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Thread Statistics | Show CCP posts - 24 post(s) |

Sinigr Shadowsong
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26
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Posted - 2013.01.11 06:59:00 -
[1] - Quote
My concern is that BCs are becoming weaker in general. With stronger cruisers and accessbility of BS/T2/T3 they wont be used that much. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
28
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Posted - 2013.01.11 13:42:00 -
[2] - Quote
IMO 2 Gallente Combat BC sharing same obsolete armor repair bonus is bad idea. Brutix would make great ship if it have another bonus. Giving it armor resists would make it to "Amarrish". What do you think of following second bonuses?
1) Increase maximum armor amount by X% per level (Pretty much like current armor T3 defensive bonuses). 2) Reduce penalty from armor modules and rigs by X% per level. 3) Mobility bonus (MWD Capacitor cost, AB duration cycle, MWD speed bonus etc). 4) Tackling bonus. It would be handful to have something like "Increase the range of Warp Disruptors and Warp Scramblers by X% per level" since brutix is slow armor ship with extremely close-range weapons so it might help to get in melee. 5) Drone damage bonus so it will be all-gank ship. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
29
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Posted - 2013.01.11 17:18:00 -
[3] - Quote
CCP Fozzie wrote: Examples of split weapon ships are the Typhoon and Naglfar, both of which are designs that I consider obsolete and worth changing when we get to them.
On a side note. Split weapon systems are often mentioned in this thread. What often inclined is that they are bad idea to begin with. I tend to disagree with those claims. Split weapon systems are interesting and fun design and I'm sure that many players here like Typhoon. If it was as strong as other BS it would be used much more often. What makes current split weapon systems bad is an absence of specialized modules for them. Adding something like this might make it more appealing:
============================== Reload Optimisation System I 1MW 30 CPU Gives a bonus to the rate of fire for both turrets and missile launcher systems. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized/ Turret RoF bonus 7.5% Launcher RoF bonus 7.5% (Numbers and name are obviously a placeholders). ==============================
Just imagine how versatile and fun might be using BC with 3 turrets and 3 launchers. You can mix Heavy missiles for kite/Harass with AC for close dps, use HAMLS+AC for close-range burst, use different damage types on launcher/guns for different targets or put RLML in launcher slots for anti-frig support. How interesting might be fitting a ship with 6-7 high slots, 4 launcher slots and 4 turret slots. Obviously training 2 weapon systems are longer, but it will be more rewarding at the end: you will be ready for using 2 types of different weapons effectively widening amount of ships you can effectively fly. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
29
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Posted - 2013.01.11 18:12:00 -
[4] - Quote
Inkarr Hashur wrote: Attacking the resistance buff won't cause people to start putting reps on ships with no defense bonus at all. They'll still go for buffer. People rarely even put reppers on the ships that have an active rep bonus, only doing so in special select circumstances.
Putting active rep on ship without rep bonus is a common thing in PvE. I can safely assume that absolute majority pilots use active reps in PvE. Also I dont realy want to see lot of active tanking in PvP because it can often feel unfair when you just cant break target's tank. PvP in games with such mechanics (heavy relience on self-sustain) is usualy boring and tedious. Try to make a 3v3 with (Drake + 2 Basilisks) and (Drake + 2 Basilisks) and you will get the idea how bad it can be with abundance of active tank. Overall passive tanking is more healthy for PvP. Another suggestion: how about a fast self-repairing module with long cooldown? Something that gives quickly gives you 30-70% of your armor/shield but then unusable for next few minutes. With such things active repair bonuses would be used both in PvE and PvP. If you fit 2-3 of such modules on your ship you will get more EHP than by passive tank but it will come at cost of higher skillcap, cap dependence and lower outside repair potential. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
30
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Posted - 2013.01.11 18:47:00 -
[5] - Quote
Adriel Malakai wrote:Not positive if this has been mentioned before, but all of the BCs having the same cap recharge rate, regardless of whether or not they need it doesn't seem right. This blurs the lines between the races even more than they already are. Making all of the races the same but with different colored attacks, are we? I guess that's one way to "balance" things... Standartized cap recharge rates are already implemented for frigates, destroyers and cruisers due to tiercide. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
30
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Posted - 2013.01.11 19:00:00 -
[6] - Quote
Jerick Ludhowe wrote: By that logic, speed, mass, and agility should be normalized as well... Using the excuse of "tiericide" to side tracking the discussion of over normalization is not a great argument.
I dont remember much complanes back then when it was first used for attack frigates. It was obvious from the beginning that same pattern will be used for other shiptypes and sizes as well. It is not the tendention that might rise but already a direction CCP follows. |

Sinigr Shadowsong
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30
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Posted - 2013.01.11 19:48:00 -
[7] - Quote
Maximus Andendare wrote:This is already in the game. They called it "ancillary shield booster."
ASB was implemented poorly being overpowered on some ships by using 2 oversized ones and useless with intended module size. No such thing for amor though. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
33
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Posted - 2013.01.12 14:01:00 -
[8] - Quote
CCP Fozzie wrote: Hi everyone! Welcome to our first ship balance thread of 2013! Today we've got a set of battlecruisers for you, the former Tier 1 and Tier 2 BCs, re-branded Combat Battlecruisers.
Another thing that often mentioned in this thread is Warfare Links. All 8 combat BC are supposed to have their Role Bonus (99% reduction in Warfare Link module CPU need) remain. However I believe that Warfare Links on those ships will almost never be used. The reason for it is that unbonused links are too weak to even consider putting them on such ships. To evaluate the difference between T1 and T2/T3 Warfare Link bonusing ships just recall in your memory how often was T1 Logistic cruisers used prior to beginning of Tiercide.
Instead of having 2 BC with similar role for every empire you could make some of those BC into T1 version of Command ships. Currently Warfare Links is an exclusive thing that cannot be used on T1 ships even semi-effectively. E.g. Ferox 5% bonus to all shield resistances and 2% bonus to effectiveness of Siege Warfare Links per level. This will bring following benefits:
1) Clearer roles for T1 Battlecruisers: Combat, Attack and Command. 2) More way for a new players to help corpmates or fellow militia. 3) Transitional path for players who like using such ships T1 => T2/T3 instead of _nothing_ => T2/T3 4) more incenitieve to train Leadership. Leadership SP will not feel wasted until character can pilot covert nullified offgrid T3. 5) Reduced disadvantage of roaming fleets without bonuses. 6) Lowering entry barrier for small-scale PvP. 7) Traditional bonus ships will not be pushed aside because of lower bonuses and tank.
Such changes will be beneficial for new players, small scale PvP and alt leveling. Think about it just like T1 Logistic Cruisers, T1 Ewar cruisers, T1 Tackling frigates. It will increase fleet diversity: fleet of T1 Cruisers/BCs with T1 Logistics and T1 Warfare Link ship might appear in New Eden much more often. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
33
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Posted - 2013.01.12 17:33:00 -
[9] - Quote
Kaz Mafaele wrote: Why the new expectation for minmatar pilots its to train 3-4 weapon systems in order to be able to effectively fly their ships (a/c, arty, missiles and now drones with cyclone really needing that drone bandwith to do damage) as a player with a somewhat low amount of skill points it kills me to try to figure out when i am going to be able to train missiles and drones up properly especially since i don't think ill be feeling any desire to fly my Hurricane anymore after its second nerf in a matter of months. Leaving me with ONLY a missile/drone boat.
This is not a Winmatar-exclusive concept. Think about Caldari. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
33
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Posted - 2013.01.12 18:13:00 -
[10] - Quote
Mund Richard wrote:Sinigr Shadowsong wrote: This is not a Winmatar-exclusive concept. Think about Caldari. While some caldari try to pretend hybrids don't exsist as much as do minnies now with missiles, as a slight difference a few minnie ships are armor-tankable which the caldari don't have to deal with. Not that you wouldn't want to train mechanism and hull upgrades for DC and more EHP anyways, so the added burden is the armor compensation and rig skills. Every turret type allows you to use 2 versions of such turrets (long and short range). Missiles however requires you to train 2 separate skills for every weapon size. |
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Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 06:27:00 -
[11] - Quote
CCP Fozzie wrote: Drake: Change Kinetic Missile damage bonus from 5 to 10% per level
Please consider alternatives before implementing such changes. There are 3 additional rather huge side effects for this:
1. New players will be at even harder disadvantage using Drake. It requires BC II to operate which will give +20% to kinetic damage. Difference between +20% and +50% is too huge to ignore, hence flying Drake will require BC 5. 2. Kinetic damage will be 1.5x times higher than other damage types. I think this is dangerously close to Stealth Bomber territory where you are forced to use 1 single damage type under any circumstances. Drake will loose last remains of flexibility. 3. Caldari will become the only race without battlecruiser that can change damage type that also a huge PvE disadavantage for new players.
I hope that those side-effects are not intended. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 08:49:00 -
[12] - Quote
Gypsio III wrote: It's almost as if CCP is trying to persuade new players to fly something other than a bearing Drake. Fancy that.
New players often pick ships not because of gameplay benefits but based on aesthetics and advises of more experienced ones. Trading amount of weapons for higher bonuses is actually a positive effect in itself for those who have perfect skill set so they will still tell newcomers "get a Drake, it's still good". Also many players pick their empire because of aesthetics/lore, so if someone likes missiles and energy shields more than autocannons he/she should be punished when moving up to battlecruisers.
PS: Drake is so touchy subject for many posters here, they seem to blindly hate it as if it burned their dog. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 09:01:00 -
[13] - Quote
Hefty TheFirst wrote:Hi,
This is my first month playing Eve Online. Eve is a great game but it's very punishing for new players.
I loved the drake the most of the current ships and I made a plan to start training towards the drake and it's core skills. Now I have read about the drake and I saw it got nerfed a few times in the past.
So I just read the patch notes and I feel incredibly ripped off... My whole first month in this game goes towards just getting into the drake and now it gets this epic nerf.
My whole first month feels wasted...
I mean why "fix" something that's not broken in the first place?
Regards: Hefty
Hello. It is true that Eve is punishing for new players, but with some enthusiasm you can participate in bigger things faster than you think. Even after the nerfs Drake is still or we be a fine ship. Your time focusing on it is not wasted. Let's see what skills are needed for using Drake effectively:
1. Battlecruisers - which is also a skill for any other BC. 2. Heavy missiles - even after taking a hit, they are still good on Tengu. Other missile skills are useful on Stealth Bombers and such. 3. Shield tanking - numerous ships in Eve use shield as primary defense. Not only Caldari, but also most Minmatar, some Gallente and even Amarr ships can be fitted for shield-tanking. 4. Core skills that are used for all ships are always useful.
Moreso 1 month in Eve is not that much, if you stay here for a while you will eventually find yourself thinking "This skill takes only a month to train to V". |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 10:23:00 -
[14] - Quote
Well most popular of BC on any meaningful levels are Tier 3 BC nowadays. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 10:55:00 -
[15] - Quote
Sad part in potential tier 3 nerf is that it can make anything that not Battleshp, T2+ or faction is irrelevant. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 11:31:00 -
[16] - Quote
Schmell wrote: Yeah, because ships with tank of BC, speed of cruiser and range and dps of BS for 150 mil are obviously not overpowered and well balanced for price/effectivity
Speed of cruisers and range/dps of BS. They dont have tank level of BC but actually closer to T1 cruisers. I personally think that Tier 3 BC are most balanced of all BC. They dont make neither cruisers non BS obsolete while being useful for so many purposes. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 11:55:00 -
[17] - Quote
Unkind Omen wrote:An example: Assume that there is a cruiser chasing a "well-balanced BC". The cruisers MWD speed is around 2 km/s. The T3 battlecruiser's is 2km/s. So the BC can just burn away from the cruiser and force angular speed to zero which basicly means that T3 BC's are not vulnerable to an insanely large number of ships which they are actually SHOULD be vulnerable to.
Common assumption that to compare 2 ships in Eve you should make a theoretical unplausible duel scenario with not gates/stations or eve warp-disruption modules involves. One thing that tier3 BC usually bad is killing small ships (Talos is expception because of drones). |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 12:17:00 -
[18] - Quote
I call frigates and low-sig desstroyers small ships. Cruisers and BC are medium-sized ships. Just check names on modules (weapons, armor repaire etc) designed for cruisers and frigates. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 12:56:00 -
[19] - Quote
Unkind Omen wrote: To clarify my position: I state that T3 BC are able and killing cruisers. I state that they should not. Just as the Stealth Bombers that also wear BS-sized guns.
Lets analyze your postition. You state that T3 BC should loose to cruisers. You admit that T3 BC are ineffective againsts frig-size targets. Tier 3 BC are also weaker than battleships in most situations because of cruiser-sized tank (they pop under BS fire like bubble-wrap). They are inefficient in PvE because of combination of low tank and bad tracking. So what do you think about their purpose? Probably you want them to be another useless gimicky ships like Ferox was for years.
I see Tier3 BC are akin to destroyers. Destroyers have a bit more tank and much more DPS than Frigs. They are designed to kill frigs very fast be die to cruisers. Same with Tier3 BC: they are essentialy cruisers with increased firepower, they obliterate cruisers but cannot stand a fire of battleships. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
40
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Posted - 2013.01.25 18:23:00 -
[20] - Quote
Moonaura wrote: Racial bonuses are called Racial bonuses for a reason :)
There are no such thing that officially called "Racial bonuses". It's just historicaly same empire's ships got similar bonuses for a sake of consistency. |
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Sinigr Shadowsong
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43
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Posted - 2013.01.30 20:50:00 -
[21] - Quote
Fozzie please answer the question: are those side-effects of Drake 10% dmage bonus intended? https://forums.eveonline.com/default.aspx?g=posts&m=2515131#post2515131
Quote: 1. New players will be at even harder disadvantage using Drake. It requires BC II to operate which will give +20% to kinetic damage. Difference between +20% and +50% is too huge to ignore, hence flying Drake will require BC 5. 2. Kinetic damage will be 1.5x times higher than other damage types. I think this is dangerously close to Stealth Bomber territory where you are forced to use 1 single damage type under any circumstances. Drake will loose last remains of flexibility. 3. Caldari will become the only race without battlecruiser that can change damage type for PvE.
Just simple one-letter answer y/n is enough. |

Sinigr Shadowsong
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44
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Posted - 2013.02.06 16:23:00 -
[22] - Quote
CCP Fozzie wrote: The point isn't to remove all the interesting drawbacks, it is to make sure that the potential benefits are good enough to keep everything as competitive as possible.
That weapon balancing goal is of course not something we have reached yet, but we are working towards it and rolling the cap use bonus into the weapon isn't the way to get there.
Autocannons have no drawbacks at all. - Good dps on bonused ships - Good range via falloff and TE/TC - Good tracking - Selectable damage pattern - Capacitor-free - Easiest fitting - Large ammo capacity
In fact AC is so good that it is default option on hulls without damage bonuses. I bet that if there were projectile bonuses on all turrets ships we would very rarely see anything but autocannons. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
45
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Posted - 2013.02.06 20:32:00 -
[23] - Quote
Diesel47 wrote: Without ACs minmatar would only be fast.
Things like sensor strength, lock range, cap, defence, dronebay, etc are generally weaker on minmatar ships compared to others.
I disagree. Beside ACs and speed Minmatar ships have numerous advantages over other ones. Here are a few of those:
1. Best afgility and align times. Crucial in many PvP situations. 2. Artillery. Brings a lot of creative usages. 3. Best T2 Resistances profile. No evident resist-holes. 4. Interdictor in a league of it's own. 5. By far easiest fitting. In many cases you can just slap anything you want onto Minmatar ship and don't even need AWU. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
45
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Posted - 2013.02.06 21:15:00 -
[24] - Quote
Diesel47 wrote: Aligity and speed are basically the same idea.
The fitting is great because of the low fitting requirements of the weapons system.
T2-resists are nice, but arties and the sabre don't provide enough advantages to say minmatar have many advantages.
Most of their power is due to ACs.
Alltogether they have enough advantages. Something about autocannons have to go, either it selectable damage, cap-free usage, super-easy fitting or double benefit from TE/TC. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
46
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Posted - 2013.02.07 05:52:00 -
[25] - Quote
Alek Row wrote: You forgot a few things... Lowest optimal Low (lowest?) dps on paper Fights in falloff, even lower dps despite the good projection This may not be accurate, but you are only taking into account the weapon systems.
And now you can resort to other things, ships that simply work because of the slot layout, ship bonuses, ship stats, module combinations, whatever, and I agree, because taking into account weapon systems without their ships it's idiotic. So tell me, which Minmatar ship after the balancing pass is causing you trouble?
Edited to rephrase the question Which Minmatar ship after the balancing pass you think it's better than other races ships, in their respective class?
I have not forgot those, I posted about advantages of Minmatar, not about disadvantages.
Lowest optimal is over-compensated by great falloff and enough fitting slots for a few TE/TC in most cases. Actually high dps, lowest is probably missiles - both on paper and projection. Here are 2 factors: a) Selectable damage => Projectiles exploit resist holes of a target while lasers/hybrids are stuck with 1 damage pattern. b) Minmatar ships are often have powerful RoF bonus or even double damage bonuses instead of useless placeholders like Armor Repair. Good damage projection on falloff range because of a good tracking via spare slots for TE/TC and ability to use close-range ammo for all situations. Other turrets force you to choose between range and dps/tracking, for Minmatar it's just always good dps/tracking/range.
I was talking about weapon systems because Fozzy stated that he likes drawbacks on weapon systems to make them more interestings. I would personally prefer to strip some power from Projectiles and build it back onto Minamatar hulls that use them.
Answer to your last question: I rarely fly T1 sub-bs ships so I cannot fully answer it. Thrasher is still best Destroyer. Scythe is probably best T1 "Logi". Slasher is probably best T1 "Interceptor". Other rebalanced ships are not best in class but still good.
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Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
46
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Posted - 2013.02.07 06:40:00 -
[26] - Quote
Travasty Space wrote: Projectiles don't have the highest paper dps, that belongs to Lasers or Blasters.
I've never said about highest dps, just high actual dps. If projectiles had higher dps than blasters they would be absurdly overpowered. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
46
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Posted - 2013.02.12 05:56:00 -
[27] - Quote
CCP Fozzie wrote: For those people expressing concern about the viability of the Drake and Hurricane I recommend giving them a try on our Singularity test server. I think you will find that they both hold up very well and remain quite competitive. The Drake in particular is not a ship I am particularly concerned will be too weak with these stats. I fully expect it to remain the most popular BC by a large margin and if anything it is probably a little too powerful with this version.
Please consider testing not only with [All V] GM characters and not only in Blob-PvP. Drake will be pretty weak for a new players. Also Caldari will become one and only race that don't have a BC for L3 missions / rattings against anyone but Guristas/Serpentis/Mercs. And since their T1 battleships are bad for PvE Caldari will be left with Tengu and Navy/T2 BS that are not accessbile for a new player at all (price and skill wise).
CCP Fozzie wrote: The overlap of having two Gallente ships with the same armor rep bonus is the biggest issue we'll be watching, and if it becomes apparent that the whole or any part of the Gallente BC lineup is not working out as well as we had hoped I have time scheduled in our ship rebalance plan to make adjustments as needed.
My main concern with those repair bonuses is that it's just boring. "Amarr have passive bonus, Gallente have active bonus - let's just throw weak boring active repair bonus on both Gallente BC." I understand that you had another things in mind when you made such controversial decision but we (players) don't like this conception and don't want to accept it. Give funny and interesting bonuses instead of plain copy-pasted "gallente use active tank". Active repair bonus is essentially absence of bonus at all when it comes to fleet warfare, even for small-medium size roaming fleets. Brutix and Myrmidon are not that good on their own to only have a single bonus. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
46
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Posted - 2013.02.12 07:15:00 -
[28] - Quote
Zimmy Zeta wrote: And what's that stuff about Caldari battleships being bad for PVE? I read this sentence thrice now but I am still not sure if you are serious.
Try a Raven and see how good it is compared to Dominix/Maelstrom. |
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