy.
loki's 25mb drone bandwidth and general dps sucks, would recommend 50mb drone bay as standard, with the split weapons giving 75mb in bandwidth and 75m3 drone bay.
Some more suggestions... Battle hauler subsystem (poor lock time/low sensor strength, propulsion or defensive subsystems)
Cloaking recalibration bonuses (electronic, to go with sensor strength)
Drone navigation/optimal range/tracking subsystem
Heavy energy neutraliser, torpedo, drone control unit power grid/cpu reductions
Greater variations in mass between the subsystems, so that thought would be necessary to develop decent speed fits. ____
My Blog Is Awesome
|

KingCappo
Seigers of Doom
|
Posted - 2009.03.06 03:18:00 -
[346]
Originally by: Stitcher Edited by: Stitcher on 05/03/2009 14:36:28 Edited by: Stitcher on 05/03/2009 14:26:05
Originally by: MotherMoon great, lets all shield tank with no cpu to fit guns!
http://wiki.eveonline.com/wiki/Weapon_Upgrades
I slapped together a Loki last night, and I'm not a Minmatar pilot. Worked perfectly fine:
Electronic: locking timee/sig radius Defensive: 10% shield boost amount Offensive: ROF/Damage Engineering: more powergrid and weapon slots Propulsion: AB speed
Hi: 7x Meta4 425mm autocannon Mid: 10MN AB II, scram II, web II, meta4 tracking disruptor (tracking script), shield boost amp II, medium shield booster II Low: 2x gyrostabilizer II, 2x overdrive injector II. Rigs: 3x capacitor control circuit I.
powergrid used: 57% CPU used: 91%
Meta4 modules used because of skill shortcomings and for no other reason.
Runs the AB and all the EW indefinitely, stable at about 67% or so. Turning the shield booster on overbalanced the capacitor, but it still took about five minutes to pass peak recharge (by which point the fight's likely to be over anyway). With that much spare powergrid, I suspect that fitting weapon rigs might be better, and it reminded me once again that I really should learn a few more levels in rigging so I can fit tech 2 rigs.
Weakness: resists, especially vs Kinetic. there's nothing on this ship that's improving it past the base shield resistances. Kinetic missiles are the biggest threat this build can face, followed closely by explosive missiles, then autocannons with a kin/exp ammo, then blasters. the sig radius bonus and high velocity do a lot to reduce the impact of missiles, and the tracking disruptor should, in theory, nullify the guns, but I still wouldn't rate this ship's chances of taking a HAM Drake very highly. ECM is also a weakness, but I rated the sig radius bonus as being more important for this ship than the sensor strenght bonus.
one small caveat: I didn't get the chance to test it against another pilot, so if anybody could test it for me, I'd be grateful. It's very much a solo/small gang build, so please don't send it up against a blob and then tell me it's useless.
Now try that fit with a large shield booster and a MWD.
|

Karrade Krise
Galatic P0RN Starz
|
Posted - 2009.03.06 05:58:00 -
[347]
I fear TankU's will become very popular...I fear the recharge rate may need to be gimped or SPRIIs have stacking penalties... This sheer tanking ability (when min/maxed for it) is just staggering. There is barely any risk in fitting it out like this. Only requires less than 700mil isk to t2 fit...
TankU
Originally by: CCP Nozh prices T3. goal around the price of tech 2 cruisers
|

Tuttomenui II
Gallente Aliastra
|
Posted - 2009.03.06 08:17:00 -
[348]
Edited by: Tuttomenui II on 06/03/2009 08:18:28 Maintenace Bays/pos modules?? I had a guy try to change a subsystem on his t3 cruiser using my orca, and he was told he was unable to change the fitting in space.
Is this intended? If so it will be quite inconvinient for those wishing to assemble these ships at a POS.
Edit* BTW, he was a member of a newly formed test corp we have for a future trip into wh space, so he should have had access. May need to test it again.
|

Alex Harumichi
Gallente Gradient Electus Matari
|
Posted - 2009.03.06 11:08:00 -
[349]
Originally by: The Economist
Proteus: Pretty good, I like the slot layouts, only real quibble is that the drone hp component is pretty useless and doesn't make up for the lack of drone bay or bandwidth.
Yeah. The ship needs some component which would give it a large drone bay, to get some drone versatility. The bandwidth is fine imho. Upping the drone bay would not be much of a balance concern (since it just provides room for alternate drone types and not more dps), and would let people build proper drone cruisers from these things.
Just have the drone hp component also give some more drone bay, to make it worth fitting.
|

Snow Banshee
Amarr
|
Posted - 2009.03.06 11:41:00 -
[350]
Originally by: KingCappo
Originally by: Stitcher Edited by: Stitcher on 05/03/2009 14:36:28 Edited by: Stitcher on 05/03/2009 14:26:05
Originally by: MotherMoon great, lets all shield tank with no cpu to fit guns!
http://wiki.eveonline.com/wiki/Weapon_Upgrades
I slapped together a Loki last night, and I'm not a Minmatar pilot. Worked perfectly fine:
Electronic: locking timee/sig radius Defensive: 10% shield boost amount Offensive: ROF/Damage Engineering: more powergrid and weapon slots Propulsion: AB speed
Hi: 7x Meta4 425mm autocannon Mid: 10MN AB II, scram II, web II, meta4 tracking disruptor (tracking script), shield boost amp II, medium shield booster II Low: 2x gyrostabilizer II, 2x overdrive injector II. Rigs: 3x capacitor control circuit I.
powergrid used: 57% CPU used: 91%
Meta4 modules used because of skill shortcomings and for no other reason.
Runs the AB and all the EW indefinitely, stable at about 67% or so. Turning the shield booster on overbalanced the capacitor, but it still took about five minutes to pass peak recharge (by which point the fight's likely to be over anyway). With that much spare powergrid, I suspect that fitting weapon rigs might be better, and it reminded me once again that I really should learn a few more levels in rigging so I can fit tech 2 rigs.
Weakness: resists, especially vs Kinetic. there's nothing on this ship that's improving it past the base shield resistances. Kinetic missiles are the biggest threat this build can face, followed closely by explosive missiles, then autocannons with a kin/exp ammo, then blasters. the sig radius bonus and high velocity do a lot to reduce the impact of missiles, and the tracking disruptor should, in theory, nullify the guns, but I still wouldn't rate this ship's chances of taking a HAM Drake very highly. ECM is also a weakness, but I rated the sig radius bonus as being more important for this ship than the sensor strenght bonus.
one small caveat: I didn't get the chance to test it against another pilot, so if anybody could test it for me, I'd be grateful. It's very much a solo/small gang build, so please don't send it up against a blob and then tell me it's useless.
Now try that fit with a large shield booster and a MWD.
Large shield booster on a cruiser? ok .. but the i will be able to put a LAR on my proteus !!!
|
|

Pattern Clarc
|
Posted - 2009.03.06 14:17:00 -
[351]
Originally by: Snow Banshee
Large shield booster on a cruiser? ok .. but the i will be able to put a LAR on my proteus !!!
Large shield booster + shield boost amp = dual medium armour reps X-large shield booster + shied boost amp = dual large armour reps
In other words, large shield booster is the cruiser module. ____
My Blog Is Awesome
|

Stitcher
Caldari ForgeTech Industries
|
Posted - 2009.03.06 15:38:00 -
[352]
Edited by: Stitcher on 06/03/2009 15:38:10
Originally by: KingCappo Now try that fit with a large shield booster and a MWD.
No.
Reasons why this is a bad idea:
1: Short-range guns, meaning that you HAVE to close to inside warp scrambler range to do any damage. Inside those ranges, taking an MWD and coming up against a guy with a scrambler means that you have: a: nerfed your cap b: made yourself a bigger target c: Effectively slowed yourself down because your warp scrambled dumb ass isn't getting a speed boost.
In other words, if the other guy's fitting the right kind of warp jammer, then your ship is now MORE vulnerable. you don't get that potential weakness from an AB, and you preserve your good speed/size ratio, making missiles easier to tank.
2: nerfed cap from the MWD AND a large shield booster AND an active MWD? Unless you've got a couple of logistics cruisers feeding you cap, forget it: you'll run dry in seconds. the above build lasts for five minutes on my current skills, and I suspect would be stable if I was better skilled.
It's a mixed kiting/rep tank. You use the speed and reduced sig radius to reduce the amount of damage you take to the point where the smaller repper is up to the job of handling the remainder. And look at that thing: Battlecruiser firepower, cruiser speed and tank, Destroyer sig radius. there are a couple of alternative ways you could configure it - use an invulnerability field instead of a boost amp, for example - but an MWD and a large booster? You'll just kill your cap in seconds, come to a grinding halt, then get torn to pieces, and not necessarily in that order. - Verin "Stitcher" Hakatain. |

Seishi Maru
M. Corp Mostly Harmless
|
Posted - 2009.03.06 16:04:00 -
[353]
Originally by: MotherMoon
great, lets all shield tank with no cpu to fit guns!
there are wonderful modules called co-processors that solve that. Try it...
|

KingCappo
Seigers of Doom
|
Posted - 2009.03.06 16:21:00 -
[354]
Originally by: Stitcher Edited by: Stitcher on 06/03/2009 15:38:10
Originally by: KingCappo Now try that fit with a large shield booster and a MWD.
No.
Reasons why this is a bad idea:
1: Short-range guns, meaning that you HAVE to close to inside warp scrambler range to do any damage. Inside those ranges, taking an MWD and coming up against a guy with a scrambler means that you have: a: nerfed your cap b: made yourself a bigger target c: Effectively slowed yourself down because your warp scrambled dumb ass isn't getting a speed boost.
In other words, if the other guy's fitting the right kind of warp jammer, then your ship is now MORE vulnerable. you don't get that potential weakness from an AB, and you preserve your good speed/size ratio, making missiles easier to tank.
My dumb ass won't be getting warp scrambled, because barrage + falloff bonus means I will be engaging at 17km or larger. If you are going up against something that has a bonus to scram range, then you can push this out even farther at the expense of a bit lower DPS.
You really really need a MWD for general utility, like closing long distances, escaping bubbles, etc. The ability to disengage from combat in case things get hairy is just a bonus.
Originally by: Stitcher 2: nerfed cap from the MWD AND a large shield booster AND an active MWD? Unless you've got a couple of logistics cruisers feeding you cap, forget it: you'll run dry in seconds. the above build lasts for five minutes on my current skills, and I suspect would be stable if I was better skilled.
It's a mixed kiting/rep tank. You use the speed and reduced sig radius to reduce the amount of damage you take to the point where the smaller repper is up to the job of handling the remainder. And look at that thing: Battlecruiser firepower, cruiser speed and tank, Destroyer sig radius. there are a couple of alternative ways you could configure it - use an invulnerability field instead of a boost amp, for example - but an MWD and a large booster? You'll just kill your cap in seconds, come to a grinding halt, then get torn to pieces, and not necessarily in that order.
As stated above, large shield boosters are the cruiser-sized ones. Putting a medium booster + boost amp on a ship is like fitting two small armour reppers on an armour tank. You need the highest peak tanking ability possible when you get called primary by the other gang so that you can survive long enough to either 1) GTFO or 2) kill enough of their ships to reduce their DPS.
The fact is that shield tanks need CPU and armour tank need PG. The loki can have a bonus to both, but it doesnt have enough pg or cpu to fit either.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.06 16:49:00 -
[355]
Originally by: Pattern Clarc
Originally by: Snow Banshee
Large shield booster on a cruiser? ok .. but the i will be able to put a LAR on my proteus !!!
Large shield booster + shield boost amp = dual medium armour reps X-large shield booster + shied boost amp = dual large armour reps
In other words, large shield booster is the cruiser module.
and what are small shield booster for?
Small -> frig med -> cruiser/BC large -> BS x-large -> oversized ???
real question
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Schmell
|
Posted - 2009.03.06 17:12:00 -
[356]
Originally by: Jack Jombardo
Originally by: Pattern Clarc
Originally by: Snow Banshee
Large shield booster on a cruiser? ok .. but the i will be able to put a LAR on my proteus !!!
Large shield booster + shield boost amp = dual medium armour reps X-large shield booster + shied boost amp = dual large armour reps
In other words, large shield booster is the cruiser module.
and what are small shield booster for?
Small -> frig med -> cruiser/BC large -> BS x-large -> oversized ???
real question
My variant
small -> frigs/undersized  med -> frigs large -> cruisers x-large -> bs
You simply can`t tank anything in a cruiser with medium shield booster.
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.06 19:42:00 -
[357]
So, How do you suppose the shield booster issue is fixed?
Should we nerf the cpu/powergrid again? back to what it was when everyone was complaining about only being able to fit like 2 modules?
Face it. they are fairly balanced now. and release is close. Lets not go back to the drawing board and do another radical rewrite.
Besides, tech 3 > tech 2 > tech 1.
Unless you would prefer tech 3 ships are less useful than 1 and 2. I thought 3 meant they were high tech and better. They used to be "before buffs" tech 1.5 with lego! Lets not go back to that dark time.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.06 19:43:00 -
[358]
Originally by: Schmell
My variant
small -> frigs/undersized  med -> frigs large -> cruisers x-large -> bs
You simply can`t tank anything in a cruiser with medium shield booster.
um, duno but I fit Mediums, get good results and gus what ... don't run in CPU/GRID problems ^^.
Same with 1600 plates ... they are BS size moduls, 800 are BC, 400 are Cruiser.
Heavy puls/beams are BC size, Focused are Cruiser size.
That's just how I use em (well, not just me. Many more too). But might be the reson, why I nearly never run into any fitting problems ;).
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.06 19:56:00 -
[359]
Originally by: Kytanos Termek
Besides, tech 3 > tech 2 > tech 1.
Unless you would prefer tech 3 ships are less useful than 1 and 2. I thought 3 meant they were high tech and better. They used to be "before buffs" tech 1.5 with lego! Lets not go back to that dark time.
I have no problem with this 3 > 2 > 1 and it is right to be so.
But what we get now is 3 >>>>>>>>> anythink below Capitals. So much Grid/Cpu/slots to make creazy thinks like ubar-tanks, new nanos that are faster then Vegas and so on.
Do you realy belive T3 CRUISER > T2 BC & T1 BS ? That's just wrong. So dam wrong!
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.06 20:01:00 -
[360]
Edited by: Kytanos Termek on 06/03/2009 20:02:21 Edited by: Kytanos Termek on 06/03/2009 20:01:37
Originally by: Jack Jombardo
Originally by: Kytanos Termek
Besides, tech 3 > tech 2 > tech 1.
Unless you would prefer tech 3 ships are less useful than 1 and 2. I thought 3 meant they were high tech and better. They used to be "before buffs" tech 1.5 with lego! Lets not go back to that dark time.
I have no problem with this 3 > 2 > 1 and it is right to be so.
But what we get now is 3 >>>>>>>>> anythink below Capitals. So much Grid/Cpu/slots to make creazy thinks like ubar-tanks, new nanos that are faster then Vegas and so on.
Do you realy belive T3 CRUISER > T2 BC & T1 BS ? That's just wrong. So dam wrong!
The price is the most likely way to offset it. From what ive seen in the production thread they are definatly more expensive for the base ship alone than tech 2.
The way i see tech 3 is thus. You get alot of power, but your risking alot of isk. I see that as balanced. if i pay 200-500 mil (Well in excess of the price of a T1 BS) I expect performance. Especially if i cannot insure it.
Besides, when tech 2 came out. They had uber tanks. Those vaga's are well in excess speed wise of any tech 1 ship. That onyx has an uber tank. It is a natural progression in both price and power.
|
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.06 20:02:00 -
[361]
Edited by: Breed Love on 06/03/2009 20:04:34
Originally by: Jack Jombardo um, duno but I fit Mediums, get good results and gus what ... don't run in CPU/GRID problems ^^.
Same with 1600 plates ... they are BS size moduls, 800 are BC, 400 are Cruiser.
Heavy puls/beams are BC size, Focused are Cruiser size.
That's just how I use em (well, not just me. Many more too). But might be the reson, why I nearly never run into any fitting problems ;).
You are doing it wrong then.
Back on topic: before everyone starts crying "omg proteus hax 800 dps!!" you need to consider that a third of it comes from drones, which against a good player die the instant you deploy them (because he knows you've got no spares). For the same reason, whoever said that proteus drone offensive doesn't need hybrid damage bonus, is wrong, because as long as our dronebay is 100m3, we need to rely on blasters to do most of the damage. -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.06 20:03:00 -
[362]
Originally by: Kytanos Termek The price is the most likely way to offset it. From what ive seen in the production thread they are definatly more expensive for the base ship alone than tech 2.
The way i see tech 3 is thus. You get alot of power, but your risking alot of isk. I see that as balanced. if i pay 200-500 mil (Well in excess of the price of a T1 BS) I expect performance.
Well, read my signatur for the price. With this in mind all the calculations are - useless at best.
The only offset atm is the SP lose.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.06 20:04:00 -
[363]
Edited by: Kytanos Termek on 06/03/2009 20:06:03 Edited by: Kytanos Termek on 06/03/2009 20:04:30
Originally by: Jack Jombardo
Originally by: Kytanos Termek The price is the most likely way to offset it. From what ive seen in the production thread they are definatly more expensive for the base ship alone than tech 2.
The way i see tech 3 is thus. You get alot of power, but your risking alot of isk. I see that as balanced. if i pay 200-500 mil (Well in excess of the price of a T1 BS) I expect performance.
Well, read my signatur for the price. With this in mind all the calculations are - useless at best.
The only offset atm is the SP lose.
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
|

Jack Jombardo
Amarr Alternative Realities
|
Posted - 2009.03.06 20:11:00 -
[364]
Originally by: Kytanos Termek
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
As long as there is no other statement from CCP this is the only one till now. Is there one?
Yes, they changed some stuff, some to the good, some to the bad. Beeing able to fitt far to much oversized stuff with no penaltys (fitting mods) is one of the bad changes.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
|

Gadrin Demarr
Gallente
|
Posted - 2009.03.06 20:52:00 -
[365]
Edited by: Gadrin Demarr on 06/03/2009 20:53:24
Originally by: Kytanos Termek
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
No, if they were Blizzard, then Titans would be the best ship in the game and they would wtfpwn all. Everyone would mindnumbingly grind for Titans so they too could be competetive.
Now replace the word "Titan" with the word "T3" in the above paragraph to see what I'm getting at.
|

Breed Love
FinFleet KenZoku
|
Posted - 2009.03.06 23:07:00 -
[366]
Originally by: Jack Jombardo Yes, they changed some stuff, some to the good, some to the bad. Beeing able to fitt far to much oversized stuff with no penaltys (fitting mods) is one of the bad changes.
Give an example of the "oversized stuff" you can currently fit too much of on t3 ships (and still have a viable setup). -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.06 23:58:00 -
[367]
Originally by: Gadrin Demarr Edited by: Gadrin Demarr on 06/03/2009 20:53:24
Originally by: Kytanos Termek
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
No, if they were Blizzard, then Titans would be the best ship in the game and they would wtfpwn all. Everyone would mindnumbingly grind for Titans so they too could be competetive.
Now replace the word "Titan" with the word "T3" in the above paragraph to see what I'm getting at.
Hit that right on the head. 
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.07 00:33:00 -
[368]
T3 ships are t3. Ment to be better than tech 2.
Besides. it is a point. It's a pain to active tank with a medium.
|

Sarin Adler
|
Posted - 2009.03.07 01:44:00 -
[369]
Originally by: Gadrin Demarr Edited by: Gadrin Demarr on 06/03/2009 20:53:24
Originally by: Kytanos Termek
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
No, if they were Blizzard, then Titans would be the best ship in the game and they would wtfpwn all. Everyone would mindnumbingly grind for Titans so they too could be competetive.
Now replace the word "Titan" with the word "T3" in the above paragraph to see what I'm getting at.
Except that in EVE isk & goods are removed from the game and getting stuff takes a real effort. So if T3 is expensive and its riskfull to use them it will even out. You don't see deadspace fitted marauders camping gates everyday right?
|

Gadrin Demarr
Gallente
|
Posted - 2009.03.07 11:43:00 -
[370]
Originally by: Kytanos Termek T3 ships are t3. Ment to be better than tech 2.
Ah. But this I feel is a misconception. To quote CCP Nozh from the first page on this thread: "Tech 2 û Focused. Tech 3 û Broad." Note that it does not say that T3 should be better, and there is good reason for why this is the case.
One of them would be that having too uber stuff for old and wealthy players increases the gap between them and new players, and "new player retention" is already a problem for EVE where noobs feel that they never can compete or catch up with the player who have been playing for years.
There are several ways you can solve that problem, but the best is probably to make sure that old players and new players are not in direct competition with each other. E.g. the new players fly tackler frigs or the like side by side with older players who are in battleships or dreads. (which can't really hurt frigs) But creating uber cruisers for old players to pwn noobs in magnifies this problem. That is why T3 can't be uber.
|
|

Gadrin Demarr
Gallente
|
Posted - 2009.03.07 12:09:00 -
[371]
Originally by: Sarin Adler
Originally by: Gadrin Demarr Edited by: Gadrin Demarr on 06/03/2009 20:53:24
Originally by: Kytanos Termek
Jack. Plans change. CCP is not blizzard. they listen to player feedback, and adjust. That is not the holy word of god. Just 1 statement from 1 developer. Apocrypha has been changed based on player feedback. I see no reason why the price of the ship is so utterly set in stone that the same rule cannot apply.
No, if they were Blizzard, then Titans would be the best ship in the game and they would wtfpwn all. Everyone would mindnumbingly grind for Titans so they too could be competetive.
Now replace the word "Titan" with the word "T3" in the above paragraph to see what I'm getting at.
Except that in EVE isk & goods are removed from the game and getting stuff takes a real effort. So if T3 is expensive and its riskfull to use them it will even out. You don't see deadspace fitted marauders camping gates everyday right?
Well, that's true, and it helps to keep the rare stuff out of common use. Though I would rather compare T3 ships with T2 ships than deadspace and officer stuff. The latter is limited by an artificial bound on spawn and drop rate and will as such be in limited supply no matter how many wants them.
In Apocrypha we will get 2500 w-space system with gas and sleepers, so pretty much anyone who can fly a domi will be able to take part in farming resources, and if it's profitable they certainly will. This would allow for a good supply and allow most who can spill 200 or so mil to fly them, unlike deadspace or officer loot.
T2 ships today are pretty much standard deal (even though they probably weren't supposed to be this common) and rigged, completely T2 fitted T2 ships are what old players use to pwn noobs. In order to compete you have to grind level 4 until you puke to afford the same. T3 would simply replace the T2 ships of today if they were uber, only making the gap wider, the grind longer and the problem worse.
|

Stitcher
Caldari ForgeTech Industries
|
Posted - 2009.03.07 13:44:00 -
[372]
The thing I've noticed about tech 3 ships is that they produce almost - but not quite - the same performance in a given field as the tech 2 ships dedicated to that field. Tengu can't ECM as hard as a falcon, nor snipe as far as an Eagle, but it can do both reasonably well.
Proteus can't put out the five heavy drones that an Ishtar can, and won't out-perform a Deimos, but it will strike a good blend between the two. Loki shoves almost as much firepower as a hurricane onto a frame that's almost as fast as a Vagabond. Legion doesn't quite match a Zealot's DPS, but it does combine that performance with decent vamp/neut performance that doesn't quite match the ability of a Curse or Pilgrim.
I like it. What you're effectively getting with Tech 3 is the ability to mashup two of your favourite ships into one. It's like letting a Falcon pilot actually hurt things, at the expense of slightly less reliable ECM. A trade I'm perfectly willing to make, tbh. - Verin "Stitcher" Hakatain. |

Gadrin Demarr
Gallente
|
Posted - 2009.03.07 14:16:00 -
[373]
Originally by: Stitcher The thing I've noticed about tech 3 ships is that they produce almost - but not quite - the same performance in a given field as the tech 2 ships dedicated to that field. Tengu can't ECM as hard as a falcon, nor snipe as far as an Eagle, but it can do both reasonably well.
I like it. What you're effectively getting with Tech 3 is the ability to mashup two of your favourite ships into one. It's like letting a Falcon pilot actually hurt things, at the expense of slightly less reliable ECM. A trade I'm perfectly willing to make, tbh.
And this I imagine was the vision of T3. A hull that could do many things, but not one thing quite as well as their T2 counterpart so not to make them obsolete. And if this is the case, then they have succeeded in their precarious balancing act and I have no issues.
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.07 14:19:00 -
[374]
Edited by: IceAero on 07/03/2009 14:24:47 It is impossible for a proteus to have 4 low slots, yet very possible on a few different Legion configurations.
Isn't that..wrong? :(
Basically the 7 turret legion (though it can have 5 low slots with the other electronics subsystem) is going to Never be used, since it cannot out damage the 6 turret version that has at least one more low slot, if you fit just one heat sink, and no one will ever put a heat sink on a t3 ship with 4 low slots, and very unlikely to with 5.
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.07 15:26:00 -
[375]
Originally by: IceAero Edited by: IceAero on 07/03/2009 14:24:47 It is impossible for a proteus to have 4 low slots, yet very possible on a few different Legion configurations.
Isn't that..wrong? :(
Depending on what you put together, you can have a 7-turret Loki which armor tanks with 3 lows. If you sacrifice turrets however you can have a halfdecent armor tank.
Not every option makes sense, and if you absolutely want to have those 7 turrets you'll usually have to make a sacrifice regarding the slot layout, and work around the weakness you just created.
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.07 19:47:00 -
[376]
Can we please have subsystem bonuses copied into the main ship description to be seen when you "Show Info" your own assembled ship? However, strip down these descriptions to simple "<Race> <Name> Subsystem bonus: .... per level" -- Thanks CCP for cu |

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.08 17:49:00 -
[377]
Loki Offensive - Turret Concurrence Registry Loki Engineering - Power Core Multiplier Loki Defensive - Nanobot Injector Loki Electronics - Tactical Targeting Network Loki Propulsion - Chassis Optimization
3000 Shield (after skill) 4250 Armor (after skill) 1710 Powergrid (after Skills) 280m/s
6 Turrets 3 Launchers 6 High Slots 6 Low Slots 4 Med Slots
12.5% bonus to medium projectile turret damage 10% bonus to medium projectile turret optimal 5% reduction in signature radius 15% bonus to scan resolution 5% bonus to power output per level. 5% bonus to max velocity 10% bonus to armor repairer effectiveness

|
|

CCP Chiliad

|
Posted - 2009.03.08 21:14:00 -
[378]
Originally by: Tonto Auri Can we please have subsystem bonuses copied into the main ship description to be seen when you "Show Info" your own assembled ship?
Yes, this is one of the things we'll be looking into in improving the T3 assembly and subsystem fitting.
|
|

PKlavins
Caldari The New Era HUZZAH FEDERATION
|
Posted - 2009.03.08 22:06:00 -
[379]
Any particular reason not all t3 subsystems are sold on market anymore and the subsystem skills have been removed from the characters?
(not quite on topic but thought it'd be useless to create a fresh thread on it.)
The new 7.5km web = web + scram = "Wamble".
|

Elrinarie
Gallente
|
Posted - 2009.03.09 00:10:00 -
[380]
all I am going to say is that I think it is a very bad idea to have sp loss on ship loss or eject from the vessel.
Ejecting means you do not get an insurance payout. No insurance on as expensive as these ships are going to be (from what we can see so far at least) or real life DAYS spent re-training.
this to me just seems like a very lose/lose situation. --------------------- Creator of another Mining Calculator |
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.09 00:28:00 -
[381]
Edited by: Lilith Velkor on 09/03/2009 00:29:09
Originally by: Elrinarie
Ejecting means you do not get an insurance payout. No insurance on as expensive as these ships are going to be (from what we can see so far at least) or real life DAYS spent re-training.
Insurance is not that much of an issue, see t2 ships. If you fly these, you are fully aware its gonna cost you if it gets destroyed.
As the base hull cost also justifies putting faction or deadspace mods on it, insurance is a non-issue really, if I just lost 500-800mill in ship and fittings 50mill insurance payout is not gonna save me.
/also wondering when the missing subsystems gonna be seeded, I'm itching to try the changed engineering sections and bonuses
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.09 05:07:00 -
[382]
I posted this on my own thread, but for the record I wanted to post it here:)
With respect to the new T3 changes, the Legion and the Proteus are too similar!
Solution:
The Amarr electronic subsystems need to give 1 less mid slot, and 1 more low slot.
AND the Legion Drone offensive subsystem should have +4 turrets instead of +3, or else no one will use that subsystem, because the others have a Huge increase in DPS.
|

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.03.09 08:55:00 -
[383]
Edited by: Xonja 2zero on 09/03/2009 08:56:21
Originally by: IceAero With respect to the new T3 changes, the Legion and the Proteus are too similar!
Solution:
The Amarr electronic subsystems need to give 1 less mid slot, and 1 more low slot.
AND the Legion Drone offensive subsystem should have +4 turrets instead of +3, or else no one will use that subsystem, because the others have a Huge increase in DPS.
The Proteus has this problem the other way around. In its all-drone config (Engineering and Offensive both picked for drone bonuses), it can have at most 4 mid slots now. Four mid slots are the absolute minimum for a (semi-)active tanked Gallente ship. Since the fourth mid slot comes from the prop subsystem, this makes picking the most useless propulsion system in all of T3 (warp cap use, warp speed bonus) mandatory. It is slower than any other possible T3 ship, even a Tengu (save for one of its prop subsystems, which is the same speed).
In this configuration, the Proteus can have 100mbit/225m¦, with a drone mwd speed bonus. This would seem like an incentive for a semi ranged setup, even though MWD-speed bonused heavies are still big easy targets. But since drone bonuses now come from the engineering system, it lacks the grid to fit rails, or Neutrons for a 13.5km-solokiter. Not to mention it is too slow to put a tackle on anything, and that's not even taking armor rigs or the mandatory plate into account. This makes the drone MWD speed bonus rather useless, as any opponent at disruptor range could disengage at will. It locks the setup into the role of a strictly gang-dependant close range gankship. Basically the same lackluster ship it was before the change, just with its weaknesses shifted around. It can still be happily replaced with an Astarte.
A maximum of 5 mids can only be attained on the Proteus by picking the crap propulsion system, and the cap recharge rate engineering system. This means losing half its drone bonuses. The utility midslot is mandatorily fitted with a TD, seeing that everything outranges and outruns this Proteus. The alternative is ditching the spare midslot and fitting a proper propulsion system to be able to catch up to anything. With 75mbit bandwidth (loldronesizemix)/125m¦ bay, no drone mwd speed bonus, and no grid for rails, a ranged setup makes no sense here either. So while a more practical drone setup than the gimped fully drone specced one, its role is that of a Myrm (with all its weaknesses), with slightly better tank but lots less drone damage. I'd fly the Myrm, and i haven't in a long time for obvious reasons.
All the turret-biased configurations suffer from the same slot layout deficiencies, and can still be happily replaced with an Astarte.
TL;DR: Proteus can have decent drone bonuses now, but has been utterly gimped for it. The Legion is now a better drone boat than the Proteus.
Thanks for fixing the drone bay, sadly any PVP utility the ship had over existing ones has been broken in the process. I see several possible fixes: Either add an extra overload speed bonus to MWDs to the Proteus, or give the other prop subs midslot bonuses, or increase the scram range bonus to something meaningful (like on the Loki).
It would be nice if subsystems were seeded so we can start testing this in practice. |

MotherMoon
Huang Yinglong
|
Posted - 2009.03.09 09:05:00 -
[384]
Quote: drone MWD speed bonus rather useless, as any opponent at disruptor range could disengage at will. It locks the setup into the role of a strictly gang-dependant close range gankship. Basically the same lackluster ship it was before the change, just with its weaknesses shifted around. It can still be happily replaced with an Astarte.
well, wouldn't a MWD bonus be good for ECM drones or web drones?
not a big different in combat, but a decent one I would think.
|

Xonja 2zero
Vale Heavy Industries Molotov Coalition
|
Posted - 2009.03.09 09:32:00 -
[385]
Originally by: MotherMoon well, wouldn't a MWD bonus be good for ECM drones or web drones?
not a big different in combat, but a decent one I would think.
Web drones are utterly useless since they have very low HP, and even when using a full set of five, have lots less webbing efficiency than even a single web. You could only have four on the Proteus while losing half your dronebay.
ECM drones on Gallente ships are a purely defensive weapon and have saved me one time or another. Using them for offense only makes sense on a ship that doesn't need its drones for a large chunk of its damage. You also need to be able to get and keep a tackle if you want to do this, else the opposition will just disengage if they can't kill the ECM drones right away. FYI, they have very low HP as well, and are on any decent PVPer's overview. |

Seishi Maru
M. Corp Mostly Harmless
|
Posted - 2009.03.09 10:04:00 -
[386]
Originally by: Jack Jombardo
Originally by: Kytanos Termek
Besides, tech 3 > tech 2 > tech 1.
Unless you would prefer tech 3 ships are less useful than 1 and 2. I thought 3 meant they were high tech and better. They used to be "before buffs" tech 1.5 with lego! Lets not go back to that dark time.
I have no problem with this 3 > 2 > 1 and it is right to be so.
But what we get now is 3 >>>>>>>>> anythink below Capitals. So much Grid/Cpu/slots to make creazy thinks like ubar-tanks, new nanos that are faster then Vegas and so on.
Do you realy belive T3 CRUISER > T2 BC & T1 BS ? That's just wrong. So dam wrong!
show me a t3 setup that is faster than a vaga...
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.09 13:25:00 -
[387]
Originally by: Xonja 2zero Edited by: Xonja 2zero on 09/03/2009 08:56:21
Originally by: IceAero With respect to the new T3 changes, the Legion and the Proteus are too similar!
Solution:
The Amarr electronic subsystems need to give 1 less mid slot, and 1 more low slot.
AND the Legion Drone offensive subsystem should have +4 turrets instead of +3, or else no one will use that subsystem, because the others have a Huge increase in DPS.
The Proteus has this problem the other way around. In its all-drone config (Engineering and Offensive both picked for drone bonuses), it can have at most 4 mid slots now. Four mid slots are the absolute minimum for a (semi-)active tanked Gallente ship. Since the fourth mid slot comes from the prop subsystem, this makes picking the most useless propulsion system in all of T3 (warp cap use, warp speed bonus) mandatory. It is slower than any other possible T3 ship, even a Tengu (save for one of its prop subsystems, which is the same speed).
In this configuration, the Proteus can have 100mbit/225m¦, with a drone mwd speed bonus. This would seem like an incentive for a semi ranged setup, even though MWD-speed bonused heavies are still big easy targets. But since drone bonuses now come from the engineering system, it lacks the grid to fit rails, or Neutrons for a 13.5km-solokiter. Not to mention it is too slow to put a tackle on anything, and that's not even taking armor rigs or the mandatory plate into account. This makes the drone MWD speed bonus rather useless, as any opponent at disruptor range could disengage at will. It locks the setup into the role of a strictly gang-dependant close range gankship. Basically the same lackluster ship it was before the change, just with its weaknesses shifted around. It can still be happily replaced with an Astarte.
A maximum of 5 mids can only be attained on the Proteus by picking the crap propulsion system, and the cap recharge rate engineering system. This means losing half its drone bonuses. The utility midslot is mandatorily fitted with a TD, seeing that everything outranges and outruns this Proteus. The alternative is ditching the spare midslot and fitting a proper propulsion system to be able to catch up to anything. With 75mbit bandwidth (loldronesizemix)/125m¦ bay, no drone mwd speed bonus, and no grid for rails, a ranged setup makes no sense here either. So while a more practical drone setup than the gimped fully drone specced one, its role is that of a Myrm (with all its weaknesses), with slightly better tank but lots less drone damage. I'd fly the Myrm, and i haven't in a long time for obvious reasons.
All the turret-biased configurations suffer from the same slot layout deficiencies, and can still be happily replaced with an Astarte.
TL;DR: Proteus can have decent drone bonuses now, but has been utterly gimped for it. The Legion is now a better drone boat than the Proteus.
Thanks for fixing the drone bay, sadly any PVP utility the ship had over existing ones has been broken in the process. I see several possible fixes: Either add an extra overload speed bonus to MWDs to the Proteus, or give the other prop subs midslot bonuses, or increase the scram range bonus to something meaningful (like on the Loki).
It would be nice if subsystems were seeded so we can start testing this in practice.
You bring up a good point as well. 3 mid slots on gallente ship doesn't cut it, not on a drone boat.
But look, it doesn't matter anymore. Overnight they cut the PG and cap amount on the T3 ships. You can't fit a plate anymore, and the passive cap recharge is really low now.
|

Uzume Ame
|
Posted - 2009.03.09 17:06:00 -
[388]
+Prenerf hammer (drop this "tactic" allready yo CCP)? At this stage I'm not allready sure what they are doing so let's just wait for the release tomorrow. To the forumz, trolls. |

IceAero
Amarr Shadow Company
|
Posted - 2009.03.09 18:43:00 -
[389]
Originally by: Uzume Ame +Prenerf hammer (drop this "tactic" allready yo CCP)? At this stage I'm not allready sure what they are doing so let's just wait for the release tomorrow.
I don't get why they'd change them around so much.
They make changes, we give opinions, they make more changes, we give more opinions, they make things worse, we complain, they make things better, we say 'nice', they tweak them, we say 'ok fine', then they make them horrible again.
That is the last 3 weeks in a nutshell.
|

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
|
Posted - 2009.03.09 18:58:00 -
[390]
I give up. Enjoy tech 1.5
|
|

Pattern Clarc
|
Posted - 2009.03.09 20:21:00 -
[391]
Originally by: Kytanos Termek I give up.
I'm just about there tbh  ____
My Blog Is Awesome
|

Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
|
Posted - 2009.03.09 20:29:00 -
[392]
Any chance all the subsystems can get seeded again?
I'd really like to test out the stuff, dont care if it changes again, just want to try out for my fitting ideas if its going to work out or not.
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.09 20:45:00 -
[393]
Originally by: IceAero
Originally by: Uzume Ame +Prenerf hammer (drop this "tactic" allready yo CCP)? At this stage I'm not allready sure what they are doing so let's just wait for the release tomorrow.
I don't get why they'd change them around so much.
They make changes, we give opinions, they make more changes, we give more opinions, they make things worse, we complain, they make things better, we say 'nice', they tweak them, we say 'ok fine', then they make them horrible again.
That is the last 3 weeks in a nutshell.
I have no idea, I can't really test them right now, and everything is different... like completely. and we can't buy and fit them.
|

Myra2007
Shafrak Industries
|
Posted - 2009.03.09 20:48:00 -
[394]
You really were moving in the right direction with the legion. But despite the bonuses/subsystems are more consistent now (yay for the drone one and armor hitpoint one btw) it still lacks lowslots. To make it worse it also has a distinct lack of meds now. :)
I think 4 should be minimum in terms of meds. And there should be at least one 5 med combo (probably tied into the neut/drone version).
As for lows anything less than 6 is unacceptable. Think about it pretty please. I.e. a zealot has 7 lows and 3 meds and imo t3 ships should get at least 1 slot on top of that.
Proteus slot design is much better though imo.
Basically traditionally we have gallente lows = amarr lows - 1 and vice versa for the med slots if the ships fill similar roles/tiers. The proteus usually seems to have the same number of lows and another med iirc. (not 100% sure because i could only look at the descriptions not test the actual ships since they got changed again)
Also i heard rumours about you cutting down on cpu/grid which i suspect could ruin everything. This is also something that can't really be tested effectively without the ships and skills for all players on sisi.
Please remember the whole expansion relies on good t3. No one is gonna enter those 2499 systems if there is not a quite sizeable reward in it. Most people would rather have them a bit unbalanced (you know like imba and stuff) and nerfed/balanced later on instead of you prenerfing them and then never again looking at it (because surprise no one has any interest in prenerf ships).
Don't make the blackops mistake. No one really cares about them but if you do the same with t3 its gonna make this theoretically awesome expansion into a big single disappointment. --
Originally by: kublai on Ankhesentapemkah That said, the "i'm a girl who plays your computer game and i'm not that ugly" has always been a certain winner in the mmo world
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.09 23:59:00 -
[395]
Originally by: Myra2007 You really were moving in the right direction with the legion. But despite the bonuses/subsystems are more consistent now (yay for the drone one and armor hitpoint one btw) it still lacks lowslots. To make it worse it also has a distinct lack of meds now. :)
I think 4 should be minimum in terms of meds. And there should be at least one 5 med combo (probably tied into the neut/drone version).
As for lows anything less than 6 is unacceptable. Think about it pretty please. I.e. a zealot has 7 lows and 3 meds and imo t3 ships should get at least 1 slot on top of that.
Proteus slot design is much better though imo.
Basically traditionally we have gallente lows = amarr lows - 1 and vice versa for the med slots if the ships fill similar roles/tiers. The proteus usually seems to have the same number of lows and another med iirc. (not 100% sure because i could only look at the descriptions not test the actual ships since they got changed again)
Also i heard rumours about you cutting down on cpu/grid which i suspect could ruin everything. This is also something that can't really be tested effectively without the ships and skills for all players on sisi.
Please remember the whole expansion relies on good t3. No one is gonna enter those 2499 systems if there is not a quite sizeable reward in it. Most people would rather have them a bit unbalanced (you know like imba and stuff) and nerfed/balanced later on instead of you prenerfing them and then never again looking at it (because surprise no one has any interest in prenerf ships).
Don't make the blackops mistake. No one really cares about them but if you do the same with t3 its gonna make this theoretically awesome expansion into a big single disappointment.
I think you speak for most people Myra.
We don't understand why we cannot test what we thought they Wanted us to test...
Their slot layouts have started to not make sense, and the viability of T3 cruisers has fluctuated so much over the last few days that I cannot convince myself that even CCP knows where they are going with these changes.
The success of this patch, and wspace as a whole, rests in the hands of the demand for these ships.
|

Zedd Malace
|
Posted - 2009.03.10 00:55:00 -
[396]
Hehe i agree CCP made one mistake thats kinda hard to ignore they said there T3 but realy they whanted T1.7 or something lol 
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.11 12:56:00 -
[397]
lokie, ofensive subsystem 3 give 3 missle hardpoints... 3 turrets hardpoints...
ok, that's cool, and I would love a mini-phone but... it only gives 5 high slots... what am I suppose to do with that? :(
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.11 23:30:00 -
[398]
How many points total you'll getting with complete setup? There should be some more hardpoints from other modules. -- Thanks CCP for cu |

MotherMoon
Huang Yinglong
|
Posted - 2009.03.12 02:20:00 -
[399]
Originally by: Tonto Auri How many points total you'll getting with complete setup? There should be some more hard points from other modules.
Well there are 2 other subsystems that give a high slot. One of them gives a remote rep bonus, in other words, it gives you room to put a remote rep, so I could use that one and throw away the remote repping bonus.
The other one gives 1 more high, but also give 1 more turret and one more missle hardpoint.
so that seems redundant too. I guess it's the only subsystem that can get 7 weapons it though. But I don't want 7, I want 6. I guess I have to use the powercore one jsut to fit an extra missile... wierd I'd rather have the split weapon system one be...
1 more high for one less low.
That way I get my 6 highs, 3missles and 3 turrets. but less lows to boost thier damage. And the excuse being that
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.13 02:31:00 -
[400]
Well, I've heard constant complains about how ooor 'phoon/Naglfar performing overall - for years before... now you complaining that you can't build efficient split on T3 >.< kk, i'm sorta in the same boat, as my skills distribution... say, nontrivial. Good news they promised 4'th sub shortly after first 3 come to service and get enough feedback. Let's hope... just hope for good. |
|

Amad Kadu
|
Posted - 2009.03.13 13:47:00 -
[401]
My first impresion on T3 while playing around with subssystems and comparing different setups:
Gallente T3 Drone Bonus: ARE YOU INSANE!!! We don't want an other EOS with "theoreticaly" good Drones but lacking the ability to field 5 heavy drones...even the Amarr Dronesub is better. Suggest a change in Sub stats and bonus: 75mb/s base, +10mb/s and 50m¦ dronebay per level, 75m¦ base Dronebay - keep others as it is.
In the end not realy impressive for T3...expected a bit more. 
|

MotherMoon
Huang Yinglong
|
Posted - 2009.03.13 14:17:00 -
[402]
hey, I love my phoon fool :(
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.13 19:50:00 -
[403]
Originally by: Amad Kadu My first impresion on T3 while playing around with subssystems and comparing different setups:
Gallente T3 Drone Bonus: ARE YOU INSANE!!! We don't want an other EOS with "theoreticaly" good Drones but lacking the ability to field 5 heavy drones...even the Amarr Dronesub is better. Suggest a change in Sub stats and bonus: 75mb/s base, +10mb/s and 50m¦ dronebay per level, 75m¦ base Dronebay - keep others as it is.
In the end not realy impressive for T3...expected a bit more. 
You'd better post it in bonuses thread, in fact. -- Thanks CCP for cu |

Naomi Knight
Amarr Imperial Academy
|
Posted - 2009.03.13 20:14:00 -
[404]
I've noticed that the tengu's adaptive shielding and supplemental screening defensive subsystems have increased shield recharge times: supplemental screening 2430.00 Sec. + 3,750 shield HP adaptive shielding 2160.00 Sec. +3250 shield HP vs loki's adaptive shielding 1620.00 Sec. + 3,100 HP
It doesnt seems balanced for me. Could the devs say why the tengu's shield recharge had to be nerfed and why the loki's adaptive shielding module didnt get the same recharge time?
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.15 12:06:00 -
[405]
Compare slots layout as well, before complaining. -- Thanks CCP for cu |

Omu Negru
Caldari Ethereal Dawn
|
Posted - 2009.03.15 13:20:00 -
[406]
Edited by: Omu Negru on 15/03/2009 13:24:02
PLS can someone tell me what is that strategical advantage you can have with t3 ships?
Cose.. they are called Strategic Cruisers right?... so I supose there is something involved with .. what? fleet strategy? combat strategy? eh?
I dont have a clue, thats why im asking.
thx in advance.
|

Naomi Knight
Amarr Imperial Academy
|
Posted - 2009.03.15 17:15:00 -
[407]
Originally by: Omu Negru Edited by: Omu Negru on 15/03/2009 13:24:02
PLS can someone tell me what is that strategical advantage you can have with t3 ships?
Cose.. they are called Strategic Cruisers right?... so I supose there is something involved with .. what? fleet strategy? combat strategy? eh?
I dont have a clue, thats why im asking.
thx in advance.
You can change the modules at your will , so you basically have 3+ types of ships within one hull if you have the modules. So you can change the ship to better support your current strategy , i think thats why they called it this.
|

Naomi Knight
Amarr Imperial Academy
|
Posted - 2009.03.15 17:16:00 -
[408]
Originally by: Tonto Auri Compare slots layout as well, before complaining.
I can be mistaken but both had the same slot layout or very simmilar +1med-1 low is aprox the same.
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.15 17:34:00 -
[409]
+1 med/-1 low change is drastic tank-vise. Fit whole ships, take bonuses into account and I wouldn't be surprized if Tengu could outtank Loki on passive with comparable DPS output. -- Thanks CCP for cu |

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.15 17:37:00 -
[410]
Concerning the term "strategy"
Strategy descripts the planning of a compaign, the logistical preparations for a battle, the foreseeing of how a battle will go if you do this or that. The key to success is to hide your strategy as long as possible, to make any counter impossible or too late to change the outcome to the battle.
Now Strategic Cruisers help by not giving away your setups by just looking at the overview and counting "ew ships, damage dealers, logistics...". Other then that, they are pretty underwhelming in cost/performance, and one T3 loss weights as heavy as multiple T2 Losses (up to 1:10 i guess). Not to mention the huge blobfest resulting by a spotted T3 ship.
|
|

IceAero
Amarr Shadow Company
|
Posted - 2009.03.15 18:04:00 -
[411]
Originally by: Perry Concerning the term "strategy"
Strategy descripts the planning of a compaign, the logistical preparations for a battle, the foreseeing of how a battle will go if you do this or that. The key to success is to hide your strategy as long as possible, to make any counter impossible or too late to change the outcome to the battle.
Now Strategic Cruisers help by not giving away your setups by just looking at the overview and counting "ew ships, damage dealers, logistics...". Other then that, they are pretty underwhelming in cost/performance, and one T3 loss weights as heavy as multiple T2 Losses (up to 1:10 i guess). Not to mention the huge blobfest resulting by a spotted T3 ship.
lol 1:10? You're not from around here 'eh?
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.16 04:22:00 -
[412]
Originally by: Perry one T3 loss weights as heavy as multiple T2 Losses (up to 1:10 i guess)
Hardly 1:2. It's now they worth a billion, very soon the gap between T2 and T3 will drop significantly. -- Thanks CCP for cu |

fuxinos
Caldari Guys 0f Sarcasm
|
Posted - 2009.03.17 06:24:00 -
[413]
Edited by: fuxinos on 17/03/2009 06:26:14
Current Powergrid provided by the Tengu Engeneering - Capacitor Reservoir = Fail^10
Any Missilesetup with this Subsystem has 6 Launcherhardpoints, but even less Powergrid then the Cerberus (5 Hardpoints), that already HEAVILY lacks Powergrid. 
Poor Caldari have been given Failpowergrid again 
|

Naomi Knight
Amarr Imperial Academy
|
Posted - 2009.03.17 08:54:00 -
[414]
Originally by: fuxinos Edited by: fuxinos on 17/03/2009 06:26:14
Current Powergrid provided by the Tengu Engeneering - Capacitor Reservoir = Fail^10
Any Missilesetup with this Subsystem has 6 Launcherhardpoints, but even less Powergrid then the Cerberus (5 Hardpoints), that already HEAVILY lacks Powergrid. 
Poor Caldari have been given Failpowergrid again 
Check the shield recharge time too ,every other races have 1620s but the tengu had to be nerfed for no reason. So it looks like even the amarr can do better passive shield than the tengu...
|

Logan Xerxes
Steel Soldier's Stainless St33l
|
Posted - 2009.03.17 10:34:00 -
[415]
Edited by: Logan Xerxes on 17/03/2009 10:34:50 Sisi neds propper subsystem seeding! we can't test out any setups at all cos each race has only 1 availible!
|

Sephiroth Repent
Amarr Oberon Incorporated
|
Posted - 2009.03.18 23:39:00 -
[416]
With the only currently available selection for the Legion it ends up with 8 highs 4 meds 4 lows
only 4 turret points 200m dronebay size and 50m bandwidth
Ive flown this quite a bit last few days with a pretty good fit on and it does fairly well against any other cruiser hull down with a nuet nos setup but a 4 slot tank is pretty lame. I think it should drop 1-2 highs and gain lows in this fit as you will never fit 4 t2 guns and 4 med sized nos/ nuets.
At the same time i can say that even with a 4 slot tank ie plate repper eanm dc it tanks other strat cruisers and HACS quite well. Even better with a slave set in 
Overall i really like this fit with the Legion but think less highs and more lows would be much better.
PS bring back the other subsystems please ive only been able to use 1 set so far... though the Zealot/Curse = Cursealot is pretty appealing for me...but my skillset is pretty suited to this ship.
02:58:57 Combat Your Amarr Navy Tachyon Beam Laser perfectly strikes Your Mum (Fatty), wrecking for 4718.6 damage. |

Sephiroth Repent
Amarr Oberon Incorporated
|
Posted - 2009.03.28 13:57:00 -
[417]
Noone giving feedback on the T3 ships anymore? Legion has some nice setups with some fits. Some people do some debating so CCP can get em right if needbe 02:58:57 Combat Your Amarr Navy Tachyon Beam Laser perfectly strikes Your Mum (Fatty), wrecking for 4718.6 damage. |

Roemy Schneider
BINFORD
|
Posted - 2009.03.28 14:34:00 -
[418]
Originally by: Sephiroth Repent Noone giving feedback on the T3 ships anymore?
sry, given up on the strategic battlecruisers, which is what they really are. only the signature says otherwise but that's it. - putting the gist back into logistics |

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.28 16:19:00 -
[419]
I had to choose either buying one Legion or 40 Zealots for my pvp needs. Was a hard decision.
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 .. 14 :: [one page] |