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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 08:18:00 -
[1]
Hello, everyone. WeÆve made a few changes that we would like to give you a heads up about and get your feedback on. We will attempt to be as active in this thread as we can and reply to your feedback / answer questions. So, here is a short list of the important bits which will change from what is currently on TQ and appear on SiSi very soon:
Structure Signature Radius
Most importantly, weÆve changed the signature radius on all Control Towers and POS structures. You will find that all of these numbers have been increased to a minimum signature radius of 2000 so that all capital weapons are capable of doing full damage to their intended targets.
State Module Changes
We have added a mass multiplier to Siege Modules, Triage Modules and Industrial Cores. When these modules are activated, the mass of your ship increases exponentially, making it much harder for other ships to move or bump.
The Triage module has had its duration and fuel consumption reduced by half.
Dreads
Dreadnaughts will receive their own signature radius bump that puts them in the same range as other capital ships. WeÆve also straightened up one other issue by returning the Naglfar to its primarily turret based bonuses.
Naglfar: Launcher RoF bonus removed and Turret RoF bonus (5%) added.
XL Turrets
XL turrets have been adjusted slightly to ensure their damage is balanced and to give the short range weapons a bit more range.
Dual 1000mm Railgun: Damage mod to 5.8 Quad 3500mm Siege Artillery: Damage mod to 12.75
Ion Siege Blaster Cannon: Optimal 30 / Falloff 15 Dual Giga Pulse Laser: Optimal 37.5 / Falloff 10 6x 2500mm Repeating Artillery: Optimal 25
Citadel Torps / Cruise
WeÆve changed several things here in order to balance these weapons with their turret counterparts and ensure they are doing the damage they are supposed to.
Citadel Torps: Velocity 1750; Explosion Radius 2000; Launcher RoF 34s Citadel Cruise: Velocity 4250; Explosion Radius 1750 Compact Torps: Damage 3000; Explosion Radius 1750
We are also adding faction Citadel Cruise Missiles as well. They will receive the same 10% damage bonus that the current faction citadel torpedoes receive.
Motherships --> Supercarriers
After careful consideration and further balancing, we will be reintroducing Supercarriers for Dominion 1.1. This will include:
ò Fighter Bombers ò Hit Point boost ò Jump Range increase ò Removal of Triage usage ò Removal of Jump Clone usage
A special comment on the Hel û we realize that among these ships, the HelÆs bonus to repair might be seen as a bit æmehÆ. The other school of thought is that considering how useful remote repair is, especially when it comes to carrier combat, perhaps the HelÆs bonus is not so bad. So, what would you like to see here? Would an additional boost to the current RR bonus be welcomed? Ponies?
Titans
A couple changes here to ensure all the titans are doing similar levels of damage, which they currently are not.
Ragnarok: Damage bonus to turrets to 125% Leviathan: RoF bonus remove;, Damage bonus to 125%
All of this will be going to SiSi in the next couple days. While future iteration on capitals is still possible, all of the above is what we consider to be updates and fixes to current issues. We look forward to your constructive and always enthusiastic feedback.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 08:34:00 -
[2]
Edited by: CCP Abathur on 21/12/2009 08:34:35
Originally by: AtlantisX Compact Torps? Explain!!!
That should actually read 'Compact Citadel Torps'. Oh well. It's the torps Fighter Bombers use.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 08:39:00 -
[3]
Originally by: Banlish So the 10 million isk question on everyone's minds is going to be quite simple:
"How many fighter bombers will Super Carriers be allowed to use?"
That started the who crapstorm last time, so heading that off at the pass might be a good question to start out with.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 08:44:00 -
[4]
Originally by: Banlish Since I got the first question in and answered, I'll roll the dice and hope I can get a second one in.
1. Will you guys still lower the costs of Super carriers as originally stated.
Just the removal of the clone vat bay components.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 10:14:00 -
[5]
Edited by: CCP Abathur on 21/12/2009 10:14:24
Originally by: LiMu Bai Will Supercarriers be able to dock @ 0.0 Playeroutposts (with special upgrade...)?
There are no plans to allow docking at this time (and not anytime soon).
Originally by: Sokratesz Module changes: Why the mass addition for them / howmuch is it?
The current change has activation of the state modules multiplying the mass by a factor of 10.
Originally by: Sokratesz Dreads: What is the exact net effect on the nag?
Dread pilots will find that the Nag does superior overall damage than the other dreads without damage mods, but this advantage narrows as you increase the number of damage mods.
Originally by: Sokratesz Citadel missiles: This change puts torpedo max range at just under 60km which, like the shortrange guns, is much more reasonable. However this still does not fix anything about capital ships able to significantly reduce the damage from citadel missiles by simply moving. And it still doesn't fix the total inability of citadel missiles to deal damage against non-capital targets, something that dreads don't really need, but the leviathan surely does. Gun titans can reliably hit non-moving sub BS ships due to the tracking formula, however missiles don't stand a chance, ever.
I'd suggest you try testing these assumptions a bit, especially in the Leviathan.
Originally by: Sokratesz Titans: Why only a buff to the rag and lev?
It's actually not a buff but an adjustment to get them all doing the same level of damage.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 15:26:00 -
[6]
Fighter Bays
This is something we are looking into. If we cannot get this in for 1.1 then increasing the size of the current drone bays may happen.
Self-repair on Supercaps
At this time, we are not pursuing any sort of enhanced capability of this type. The HP boost is the result of watching these ships melt in under a minute to current EVE capital ship fleets. The survivability of these ships should not be measured in seconds; taking one down should be more memorable than opening another bag of potato chips. Titans and Supercarriers bring specific offensive advantages to a battlefield. If you want them to survive, support them properly. The additional hit points are intended to be a buffer that allow the ships enough time so that allies can come get them out of whatever mess they've gotten themselves into. If your fellow supercapital pilots make a habit of using their ships without proper support, that's bad.
Having said that, yes, we're aware of the issues concerning shield supercapitals / gang bonuses, etc... and are looking into possible solutions that does not include giving them zomg self-repair.
Fighter Bomber survivability
This is a tricky one because Fighter Bombers are already hovering around 20k raw hit points plus resists. That's more EHP than, for example, T2 fit Thorax. In that respect they are already fairly tough. They are also set to orbit at 7.5k which puts them outside of all but the most powerful smart bomb range. The design team is of the opinion that this issue is less about the Fighter Bombers and more about the Stealth Bombers / Smartbombs. No nerfs imminent, just letting you all know that we're looking at this problem from a larger perspective.
Misc comment about gang / Titan bonuses
At some point in the future, these bonuses are only going to work if the ship in question is on the grid with you. This isn't happening 'soon', but it is something we are looking into.
Originally by: Zeveron 1) Any adjustments on the leviathan CPU output?
What do you think would be 'fair'?
Originally by: Zeveron 2) Is the leviathan with 6 launchers gona have the same output as the turret counterparts?
1.) Remove 7th launcher. 2.) Balance against other Titans with 6 launchers.
This is possible. Feedback?
Originally by: Kaildoth Can you assign fighter bombers like you assign regular fighters?
No.
Originally by: Callistus
Originally by: CCP Abathur
State Module Changes
We have added a mass multiplier to Siege Modules, Triage Modules and Industrial Cores. When these modules are activated, the mass of your ship increases exponentially, making it much harder for other ships to move or bump.
Have you considered applying the same effect to the DD weapons for the duration that the titan is supposed to be immoblie?
No, but that's not a bad idea.
Originally by: Max Teranous But but but you haven't mentioned target painters once
Is this your suggestion for the Hel?
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.21 17:43:00 -
[7]
Edited by: CCP Abathur on 21/12/2009 17:43:28
Originally by: Xodius Raldari Will you be making any changes to the ragnarok current ehp? Right now the balance is pretty terrible compared to armor titans or even leviathan.
Care to elaborate on this?
Originally by: keuel
Quote: Dual 1000mm Railgun: Damage mod to 5.8
Why not 6.3 that you said before on another topic? I think it suits better from the exchange of the 50% drones per lvl. Or just forget about the rail dmg mod and return the drone bonus to 50, or better, put 25% or 30% and let the 5.8x dmg on rails.
Or we could just balance the 1000mm damage against the other XL turrets regardless of what those silly drones are doing.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.22 07:22:00 -
[8]
Originally by: Teck7
Originally by: CCP Abathur
Fighter Bomber survivability
This is a tricky one because Fighter Bombers are already hovering around 20k raw hit points plus resists. That's more EHP than, for example, T2 fit Thorax. In that respect they are already fairly tough. They are also set to orbit at 7.5k which puts them outside of all but the most powerful smart bomb range. The design team is of the opinion that this issue is less about the Fighter Bombers and more about the Stealth Bombers / Smartbombs. No nerfs imminent, just letting you all know that we're looking at this problem from a larger perspective.
The point in case is not that fighter bombers can orbit outside the range of all but officer smarties, that really is only a point of contention when your talking about ganking one or a couple of carriers/supercaps.... Putting a mother ship into an actual capital fleet engagement was the point made, that fighters/fighter bombers sent to attack primary targets or any targets within the hostile capital blob will die almost immediately to the massive area of coverage of the capital groups smart bombs. Example would be 50 enemy caps, 20 carriers, the carriers are always going to be very spread amongst the blob creating a very large area of effect washed with smartbomb damage that waxes anything that comes into it. Its not unlike the crappy tactic of using a smartbombing carrier blob to take out clustered group of modules on a pos, hitting up to 15-20 modules at a time or more (just using this as an example of the power of smartbombs in capital groups).
Actually, that's exactly the point my reply was addressing in that we believe the problem to be less about Fighter Bombers and more about just the scenarios you describe.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.22 07:35:00 -
[9]
Edited by: CCP Abathur on 22/12/2009 07:43:41
Originally by: DamienEx First, while happy that the Naglfar is getting its bonuses back, it seems that dropping the launchers for the third hard point seem to be popular amongst everyone. Can we address whether or not this is going to be looked into, considered, or if there is some reason that the Naglfar still has two weapon systems.
This is not being looked into. Let me be very clear on this: the Naglfar is not getting a third turret. The Art reasons for this have been explained previously. Matari ships having split weapon systems is nothing new. With the 1.1 changes we are putting the focus back on the turrets and making the missile system supplementary. If you play with the setups you'll see that the Naglfar is a very flexible ship now in terms of what it can do and has excellent DPS compared to its counterparts.
Quote: Second, can you provide an official guesstimate for the price of supercarriers seeing as ive seen anything from 6Bil to 20Bil as a cost.
The 200 Clone Vat Bay components are being removed from the build cost. Other than that, there are no other adjustments.
Quote: Third, ive seen a few post made in regards to Caldari pilots training two skills for capital weapons systems, and three for Minmatar (Cit torps/cruise). Can you address the possibility of reducing this to one skill to be in line with the other capital weapons systems.
There are no plans ATM to combine the two skills into one.
Quote: Fourth, the Leviathan's CPU output.
It's being considered. No promises. The biggest issue with this is obviously the Capital Shield rep with its big CPU requirement. Considering that this module's ability to repair damage is not scaled to ships with millions of EHP, perhaps it might be best if that CPU usage is spent elsewhere?
Quote: Also, Will fighter bombers be able to be used in low sec.
I know of no such restrictions.
Quote: Sixth, Remote ECM-Burst needs a boost, period.
It's being considered. No promises. (obvious paste)
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.22 12:19:00 -
[10]
Edited by: CCP Abathur on 22/12/2009 12:19:44
Originally by: Scavok MS will still be able to fit gang mods, correct?
Yes.
Originally by: cpu939 also what is the likely cost of each fighter bomber?
Build cost will be approximately 25% higher than normal fighters.
Originally by: RedClaws With Triage reduced to 5 minute cycles with 250 consumption, will you also change the Tactical Logistics Reconfiguration skill.Currently it gives -50 stront used per lvl, which would make the consumption quantity of the module 0 at lvl 5.
Fun answer - Nah, we want everyone to get free Triage at L5!
Proper (boring) answer - The skill is being changed to work properly with the reduced cycle time of the module.
Originally by: Iloni Atoriandra One thing that would be good would be a model size increase since atm moms are pretty tiny and do not properly represent e-peen.
Yeah, I've always wondered how five Hyperions are supposed to fit inside a Nyx or a Wyvern... I'm not sure the Art Dept. has an e-peen meter to scale their sketches by, but we should probably change that.
Originally by: Theophilis Will Fighters V still be a requirement like before?
To train Fighter Bombers? Yes. I also think there should be a Supercarrier skill that you should have to train Carrier to L5 for, but that genie is already out of the bottle.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.22 15:54:00 -
[11]
Edited by: CCP Abathur on 22/12/2009 15:54:59
Originally by: Marmios Abathur would like to eloborate why you raised the ROF of the Citadel Torp launchers again?
Yeah, after some of these changes, it was doing about 1200 DPS more than the other dreads and that was deemed not good.
The low sec DD thing - I'll ask. No promises.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.22 23:08:00 -
[12]
Edited by: CCP Abathur on 22/12/2009 23:11:41
Originally by: Ridjeck Thome One issue that Ive not seen addressed is that of Slaves V Crystals and the magnified effect that Slaves currently have on the strength of supercap armour tanks.
In the original (pre-dominion) thread, there was some acknowledgment that this issue needed review - does CCP still acknowledge its an issue?
Yes.
Originally by: glassmanipulator
Originally by: CCP Abathur Hey, like, you can't have a third turret on the Naglfar.
This sucks ! The models are already made, you can just throw one of them on a launcher spot like the models show up when you actually fit one.. would take the art department 10 mins to code this, come on give me a break.
I seem to remember this coming up before...
Originally by: glassmanipulator Make it a true dps dread if you wanna keep it broken with a gimp tank and less shield and armor hp/ehp than all the other dreads. It's OK if it does 300-400 more base dps than a rev.
Compared to a Rev? How about just under 300 more DPS long range and nearly 600 more DPS short range? Because that's about where it is with these changes. The damage gap narrows once you start adding damage mods on both ships but the Naglfar has much better base performance in terms of raw firepower, plus you can select your damage types.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.27 19:21:00 -
[13]
Edited by: CCP Abathur on 27/12/2009 19:22:16
Docking Supercaps - No. If this ever happens it would likely be the result of a very expensive infrastructure or outpost upgrade and would only be allowed in player built outposts in 0.0. This would also need to be done in tandem with changes in docking / aggression mechanics. Even then, don't take this as any commitment that it may ever be allowed.
DD in lo sec - There are no plans to allow this for 1.1.
Naglfar- There are no further changes planned for 1.1. It's not getting a third turret and it's not going to lose its missile hardpoints.
Self-repair bonuses on supercaps - Not going to happen for 1.1 and possibly ever. The HP buff is intended to improve these ship's survivability and make them viable combatants on the modern EVE capital battlefield. Scaling their self-repair capabilities along with the HP boost would just make them more capable of solo-work which is not desired. Fielding a supercap should require some planning and teamwork.
Size of Supercarriers - Not changing for 1.1 but I'm going to talk some more about this to Art because e-peens should look like e-peens.
Fighter Bomber damage - with max skills, 20 Fighter Bombers will do 8000 DPS; 10000 DPS with the Nyx.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.27 20:59:00 -
[14]
Originally by: ByFstugan 1) Make the Motherships to Flagships instead of Supercarriers.
'Flagships' sounds like an entirely new class of ship, not something we're going to modify from an existing class.
Originally by: ByFstugan 3) Make the Fighter Bombers to an XL Sentry Drone
While deployable turrets is an interesting idea, we're not going to change something that looks like a Fighter Bomber into a "Sentry Drone".
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.27 23:16:00 -
[15]
Originally by: xttz
Originally by: John Zorg Fuel Bay questions.
No. 1) Titans require stront for activating their jump portal module. Depending on skills this ranges rom 750m3 to 1500m3 for each 1 minute activation. 2) Titans use additional isotopes to bridge other vessels, based on mass. 3) Titans use further isotopes to fire their doomsday. Each activation of that is 7,500m3 in isotopes.
Motherships on the other hand only need fuel to jump around, and even with JFC 4 can hold enough isotopes between the fuel bay and CHA to travel over 600 light years between refuels.
^^ Pretty much this.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.28 03:40:00 -
[16]
Originally by: Gallente Citizen 345632 Abathur do you have any idea if the new Capital Jump effect is going to be released any time soon?
The last word on that was that the new jump effect would be released with a gaggle of other revised effects. No specific ETA (sorry).
Originally by: Kersh Marelor - the name supercarrier... will we have to just deal with it or is there some area for discussion on this topic?
It's set in stone.
Originally by: Kersh Marelor After reading the flagship suggestion I've been also wondering about the specific... 'winsauce' in SC. Obviously there are the fighter bombers which are absolutely awesome and will give the ship a decent and well deserved role. But capitals in general have a unique flavor, eah a different one - dreads have siege, carriers do triage, titans do DD and bridge, Rorq goes industrial. The SC being with those changes the second beast in the food chain after the titan has fighter bombers as a unique bit. But that is a bit... well little. It is a lot, as now the DPS dished out is monstrous compared to other ships (still less than two dreads tho). What I think SC needs is exaxtly some kind of unique feature which would make it into essential part of major capital fleet, not just an optional bit that you need to take good care of (as it is not meant to be solo ship - rightfully so). Please - spare your rage if you don't agree, as I am merely sharing my doubt ;)
The Fighter Bombers that Supercarriers launch can deal approximately 2x the damage of a dread with max skills. This damage is unaffected by the tracking penalties imposed by the XL turrets on Titans or the Siege Module on Dreads and the torpedoes that Fighter Bombers launch have a much higher explosion velocity than their capital-launched counterparts. So while the damage is 'only' 2x the damage of a dread, they are much more effective against moving capital ship targets.
This damage does not require siege mode and is directed by an awesome looking, ECM-immune beast with millions of EHP. It can't dock but, hey, neither could Darth Vader's flagship.
Originally by: Natasha Nikolaev
Originally by: CCP Abathur
Fighter Bomber damage - with max skills, 20 Fighter Bombers will do 8000 DPS; 10000 DPS with the Nyx.
-That's a pretty serious reduction from (your) initial values. Any chance DCUs are going to be made useful/effective to counteract this?
The initial values were 9600 DPS (12000 Nyx).
Each DCU fit will continue to allow one more Fighter or Fighter Bomber to be controlled.
Originally by: Natasha Nikolaev What exp velocity/rad should we be expecting to see?
The current Compact Citadel Torps have an Exp Velocity of 60m/sec.
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CCP Abathur
C C P C C P Alliance
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Posted - 2009.12.29 00:24:00 -
[17]
Originally by: NedFromAssembly For those who have missed it, the HP buff is on sisi, nothing else about it seems to be yet.
All changes in the OP should now be on SiSi. If something didn't make it or there are market seeding issues, etc... please bring it to our attention.
More replies later.
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.12 14:38:00 -
[18]
Originally by: hatchette I can delegate them. Don't think this is supposed to be.
This is a bug and is being squashed. You will not be able to assign Fighter Bombers to your buddy in a Tristan.
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.12 15:09:00 -
[19]
Originally by: LoveKebab ETA for this to hit TQ ?
Soon.
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.20 18:06:00 -
[20]
Edited by: CCP Abathur on 20/01/2010 18:07:24
Originally by: Jim Raynor .. it will now do less DPS than a Revelation with Giga Pulse...
You are correct. The Rev does 11 more DPS.
Max skills (most high damage non-faction ammo) w/ 3x T2 damage mods:
Torp Phoenix - 6335 DPS @ 59km Pulse Rev - 6346 DPS @ 23.4km Blaster Moros - 6546 DPS @ 18.75km AC / Torp Nag - 4792 DPS @ 17km + 1533 DPS @ 59km = 6325 DPS
Also, the burst damage on that Phoenix is about 94.5k per volley, and it does that damage at 2.5 times the range of the Rev.
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.20 20:06:00 -
[21]
Edited by: CCP Abathur on 20/01/2010 20:11:01 Edited by: CCP Abathur on 20/01/2010 20:08:08
Originally by: Jim Raynor Right but are we talking POS smashing or vs other caps? As long as the Phoenix can stay competitive on both fronts sure but I think the Phoenix is gonna suffer in cap fights from this or will it? I'm thinking that with the issues missiles have at applying their damage these days the Phoenix is not going to look so hot anymore..
Of course everything is circumstantial. These numbers are raw damage against non-moving targets. To give a better answer, let's assume you're shooting a Carrier moving at 75 m/sec with the same transversal velocity as well:
While it's true that the Phoenix will only be doing roughly 44% of its peak damage, it still does that damage at all ranges. A pulse-Rev will do 84% of its peak damage around 24k and then starts to drop fast unless you are quick with the crystal changes.
The Phoenix is also still doing about 5k more burst damage per volley so, assuming the guy you are shooting at has 1,000,000 EHP and forgets to turn his repper on, you'll kill him in 32 volleys in the Phoenix up to 59km away versus 39 volleys in the pulse-Rev at a has to stay perfect 24km.
Does this example help?
Originally by: Xtover base range is still 37.1 with all skills at V.
No, in 1.1 max range with max skills for Citadel Torps is 59km.
Base stats in 1.1 for Citadel Torps:
Flight Time - 15 seconds Velocity - 1750 m/sec
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.21 07:32:00 -
[22]
Originally by: holymoly84 When is soon?
Today.
Originally by: Sunset Rogue So... is hel getting fixed or...?
We have held off on changing the current Supercarrier bonuses for now. We would much rather continue to work toward possibly giving them more unique abilities or bonuses.
Originally by: Sigras it may just be me but I dont see the removal of triage modules from supercarriers?
It's you.
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CCP Abathur
C C P C C P Alliance
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Posted - 2010.01.21 21:37:00 -
[23]
Originally by: Jim Raynor I still don't see how you are getting 59km on Citadel Torps, unless you are adding 3 missile range rigs, which I don't think makes for a fair comparison to the range of a Phoenix and a Revelation, cause with the current numbers I'm getting about 40km for Citadel Torps with max skills
Either you do not have max skills on SiSi or you are doing the math wrong somewhere. Perhaps you are calculating the Missile Projection & Missile Bombardment skills @ 5% per level instead of 10%?
Quote: the missiles are still relatively slow and have flight time which right there make missiles not exactly the weapon of choice out there right now as it is..
The base velocities have been bumped for both Citadel Torps and cruise. With max skills they are doing 2625 / 6375 m/sec respectively. Effective range is 59 / 191 km.
Like all missiles, they do not do instant damage to a target, but they still do full damage when they hit and their burst damage is far superior to turrets.
Quote: I can understand nerfing the Phoenix on paper but as far as being able to apply that DPS the Phoenix really comes up short now don't you think?
Of course I'm biased, but when you look at the Phoenix in 1.1 compared to the other dreads, then also consider the signature radius changes on POS structures and other Dreads, the Phoenix is probably in a better place balance-wise than it has been in the past.
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