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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Abathur

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Posted - 2009.09.16 19:24:00 -
[1]
Please use this thread to discuss all things Titan related. Bear in mind that the numbers on the test server are subject to (and probably will) change more than once in the coming weeks. We wanted to get this information out sooner rather than later to ensure time for proper feedback and balancing.
There will be special events announced soon with regard to testing these ships. I will update this post once those announcements are made.
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CCP Abathur

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Posted - 2009.09.17 06:24:00 -
[2]
Thanks for getting started, everyone. There are many things we can do in order to address any issues. Right now just keep doing what you are doing and keep the feedback as constructive and factual as possible. Some of the designers will be on and off SiSi over the weekend as well to discuss things more directly.
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CCP Abathur

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Posted - 2009.09.17 09:38:00 -
[3]
A few things to remember in all the various theory crafting going on:
Nothing here is final yet. We can, and probably will, end up changing some of these values. If testing and feedback show that the 'main gun' on a Titan should fire once every ten minutes or once every ten hours, we can do that. Same goes for cap usage, cool down, adding tracking modifiers, etc... The bonuses on the XL guns and hit points are all on the table.
One of the reasons we put these changes out so early is so all of the players could do exactly what you are doing now. We are taking this very seriously and will be tweaking things for as long as possible.
Also, here is the blog announcing the testing of everything. 
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CCP Abathur

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Posted - 2009.09.21 07:59:00 -
[4]
Edited by: CCP Abathur on 21/09/2009 08:02:14
Originally by: Vxrasa This thread needs more Admiral Ackbar quotes tbh.
+1
So, it's been an interesting first weekend of testing. Here is a small list of issues that we intend to address in the next couple weeks (then you all get to try that out, etc...):
XL Turret tracking: Obviously we are going to take a look at this. It's something we knew would probably be an issue but we wanted to see just how much of one under mass testing conditions. Basically, no, we do not want your AC Raggy to one-volley the Vagabonds buzzing around your giant e-peen. Having a limited effectiveness against battleships is reasonable but these should still be primarily anti-capital weaponry. We won't rush a fix on this and intend to research it thoroughly.
XL Turret damage: May go down, very doubtful it will go up.
DD Damage: The intention is for the weapon to kill capital ships, which it seems to do fine unless a pilot specifically tanks for the damage expected. At this time we're satisfied with the current damage and see no need to change it up or down but we're still weeks away from Dominion. Keep on shooting and talking.
DD Fuel usage: There is a reason you can carry about 40-60 minutes worth of fuel for the weapon - that's roughly the same amount of siege / triage fuel most capital ships are capable of carrying into a fight.
DD Rate of Fire: If we do anything we may increase it, but calling for it to be less than it is now is kinda 
The 'slave implant' issue: We're looking at it.
DD targeting of structures: We don't want to see 'Starbase drive-bys' anymore than many of you do, so we will certianly take a look at this.
Docking of Titans: No.
Shoop Cannon nickname: Heh. 
Please remember that this is not the last time we plan to touch Titans. The changes for Dominion are intended to bring them 'up to date' so to speak and give them some capability to stand on their own but not alone. We are not in a rush and will keep refining this until the last minute.
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CCP Abathur

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Posted - 2009.10.06 14:20:00 -
[5]
Updates:
If all goes well then we will be having our Supercapital Madness test on SiSi this Friday. The following changes will be getting pushed to SiSi to ensure we get the best data possible.
Moros - Drone bonus only applicable in siege mode. (May get a smaller bonus out of siege.)
Siege Module - The tracking penalty on the Siege Module has been removed.
XL Turrets - The tracking penalty previously applied by the Siege module has been applied to XL turrets as their base stats.
Titan Bonuses - Titans have received the following new bonuses:
- Avatar: 7.5% bonus to Capital Energy Turret tracking per level
- Erebus: 7.5% bonus to Capital Hybrid Turret tracking per level
- Ragnarok: 7.5% bonus to Capital Projectile Turret tracking per level
- Leviathan: 7.5% bonus to Citadel Missile velocity per level
This is our 'first pass' on balancing with the new changes and we are already looking at a much larger revamp of capital weapons post-Dominion. Continued feedback is welcome and we still have plenty of time to tweak everything between now and December. 
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CCP Abathur

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Posted - 2009.10.06 21:36:00 -
[6]
I'm going to quote myself because many seem to be ignoring this bit:
Quote: This is our 'first pass' on balancing with the new changes and we are already looking at a much larger revamp of capital weapons post-Dominion. Continued feedback is welcome and we still have plenty of time to tweak everything between now and December.
Do not take every post we make here as the 'final word'. In essence, we're not done yet. One of the main reasons for the big test on Friday is so we can actually see these new values in action. We would not be staging such a test unless we intended to continue balancing.
Don't assume that these changes are about making Titans into 'super dreads' or more effective against X or Y. What we have in Titans is a ship that's in need of a proper role in EVE. Even with the changes to the doomsday, we do not see that role as being specifically about combat. Just because Titans have traditionally been giant sub-cap fleet destroying smart bombs does not mean a similar role with big guns is their future. The goal right now is to render them at least combat capable but not necessarily omnipotent. The ultimate goal of Titans may very well be something more valuable than it's ability to just blow stuff up! 
On the Dread 'nerf' - The stats on XL weaponry have not been touched literally since they were first authored. The more we look into this area the more convinced we are that the entire line needs a good looking at. This means giving the 'short range' weapons proper optimal ranges, looking at the current 'long range' weapons and possibly introducing an option for missile users as well.
We are working the issues, reading feedback and setting up opportunities for all of you to test things out early on before it all lands on TQ. 
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CCP Abathur

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Posted - 2009.10.07 19:07:00 -
[7]
Edited by: CCP Abathur on 07/10/2009 19:08:28
Update 2
The changes posted last night (which dated from about a week ago) got a good scrubbing today and I've adjusted a few things that should be in the static update before our test event on Friday.
The current stats on SiSi will stay as they are now with one change: There will be a 50% tracking penalty applied to all turrets on Titans. This should allow Titans to still do excellent damage against capital ships and a fairly good job of engaging Battleships while lowering their overall effectiveness against smaller classes.
To clarify, nothing that was posted here ever made it to SiSi or will be going there. Further changes to capital weapons and ships based upon feedback from the forums, the CSM and FanFest round tables are still under review.
Also, both the Amarr and Gallente super weapon graphics should be on SiSi by Friday night. There should be an official announcement about the event soon.
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CCP Abathur

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Posted - 2009.10.08 13:43:00 -
[8]
Update 3:
The RoF and the jump delay on all Titan super weapons have been increased from five to ten minutes.
Pending possible change - removal of all insurance (Basic level) from supercaps. Pend Insurance cannot verify the working conditions or quality control of the facilities in deep space used to manufacture super capital ships and are currently examining company policy with regard to this class.
A few words on 'roles'.
Titans are not intended to 'replace' any particular ship class. We are not looking to make them better than Dreads or anything else. The debate on what makes a better ship is also extremely subjective and one you won't see us commenting much on.
What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical. That is your choice. The decision on weather the risk vs. reward of using them falls to the players. If you believe that the ability to pop one ship every 10 mins and do (potentially) two Dreads worth of damage is worth risking 50 billion ISK of uninsured bad-assery in a hostile environment, go for it. You can no longer clear the field of hostiles with a single button click, nor can you depend on additional win buttons to do the same. Additionally, good luck sourcing a quick replacement in the post-Dominion version of New Eden. Without proper support Titans, as with every other ship in EVE, are more vulnerable than ever.
We removed the AoE superweapon that has, for years now, prevented countless large scale sub capital engagements. We could have just left it at that and moved on but it was decided such a decision would be categorically uncool. Instead we have looked at ways to make the capital level of combat more dynamic and fun. We will continue to do this by looking at both the balancing of existing mechanics and introducing new ones (WTB: sub-system targeting).
Dreads will still be the best choice for everything from starbase take downs to Outpost assaults and will do a fine job of killing other dreads and those pesky Triage Carriers stopping you from melting Titans. A lot of pilots also don't understand what transversal velocity means and you can kill them too. If you've been following the recent Dev blogs and replies, you'll know that the number of valuable moons are increasing in Dominion, with R32's and R16's becoming more important. Those starbases aren't likely to be pulled down either. Can Battleships do all of this? Sure, just not as effectively or quickly as Dreads. Once again, that is your decision to make.
Trying to predict and theorycraft for every eventuality or tactic never works. Our goal is to provide players with options, not railroad you into rock, paper, scissors.
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CCP Abathur

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Posted - 2009.10.08 14:24:00 -
[9]
Originally by: Blazde
Originally by: CCP Abathur What we want to do is at least make Titans 'capable' of combat engagements, even if it's not practical.
And supercarriers? Are they intended to be not practical in combat too? Cos unlike the titan they don't have any non-combat capabilities...
Weather using a particular ship is practical or not is up to you. That being said, Supercarriers are obviously a much more combat focused ship. Feel free to post suggestions / comments on Supercarriers here.
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CCP Abathur

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Posted - 2009.10.08 14:44:00 -
[10]
Originally by: Max Teranous
Originally by: CCP Abathur Pending possible change - removal of all insurance (Basic level) from supercaps. Pend Insurance cannot verify the working conditions or quality control of the facilities in deep space used to manufacture super capital ships and are currently examining company policy with regard to this class.
Don't be a wimp, get rid of insurance for all capitals 
Max 
This is something we considered but was deemed too harsh a penalty to smaller corps & alliances that do not have the financial reserves of more established groups. This doesn't mean it may not eventually happen, just not in Dominion. Further changes to insurance will be examined post-Dominion.
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CCP Abathur

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Posted - 2009.10.08 21:19:00 -
[11]
Originally by: Fire Hawk Btw CCP are you gone boost the cpu on the levi and rag?
Ragnarok base CPU has been upped to 1050 for a while now.
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CCP Abathur
C C P C C P Alliance

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Posted - 2009.12.21 08:33:00 -
[12]
Please see this thread for updates.
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