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Headerman
Quovis Shadow of xXDEATHXx
186
|
Posted - 2011.10.12 01:40:00 -
[1] - Quote
Hi guys,
CCP Tallest is giving a lot of attention to Minmatar capitals and how they can be re-worked. He will be putting up a post sometime in the near future about it on the Test Server forum. Please post here or there as to what you would like to see re-done on Minmatar caps [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Goose99
Republic Military School Minmatar Republic
46
|
Posted - 2011.10.12 01:42:00 -
[2] - Quote
Let me guess, you're building those? |

Headerman
Quovis Shadow of xXDEATHXx
186
|
Posted - 2011.10.12 01:43:00 -
[3] - Quote
no [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Mfume Apocal
Origin. Black Legion.
24
|
Posted - 2011.10.12 01:54:00 -
[4] - Quote
This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. |

Headerman
Quovis Shadow of xXDEATHXx
186
|
Posted - 2011.10.12 01:57:00 -
[5] - Quote
Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer.
They already do. One thing i was thinking of though is creating a new implant set just for shield amount. If that was available, it would go great with the Hel [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Songbird
9
|
Posted - 2011.10.12 02:07:00 -
[6] - Quote
maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps |

Lyris Nairn
GoonWaffe Goonswarm Federation
1251
|
Posted - 2011.10.12 05:53:00 -
[7] - Quote
Headerman wrote:Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. They already do. One thing i was thinking of though is creating a new implant set just for shield amount. If that was available, it would go great with the Hel It would also go great with Alphafleet, Drakefleet, Shieldfleet, Tengufleet and Welpfleet fleet doctrines. I think a lot of PVE boats, such as the Caracal, Drake, Nighthawk and possibly Sleipnir and Tengu would benefit from such implants as well. |

Lyris Nairn
GoonWaffe Goonswarm Federation
1251
|
Posted - 2011.10.12 05:53:00 -
[8] - Quote
Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps The correct solution to game balance or design problems is very rarely "remove content," especially in a game already so starved for content as EVE Online. |
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CCP Spitfire
C C P C C P Alliance
226

|
Posted - 2011.10.12 06:45:00 -
[9] - Quote
Headerman, thanks for making this thread! I'll make sure that good and constructive feedback will be passed to the development team.
CCP Spitfire | Russian Community Coordinator @ccp_spitfire |
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Lyris Nairn
GoonWaffe Goonswarm Federation
1348
|
Posted - 2011.10.12 06:48:00 -
[10] - Quote
I personally really like the Nidhoggur. I don't know much about the Hel, but the Nidhoggur is probably the coolest, or at least the most realistic and functional, of all the carriers. I also like that it has bonuses to both armor and shield logistics, which make it pretty awesome and versatile. |

Aamrr
HnL Enterprise
66
|
Posted - 2011.10.12 07:14:00 -
[11] - Quote
Quoting this from the old forums... Am I the only one that doesn't see a problem here? Someone has to get the worst supercapital. There's four supercapitals, and as they're naturally homogenous, they're inevitably going to get a pecking order.
- Gallente are the drone race. They get the best supercarrier -- or at least the most damaging one.
- Amarrians are the flying brick race. They get the tankiest supercarrier. If slaves get nerfed, the Aeon will fall slightly behind the Wyvern, but will have the thematically appropriate capacitor advantage.
- Defensively, the Caldari are close behind the Amarr, but with the usual capacitor-related drawbacks that shield tanking entails.
- Minmatar lag at the back, as their racial combat philosophies are completely and utterly foreign to supercarrier combat.
The Minmatar specialize in fast, nimble hit-and-run combat with superior interdiction and and flexible damage application (good tracking/falloff). Capital ships are none of these. At best, you can argue that their turret ships should be able to do the most damage. Looking at the damage potential of the Ragnarok and Naglfar, this isn't really a concern.
They are not a particularly drone oriented race, possessing no ships with drone bonuses of any kind (in contrast to the Gallente and Amarr). Indeed, they possess only ONE hull capable of fielding a full flight of heavy drones (the Typhoon and its T2 cousin, the Panther). The Minmatar can't be the best at everything. This is an area where you need to take one for the sake of game balance. Even the lore supports this. |

Aamrr
HnL Enterprise
66
|
Posted - 2011.10.12 07:15:00 -
[12] - Quote
I will concede that there are specific issues relevant to shield tanking that make the Hel and Wyvern unattractive. These are legitimate, and probably should be addressed. In no particular order, they are:
- Slave implants. Really, does it need to be said? The best option is probably to make them not work on capital ships. Pilots with the ability to fly supercapitals should probably have the implants removed and placed in their cargohold or hangar, as appropriate.
- Gang link bonuses. Session change timers and the nature of jump drives deny shield supercapitals the benefit they should derive from these effects. Additional shield hit points should be given relative to the current shield integrity, as is the case with armor tanking.
- Deadspace omni-resist hardeners. Armor-tankers have access to A-type passive, omni-resist modules. Shield tankers must either downgrade to faction or pay a significant premium for officer modules. (Both tanking styles have access to X-type specific hardeners.)
Capital shield boosters and (lesser extent) transporters. These really do take an inordinate amount of CPU. Please remember that powergrid scales exponentially with ship size, while CPU scales only linearly. This is obviously more relevant to the Nidhoggur than the Hel, but is relevant to the Chimera as well.
If you're looking to boost the Hel, start with one of those. |

Lorginir
0
|
Posted - 2011.10.12 07:23:00 -
[13] - Quote
Make Caldari capitals useful instead of boosting Minmatar. |

Aamrr
HnL Enterprise
66
|
Posted - 2011.10.12 07:40:00 -
[14] - Quote
Lorginir wrote:Make Caldari capitals useful instead of boosting Minmatar. Quite. It's really not an issue with Minmatar capitals as it is with shield tanking capitals in general. You'll notice that almost all of my suggestions are just as relevant to the Chimera as they are to the Nidhoggur.
Edit1: Though the topic of discussion seems to indicate it's also a case of squeaky wheel getting the grease... Edit2: Since it's probably going to come up later in the thread, passive tanking doesn't necessarily mean we can't have shield-slave implants. Those implants would just have to come with a corresponding reduction in shield recharge rate. Whether or not this is a good idea is another matter entirely. |

Arkady Sadik
Gradient Electus Matari
111
|
Posted - 2011.10.12 08:12:00 -
[15] - Quote
Amrr basically has the right point, but I disagree on the consequences: The Minmatar racial priorities do not fit to capital / supercapital warfare, so they need reworking. I like the current split tank (ama) / tank (cal) / damage (gal) / gang helper (min), and this can be worked on, but the differences should not be as drastic as they are today. E.g. the Amarr and Caldari ships should have some better tank, not triple the tank. Amarr and Caldari should have similar tanks (just armor/shield). Etc.
On the other hand, shield tanking caps and supercaps need some rework to be comparable to armor. Losing a quarter of your buffer on jump-in is just not good ;-)
I posted something regarding carrier balance here: https://forums.eveonline.com/default.aspx?g=posts&t=15674
Dreads are mostly balanced (unless you introduce the 8.9k dps Moros as per devblog, that isn't), except that missiles are horribly underpowered when trying to hit sub-capitals (either make all guns that bad or make missiles similar to turrets). Oh, and dreads likely shouldn't have tracking issues with capitals and especially supercapitals, as the latter can't be webbed or painted. |

Aamrr
HnL Enterprise
67
|
Posted - 2011.10.12 08:44:00 -
[16] - Quote
Triple the tank? Seriously? Relative to the Thanatos, the Archon trades a midslot for a low and a 25% resist bonus. In practice, that means ~5% better cap recharge and 33% stronger tank at the expense of fighter damage. It's fine to argue statistics, but at least make them factual.
Addressing the CPU consumption of capital shield boosters and transporters seems a far better route to addressing fitting disparities between armor and shield-tanked capital ships. Nerfing an already marginalized ship class hardly seems like the correct route to take here -- particularly when the recent doomsday change makes them the premier target for instant death... |

Meltmind2
Adhocracy Incorporated Adhocracy
0
|
Posted - 2011.10.12 08:44:00 -
[17] - Quote
For the Naglfar: adding a 3d turret hardpoint (and removing the launcher slots obviously). - It would bring the Nag more in line with the post-patch Moros, although the Moros will still out-dps all the other dreads. - It would remove the need to train up for a subpar weapon system on a hull that doesn't give it any bonusses anyway. - It would require a new shipmodel (but that could be in the pipeline already right?!) - Turrets are cooler then missiles. |

Limvala Adur
Starwinders Mortal Destruction
0
|
Posted - 2011.10.12 09:34:00 -
[18] - Quote
I'd like to see Minmatar capitals doing something new and unique. I don't like seeing more of the same with different hulls. |

Dorian Wylde
Imperial Academy Amarr Empire
31
|
Posted - 2011.10.12 12:39:00 -
[19] - Quote
Lyris Nairn wrote:Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps The correct solution to game balance or design problems is very rarely "remove content," especially in a game already so starved for content as EVE Online.
This. I would rather see more implant sets affect capital ships. Would make things more dynamic.
Limvala Adur wrote:I'd like to see Minmatar capitals doing something new and unique. I don't like seeing more of the same with different hulls.
They're the only ones that get a bonus to armor and shield repairs, how is that not unique? Some people might complain that it just makes them the best for PoS repping, but considering how important that can be, I really don't see an issue.
Meltmind2 wrote:For the Naglfar: adding a 3d turret hardpoint (and removing the launcher slots obviously). - It would bring the Nag more in line with the post-patch Moros, although the Moros will still out-dps all the other dreads. - It would remove the need to train up for a subpar weapon system on a hull that doesn't give it any bonusses anyway. - It would require a new shipmodel (but that could be in the pipeline already right?!) - Turrets are cooler then missiles.
I would love to see this. 1 laser dread, 1 hybrid dread, 1 missile dread, and 1 projectile dread. Don't get me wrong, I love the Typhoon. It's my favorite ship, and I fly it old school: 4 torpedoes, 4 autocannons. But dreads are a different species. Keep them balanced, use the Revelation as the template since it has no reload time. Figure out how much damage it can put out during a single siege cycle, and work out the other 3 weapon systems to that number.
Keep up the good work CCP, and thanks to all the blues and reds who keep coming to the forums and talking to us. |

Aamrr
HnL Enterprise
67
|
Posted - 2011.10.12 13:01:00 -
[20] - Quote
Dorian Wylde wrote:[quote=Lyris Nairn]Figure out how much damage it can put out during a single siege cycle, and work out the other 3 weapon systems to that number.
This is an astoundingly bad idea. Projectiles have massive advantages over lasers and hybrids in their capacitor independence and damage type selection. Relative to Hybrids, they get massively improved falloff. Relative to lasers, significantly better tracking.
There's a reason why autocannons have the worst DPS values in their short-range turret lineup. Removing this would be a balance nightmare. |

Gypsio III
Dirty Filthy Perverts
10
|
Posted - 2011.10.12 13:38:00 -
[21] - Quote
Fix shield capitals' shield gang bonus recharge issue. Make Slaves have no effect on capitals, rebalance EHP if necessary. Reduce Archon PG and increase Chimera and Nidhoggur CPU, so they have similar ease of fitting RR. Move two lowslots on Nidhoggur to medslots so the Chimera isn't the only shield carrier.
Leave the Naglfar with the split weapon system so the Phoenix isn't the only missile-using dreadnought (which would make it (even more) unwanted and effectively useless), but ensure that the Naglfar has a significant DPS advantage over even the Moros in compensation.
Do something, anything, to better balance the Hel with the Nyx. |

Duchess Starbuckington
Starbuckington Manor
9
|
Posted - 2011.10.12 13:58:00 -
[22] - Quote
Quote:Make Slaves have no effect on capitals, rebalance EHP if necessary.
This. Removing Slave set bonuses from capitals is long overdue, especially with how much they contribute to the shield/armour gap. |

Aamrr
HnL Enterprise
67
|
Posted - 2011.10.12 14:04:00 -
[23] - Quote
Duchess Starbuckington wrote:Quote:Make Slaves have no effect on capitals, rebalance EHP if necessary. This. Removing Slave set bonuses from capitals is long overdue, especially with how much they contribute to the shield/armour gap./quote] [quote=Aamrr]On the subject of slave implants, please do consider whether you want to remove their benefit on all capital ships, or just supercapitals. A slave set currently retails for over twice the cost of a carrier before insurance. There's nothing particularly absurd about tripling your ship cost to get another 50% hp. On a ship with a 20 billion isk hull, on the other hand...
Really, do think about this question. I'm absolutely in favor of denying slave implants to supercapitals, but I don't think I have ever heard anyone whining about a slaved Thanatos or Archon. As far as normal capital ships are concerned, these implants offer a perfectly reasonable cost-performance ratio. There's a lot of things I'd improve on an Archon before slaving it (low-grade deadspace hardeners, faction EANMs, etc). And given the number of T2-fit carriers popping lately, people aren't doing that, either. |

Lili Lu
8
|
Posted - 2011.10.12 16:33:00 -
[24] - Quote
Gypsio III wrote:Fix shield capitals' shield gang bonus recharge issue. Make Slaves have no effect on capitals, rebalance EHP if necessary. Reduce Archon PG and increase Chimera and Nidhoggur CPU, so they have similar ease of fitting RR. Move two lowslots on Nidhoggur to medslots so the Chimera isn't the only shield carrier.
Leave the Naglfar with the split weapon system so the Phoenix isn't the only missile-using dreadnought (which would make it (even more) unwanted and effectively useless), but ensure that the Naglfar has a significant DPS advantage over even the Moros in compensation.
Do something, anything, to better balance the Hel with the Nyx.
Interesting suggestions.
However, is it necessary to alter slaves as they relate to supercaps now? The 15 minute logoff will be gone. The slaved super/titan will no longer be hoping to hp=survive a logoff.
For those that suggested it, introducing a new shield slave equivalent presents a whole new set of balancing problems. What would the regen effect of a shield slave equivalent be? Might that not be op itself? It would certainly leapfrog Caldari shield buffers past Amarr armor buffers. These implants would affect all ships as well. It would upset the delicate if imperfect balance between shield and armor tanking that exists in the game for all ship classes.
I'm not conviced with the whole shield rr cpu cost being harsher than armor rr. I am not an eft ***** so I won't throw numbers around. I'll just say anecdotally that my shield ships have rarely had cpu problems compared to the pg problems my armor ships regularly run into. Again, is it necessary to mess with this? What would the consequences be for all ship classes? Are the folks who complain about cpu costs experienced with pg costs on armor ships?
I agree with a rearrangement of the minmatar caps. I've always wondered why they aren't to Caldari caps analogous to the Amarr and Gallente slot distribution. There should be more focus on shield tank. The Nid has a same mid layout as the Thanny (6 low and 5 mid). That should probably be 5 low and 6 mid. Especially since the Hel is a shield tanker.
I think however that the Naglfar would operate better as a 4 high slot with 3 turret and no missile dread. Training up a Nag is already more skill intensive than other dreads due to split weapons. Noone else has to do this. I could again see a slot change to 5 low and 7 mid again to shield focus. If there is a problem still with capital missiles or 3 cap projectile turrets address these each individually, but don't continue to burden the Naglfar with split weapons. Having cruise, torps, lg arty, and lg ac already trained to 5 and tech II it does not affect me personally, but it should not be a burden for every minmatar dread aspirant.
As to changing Nid and Hel bonuses, I like that my Nid can rep better. I never saw carriers as a combat focused ship anyway. I do not perceive the changes as making them such either. They serve more a logistical role imo. The Hel on the other hand is the odd duck for a ship class that is meant to be used in a combat role. Something definitiely needs to be changed with its bonus. |

Dank Man
FinFleet Raiden.
3
|
Posted - 2011.10.12 16:49:00 -
[25] - Quote
Give the Hel the ability to launch drones, along with fighters and FBs, it will be a true support ship. Also like the idea of being able to jump using less cap because of the racial bonuses to other ships (guns dont use cap, and min have fastest/most mobile ships) possible boost to fighters warp speed? and yes more CPU so we can have more shield reppers. 5% faster cap recharge per lvl, that may be helpful as well. Anyways any boost will be welcome as its already the sexiest of all the supers  |

MastahFR
ANZAC ALLIANCE RAZOR Alliance
1
|
Posted - 2011.10.12 19:07:00 -
[26] - Quote
As some other have already said, the Hel need to be balanced. The ship should have more tank (EHp) than a nyx. Nyx bonus is for DPS, Hel bonus is for ... (? not used at all) Hel as less EHP than Nyx, less DPS than Nyx. I'm not even speaking about the Wyvern or the "3x more EHP than Hel" Aeon.
I can understand it's hard to find a good bonus for the minmatar super carrier class. I've not much idea myself. But something must be done and not just a little fix. Hel is rarely (if ever used) in fleet. There is a reason behind it. As an Hel owner I know I'll go down first since have same DPS as Aeon or Wyvern and weaker tank. All FC not too much dumb will know that removing the Hel is easier than other supercarrier and remove the same amount of DPS from field. The Hel need a bonus so that this situation change to something more balanced.
Make it the only super carrier able to use 20 bombers, 20 fighters and still all drones (or just warfare and logistics drones). Give it a bonus to shield recharge time or maybe give it the same bonus as wyvern ? So the Hel can at least have more EHP than a Nyx. |

Mfume Apocal
Origin. Black Legion.
24
|
Posted - 2011.10.12 19:38:00 -
[27] - Quote
Headerman wrote:Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. They already do.
When did that happen? Opening up EVE right now, I get "Note: Does not affect capital class modules." in the description. |

Headerman
Quovis Shadow of xXDEATHXx
189
|
Posted - 2011.10.12 20:23:00 -
[28] - Quote
Mfume Apocal wrote:Headerman wrote:Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. They already do. When did that happen? Opening up EVE right now, I get "Note: Does not affect capital class modules." in the description.
I was on the Test server a week or 2 ago and was using them in my Nag i was testing. Looks like it was a bug though that has since been fixed. Sorry
I always thought a Hel SC fleet could be awesome in it's spider tanking abilities, and as Aamrr said, a slight bump to 7.5% bonus would make it pretty good, a 2% per level of capacitor cost reduction per level would make it really good.
As for the slave set not affecting SCs... i think that like a SC it self, they are an "end game" prize and should go together. Expansions are about addin in content, and removing a Slave sets abilities from a SC would be a nerf too far [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

DogTyred
Cool4Cats
2
|
Posted - 2011.10.12 20:53:00 -
[29] - Quote
I'd like to see more capital modules :
capital warp disruptor capital heavy interdictor module ? that'll ruin ure supercap day capital smartbombs capital nuet and nos capital AB and MWD modules (yeah i know they should never be really fast)
capital shield and armour extenders
T2 Capital Weapons
ability to jump thru stargates, have to limit to nulsec i guess , but roaming cap gangs would be fun perhaps.
all these things would make dreads more versatile |

Headerman
Quovis Shadow of xXDEATHXx
193
|
Posted - 2011.10.12 21:26:00 -
[30] - Quote
^^^ What about the shield equivelent of the armor module that increases base armour amount by 8%?
A capital module, that fits in a low slot and requires capital amounts of PG, that increases the shields by 8-10%? Would be a lot easier to implement than a new implant set [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Bring Stabity
Magellanic Itg Goonswarm Federation
32
|
Posted - 2011.10.12 21:55:00 -
[31] - Quote
Hel ehp = Nyx ehp, Rag ehp = Erebus ehp. Give the Hel a real bonus (rep amount is garbage)
nid is fine, move naglfar to 3 turrets |

Bring Stabity
Magellanic Itg Goonswarm Federation
32
|
Posted - 2011.10.12 21:55:00 -
[32] - Quote
triple post goddamn I'm awful these forums blow |

Bring Stabity
Magellanic Itg Goonswarm Federation
32
|
Posted - 2011.10.12 22:00:00 -
[33] - Quote
Bring Stabity wrote:Bring Stabity wrote:Hel ehp = Nyx ehp, Rag ehp = Erebus ehp. wyvren = aeon, lev = avatar. Give the Hel a real bonus (rep amount is garbage), introduce shield equivalents for slaves. Fix shields so they realistically get their command bonuses.
nid is fine, move naglfar to 3 turrets
|

Epiphaniess
Verboten Technologies
187
|
Posted - 2011.10.12 22:48:00 -
[34] - Quote
The Naglfar will never get a third turret. For that would require the art team to redo the Naglfar's model to add another turret placing. Which is a lot of work apparently since it takes CCP's art team about a year from concept to end product to get one done.
During the projectile buff, there was also some changes done to the Naglfar, and one of the things that was asked for was. To remove the missiles part of Neglfar's weapons load out and add a third turret like all the other dreads. And that was a big "NO" from CCP because of all the work that would be need to make a new model.
So you are certainly not going to get a third turret. Which is fine by me who wants to be like all the other dreads anyways. A DPS or Alpha buff to compensate for having to train two capital weapon systems to fly the thing properly is probably what is really in order. So it will be paper thin at least you you be carrying a big stick and hitting things hard.
Naglfar should be on top of the Damage charts with a lead that makes the other dreads jealous.
Of course for having all that destructive power, Naglfar's will be the first to die in every large fleet fight. |

Aamrr
HnL Enterprise
70
|
Posted - 2011.10.13 01:36:00 -
[35] - Quote
Lili Lu wrote:However, is it necessary to alter slaves as they relate to supercaps now? The 15 minute logoff will be gone. The slaved super/titan will no longer be hoping to hp=survive a logoff. Consider the effect that this giant volume of EHP has on target priorities. A supercapital does not much more DPS than a dreadnought, but takes about ten times longer to kill. This means that any smart FC will target and destroy the entire capital fleet before shooting any supercapitals. Is that what we want -- half of the fight being just supercapitals slogging it out with each other because capitals don't have the durability to stay on the field with them?
Lili Lu wrote:For those that suggested it, introducing a new shield slave equivalent presents a whole new set of balancing problems. What would the regen effect of a shield slave equivalent be? Might that not be op itself? It would certainly leapfrog Caldari shield buffers past Amarr armor buffers. These implants would affect all ships as well. It would upset the delicate if imperfect balance between shield and armor tanking that exists in the game for all ship classes. There's no reason that "shield-slaves" can't have a corresponding reduction in shield regen. Supposing they give a 50% increase in shield buffer, you can negate the effect on recharge rate by imposing a 50% longer shield recharge time. Or whatever value they choose to impose.
Lili Lu wrote:I'm not conviced with the whole shield rr cpu cost being harsher than armor rr. I am not an eft ***** so I won't throw numbers around. I'll just say anecdotally that my shield ships have rarely had cpu problems compared to the pg problems my armor ships regularly run into. Again, is it necessary to mess with this? What would the consequences be for all ship classes? Are the folks who complain about cpu costs experienced with pg costs on armor ships? Are you looking at subcapitals or capitals? Fitting a shield-tanked triage carrier is a nightmare no matter what hull you're using, and it's because of the absurd CPU cost of their shield boosters and shield transporters. Considering that they're the only ship classes that can actually use them, there would not be any consequences for other ship classes. This isn't hard. 
Lili Lu wrote:I agree with a rearrangement of the minmatar caps. I've always wondered why they aren't to Caldari caps analogous to the Amarr and Gallente slot distribution. There should be more focus on shield tank. The Nid has a same mid layout as the Thanny (6 low and 5 mid). That should probably be 5 low and 6 mid. Especially since the Hel is a shield tanker. This is probably worth looking into, particularly since capitals are more in need of utility midslots than utility low slots -- allowing armor tankers to achieve a stronger ship without sacrificing utility. My concern is that this maneuver would leave the resultant 3-low chimera with an awkward low-slot conundrum.
Lili Lu wrote:As to changing Nid and Hel bonuses, I like that my Nid can rep better. I never saw carriers as a combat focused ship anyway. I do not perceive the changes as making them such either. They serve more a logistical role imo. The Hel on the other hand is the odd duck for a ship class that is meant to be used in a combat role. Something definitiely needs to be changed with its bonus. I think the jump drive operation bonus would be an interesting touch. Making it the only supercarrier that doesn't need to be capped up to do two consecutive jumps would give it a unique niche to justify its otherwise lackluster DPS and EHP. If I were to do anything today, it'd be to increase the repair value to 7.5% and apply it to local to local tank on the Nidhoggur and shield buffer on the Hel. If this wasn't well-received, I'd poke at the jump drive calibration option. |

King Rothgar
Autocannons Anonymous
22
|
Posted - 2011.10.13 02:28:00 -
[36] - Quote
I demand nano nidhoggur. Top speed with BS mwd to be around 1200m/s, align time 7s. This would put it inline with the other minmatar ships atm. |

Mfume Apocal
Origin. Black Legion.
24
|
Posted - 2011.10.13 04:29:00 -
[37] - Quote
Headerman wrote: A capital module, that fits in a low slot and requires capital amounts of PG, that increases the shields by 8-10%? Would be a lot easier to implement than a new implant set
Caldari Navy Power Diagnostic System is close, no?
|

Bring Stabity
Magellanic Itg Goonswarm Federation
32
|
Posted - 2011.10.13 04:59:00 -
[38] - Quote
Epiphaniess wrote:The Naglfar will never get a third turret. For that would require the art team to redo the Naglfar's model to add another turret placing. Which is a lot of work apparently since it takes CCP's art team about a year from concept to end product to get one done.
During the projectile buff, there was also some changes done to the Naglfar, and one of the things that was asked for was. To remove the missiles part of Neglfar's weapons load out and add a third turret like all the other dreads. And that was a big "NO" from CCP because of all the work that would be need to make a new model.
So you are certainly not going to get a third turret. Which is fine by me who wants to be like all the other dreads anyways. A DPS or Alpha buff to compensate for having to train two capital weapon systems to fly the thing properly is probably what is really in order. So it will be paper thin at least you you be carrying a big stick and hitting things hard.
Naglfar should be on top of the Damage charts with a lead that makes the other dreads jealous.
Of course for having all that destructive power, Naglfar's will be the first to die in every large fleet fight.
Oh no they'd have to make the naglfar even longer. It's a convenient excuse. If CCP is looking to change their ways they need to start making the changes that matter to eve instead of investing the majority in their company into games that we won't see to 2014, odds are. Missiles are garbage against supercaps, cutting it's damage hardcore
Also in a capfight you kill revelations first due to them being the best in lag, then the moros. That will and would never change |

Headerman
Quovis Shadow of xXDEATHXx
195
|
Posted - 2011.10.13 05:12:00 -
[39] - Quote
Ha, the forum ate my post. Luckily i selected all and copied before it was gone.
Yeah it is close...
In a Nyx with 3 rigs, it has 2,268,000 armour A Hel has 2,138,400 shield with 3 rigs
With a full HG slave set, the Nyx has 3,034,509 armour With 5 CN PDUs, the Hel has 2,861,662 shield
Slave set + rigs for the Nyx = 6,176,604 EHP CN PDUs + rigs for the Hel = 6,089,999 EHP
Obviously, the Hel now has no free low slots at all. On the other hand, a Slave set costs a lot of isk as it is.
Additionally: - There is the 'Akemons' Modified Novel Zet5000 implant that is available for 8% more armour. - There is the Zainou Gnome KVA3000 implant to give 6% Shield amount
In regards to cap usage: - A Nyx with 4 Cap rechargers has a +156.5 peak recharge rate. - A Hel with the 5 CN PDUs has a peak recharge of 127.6.
Tanking slots: - The Nyx has 7 low slots available for tanking, and one spare mid slot (for a sensor booster). It has a 56.3mm Scan resolution. - A Hel has 7 Mid slots in total. It has a scan resolution of 68.8mm
So not only does the Nyx have more armour than the Hel (in regards to the above fits), it would be able to resist more damage than the Hel. The Hels total resists for shields is 110. The Nyxs armour gives it 130.
To get the shield amount of the Hel equal to the amount of armour a Nyx has, the Hel needs about 1 more CN PDU. To get the same cap recharge, the Hel needs about 3.1 True Sansha Cap Power relays, if it has no CN PDUs.
i believe the Hel should have superior cap recharge that the faction CPRs provide due to its RR nature, AND it needs the extra shield amount the 5 CN PDUs provide.
If there was 1 mod that gave a big increase to shield amount (nearly 50%), and was limited to 1 per SC, it would give the space for extra cap mods, as well as a signal amplifier, and 7 tanking slots. [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Aamrr
HnL Enterprise
70
|
Posted - 2011.10.13 06:52:00 -
[40] - Quote
Or...we could just remove slave sets from the equation, and shield capitals could have the choice between getting more EHP (power diags) or having reasonable cap recharge (power relays). |

Bring Stabity
Magellanic Itg Goonswarm Federation
32
|
Posted - 2011.10.13 07:17:00 -
[41] - Quote
Aamrr wrote:Or...we could just remove slave sets from the equation, and shield capitals could have the choice between getting more EHP (power diags) or having reasonable cap recharge (power relays).
Removing them has significant implications for markets and players currently owning them. CCP is strictly against refunds, so this would never happen |

Aamrr
HnL Enterprise
70
|
Posted - 2011.10.13 07:21:00 -
[42] - Quote
Who says you have to refund them? If a pilot is sitting in a supercapital at the time of the patch, just pull the slaves out of his head and stick them in the cargo bay.
They paid for slave implants, they still have slave implants. Now they just have to find something else useful to use them on -- and if that's selling them on the market, so be it. God knows they've gotten enough use out of them already to justify a loss on the resale. |

Khanh'rhh
Sudden Buggery
151
|
Posted - 2011.10.13 12:33:00 -
[43] - Quote
Aamrr wrote:Who says you have to refund them? If a pilot is sitting in a supercapital at the time of the patch, just pull the slaves out of his head and stick them in the cargo bay.
They paid for slave implants, they still have slave implants. Now they just have to find something else useful to use them on -- and if that's selling them on the market, so be it. God knows they've gotten enough use out of them already to justify a loss on the resale.
This.
Change how implants work, slaves shouldn't affect capital ships. The cost of a slave set is nothing when you're weighing it against the cost of the Nyx + fit, yet is one of the single most important factors when you compare SC-to-SC balance. It's so non-optional, wearing slaves may as well be a pre-requisite for an armour capital.
Change the implants, when the patch hits, make it so that all implants can be unplugged for the period of Xdays, which allows anyone throwing their dummies out of the pram to sell them to the guy making his buffer Megathron. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |

Mocam
EVE University Ivy League
27
|
Posted - 2011.10.13 12:35:00 -
[44] - Quote
Lyris Nairn wrote:Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps The correct solution to game balance or design problems is very rarely "remove content," especially in a game already so starved for content as EVE Online.
It is not removing content, it is modifying it. His idea would be more fitting than beefing up the smaller shield tanked ships.
Smaller shield tanks already have a lot of advantages and anything that makes a tengu even stronger - bad idea. That ship doesn't need a single boost to any part of it nor many other ships that it would enhance.
Toss on the Onyx to your list - that HIC, beefed up with even more shields... No, not a good idea and it would tip balances fare worse than removal of armor benefits from the capitals versus adding implants to strengthen shields farther.
Keeping viable alternative fitting options available is far better than "only 1 real solution". |

Aamrr
HnL Enterprise
70
|
Posted - 2011.10.13 12:45:00 -
[45] - Quote
Mocam wrote: It is not removing content, it is modifying it. His idea would be more fitting than beefing up the smaller shield tanked ships. Quoted for truth. The sad irony about slave implants is that their current implementation gives choice to no-one. They're either a necessity or too expensive to be cost-effective.
Using slaves on supercapitals was never a choice. The cost-benefit ratio meant that every armor tanked supercapital used them the same way they use (and abuse) T2 rigs -- their rarity dictated a price bracket appropriate for well-pimped battleships and normal capitals, but was a drop in the bucket on a supercapital purchase. Meanwhile, this demand on the market pushed prices beyond the level that any normal capital or subcapital could use them.
Perhaps once this artificial market demand is removed, slave implants will start being cost-effective options for things like Bhaalgorns and Vindicators. But until that happens, you can't argue that slave implants are giving ANYONE choices in the matter. They're too effective on supercapitals not to use them, and too costly on anything else to use them. |

Gypsio III
Dirty Filthy Perverts
10
|
Posted - 2011.10.13 12:56:00 -
[46] - Quote
Aamrr wrote:Mocam wrote: It is not removing content, it is modifying it. His idea would be more fitting than beefing up the smaller shield tanked ships. Quoted for truth. The sad irony about slave implants is that their current implementation gives choice to no-one. They're either a necessity or too expensive to be cost-effective. Using slaves on supercapitals was never a choice. The cost-benefit ratio meant that every armor tanked supercapital used them the same way they use (and abuse) T2 rigs -- their rarity dictated a price bracket appropriate for well-pimped battleships and normal capitals, but was a drop in the bucket on a supercapital purchase. Meanwhile, this demand on the market pushed prices beyond the level that any normal capital or subcapital could use them. Perhaps once this artificial market demand is removed, slave implants will start being cost-effective options for things like Bhaalgorns and Vindicators. But until that happens, you can't argue that slave implants are giving ANYONE choices in the matter. They're too effective on supercapitals not to use them, and too costly on anything else to use them.
Now that's a post. :thumbup: |

Tsubutai
The Tuskers
8
|
Posted - 2011.10.13 13:04:00 -
[47] - Quote
Aamrr wrote:Perhaps once this artificial market demand is removed, slave implants will start being cost-effective options for things like Bhaalgorns and Vindicators. But until that happens, you can't argue that slave implants are giving ANYONE choices in the matter. They're too effective on supercapitals not to use them, and too costly on anything else to use them. Uh, what? An LG slave set costs ~700m, which is perfectly reasonable for use on a pimp bhaal or vindi, even in an environment where pod loss is likely. |

Aamrr
HnL Enterprise
72
|
Posted - 2011.10.13 13:08:00 -
[48] - Quote
I thought it was evident I was talking about high grade sets. Perhaps I should have clarified. My apologies.
Edit: That said, once the supercapital demand on high-grades is removed, demand on low-grade sets would decrease as people begin to upgrade. With luck, we might start seeing low-grade sets being appropriate for ships at the navy-battleship cost profile. More ships seeing more options...always a good thing. |

Tanya Powers
Science and Trade Institute Caldari State
15
|
Posted - 2011.10.13 13:08:00 -
[49] - Quote
Headerman wrote:^^^ What about the shield equivelent of the armor module that increases base armour amount by 8%?
A capital module, that fits in a low slot and requires capital amounts of PG, that increases the shields by 8-10%? Would be a lot easier to implement than a new implant set
A lot of people seem to deliberately forget the natural shield regeneration (x % shield value becoming exponential to your shield amount) Has long has these numbers in paper can go over the roof there's no logical reason to give that kind of module to shield tanks when armor once it takes dmg it stays, you can't self regenerate it unless you repair it, so imho slaves seems perfectly adapted.
Instead of accusing Slaves or Crystals I guess it would be far more interesting to upgrade ships bonus related to cap/cpu consumption and/or (why not both) rep in/out bonus.
Has for the argument of -30% or (+30 to rep) shield buffer after jumping: prob something easy to code and would make some real difference instead of new mods.
CCP already stated that passive shield regen is way overpowered has it is, now add implants or mods to increase those and you'll make caldari/minmatar bricks way overpowered. Now if some are smart enough to fit shield expanders like some fit plates on their capitals, sure, make more mods  |

Aamrr
HnL Enterprise
72
|
Posted - 2011.10.13 13:15:00 -
[50] - Quote
Tanya Powers wrote:CCP already stated that passive shield regen is way overpowered has it is.
This statement confuses me. Barring a few ratting drakes out in the belts of nullsec, I can't remember the last time I saw passive tanks being used in any significant capacity. Buffer is indisputably popular, but that's certainly not an issue relevant to regen.
Battlecruiser level aside, there really aren't many ships out there that I would say should be passively-regen tanked. More often than not, you can get superior damage projection with using an active or buffer configuration with similar survivability.
Does anyone else feel this way, or am i mistaken? |

Khanh'rhh
Sudden Buggery
151
|
Posted - 2011.10.13 13:31:00 -
[51] - Quote
Aamrr wrote:Tanya Powers wrote:CCP already stated that passive shield regen is way overpowered has it is. This statement confuses me. Barring a few ratting drakes out in the belts of nullsec, I can't remember the last time I saw passive tanks being used in any significant capacity. Buffer is indisputably popular, but that's certainly not an issue relevant to regen. Battlecruiser level aside, there really aren't many ships out there that I would say should be passively-regen tanked. More often than not, you can get superior damage projection with using an active or buffer configuration with similar survivability. Does anyone else feel this way, or am i mistaken?
Ships that do/can abuse a passive recharge. Or rather, a large buffer in tandem with recharge:
- Drake (80k EHP as well as 250-300dps recharge quite possible) - Onyx - Tengu - Nighthawk
Having similar EHP to similar class armour ship, and needing nothing but time to fix it back up, has always seemed borked to me. Or, having similar EHP yet also having a regen that is as tough as fitting an active armour tank to an unbonused hull. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |

Aamrr
HnL Enterprise
73
|
Posted - 2011.10.13 13:36:00 -
[52] - Quote
I can't even get a buffer tanked onyx to get EHP comparable to a well-fitted devoter, much less one fit for passive-regen. The comparison is similar for the Damnation and Vulture, or the Legion and Tengu.
...Are you quite sure? |

Lugalzagezi666
15
|
Posted - 2011.10.13 14:09:00 -
[53] - Quote
Devoter - 167k ehp, Onyx - 120k ehp, 390 recharge. Absolution - 105k ehp, Nighthawk - 86k ehp, 150 recharge. Drake doesnt have tier 2 bc counterpart with resist bonus, but lets compare it with prophecy in terms of tank. Prophecy - 88k ehp, Drake - 83k ehp with 150 recharge. Legion - 144k ehp. Tengu - 94k ehp, 112 recharge.
And keep in mind, that you get peak recharge only between 30-33% of shields. At high or low shields its much less. So where do you see "abusing" of passive recharge? |

Khanh'rhh
Sudden Buggery
152
|
Posted - 2011.10.13 16:42:00 -
[54] - Quote
The abuse, with the Onyx, comes from the fact that if you brick tank them, you'll get 120-130k EHP (before any implants) and a ~750 recharge rate. 130kEHP isn't a terrible deal, but a recharge rate that puts it's "tank" over that of an active-tanking BC AS WELL AS having roughly equal EHP can be a game changer in small gang warfare. It's one of the reasons why it sees so much use. If you throw in implants to add to the shield amount, you also increase it's "tank." If you have it's shields anywhere near peak recharge, and your damage output gets cut off (ECM, or whatever) then it will magically 'spawn' 15,000 more EHP.
I've seen a fair few SPR Onyx's fielded around. The lower EHP may make them seem tardy in nullsec vs alpha fleets, but they're very common in WH space where gangs are smaller. Remember you can jump when agressed in WHs, so jumping out, holding cloak, then jumping back in has just given you a metric fuckton of EHP back.
In a C4 pulsar WH, an Onyx can field a cap-stable 1300 DPS regen-tank.
EDIT: Personally, I feel that adding SPR's to a ship should gimp shield amount, in exchange for shield recharge. This would leave passive tanking more balanced. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |

Lugalzagezi666
16
|
Posted - 2011.10.13 17:49:00 -
[55] - Quote
Please, show me your onyx fit, because standard fit with pdus has only 120k ehp with 388 passive defence. Dropping pdus to sprs means - 16k ehp, + 200 passive defence and massacre to your cap. Just to compare, active tanking bc - myrmidon - can tank 650+ dps. So no, its not over active tanking bc. And while active tanking bc can tank 650 dps all the time, onyx can tank 588 dps only with shields around 30%. With more/less shields, recharge is much lower.
You see few spr onyxes fielded, because its stupid idea. If hic is shot, it is primary, and in such situations 500 tank means noting and its all about ehp to survive till your wdfg goess off and you can be rred.
And "cap stable" tank. I see you have no idea what are you talking about. Just 3 sprs kill your cap to such degree, that after few secs of mwding you will have hard time running your hardeners and wdfg.
Ps : Personally i dont care about sprs and passive tanking at all, because it sucks both for pvp and pve, but its far from "abuse" of passive recharge.
|

Aamrr
HnL Enterprise
74
|
Posted - 2011.10.13 18:04:00 -
[56] - Quote
Khanh'rhh wrote:Personally, I feel that adding SPR's to a ship should gimp shield amount, in exchange for shield recharge. This would leave passive tanking more balanced.
What, you mean like....shield flux coils? |

Tanya Powers
Science and Trade Institute Caldari State
18
|
Posted - 2011.10.13 19:32:00 -
[57] - Quote
Quote:Just to compare, active tanking bc - myrmidon - can tank 650+ dps has long has he has cap charges, after this he will miserably die in a fireball because no cap is no tank
*hehem* |

Lugalzagezi666
16
|
Posted - 2011.10.13 19:44:00 -
[58] - Quote
It has space for 16 navy 800s + 2 in cap boosters. That means it will last much longer than spr fit onyx that will cap out just by running hardeners and wdfg. |

Mfume Apocal
Origin. Black Legion.
25
|
Posted - 2011.10.13 19:46:00 -
[59] - Quote
Khanh'rhh wrote:The abuse, with the Onyx, comes from the fact that if you brick tank them, you'll get 120-130k EHP (before any implants) and a ~750 recharge rate. 130kEHP isn't a terrible deal, but a recharge rate that puts it's "tank" over that of an active-tanking BC AS WELL AS having roughly equal EHP can be a game changer in small gang warfare. It's one of the reasons why it sees so much use. If you throw in implants to add to the shield amount, you also increase it's "tank." If you have it's shields anywhere near peak recharge, and your damage output gets cut off (ECM, or whatever) then it will magically 'spawn' 15,000 more EHP.
HICs are hard to kill, news at 11. In other breaking news, they do pitiful DPS and bubbling up is the same as throwing triple webs on yourself, so I'm not sure why this is such a game-changer...?
Quote:I've seen a fair few SPR Onyx's fielded around. The lower EHP may make them seem tardy in nullsec vs alpha fleets, but they're very common in WH space where gangs are smaller. Remember you can jump when agressed in WHs, so jumping out, holding cloak, then jumping back in has just given you a metric fuckton of EHP back.
3 SPR Onyx is barely cap stable just running two hardeners.
|

Headerman
Quovis Shadow of xXDEATHXx
197
|
Posted - 2011.10.13 20:07:00 -
[60] - Quote
Remember this is a discussion on how to improve the Minmatar capitals.
Has anyone got some thoughts on the Ragnarok? [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Lugalzagezi666
16
|
Posted - 2011.10.13 20:31:00 -
[61] - Quote
Mfume Apocal wrote:[quote=Khanh'rhh]EDIT: just so we're keeping the argument in context, he's saying it's "abuse" that a shipclass with a bonus and slot layout favorable to passive shield tanking has an awesome passive shield tank. And because of this, it's totally reasonable and balanced that armor supercaps get a massive EHP boost over shield ones.
Yes, its nonsense. 2-2,5k passive defence means absolutely nothing on supercap level and especially if you only get it at 30-33% shields.
Example : Aeon - 35m ehp, 8 slots used for tank Wyvern - 25m ehp, 10 slots used for tank
Then add slaves for aeon, add gang bonus for aeon and add titan bonus for aeon. No pirate implants for wyvern, no shield bonus if you dont have free time to rr the shields, same with titan bonus.
- remove effect of slave set on capitals - make shield amount bonus from skills/implants/titan to not only increase max shields, but also current shields. - adjust the cpu needs for cst or cpu of some ships
|

UR13L
THORN Syndicate BricK sQuAD.
0
|
Posted - 2011.10.13 20:35:00 -
[62] - Quote
For the Niddy/Hel what do you think of changing the bonus itself to something more combat oriented. Theres already 2 carriers with resistance bonuses, and one with a dps bonus. Maybe make it something like:
+x % drone and fighter tracking and +x% drone and fighter speed per level along with a mass reduction for quicker align times, and either faster cap recharge or a reduced cap requirement for jumping
In keeping with the winmatar theme of hit fast and get out as necessary. The tracking bonus would be an indirect dps boost and gear it more for skirmish type fights.
For the Nag, as said several times above, due to the increased training time and split weapons w/ 4 turret slots, it needs a DPS boost (and all dreads need a tracking boost).
Cant really speak to the ragnarok |

Lugalzagezi666
16
|
Posted - 2011.10.13 20:37:00 -
[63] - Quote
Well, rep bonus isnt bad. If you are repping pos.
E: for niddy just increse it from 5 to 7,5% or keep it at 5% and make it affect local reps too. Yes, it will suck for uberblobs and so, but it will become great triage carrier for smaller fights. Or maybe bonus that would make reps more efficient in terms of cap /both local and remote/.
But its only point of view of low sec guy, so probably others will have better ideas. |

Epiphaniess
Verboten Technologies
195
|
Posted - 2011.10.13 20:46:00 -
[64] - Quote
Headerman wrote:Remember this is a discussion on how to improve the Minmatar capitals.
Has anyone got some thoughts on the Ragnarok?
It's crap get a Avatar instead. |

Aamrr
HnL Enterprise
76
|
Posted - 2011.10.13 20:47:00 -
[65] - Quote
Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos. If they improved the repair bonus to 7.5% and applied it to local reps as well, the Nidhoggur would be a very respectable triage platform. It'd get significantly stronger reps with slightly weaker tank, at the cost of extreme capacitor strain.
I'd probably still prefer the Archon, but it's an option worth looking at. |

UR13L
THORN Syndicate BricK sQuAD.
0
|
Posted - 2011.10.13 20:53:00 -
[66] - Quote
if it retains the repair bonus it should proabably also get a passive tank bonus (a little more armor maybe), for spider tank style tanking that doesnt include local reps. As it is now w/ the rep bonus and paper tank it always dies first |

Epiphaniess
Verboten Technologies
195
|
Posted - 2011.10.13 20:57:00 -
[67] - Quote
Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos.
I am pretty that most people interested in Cap ships like the Hel and Nidy are not looking to invest so much time and isk , so they can rep POS.
I think this one of the reasons CCP wants to look at Minmatar Caps. |

Lugalzagezi666
16
|
Posted - 2011.10.13 20:57:00 -
[68] - Quote
Spider tanking? How much nyxes it takes to kill a carrier in 15 secs?  |

Headerman
Quovis Shadow of xXDEATHXx
197
|
Posted - 2011.10.13 20:59:00 -
[69] - Quote
Personally i think a Super Carrier is something that brings all the good things in EVE together: - High DPS - Very strong tank - The best mods - A very good alliance with good corpies
The Hel, Nag and Nid need to step up, not drag the others down [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

UR13L
THORN Syndicate BricK sQuAD.
0
|
Posted - 2011.10.13 21:01:00 -
[70] - Quote
Epiphaniess wrote:Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos.
I am pretty that most people interested in Cap ships like the Hel and Nidy are not looking to invest so much time and isk , so they can rep POS. I think this one of the reasons CCP wants to look at Minmatar Caps.
Exactly.
spider tanking can work well. Read some of the BRs from RnK or their pantheon video. And any carrier spider tanking or not cant stand up to X+10 nyxs |

Lugalzagezi666
16
|
Posted - 2011.10.13 21:13:00 -
[71] - Quote
UR13L wrote:And any carrier spider tanking or not cant stand up to X+10 nyxs So id say, with numbers of supercarriers that are in game, panteon carriers are actually obsolete. Because even in lowsec its pretty much impossible to get cap fight without supercarriers interfering these days.
Better not base future buffs on niddys viability for this tactics.
|

Epiphaniess
Verboten Technologies
196
|
Posted - 2011.10.13 21:31:00 -
[72] - Quote
Headerman wrote:Remember this is a discussion on how to improve the Minmatar capitals.
Has anyone got some thoughts on the Ragnarok?
The RagnarokGÇÖs Doomsday weapon is basically a bunch of missiles coming out and hitting a target.
Wouldn't it be kind of neat and unique if it's doomsday could hit more than one target but less than say 10, basically all the targets you have locked. And they would have to be targets you do have locked no others.
Have the Doomsday's damage divided between all of the targets in some kind of equation taking account ship sizes and other factors.
Maybe have to balance that ability by making the Ragnarok's Doomsday weaker on a single target. |

Dorian Wylde
Imperial Academy Amarr Empire
34
|
Posted - 2011.10.13 22:08:00 -
[73] - Quote
Epiphaniess wrote:Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos.
I am pretty that most people interested in Cap ships like the Hel and Nidy are not looking to invest so much time and isk , so they can rep POS. I think this one of the reasons CCP wants to look at Minmatar Caps.
That's why I'm getting them. And I just live in a wormhole. It's even more important in null where sov structures come into play. |

Diehard15
Eternity INC. Goonswarm Federation
1
|
Posted - 2011.10.13 22:19:00 -
[74] - Quote
Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos.
E: for niddy just increse it from 5 to 7,5% or keep it at 5% and make it affect local reps too. Yes, it will suck for uberblobs and so, but it will become great triage carrier for smaller fights. Or maybe bonus that would make reps more efficient in terms of cap /both local and remote/.
But its only point of view of low sec guy, so probably others will have better ideas.
Having the Nidhoggurs bonus effect local reps would be a positive boost to it. The Capacitor Amount and CPU/Grid stats need to be increased also.
|

Epiphaniess
Verboten Technologies
198
|
Posted - 2011.10.13 22:37:00 -
[75] - Quote
Dorian Wylde wrote:Epiphaniess wrote:Lugalzagezi666 wrote:Well, rep bonus isnt bad. If you are repping pos.
I am pretty that most people interested in Cap ships like the Hel and Nidy are not looking to invest so much time and isk , so they can rep POS. I think this one of the reasons CCP wants to look at Minmatar Caps. That's why I'm getting them. And I just live in a wormhole. It's even more important in null where sov structures come into play.
I said most people. Not everyone.
Congrats on being a unique snowflake.
And a sad, sad Cap pilot. |

Headerman
Quovis Shadow of xXDEATHXx
197
|
Posted - 2011.10.13 22:40:00 -
[76] - Quote
Has anyone else had a good close look at ammo for the x-large guns for the Nag? - short range ammo has an optimal of about 19km, medium about 31km.
Is there any room to add more optimal or more damage? I have heard that a Phoenix usually gets top damage dealer on POS shoots? [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Epiphaniess
Verboten Technologies
198
|
Posted - 2011.10.13 23:09:00 -
[77] - Quote
Headerman wrote:Has anyone else had a good close look at ammo for the x-large guns for the Nag? - short range ammo has an optimal of about 19km, medium about 31km.
Is there any room to add more optimal or more damage? I have heard that a Phoenix usually gets top damage dealer on POS shoots?
Projectiles have never been about optimal range, they have always been about fallout. When you are a projectile jockey you tend to forget about there being such a thing as optimal and focus on fallout efficiency.
I don't think more X-large projectile optimal range is the answer. |

Rael Nazari
The Ankou Raiden.
0
|
Posted - 2011.10.13 23:10:00 -
[78] - Quote
Headerman wrote:Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. They already do. One thing i was thinking of though is creating a new implant set just for shield amount. If that was available, it would go great with the Hel
Yes please. I too would like to see more ridiculous passive tanks everywhere. I am not meaning on the Capital Level by the way. |

Epiphaniess
Verboten Technologies
198
|
Posted - 2011.10.13 23:29:00 -
[79] - Quote
Rael Nazari wrote:Headerman wrote:Mfume Apocal wrote:This is more generalized, but Crystals should affect capitals shield boosters if slaves affect capital buffer. They already do. One thing i was thinking of though is creating a new implant set just for shield amount. If that was available, it would go great with the Hel Yes please. I too would like to see more ridiculous passive tanks everywhere. I am not meaning on the Capital Level by the way.
Imagine drake fleets with those...
Actually never mind most of the ships I fly are shield tanked anyways.
Please give me, I would love a set of implants as awesome Slaves that increase shield amount.
Could change the Halo set from reduced signature to increased shield amount.
To help balance out the passive shield regen boost you would get could give them a shield regen penalty. |

Ragel Tropxe
Mindstar Technology Executive Outcomes
2
|
Posted - 2011.10.14 07:00:00 -
[80] - Quote
amongst the many issues which are being discussed here, I think the critical problem with Minmatar capitals is a design focus which started off muddled and then has been iterated on in a haphazard way.
We all know the other three races are about - their ships follow a consistent design philosophy....Minmatar have:
Carrier - originally could be either shield or armour tanked - had a mid moved to a low so its now a mediocre armour tanker Dread - can be either shield or armour tanked (although I think it tends more to a shield fit) Mothership - shield tanker
No other race has this quixotic mix. some may say flexibility is an advantage, and this may be so for smaller ships, but capitals need to have focus to be effective.
Personally I would advocate that Nidhoggur follows the tier 3 battleship , like Amarr and Caldari already do. This would mean it becomes a shield tanker with the carrier having a bonus to active rep amount. this would also balance carriers with 2 being armour and 2 being shield
IMO the Nag is pretty ok as it is following the last balance pass 2? years ago, 3 guns would be better but I recall this was said to be impossible because of the artwork assets
The Hel needs focus on shields (ie increase shields at the expense of armour) change mid/low slot config to allow a better tank. I would then add a bonus to fighter / FB tracking or similar. This would mean we have 2 brick fit motherships and 2 "offensive" motherships.
Whilst we're at it Id reverse the decision made to make the fleet issue Tempest an armour tanker - another classic outcome from the lack of design focus.
|

CynoNet Two
GoonWaffe Goonswarm Federation
54
|
Posted - 2011.10.14 10:16:00 -
[81] - Quote
Oh Christ. This thread got to 4 pages of OMG NURF SLAVE SETS retardation before I found it. Let's see what we can fix.
Here's a revelation - the problem with armour/shield supercap balance has absolutely nothing to do with Slaves. At all. Many of you are just leaping on them as a scapegoat, as the underlying cause of the imbalance is actually several interconnected problems. Let's demonstrate... who has EFT?
Fit up standard Fleet Erebus (4 X-types, 2 A-type EANMs, magstab and slaves) with its own bonus. You should come out with a number around 50m EHP
Now fit up a typical Ragnarok (DC, 3x PDS, Pith X-types and 2 invulns). Give it a Levi fleet bonus and swap out the regular CN invulns for Vepas ones. Yup, Vepas. You should be seeing around 55m EHP (42m without the Levi).
Now let's do a similar thing for the Nyx and Hel. A Nyx with 7-slot tank, Slaves and Erebus bonus should be in the region of 45m EHP. Now let's take a Hel with 6-slot tank+DC/PDS, Levi bonus and pimp it up to Vepas invulns... ~39m EHP.
Why did I use Vepas Invulns?
If you look carefully, any self-respecting armour supercap will be fitting A-Type EANMs, which are a meta-13 deadspace mod and on equal stats to Ahremen EANM's. By swapping to Vepas rather than the typical CN faction invuln, it put the shield tankers on the same meta level and made them comparable.
So what are the problems?
1. No meta-13 invulns. Armour tankers have the luxury of a ton of deadspace EANMs available at prices affordable relative to their ship. We need A-Type Invulns seeded so that shield tankers are not paying out the nose to compete on the same level.
2. Shield gang bonus is not applied instantly. This is a no-brainer - for anyone to benefit from the Leviathan properly then shield bonus HP need to kick in immediately just like armour bonuses do.
3. The Hel is a little short on raw HP. Most shield tanking ships have less base HP than their armour counterparts, which is often compensated by the having use of active omni-tanking Invulns to give them better overall resists. For the Wyvern this isn't much of an issue, as it get's an inbuilt resistance bonus too. However the Hel suffers from a combination of low raw HP, fewer midslots and no innate resistance bonus. Solution? Give it +5% shield HP per level and it now has a bonus suitable for its race and role.
|

Headerman
Quovis Shadow of xXDEATHXx
200
|
Posted - 2011.10.14 10:26:00 -
[82] - Quote
^^^ Came to the same conclusion about increasing the shield amount, that is a good bonus.
I think the only down side is that it's not an offensive bonus to go hand in hand with the Nyx's offensive bonus, and the opposite of the Aeons defensive bonus.
But, it's sure better than the RR bonus [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Lugalzagezi666
16
|
Posted - 2011.10.14 10:41:00 -
[83] - Quote
And then compare cookie cutter aeon and wyvern.
Aeon using 8 slots for tank - 35m ehp. Wyvern using 10 slots for tank - 37m ehp WITH VEPAS INVULS
Now plug in hg slaves and aeon suddenly has 51m ehp. Apply titan bonuses and difference is 20m ehp /even if levi bonus actually increased your current shields/.
No, slaves are definitely not a problem.  |

Cruthensis
Xeno Tech Corp Flatline.
0
|
Posted - 2011.10.14 10:53:00 -
[84] - Quote
I like the idea that Min capitals should fit in wiht the Minmatar ethos of fast, agile combat. To that end, the carriers could have a bonus to support that play style, rather than to directly play that style (as if a carrier's would ever orbit in falloff ).
A decent bonus to remote repair range might do that, allowing the support fleet to leverage their advantage of speed and range dictation over a large grid area, without getting out of rep range. I'd see that being primarily useful for small - medium sized gangs I suppose.
It could also play well with paired blobs of sniping alpha Dreads and BS. |

CynoNet Two
GoonWaffe Goonswarm Federation
54
|
Posted - 2011.10.14 11:02:00 -
[85] - Quote
Lugalzagezi666 wrote:And then compare cookie cutter aeon and wyvern. Aeon using 8 slots for tank - 35m ehp. Wyvern using 10 slots for tank - 37m ehp WITH VEPAS INVULS Now plug in hg slaves and aeon suddenly has 51m ehp. Apply titan bonuses and difference is 20m ehp /even if levi bonus actually increased your current shields/. No, slaves are definitely not a problem. 
At no point did I say that the Aeon's base hitpoints were balanced. That isn't the subject of this thread. The fact that it has the highest base armour value AND a resistance bonus should be addressed as part of its own balancing.
It's worth pointing out that I'm not in favour of a 20% across the board HP reduction for supercaps, but rather differing reductions based on things like this. For example, the Aeon should be dropped by 20%, while the Hel should not be touched at all. And I say that as an Aeon pilot already. |

Lugalzagezi666
16
|
Posted - 2011.10.14 11:28:00 -
[86] - Quote
Nyx with slaves - using 7 slots for tank - 33,5m ehp. Hel using 10 slots for tank - 26m ehp WITH VEPAS INVULS.
Nyx without slaves - 22m ehp. Hel with cn invuls - 21,5m ehp.
So even if high meta deadspace invul was in game and cost the same amount of isk as a-type eanm, even then the bonus of hg slaves /that are 2bil/ is much much bigger.
No, ehp of supercaps isnt 100% balanced, but slave implants mean even bigger imbalance, that should be fixed. |

CynoNet Two
GoonWaffe Goonswarm Federation
54
|
Posted - 2011.10.14 12:58:00 -
[87] - Quote
Lugalzagezi666 wrote:Nyx with slaves - using 7 slots for tank - 33,5m ehp. Hel using 10 slots for tank - 26m ehp WITH VEPAS INVULS.
Nyx without slaves - 22m ehp. Hel with cn invuls - 21,5m ehp.
So even if high meta deadspace invul was in game and cost the same amount of isk as a-type eanm, even then the bonus of hg slaves /that are 2bil/ is much much bigger.
No, ehp of supercaps isnt 100% balanced, but slave implants mean even bigger imbalance, that should be fixed.
You seem to be having trouble comprehending more than one line of my post at a time. I'm going to refrain from pointing out your logical errors and ending my sentences IN RAGE CAPS, and instead post ~pretty pictures~.
Through the magic of a hex editor I have buffed the Hel (alas only in my own copy of EFT) to show what would happen if my proposed changes went in and the world was a happier, shiner place.
They say a picture paints a thousand words. What if it's a picture* of several pictures with more words inside them?!?!?. I hope you can keep up!
*apparently BBcode no longer works so: http://i.imgur.com/p0vNs.jpg |

Lugalzagezi666
16
|
Posted - 2011.10.14 13:17:00 -
[88] - Quote
You somehow doesnt seem to understand, that its exactly hg slave implants that are generating the ehp inbalance issue in sc class.
So instead of making slaves to not affect capital hulls, you think its better to create some new magical deadspace invul and add shield bonus to 1 ship to fix that imbalance generated by slave implants.
Only that slaves provide significant benefit to all other armor tanking supercapitals, so you will have to balance ehp of all other scs too. And all you will get is, that slaved armor scs will still have more ehp than shield scs when using same amout of slots for tank.
|

Aamrr
HnL Enterprise
79
|
Posted - 2011.10.15 01:41:00 -
[89] - Quote
And....that little EFT screenshot really says all there is to say. +1. |

Justin Cody
T.A.L.O.N. Company B4D W01F
5
|
Posted - 2011.10.15 07:30:00 -
[90] - Quote
Aamrr wrote:Tanya Powers wrote:CCP already stated that passive shield regen is way overpowered has it is. This statement confuses me. Barring a few ratting drakes out in the belts of nullsec, I can't remember the last time I saw passive tanks being used in any significant capacity. Buffer is indisputably popular, but that's certainly not an issue relevant to regen. Battlecruiser level aside, there really aren't many ships out there that I would say should be passively-regen tanked. More often than not, you can get superior damage projection with using an active or buffer configuration with similar survivability. Does anyone else feel this way, or am i mistaken?
You are 100% correct.
Passive regeneration of shield HP is not over powered. Not at all. The fact that minmatar shield tank (sub cap) far better than caldari is a shame.
I would like to see passive tanking expanded upon for caldari as a strategy that is meant to happen rather than being incidental. They are supposed to have the most advanced shields in EVE.
Buffer tank isn't regen which confuses some people. Regen is affected primarily by your shield recharge time and then by resistances. which multiply the effect.
I can make a phoenix with a nasty buffer tank, and it does regen pretty well...but it isn't spectacular or even close to the active tank it can have.
There should be more passive tanked caldari ships. That is the end of it.
|

Alara IonStorm
Caldari State
1
|
Posted - 2011.10.15 10:20:00 -
[91] - Quote
Aamrr wrote: [list] Slave implants. Really, does it need to be said? The best option is probably to make them not work on supercapital ships. Pilots with the ability to fly supercapitals should probably have the implants removed and placed in their cargohold or hangar, as appropriate.
Yeeesss
Don't remove the Implants though, just make Supers not effected by them entirely.
|

Headerman
Quovis Shadow of xXDEATHXx
201
|
Posted - 2011.10.15 10:45:00 -
[92] - Quote
Remember this is a thread on how to fix Minmatar capitals, not debate weather an Aeon is OP with a slave set
Hel: I would say give a slight buff to shield amount, a slight reduction in armour, and swap the RR bonus for a tracking speed bonus for fighters and FBs
Nidhoggur: Buff CPU and cap so it can do it's RR'ing properly
Nag and Rag: Increase the base damage multiplyer of x-large projectiles to reinforce Minmatars better weapons [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Alara IonStorm
Caldari State
1
|
Posted - 2011.10.15 11:01:00 -
[93] - Quote
Headerman wrote: Nag and Rag: Increase the base damage multiplyer of x-large projectiles to reinforce Minmatars better weapons
For the Nag why not change it to Trip Projectile Turrets?
|

Ragel Tropxe
Mindstar Technology Executive Outcomes
2
|
Posted - 2011.10.15 11:21:00 -
[94] - Quote
when they last looked at the Nag the view was giving it three turrets wasnt possible due to artwork restrictions
Instead of that, how about removing the two launcher hardpoints but giving a built in bonus of 150% capital projectile turret damage?
(ie 2 turrets *150% = 3 turrets)
would also mean the Nag benefits from the MOOAR ALPHAA (well per gun anyway)
Take one of the high slots and move it to a mid, lose the other. |

Alara IonStorm
Caldari State
1
|
Posted - 2011.10.15 11:23:00 -
[95] - Quote
Ragel Tropxe wrote:when they last looked at the Nag the view was giving it three turrets wasnt possible due to artwork restrictions
It would not take much to fix that. Besides they are planing to add Launcher hard points and redesigning all of the ships anyway, just throw it on the pile.
|

Epiphaniess
Verboten Technologies
200
|
Posted - 2011.10.15 15:36:00 -
[96] - Quote
Alara IonStorm wrote:Ragel Tropxe wrote:when they last looked at the Nag the view was giving it three turrets wasnt possible due to artwork restrictions
It would not take much to fix that. Besides they are planing to add Launcher hard points and redesigning all of the ships anyway, just throw it on the pile.
Adding Launcher hard points, is something CCP wants to do does not mean it will get done any time SoonGäó.
And it certainly won't be something that will get done by winter. Even if CCP wanted to add a third turret to the Nag it would not get done by this winter. With how long it takes CCP to make art assets.
Personally I like the Nag with Two projectile turrets and two missile launchers, instead of trying to nerf it's uniqueness by making it like all the other dreads, plus won't the Nag be that much awesome when CCP does add Launcher Turrets and the Nag will have 2 guns and 3 launchers firing.
No what the Nag needs is a buff to Damage out put, Alpha or DPS to match the larger time investment in skills need to use the Nag at it's most effectiveness. |

Alara IonStorm
Caldari State
3
|
Posted - 2011.10.15 15:47:00 -
[97] - Quote
Epiphaniess wrote: Nag will have 2 guns and 3 launchers firing.
That would make it worth the time. Are we adding another slot for the siege mod or is that extra launcher just a Citadel sized tease.
|

Epiphaniess
Verboten Technologies
200
|
Posted - 2011.10.15 15:48:00 -
[98] - Quote
Alara IonStorm wrote:Aamrr wrote: [list] Slave implants. Really, does it need to be said? The best option is probably to make them not work on supercapital ships. Pilots with the ability to fly supercapitals should probably have the implants removed and placed in their cargohold or hangar, as appropriate.
Yeeesss Don't remove the Implants though, just make Supers not effected by them entirely.
Slaves implants do make Armor tanking in the Cap level more desirable. But the solution is not to remove them or even to make them not work with Capital ships. Making them not work with Capital ships sounds like a much more complicated solution, than is necessary.
The solution that makes more since would to add a new set of implants, or revamp an existing set like the Halo set from reduced signature to increased shield amount and help balance out some of the extra passive shield regen boost you would get could give them a shield regen penalty. Though I am not sure the extra shield regen would be all that OP, that would have to be some number that would need looking into. |

Epiphaniess
Verboten Technologies
200
|
Posted - 2011.10.15 15:49:00 -
[99] - Quote
Alara IonStorm wrote:Epiphaniess wrote: Nag will have 2 guns and 3 launchers firing.
That would make it worth the time. Are we adding another slot for the siege mod or is that extra launcher just a Citadel sized tease.
Opps my bad typo  
I'll fix. |

Mina Sebiestar
Mactabilis Simplex Cursus
10
|
Posted - 2011.10.15 16:01:00 -
[100] - Quote
Mini dread right thing to do is 3 turret slots,cheap thing to do is to give back what you nerfed in the first place...yes you know what am talking about.
Mini mothership(supers is just so gay word) need to be either dps bonus so there are 2 tank and 2 dps or mayor buff to crappy RR it have now or smtn new like fleet coordinator role that is command ship on steroids or w/e.
petty re balances of shield/armor hitpoints. |

To mare
Advanced Technology
0
|
Posted - 2011.10.15 19:37:00 -
[101] - Quote
Limvala Adur wrote:I'd like to see Minmatar capitals doing something new and unique. I don't like seeing more of the same with different hulls.
nanocapitals.
|

Morgaine Mighthammer
Rapecage Inc. Hav0k.
0
|
Posted - 2011.10.16 06:53:00 -
[102] - Quote
To mare wrote:Limvala Adur wrote:I'd like to see Minmatar capitals doing something new and unique. I don't like seeing more of the same with different hulls. nanocapitals.
Have you looked at the Hel? when i had mine i was constantly outrunning the rest of my fleet, was almost always the first to land on grid and the first to align, and i was fit full tank. the niddy isn't exactly slow either, had one that was keeping up with an ahac fleet bouncing between gates, fc actually forgot that it was a cap for a sec and ordered it to hold on the gate and not jump through with the fleet, was rather amusing...
anywho, as for fixing minnie caps:
Niddy - as a few others have said, swap a low for a mid so it's definitely a shield tanker, buff it's cap a little, see my comment on the hel as for it's rr bonus
Nag - please leave it's weapon config be, in my experience i've never had an issue with my dmg, in fact i routinely out dps'd the rest of my fleet with mine. that being said, i wont turn down a dmg buff since i dont get a bonus to torps anymore, a tracking buff would definitely be nice
Hel - buff it's raw shield hp a bit, take it from armor if you have to. while you can argue about the effectiveness of a pantheon fleet, no one in their right mind will ever do it with supers, swap the rr bonus for either drone tracking or for a jump cap/range bonus to put it in line with the minnie style.
Rag - still training for one, have no experience with em, so not really my place to say.
as for the slaves debate...
Epiphaniess wrote:Slaves implants do make Armor tanking in the Cap level more desirable. But the solution is not to remove them or even to make them not work with Capital ships. Making them not work with Capital ships sounds like a much more complicated solution, than is necessary.
The solution that makes more since would to add a new set of implants, or revamp an existing set like the Halo set from reduced signature to increased shield amount and help balance out some of the extra passive shield regen boost you would get could give them a shield regen penalty. Though I am not sure the extra shield regen would be all that OP, that would have to be some number that would need looking into.
if you take a look at crystals, you'll notice that they have a little disclaimer that they dont work on capital mods, so i hardly doubt that it would be that big of a deal for ccp to make slaves not work on caps, and in doing so would bring the ehp of just about all supers into a pretty decent balance as several others have already attested to |

Headerman
Quovis Shadow of xXDEATHXx
209
|
Posted - 2011.10.16 07:05:00 -
[103] - Quote
I do wonder about slaves, since they give a bonus to armour amount, and there is a rig to cut down on the armour RR activation time [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Aamrr
HnL Enterprise
81
|
Posted - 2011.10.16 09:16:00 -
[104] - Quote
No, there isn't. The Remote Repair Augmentor reduces remote armor repairer capacitor use. The Nanobot Accelerator does indeed reduce armor cycle time -- but it does so locally, not remotely. |

Mocam
EVE University Ivy League
35
|
Posted - 2011.10.16 11:29:00 -
[105] - Quote
Headerman wrote:I do wonder about slaves, since they give a bonus to armour amount, and there is a rig to cut down on the armour RR activation time
I'm less interested in the slave implants arguments than the improvements to minmatar capitals/supers - I can sit in them now (I don't call sitting in a cap the same as FLYING one decently) and the topic you brought up is of interest to me.
Being as it's your thread - would you mind summing up some of the ideas into a reply here?
It looks like there's some consensus on slot changes for hel, some shield changes stuff for both carriers and some differences on the weapons/weapon bonuses and the like for the gun caps. I think that might help get it off "nerf implants" and back onto the ships themselves. |

Lord Zuel
Aliastra Gallente Federation
0
|
Posted - 2011.10.16 13:44:00 -
[106] - Quote
I don't really understand why there is an issue with changing the Minnie dread to 3 turrets. I understand that re-modelling is hard work, but why not just have 2 turrets and give it a special ship bonus for 50% damage? Then remove the missile slots. Same thing as they did with Faction ships. |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
7
|
Posted - 2011.10.16 16:40:00 -
[107] - Quote
The Nidhoggur is just fine, leave it alone.
What needs to be looked at with shield capitals and shield ships in general are two things =>
First of all, the Shield slave set. Add it, and maybe add an armor rep set (Just like the crystal set, but the armor version, you konw what I mean) for the sake of balancing.
And most importantly, the fleet's shield bonuses should be applied INSTANTLY.
Seriously, who came up with such a wrong idea. The Leviathan gives 37.5% shield to every ship in his fleet. For subcapitals it's fine since you can regen the missing part of your shields in a few minutes at most. But hey, 37.5% of a Supercarrier's shield.
Seriously. And what's even worse, is that those 37.5% don't have to be regen once, BUT EVERY-FSCKING-TIME you jump.
Who, the heck, added this in the first place. Armor bonuses are instantly added to the ships, while shield bonuses are retardedly showing that red part everytime you jump. Please, CCP, Please. It's not like it's hard to change a few numbers. That, would be GREATLY appreciated by every shield ship user in the game, all it cost is maybe a day of work for a dev to implement that.
Other than that, the Hel's bonus is something to look at. I don't know what kind of bonus would be great on that ship, to be honest. If you want not to worry much, +5% shield resistance per level. If you want it to be really different from the Wyvern, then you might want to add a new bonus. Speed/Tank bonuses to drones ? Smartbomb ranges (Not this one without ANOTHER bonus on top of it, it wouldn't be better than the one we currently have...) ? Or maybe the "Recquires 1/4 of the capacitor to jump", it would make it a bit different from other supercarriers. |

Jacob Stov
1
|
Posted - 2011.10.16 17:07:00 -
[108] - Quote
Naglfar- I would say ok as it is. Capless guns in itself is a great bonus.
Nidhoggur-swap low to midslot. 2 shield, 2 armor carriers it shall be.
Hel- repair bonus isn't all that great. Give it fighter velocity bonus instead. Less travel time->more effective DPS, inline with Minmatar design philosophy.
The titan, hm, no idea. Not a shipclass I'm interested in. |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
7
|
Posted - 2011.10.16 19:15:00 -
[109] - Quote
Actually, I think that despite the Minmatar Titan bonus not being so much of a problem, I would gladly see a change. A 7.5% speed bonus per level ? Since Minmatar stuff is all about speed, that would be somewhat usefull. |

Headerman
Quovis Shadow of xXDEATHXx
209
|
Posted - 2011.10.16 20:15:00 -
[110] - Quote
I dunno, the sig radius does make a pretty big difference. Would be good though.
As for the Rag it self, a comparable fit Vs an erebus can give it more DPS, more range and a higher tank? [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
7
|
Posted - 2011.10.16 20:29:00 -
[111] - Quote
The sigradius doesn't make much difference because you either already have a low sig radius (On AHACs and Tengus, for exemple), or you have an already big sig radius and the Ragnarok's bonus isn't going to change the fact that a Maelstrom is a big ass ship.
I mean, if your sig radius is already turning the tide of the battle, further reducing it is a bit pointless. And if your sig radius doesn't matter at all (for battleship fleets), the bonus doesn't change a thing (Oh, maybe they reduce damages coming from....citadel missiles ?).
I threw the 7.5% speed bonus in the air, it's not like I though of everything yet. I'm just saying that in a fleet battle, I would rather have 37.5% more speed than -37.5% less sigradius. |

UR13L
THORN Syndicate BricK sQuAD.
0
|
Posted - 2011.10.16 22:21:00 -
[112] - Quote
IMO the Hel AND the Niddy should get a +x% drone/fighter tracking and +x% drone/fighter speed bonus, as well as buffing its shields as suggested above. 2 shield , 2 armor carriers 1 of each tank type for dps or defense (Thanny and Niddy offensive bonus, Chimmy and Archon defensive bonus) for regular carriers. |

Headerman
Quovis Shadow of xXDEATHXx
209
|
Posted - 2011.10.16 22:26:00 -
[113] - Quote
Speed is a good one, and that is a good point.
What about Agility? 37.5% more agile ship would be pretty damn nice
Or 37.5% increase in damage... but i think that would be way OP [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Ruah Piskonit
PIE Inc.
9
|
Posted - 2011.10.17 02:18:00 -
[114] - Quote
Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps
this is the answer to the implant question. Do you realize that passive regen on a capital and especially super captials is quite insane? The solution is to remove slave use in capital use, not making shield implants that 'do the same' which they don't - they will just break the system again and force a slave buff. . . this has been discussed in detail and the math is quite conclusive.
Ok mini capitals - (I have an alt that is subed atm that uses them)
1) Niddy - The problem with the niddy is not the buffer (although some will argue this), its the cap. Specifically it is the cap to rep balance, and the amount of rep it can do effectively before running out of cap. But to straight buff the cap would unbalance the ship since that cap can be used for other things and mini caps should have crappy cap - so - the solution is to give the niddy a 5% per level RR cap use in addition to the current 5% rep amount per level bonus making it 5% per level RR amount and cap use per level. Consider a light buff, say to 7.5% per level rep amount.
There are some debates about the slot layout, I would suggest returning the slot layout to its former 5/6/5 and shift a little of the armor to the shield (very slight) - make it a solid shield tanker.
2) Hel - Now the Hel is a lot more problematic because moms in general are kinda broken. But I would start by saying - that the same RR changes should be made for the Hel. And that it needs to be balanced with the Nyx in terms of tank, only with shields instead of armor.
Some people will suggest that the Hel get a FB tracking or speed bonus - while I think the recent changes but an end to that debate - please remember that like the TD changes that have essentially made ACs the most dominant 'does everything well' wepon system in the game (along with the more focused damage type changes), toying with tracking is almost always a very dangerous thing especially when considering that there is an explicit desire to make fighters and Fighter-bombers NOT do damage to smaller ships.
The idea that fighter and figher-bomber speed should be increased is also a misguided idea - specially when considering that the increased speed of the drone will inevitably reduce its damage once in orbit.
Ultimately, I know I chose Mini carrier and super carrier for my alt, knowing full well that it was inferior in tank and damage, because I believe that RR is a truly unique and viable way to fly these ships. It would be a terrible shame to let that flavor go and effectively standardize capitals for the short term - I feel it is much better to try to work the current bonus', make subtle changes, and see where that takes us before we scrap the entire racial flavor.
Other people here who trained minmatar did so for either RP-ish reasons (it looks cool, I am mini, I had mini BB 5 - all RP reasons) or for the RR. Everyone here knew that Minmatar capitals were always about being specialized support - to change that now would be a great step back.
Ruah |

Kharylien
Masked Rider Project
0
|
Posted - 2011.10.17 06:20:00 -
[115] - Quote
Regardless of all other options under consideration, I don't think *adding* a new set of shield-oriented implants is a good idea - especially considering the degree to which a number of shield-tanking sub-capital ships are already a bit over-strong in some contexts. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
0
|
Posted - 2011.10.17 11:30:00 -
[116] - Quote
Alright, time for some easy problems/solutions and then some math. I'm going to make this a series of posts so that people can +rep and respond to the individual points.
First up are the Minmatar "normal" capital ships, the Naglfar dreadnought and the Nighoggur carrier.
Naglfar - Problem #1 - Split Weapons Systems
The Naglfar has split weapons systems due to the Minmatar storyline and general use of both missiles and projectile turret weapons. Unfortunately, because the Naglfar is FORCED to split weapons systems, that means that its pilots either spend a whole lot more time training missile and missile support skills, or are generally much less effective than their other dreadnought counterparts. This problem is exacerbated because of how heavily citadel torpedoes depend on extremely good missile support skills for range, explosion radius/velocity, and so on.
The reality is that the ability of some Minmatar ships to use missiles is a niche feature -- those aren't the primary focus of ships like the Huginn, the Typhoon, or the MInmatar battlecruisers. Since the vast majority of Naglfar pilots are coming from Tempest/Maelstrom fleet doctrines, it only makes sense to give the Nag a full rack of turret hardpoints.
Solution: Increase the turret hardpoints on the Naglfar to 3. People can fit it like a Typhoon-nought if they like, but mainline Tempest/Maelstrom pilots should not be forced to train capital missile skills.
Nidhoggur - Problem #2 - Shield vs. Armor Tanking, General Weirdness
The Nidhoggur is not a bad ship, but the ship's design with respect to its tank is pretty strange and arguably bad. Most Minmatar ships (and the other 3 capital ships) are optimally shield-tanked, but the Nidhoggur's slot layout is the same as the Thanatos (5 low 6 mid 5 high) rather than a layout more supportive of an active shield tank. The Nidhoggur also lacks the CPU to really fit an active shield tank because it has 15% less CPU than the Chimera and because Capital Shield Boosters take 4 times the CPU of a Capital Armor Repairer (as well as 60% of the power grid.) Even the Rorqual can fit a substantially superior shield tank to the Nidhoggur, which is strange. Finally, the Nidhoggur has equal amounts of armor and shield base HP, which is probably related to the "flavor" of the Minmatar race's split between shield and armor, but is an overall bad design choice.
Solution #1: Capital Shield Boosters don't need to take 4x the CPU of a Capital Armor Repairer. Either reduce the CPU cost or increase the CPU on the Nidhoggur to be more in line with the Chimera and Rorqual.
Solution #2: Pick either armor or shield tanking for the Nidhoggur, and change the base hitpoints to be in line with this decision. If that involves a change to shield-tanking, make the above fix and change the slot layout on the Nidhoggur to 5L/6M/5H, so that the mids and lows are inverted compared to the Thanatos. |

Aamrr
HnL Enterprise
85
|
Posted - 2011.10.17 11:55:00 -
[117] - Quote
That last post was well presented. The numbers supported your points well, and I hope CCP gets a chance to read it.
Edit: In particular, I hope they go for the option of reducing shield booster CPU requirements. The Nidhoggur isn't the only shield capital starving for CPU. It's just the most obvious example. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
1
|
Posted - 2011.10.17 12:21:00 -
[118] - Quote
Okay, now let's talk about shield-tanking as it applies to supercapitals. This is especially relevant to the Minmatar supercapitals, for reasons that I will get to -- basically Minmatar supercaps have weaker tanks than the Caldari supercaps (both using shields) and so the shield problems are much more pronounced for the Hel and Ragnarok.
Problem - A-Type EANMs vs Meta-13 Invulns
Every buffer-tanked ship in EVE makes heavy use of omni-resist modules to increase their across-the-board resists efficiently. For supercapitals, this means very-high-meta-level EANMs and Invulnerability Fields, which give massive bonuses to all resist types. Armor tankers, however, have access to Meta 13 EANMs from A-Type plexes of 3 pirate factions: Blood (Corpum), Sansha (Centum), and Serpentis (Corelum). Since these EANMs are of the medium loot level (Corpum instead of Corpus, Centum instead of Centus, Corelum instead of Core) that means that their "A-Type" modules drop from the 6/10 DED complexes and similar escalations from Blood/Sansha/Serpentis Base and Fortress signatures. (See http://wiki.eveonline.com/en/wiki/Deadspace_items for more information on this drop system if you have questions.) This means that these A-Type EANMs are very widely available, typically going for 1.25B ISK on the open market (with 40+ on contracts) as of this writing.
By contrast, the "equivalent" module for shields is the meta 13 Invulnerability Field, which has no A-Type equivalent from Guristas or Angel complexes. The only meta 13 invulns are of officer origin (Vepas' Invulnerability Field) which current retails around around 12B ISK, with 2 available in Jita as of this writing. Pithum A-Type Invulnerability Fields should be dropping from Guristas' Base escalations and Guristas' Troop Reinvigoration Camps everywhere, but they don't even exist, meaning that shield-tanked supercapital pilots typically have to "downgrade" to Kaikka's or Caldari Navy-class invulns. (Kaikka's is Meta 11, costs ~3.2B, and is 13% less effective than Vepas'. CN Invulns are meta 9, cost 550M, and are 20% less effective than Vepas'.)
This leads to the following results. I have left fleet bonuses out for now since they don't matter for this comparison.
Hel, typical fit with Caldari Navy Invulns and 6% shield+regen implants: 24.8M EHP, 2037 DPS passive tank
Hel, fit with meta-13 Invulns and 6% shield implants: 29.3M EHP, 2460 DPS passive tank
Nyx, typical A-Type EANM fit, with Akemon's 8% armor implant: 24.3M EHP
Nyx, same as above, but with a full Slave set added: 35.9M EHP
The imbalances here should be clear. Let's compare the Aeon and the Wyvern:
Wyvern, typical Caldari Navy Invuln fit, 6% shield+regen implants: 36.9M EHP, 3004 DPS passive tank
Wyvern, fit with meta-13 Invulns, otherwise as above: 42.4M EHP, 3495 DPS passive tank
Aeon, typical A-Type EANM fit, with Akemon's: 37.0M EHP
Aeon, same as above, but will a full Slave set added:: 55.4M EHP
The results are, relative to each other, the same. Note that I have compared the Aeon and Wyvern (which have resistance bonuses) to each other as well as the Hel and Nyx (which have other bonuses instead of resistances.) The topic of the resist bonuses themselves, as well as the Hel's very bad bonus (to remote rep effectiveness) is a topic for another post.
Anyway, it is clear that while the Slave set is extremely good (especially on ships with already-large EHP multipliers like the Aeon) that they do not tell the whole story, and that the addition of Meta-13 invulns is an important change to help balance all shield-tanked supercapitals, especially the Minmatar Hel and Ragnarok. (Many Ragnarok pilots have moved to armor-tanking their titans because of this and other problems which I will get to in my next post.)
Solution #1: Add Gistum and Pithum C/B/A-Type Invulnerability Fields with statistics matching those of the Kaikka's/Thon's/Vepas' Modified Invulnerability Fields, which drop from Angel and Guristas 6/10 complexes and escalations from their Base and Fortress cosmic signatures.
Possible Solution #2: If the shield vs. armor EHP differential is still considered too high, consider either nerfing the Slave set *slightly* or adding only a Low-Grade Shieldguy implant set which would allow shield-tanked supercapital pilots to catch up.
Coming up next: Shield and armor data mechanics and fleet bonuses. |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
9
|
Posted - 2011.10.17 12:39:00 -
[119] - Quote
The first step to fixing shield supercapitals would still be the immediate appliance of shield fleet bonuses. When you get in the battle with 2/3 of your 3M shield HPs, you're quite annoyed and you'll probably die first, especially if you have an already weak hull.
(But I support the Pith A/B/C/X-type hardeners idea, it rocks big times) |

Aamrr
HnL Enterprise
85
|
Posted - 2011.10.17 12:51:00 -
[120] - Quote
On the subject of meta-13 invulns, it is worth pointing out that a faction invuln gives a 37.5% resistance bonus. Even with all-5 compensation skills, you only get 35.4% from an a-type EANM. I know that one is active and one is passive, but...on a capital, the capacitor draw from a hardener isn't exactly the dominant factor in your capacitor consumption. The only real factor here is whether you can turn it off with energy neutralizers.
Just food for thought. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
1
|
Posted - 2011.10.17 13:36:00 -
[121] - Quote
Now for some discussion of shield and armor mechanics and how fleet bonuses are applied. This is the topic that SMT008 just mentioned -- the fact that shield fleet bonuses are not applied upon jumping in properly. Here is why:
Shield hit points in EVE are measured with two variables: Your maximum shield hitpoints, and your current "shield charge", or your current hit point total. Both of these are positive variables and are used in the equation for your shield recharge rate, just like capacitor.
By contrast, armor hit points are measured differently: Your maximum armor hit points are still there, but instead of tracking "how much armor" you have, the game tracks "how much armor is damaged" as a value. This means that your armor damage is essentially a negative variable -- to calculate your current armor, the game takes your maximum armor and subtracts your current armor damage number.
This essentially means that when fleet bonuses are applied to your shields, that you don't gain any shield HP at all until you recharge them, which (in the case of supercapitals) is an extremely long and painful process, even with remote shield transporters available. This is because when a fleet jumps to a cynosural field or jump beacon, your shield charge temporarily drops to your maximum shield without any fleet bonuses. (If your squad/wing/fleet booster leaves the system first, your hit points drop when he jumps out. If you jump out before your booster, you arrive before them and your hit points drop at that time before they cyno in.)
Let's watch a demonstration:
Our Wyvern from the previous example (tricked out with our theoretical Pithum A-Type Invulns) has a total of 2,726,950 shield hit points. He jumps along with his squad commander, which is a Leviathan with maximum fleet command skills, a siege warfare mindlink, and a shield harmonizing warfare link. Once they arrive, he has 2,726,950 shield hit points, but his maximum with fleet bonuses applied is now 3,749,557 shield hit points. He is only at 72.7% shields now! His theoretical EHP has increased from 49.9M to 68.9M, but his actual EHP is only 51.3M -- he got a small bonus from the Levi's gang link and from armor and structure increases, but the entire shield hit point bonus is useless to him since it isn't applied properly.
Now our Aeon from the previous example also jumps in. He has a base of 3,942,361 armor hit points, of which 0 are missing. (Remember, armor is measured by "how much damage have you taken" and he is at full HP.) Now he jumps to his squad commander, a perfect Erebus with the passive defense gang link and an armored warfare mindlink. Suddenly, his maximum armor hit points go up to 5,420,746, and since he has 0 damage, his current armor hit points go up by the same amount. (He also gains 10% shields, leaving him at 91% shield capacity when he arrives.) This means that his EHP has just increased from 55.4M to 79.3M EHP.
This means that, in practice, not only does an Aeon already have a small EHP advantage over a Wyvern (because of the Slave set) the Aeon's ability to have fleet bonuses applied instantly means that he has an 55% EHP advantage over the Wyvern in an actual fleet fight where they need to jump to engage.
Frankly, that is pretty absurd.
Solution #1: Fix shield hit points to be measured as a negative number, just like armor and structure hit points are measured. This will require re-working of all the code that touches shield hit points (like the shield regen formula) but is the overall best way.
Solution #2: Change fleet bonuses so that they are only removed or un-applied if they are not present for 5 minutes or more. This would allow shield-tanked supercapitals the ability to get their shields repaired to full and then jump without losing their fleet bonuses if they all jump within a reasonably short time. This solution is not ideal, but it is workable and fixes most of this problem.
Either way, this is an absolutely fundamental issue that needs to be addressed or shield-tanking supercapitals will NEVER be competitive with armor tankers -- it isn't even close.
Edit: Wyvern numbers fixed for better fitting and Slave set complaint removed. |

Cameron Freerunner
Daisy Hill Puppy Farm
0
|
Posted - 2011.10.17 14:19:00 -
[122] - Quote
I recently bought a Nid, but I've never flown it in combat. I'm not familiar with the more particular issues some of you bring up. However, I found myself wondering if there were changes that could be made that weren't strictly focused on shields or weapons.
I always thought of the Minmatar capitals in relation to the Thukker nomads wandering about and never docking. Is there any value to buffing things like its cargohold/ship fit bay/corp bay/fuel bay? I liked one of the posters ideas to make it take less cap to jump. Perhaps also a faster cap regen time? A little extra jump distance? More agility or speed to fit the typical Minnie bonuses? |

Kazanir
Eighty Joule Brewery Goonswarm Federation
1
|
Posted - 2011.10.17 15:10:00 -
[123] - Quote
Cameron Freerunner wrote:I recently bought a Nid, but I've never flown it in combat. I'm not familiar with the more particular issues some of you bring up. However, I found myself wondering if there were changes that could be made that weren't strictly focused on shields or weapons.
I always thought of the Minmatar capitals in relation to the Thukker nomads wandering about and never docking. Is there any value to buffing things like its cargohold/ship fit bay/corp bay/fuel bay? I liked one of the posters ideas to make it take less cap to jump. Perhaps also a faster cap regen time? A little extra jump distance? More agility or speed to fit the typical Minnie bonuses?
This is already true for the Nomad jump freighter actually, it takes the least fuel (and the least fuel-per-cubic-meter) to jump, and regens cap so fast that it can jump again before your session timer expires if you have good skills. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
3
|
Posted - 2011.10.17 16:25:00 -
[124] - Quote
Now for a very Minmatar-specific problem: The Hel's racial ship skill bonus, which is 5% remote armor/shield repairer effectiveness, mimicing the Nidhoggur.
This is a terrible bonus, and basically a vestigial feature of the pre-Dominion era, when supercarriers were motherships that could fit triage modules. It was never fixed, and it is completely subpar compared to the other supercarrier racial bonuses:
Aeon: Armor resists Wyvern: Shield resists Nyx: Fighter / fighterbomber damage
All of those bonuses directly affect a supercarrier's current and future role -- anticapital DPS machines and hard-to-kill capital & titan support vessels. While in theory repping is part of a supercarrier's primary role (especially in a brawl with other capitals and supercapitals) in practice the Hel's bonus is so small that it makes it irrelevant compared to the tens of millions of HP gained by the Wyvern and Aeon, or to the +25% damage the Nyx receives. The strength of reps is found in their numbers, and the Hel's bonus just isn't enough to make a difference.
Solution: The Hel's bonus needs to either be completely changed, or majorly upgraded, to make it competitive with the other supercarrier bonuses.
Here are a few ideas that we have thrown around:
1. Make the Hel the only supercarrier capable of fitting a triage module. (This would probably require a boost to its cap regen stats.) This would make the Hel the only supercarrier able to change roles from DPS machine to essentially an impervious spacepriest.
2. Similar to the above, make the Hel's bonus simply much better, such as a 10%/level bonus to shield transporter and remote armor rep effectiveness and cycle time. This would make the bonus an "always-on" kind of partial triage mode.
3. Do something else related to remote rep effectiveness, such as making the Hel's shield transporters and remote armor reps apply a small resist bonus or signature radius bonus to the ship it is repairing. This would be a lot of new code, but might be possible.
4. Change the Hel's bonus to something completely different. The problem here is that it is hard to find another bonus that relates to a supercarrier's role without simply mimicing the Nyx, and that CCP probably wants something that is in-line with the Minmatar capital line in terms of flavor.
5. Nerf all the other supercarrier bonuses intensely. Something like changing the Aeon/Wyvern bonuses to 1.5% resists per level and the Nyx bonus to 2% fighter/fighterbomber damage per level might be enough to make the Hel's 5%/level repping power competitive.
Personally I favor one of the first two ideas, since it would make the Hel truly unique on the battlefield and introduce real choices about which supercarriers to target first -- the Nyx who is dealing the most damage, or the Hel who is a real remote repping machine compared to his friends.
Whatever choice is made though, the bottom line is that the Hel's current bonus is a relic of a bygone age and needs major attention.
Edit: Fixed punctuation. |

Aamrr
HnL Enterprise
85
|
Posted - 2011.10.17 16:55:00 -
[125] - Quote
I mentioned this earlier, but what about this... Nidhoggur: 7.5% bonus to local and remote armor and shield repair modules per level. Hel: 7.5% bonus to remote armor shield shield repair modules per level, 7.5% bonus to shield hit points per level. |

Ragel Tropxe
Mindstar Technology Executive Outcomes
2
|
Posted - 2011.10.17 19:27:00 -
[126] - Quote
Id also like to add that if you make any changes to the general tanking type of any of the ships, please make arrangements for mods to be swapped =)
In previous "balance" passes I've swapped my Shield tanked Nidhoggur to an armour tanked one, and my armour tanked Naglfar to a shield tanked one.
How about cutting us some slack on this one guys? |

Kazanir
Eighty Joule Brewery Goonswarm Federation
5
|
Posted - 2011.10.17 19:39:00 -
[127] - Quote
Ragel Tropxe wrote:Id also like to add that if you make any changes to the general tanking type of any of the ships, please make arrangements for mods to be swapped =)
In previous "balance" passes I've swapped my Shield tanked Nidhoggur to an armour tanked one, and my armour tanked Naglfar to a shield tanked one.
How about cutting us some slack on this one guys?
When I made my post about the Nid I didn't remember that it had already been "swapped" from a really bad shield tanker to a moderately effective armor tanker. There probably isn't a reason to change it back under the circumstances, but it could use a little more armor hit points to bring it more in line with the Archon and Thanatos instead of having exactly equal shield and armor HP. |

Ragel Tropxe
Mindstar Technology Executive Outcomes
2
|
Posted - 2011.10.17 20:50:00 -
[128] - Quote
I agree it should be changed back to a shield tanked ship, if they do that (and I hope so), I would rather they make a decent shield tanked ship.
tbh the Nid wasn't that bad even with the shield tank it used to have, the critical thing, as usual with shield ships, was the appallingly tight fitting requirements of the remote shield transporters
again - if they do this please throw us a bone and get concord to trade in cap armour reps for shield reppers (or some such arrangement) |

Gypsio III
Dirty Filthy Perverts
15
|
Posted - 2011.10.17 20:56:00 -
[129] - Quote
Nidhoggur needs to be shield-tanked to maintain balance in carrier tanking styles - two armour, two shield. Moving the medslot to a lowslot was a really stupid idea at the time and has, along with the other obvious problems, helped engrain the dominance of armour at the capital level, reducing the value of the Chimera in particular. With six medslots and no resist bonus it still won't be very good at tanking, so moving two lowslots to medslots would probably be necessary, really. And several million more CPU, ofc.
I'm a bit wary of getting rid of the missiles on the Naglfar. It restricts missiles to the Phoenix, making it even less attractive. It's a case of helping one ship to the unintentional, and unneeded, detriment of another. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
5
|
Posted - 2011.10.17 21:12:00 -
[130] - Quote
Gypsio III wrote:I'm a bit wary of getting rid of the missiles on the Naglfar. It restricts missiles to the Phoenix, making it even less attractive. It's a case of helping one ship to the unintentional, and unneeded, detriment of another.
Note that my post specifically doesn't say this. Keeping 2 launcher hardpoints on the Naglfar is fine and hurts nothing. If people want to fit a capital Typhoon-style, and have the skills for it, then let them.
But you shouldn't be forced to train both to fly such a key ship in the Minmatar line; it is a severe penalty to any pilot who trains Minmatar Battleship V which has no justification outside of lore (and the new art that would be required for a 3rd turret on the Naglfar.) |

David Carel
30
|
Posted - 2011.10.17 22:05:00 -
[131] - Quote
Aamrr wrote:On the subject of meta-13 invulns, it is worth pointing out that a faction invuln gives a 37.5% resistance bonus. Even with all-5 compensation skills, you only get 35.4% from an a-type EANM. I know that one is active and one is passive, but...on a capital, the capacitor draw from a hardener isn't exactly the dominant factor in your capacitor consumption. The only real factor here is whether you can turn it off with energy neutralizers.
Just food for thought. It very much matters when you're neuted to 0 cap by 200 hurricanes. |

Aamrr
HnL Enterprise
87
|
Posted - 2011.10.17 22:15:00 -
[132] - Quote
Sure it does. Which is why I mentioned it. But it doesn't change the fact that invulns are inherently more potent than EANMs. |

Headerman
Quovis Shadow of xXDEATHXx
230
|
Posted - 2011.10.17 22:17:00 -
[133] - Quote
I believe that the Hel and Wyvern have no access to a shield based slave set is because of the CN PDU.
Maybe CCP can introduce some deadspace PDUs that give a bigger increase to shield amount, rather than a shield based slave set? Fit a few of them, a couple of good CPRs, and a better remote repping bonus, and the Hel may be fixed [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Headerman
Quovis Shadow of xXDEATHXx
230
|
Posted - 2011.10.17 22:18:00 -
[134] - Quote
Aamrr wrote:Sure it does. Which is why I mentioned it. But it doesn't change the fact that invulns are inherently more potent than EANMs.
Don't forget that Armour inherently is more resistant to damage than shields are.
On the other hand, a shield hardener has the advantage of being able to overheat. Does overheating happen on a super carrier much though?
Also, a Hel with a typical CN PDU, T2 extenders and 6 resists (x type hardeners and 2 CN Invulns, has 2,861,000 shield HP, and 22m EHP before boosting.
With a Levi and Tengu boosting, the Hels shields increase to 3,934,000, and it's EHP jumps to 32.7m. If i was flying a Hel, there is no way i would ever hot drop into a situation where i would lose 1/3 of my defence simply because of a session change. The total shield amount needs to be applied instantly, ala Armour. [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Kazanir
Eighty Joule Brewery Goonswarm Federation
215
|
Posted - 2011.10.17 22:41:00 -
[135] - Quote
Aamrr wrote:Sure it does. Which is why I mentioned it. But it doesn't change the fact that invulns are inherently more potent than EANMs.
The Slave set is essentially what fixes this. But with most shield-tankers limited to Meta 9 invulns right now, instead of Meta 13, there is a vast imbalance between the two. Look at the math I'm doing and you'll see that with the fixes I'm proposing, the combination of "better invulns" plus the Slave set puts the Aeon/Wyvern and Hel/Nyx on extremely even footing. This is how EANMs and Invulns should be balanced against each other, and would be with these proposed fixes.
The point about overheating is a good one, and shield-tankers do have an advantage in that case, but even with max skills you can only overheat a single invuln for about 10 minutes, and overheating your whole rack burns you out in 1.5 minutes. The single invuln overheating does add around 13% EHP (Wyvern example here) for the duration of your overheat, but your tank (i.e. your invulns) can be neuted off well before that period expires, especially against a fleet designed to kill supercaps. |

Headerman
Quovis Shadow of xXDEATHXx
230
|
Posted - 2011.10.17 23:04:00 -
[136] - Quote
I do like the idea of a Meta 13 deadspace invuln. Combined with a touch more shield added to the Hel, they may free up 1 or 2 low slots for some decent CPR modules, and add in a better RR bonus as well as the ships 4k + natural regen, they could be an effective spider tanker.
personally though, i don't want a spider tanking SC. I want a Hel that out damages its opponent. [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

Kazia Fey
Hello Kitty Hug Patrol EISENFAUST.
0
|
Posted - 2011.10.17 23:53:00 -
[137] - Quote
This whole Officer Invul vs A-Type EANM argument is a bit insane.
We want Titans and Moms to be more expensive, not less.
Reduce the availability of the A-Type EANM's instead of making a A-Type invuln. |

kari bourza
The Black Legionnares Fidelas Constans
2
|
Posted - 2011.10.18 00:01:00 -
[138] - Quote
the solution is simple, all ships should be shield tank, we are in space thousands of year in the future after many millenniums of technological advancement and we still ARMOR TANK ? reeaaly ? are we ******* panzers in WW2
ps : btw be very careful when you ask CCP to balance things, they'll end ******* up more things in the process |

Gypsio III
Dirty Filthy Perverts
16
|
Posted - 2011.10.18 00:05:00 -
[139] - Quote
Kazanir wrote:Gypsio III wrote:I'm a bit wary of getting rid of the missiles on the Naglfar. It restricts missiles to the Phoenix, making it even less attractive. It's a case of helping one ship to the unintentional, and unneeded, detriment of another. Note that my post specifically doesn't say this. Keeping 2 launcher hardpoints on the Naglfar is fine and hurts nothing. If people want to fit a capital Typhoon-style, and have the skills for it, then let them. But you shouldn't be forced to train both to fly such a key ship in the Minmatar line; it is a severe penalty to any pilot who trains Minmatar Battleship V which has no justification outside of lore (and the new art that would be required for a 3rd turret on the Naglfar.)
I don't understand. You say that the Naglfar should be able to fit a full rack of turrets, but if it could, then that's exactly what everyone would fit. As you say, why would anyone bother training up the capital missiles when they didn't need to, and why would they fit the capital missiles when not only are they undesirable in large fleets, but also result in inefficient use of damage mods? If the Naglfar could fit a full rack of turrets, nobody would ever use missiles on it ever again.
There is no Typhoon choice here, there is simply a change that restricts capital missiles to the Phoenix, and hence makes Phoenix pilots get told to fly a turret dreadnought to simplify fleet coordination. By trying to help one dreadnought, you make another useless and hated. Not clever. |

Headerman
Quovis Shadow of xXDEATHXx
230
|
Posted - 2011.10.18 00:10:00 -
[140] - Quote
One big advantage the phoenix does have though (and the Nag as well) is that Citadel Torps get 50km range, easily enough to hit a POS, at it's full DPS.
Fit up any other dread to deal it's top damage at 40km or so (an average distance to bash a POS) and you will be having serious issues. Swap out to medium range ammo and you will be hitting for similar DPS as a Phoenix does.
The only places that is valid though is a POS bash, killing Outposts, TCUs, SBUs, I-Hubs etc and you can close in pretty well and hit hard. [img]http://i53.tinypic.com/bebnf8.jpg[/img] |
|

CCP Phantom
C C P C C P Alliance
44

|
Posted - 2011.10.18 15:34:00 -
[141] - Quote
Off topic posts removed. CCP Phantom - German Community Coordinator |
|

Ruah Piskonit
PIE Inc.
9
|
Posted - 2011.10.18 22:28:00 -
[142] - Quote
Kazanir, did you read any of the posts before yours?
As well written and well thought out they are, I get the distinct impression you decided to completely ignore any previous post.
Anyway, I disagree with a few of your points. Even if you do compile the problems well.
it is too bad that the previous forums are not around anymore since there was a really good discussion between some of your corp-mates (one), some previous BoB members (two from dice if memory serves) where a lot of your topic as well as a few other strange suggestions were brought up. The post was within a month of the forum switch over and I may go digging around for it - but I doubt anyone will read it. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
42
|
Posted - 2011.10.19 03:28:00 -
[143] - Quote
Gypsio III wrote:
Leave the Naglfar with the split weapon system so the Phoenix isn't the only missile-using dreadnought (which would make it (even more) unwanted and effectively useless), but ensure that the Naglfar has a significant DPS advantage over even the Moros in compensation.
No. The shortest range, heaviest cap usage weapon system in the game (already that way for a blaster moros, will get even worse fyi), should have a DPS advantage over a ship that can choose between an armor (matches capital meta-game) or shield (stronger (doubly so) burst active tank) tank easily and uses weapons that do not require capacitor while having good damage type selection. If anything, rework capital missiles because they are **** in general.
Capitals rails are about to be decent in comparison to beams, that may need to be reworked slightly (the beams will do less dps, have shorter range, and still use more capacitor than the rails... the only advantage beams will have is hitting shield em hole, instant range switching, better tracking, and about 20k EHP on the ship).
Copied from dev blog discussion, adding in Naglfar numbers for relevance to topic: . . . .
The following are comparisons of T2 fit Dreads (Moros, Revelation, and Naglfar):
All 5s, 3x damage (Gyros for Naglfar) mods for guns (no tracking mods in atm, using t1 ammo, though it is actually economical to use faction on rev) now:
Moros - 3483 at 60+30, 1451 at 192+30 +Potential 600 DPS from Garde IIs at 30+12 or 450 DPS at 75+30 with Warden IIs New Moros (1.47x) - 5120 at 50+30, 2132 at 192+30
Moros (Blasters) - 6866 at 19+19, 3123 at 60+19 +Potential 600 DPS from Garde IIs at 30+12 or 450 DPS at 75+30 with Warden IIs Moros New (Blasters) (1.47x) - 10,093 at 19+19, 4590 at 60+19
Rev (Beam) - 3743 at 50+40, 1560 at 160+40 +Potential 300 DPS from Garde IIs at 30+12 or 225 DPS at 75+30 with Warden IIs New Rev (Beam) (1.1x) - 4117 at 50+40, 1716 at 160+40
Rev (Pulse) - 6222 DPS at 23+13, 2592 at 75+13 +Potential 300 DPS from Garde IIs at 30+12 or 225 DPS at 75+30 with Warden IIs New Rev (Pulse) (1.1x) - 6844 at 23+13, 2851 at 75+13
Naglfar (Auto + Torp) - 6232 at 16+24 (<59.1), 3491 at 50+24 (<59.1) +Potential 300 DPS from Garde IIs at 30+12 or 225 DPS at 75+30 with Warden IIs New Naglfar (Auto + Torp) (1.1x) - 6876 at 16+24 (<59.1), 3852 at 50+24 (<59.1)
Naglfar (Arty + Cruise) - 3643 at 35+88 (<191.3), 2036 at 144+88 (<191.3) +Potential 300 DPS from Garde IIs at 30+12 or 225 DPS at 75+30 with Warden IIs New Naglfar (Arty + Cruise) - 4019 at 35+88 (<191.3), 2246 at 144+88 (<191.3)
Tracking Comparison (Sieged): Rail - 0.0012 Blaster - 0.00338 Beam - 0.0014 Pulse - 0.00253 Arty - 0.00118 Auto - 0.00319
Capacitor comparison:
Moros Base Cap - +57.5 3 Rails 3 Damage Mods - -77.5 3 Blasters 3 Damage Mods - -92.3 New: 3 Rails 3 Damage Mods - -103.3 3 Blasters 3 Damage Mods - -123.1
Revelation Base Cap - +57.5 3 Beams 3 Damage Mods - -105 3 Pulses 3 Damage Mods - -62.7
Naglfar Base Cap - +57.5 2 Arty 2 Cruise 3 Damage Mods - -0 2 Auto 2 Torp 3 Damage Mods - -0
ATM, the blasters use much more cap, and will use any more, the changes to long range weapons, however, put the rails using almost the same cap as the rev's guns use.
Armor EHP comparison(3x trimark Is, 2x EANM IIs, 1x DCU II) Moros - 2,049,789 Revelation - 2,058,336 Naglfar (remove one EANM because of low slots, you should really be shield tanking this ship anyway) - 1,635,112
Shield EHP (Nag only - 3x Large Core Defence Field Extender, 2x invul IIs, DCU II) Naglfar - 1,906,907 (Unaffected by compensation skills, does not require 5x lvl 5 skills to reach this level)
I would say that the new rail Moros is clearly superior to the beam Revelation (which is fine by me, given the number of years in which the opposite was true...)
Other Relevant, not discussed benefits Lasers - Instant range selection Hybrids - ... Projectiles / Missiles - Damage Selection
Range Modifiers (Quick Reference): 1x T2 TC w/ Optimal: (1.15x)+(1.3x) 2x T2 TC w/ Optimal: (1.30x)+(1.64x)
. . . .
Food for thought. Remember, I am in no way saying that capital missiles do not need to be reworked (30% reduction in explosion radius and double explosion velocity would be a good start), but simply saying that the Naglfar HAD BETTER HAVE THE BEST DPS is foolish, given the benefits that the Naglfar has.
On the Shield EHP value, I suggest:
Slaves affect armor, shields, and hull (for all ships). Crystals affect armor tank, shield tank, and hull tank (for all ships).
(Assuming perfect Titan / T3 boosters): on jump in, shield Supers have ~70% of the EHP of equivalent armor ships (lets assume that the Hel gets a bonus to drone bay or something useful that makes it equivalent to the Nyx). After being repped up, shield supers have 120% of the EHP of equivalent armor ships. This means that shield supers, which are more vulnerable to neuts due to never fitting passive mods, would, unbonused or after reps post bonus, have higher EHP than armor supers. With preparation and coordination, shield supers will be superior, but for moving around the galaxy quickly, armor supers will take the day (the exact opposite of, say, subcaps, but it at least sounds somewhat balanced as compared to, say, the current situation).
The Nid could use an EHP buff in both armor and shields, but should otherwise remain as is. At the moment, it is one of the most interesting of the carriers to use, if only because a remote shield nid must run self armor reps, while a remote armor nid must run self shield reps... EDIT: Referring to fitting triage on it, remember that module when suggesting ways to balance it. |

Headerman
Quovis Shadow of xXDEATHXx
244
|
Posted - 2011.10.19 22:32:00 -
[144] - Quote
A very good post.
I think i will be trainign for a Moros now, superior damage at all ranges, and a cap usage issue that can be worked around.
The idea of the slave set giving equal bonuses to shield, armour and hull is interesting... have the same increase in amount but for all 3 levels.
A possible alternative to that would be, if CCP thinks that is OP, 3 separate Slave omega implants, one for shield, armour and hull in turn. let the 5 normal implants give bonuses to shield, armour and hull, but let the one specific omega give it's boost to only the shields, armour or hull [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
119
|
Posted - 2011.10.19 22:48:00 -
[145] - Quote
I'm training towards the Nalgfar because it's vertical.
No I don't think you quite understand why I'm training for it. Because, it is, mutherfukken vertical. A god damn XXXL Rusted Myrmidon Ruler of the Planets of the Right-Honorable Space-guild that GSF is. You know, a Dreadnought.
But it ain't no regular dread. It's vertical bro. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
43
|
Posted - 2011.10.20 02:39:00 -
[146] - Quote
Headerman wrote:A very good post.
I think i will be trainign for a Moros now, superior damage at all ranges, and a cap usage issue that can be worked around.
The idea of the slave set giving equal bonuses to shield, armour and hull is interesting... have the same increase in amount but for all 3 levels.
A possible alternative to that would be, if CCP thinks that is OP, 3 separate Slave omega implants, one for shield, armour and hull in turn. let the 5 normal implants give bonuses to shield, armour and hull, but let the one specific omega give it's boost to only the shields, armour or hull
Thanks.
For nullsec combat, the rail DPS is probably the most important thing to look at. Getting a blaster moros in range to apply its omgwtfbbq dps is rather difficult there. After all, there is a reason most people use(d) snipe dreads pre dominion.
Rail moros is going to be OP; it should deal less damage, if only slightly, than the higher cap usage (pre and post changes) beam revelation. However, given how long it has been since "rails" and "OP" have been in the same sentence... I really cannot understand why CCP could not look at the numbers first.
In all honesty, guns that use cap should do more damage (per second) than guns that do not, unless they are missiles that suffer from some other problems (and have some unique bonuses as well).
Cap issues for blasters, which have always been the highest capacitor usage capital weapons, can be worked around by replacing trimarks with CCCs, sebos / TCs with cap rechargers, and tank / damage mods with capacitor power relays. All of these are sacrifices that a ship that does not use cap for its guns / missiles does not need to take (The added benefit being that these mods are useful when taking your cap from point A to point B without using wormholes).
Remember, capitals are used in w-space as well as null, and in w-space, being neuted out is a real risk. The reward is face-raping DPS. Having said that, the new moros is going to be a destabilizing influence on wormhole space capital warfare, given exactly how quickly one (or two) will be able to **** up a triage carrier.
As far as CCP considering the new slaves OP, the other portions of the super capitals in question (not exactly an issue with capitals or subcapitals) could have their HP reduced in anticipation of this. Either way, the vast majority of hitpoints will be in the primary tank. My only complaint other than that the value of high-grade slaves will go up for those of us that do not want to use them for supers, is that CCP may forget to change crystals to boost armor and (lol) hull tanks...you know you would... |

Xhondo Dhoru
Love Me Dead ISKoholics Center of Rehabilitation
0
|
Posted - 2011.10.20 02:52:00 -
[147] - Quote
Naglfar: -2 launchers
-2 highslots
+ Role Bonus: % capital projectile damage increase
SUP I FIXED THE NAG (and we don't have to wait 3 years for the art department to make a new ship model)
Also. I'm about to jump into a carrier. I have all my support skills ready (jdc5, fighters4, rep/rr, etc) and minmatar bs lvl5. Nidhoggur is SO BAD that I am going to spend an extra 30 days to train amarr bs 5 for archon. Please tell me nid is getting some love.
|

Demon Azrakel
Defiant.. Narwhals Ate My Duck
43
|
Posted - 2011.10.20 03:09:00 -
[148] - Quote
Xhondo Dhoru wrote:Naglfar:
Minus 2 launchers
Minus 2 highslots
+ Role Bonus: % capital projectile damage increase
SUP I FIXED THE NAG (and we don't have to wait 3 years for the art department to make a new ship model)
Also. I'm about to jump into a carrier. I have all my support skills ready (jdc5, fighters4, rep/rr, etc) and minmatar bs lvl5. Nidhoggur is SO BAD that I am going to spend an extra 30 days to train amarr bs 5 for archon. Please tell me nid is getting some love.
To be honest, I do not think that the Naglfar actually lagged behind post-dominion (if anything, the Moros was in the shitter as they took away its carrier-class drone DPS). If I recall, it performed rather well. The Nidhoggur needs a flat HP buff to both armor and shields (Not resist increase, just HP). Given that it is one of the more interesting carriers to fit / fly and I do not want the option to fit it with either taken away. On an somewhat relate note, the Chimera needs more CPU, at least 15%. If you are having trouble fitting a Nidhoggur, realize that it is actually designed to use a self tank different than its remote tank. 5% per level bonus to RR could be upped to 7.5% per level though.
Having said that, if it dies early in a fight because it has the rep bonus, think of it like a logi ship. You shoot those first because they are effective. |

Mentat Cthulhu
Imperial Academy Amarr Empire
0
|
Posted - 2011.10.20 03:11:00 -
[149] - Quote
Remove launchers and give it a web and tp bonus. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
43
|
Posted - 2011.10.20 03:17:00 -
[150] - Quote
Mentat Cthulhu wrote:Remove launchers and give it a web and tp bonus.
No, a dread should need support to deal with smaller ships tackling it (or to do the webbing / painting for it). A dread is not an ewar ship. |

Ruah Piskonit
PIE Inc.
9
|
Posted - 2011.10.20 05:35:00 -
[151] - Quote
The dreads were arguably the most balanced of all the capitals. The Nag just needs a little more armor or shields (and pick one! - but that is constant with all the Mini capts).
As for the proposed slave buff - sorry - I do think its a little imba. . .especially for shield capitals. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
43
|
Posted - 2011.10.20 12:55:00 -
[152] - Quote
Ruah Piskonit wrote:The dreads were arguably the most balanced of all the capitals. The Nag just needs a little more armor or shields (and pick one! - but that is constant with all the Mini capts).
As for the proposed slave buff - sorry - I do think its a little imba. . .especially for shield capitals.
Have you read through all of the posts that show similar EHP is rather similar between shield capitals and armor capitals if you remove slaves from the equation or add slaves to shield ships? You realize that, if the slave changes go through, the shield capitals will still be at a significant disadvantage because of how bonuses are applied on jump in? You do realize that there is a reason that this discussion is happening, and it is not happening because shields are OP or simply mildly underpowered?
Ignoring the whole Hel having a ****** bonus issue, and the issue about how bonuses are applied differently on jump in for shield ships vs armor ships, shield supers are still significantly outclassed by armor supers because of slaves alone. |

Lugalzagezi666
20
|
Posted - 2011.10.20 13:46:00 -
[153] - Quote
The issue with how shield amount bonus is applied creates as much unbalance between armor and shield caps as slave sets. Once they fix this two issues, there wont be need for any big changes to cap ship shield/armor/hull amount to achieve very good balance.
|

Aamrr
HnL Enterprise
97
|
Posted - 2011.10.20 13:57:00 -
[154] - Quote
Long story short: If slaves were removed from the equation and leadership bonuses were adjusted appropriately, shield capitals would get slightly more EHP than their armor counterparts, at the cost of vulnerability to energy neutralization. This sounds like a pretty well-balanced outcome, to me.
Rationale: Shield hardeners consume more capacitor than armor hardeners do, and while they lack passive omni-resist modules, invulns give a larger bonus than EANMs. Shield boosters and transporters give better throughput at worse capacitor efficiency. Finally, the oft-used CN PDUs don't give as much cap recharge as cap rechargers do, but allow shield tanks to improve their EHP with both mid and low slots. |

EmmerTemp
State War Academy Caldari State
0
|
Posted - 2011.10.20 14:18:00 -
[155] - Quote
The thing with shield Supers is that they rely to much on Capacitor. The Wyvern and the Hel aren't that bad at tanking, but once they have some Neuts on them they melt... All the modules on these ship are active and turned of with no Cap. the Nyx and Aeon have some passive hardeners, so still have some resist with no cap for active modules.
Also yeah... the implant sets... don't what to think... I just know that it is not right ^^ |

EmmerTemp
State War Academy Caldari State
0
|
Posted - 2011.10.20 14:27:00 -
[156] - Quote
Kazanir wrote:Now for a very Minmatar-specific problem:
1. Make the Hel the only supercarrier capable of fitting a triage module. (This would probably require a boost to its cap regen stats.) This would make the Hel the only supercarrier able to change roles from DPS machine to essentially an impervious spacepriest.
Sound very good... make it a very big logistics ship.
But on the other hand... active Triage prevents you from receiving remote reps, so you will be primary at that moment and nobody can safe you. Unless you have insane active tank ^^ which you don't have |

Headerman
Quovis Shadow of xXDEATHXx
266
|
Posted - 2011.10.21 22:34:00 -
[157] - Quote
Yeah Triage on a 16 bil ship when it would work just as fine on a 700m ship... :-S [img]http://i53.tinypic.com/bebnf8.jpg[/img] |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
132
|
Posted - 2011.10.21 22:56:00 -
[158] - Quote
Don't make it a triage thingy.
Really.
All supercarriers should have valid role in a fleet, or at least not something along the lines of "OH GOD NO DON'T BRING THAT SHIP IT'S AN USELESS PIECE OF CRAP".
I mean, don't differentiate the Hel too much from other supercarriers. Two possibilities => It turns out it's awesome, and every supercarrier fleet should have as many hels as possible, or it's still a piece of crap, bring a Nyx if you can. |

Alexandria Aesirial
Masons of New Eden The Laughing Men
0
|
Posted - 2011.10.22 14:38:00 -
[159] - Quote
The HEL/NIDHOGGUR need a substantial boost to their tank. We don't want only archons on field anymore!!. Improvement can come in form of slot layout revamp and EHP redistribution. It also needs more cap to run proper logistics. Do not forget caldari capitals too!!! The difference in terms of tank between the levi and avatar. It's either you provide deadspace shield invulnerability fields up to meta 13 or increase the raw shield EHP on the supercapitals, which isn't the best route tbh. |

Murtific
Snuff Box
0
|
Posted - 2011.10.23 00:27:00 -
[160] - Quote
Give the nidhoggur
8% bonus to armor and shield transfer ammount per carrier level instead of the 5%.
Give it an agility bonus as well.
Increase the repping transfer ammount to make it more of a viable use for triage operations. It may not be as robust as the Archon, but it will put some reps in before the duct tape melts.
Give it an agility bonus to allow it to be more versatile as a combat support carrier that is able to align with a fleet that may be moving around in system. May give way for more tactical uses of carriers. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
44
|
Posted - 2011.10.23 02:20:00 -
[161] - Quote
Murtific wrote:Give the nidhoggur
8% bonus to armor and shield transfer ammount per carrier level instead of the 5%.
Give it an agility bonus as well.
Increase the repping transfer ammount to make it more of a viable use for triage operations. It may not be as robust as the Archon, but it will put some reps in before the duct tape melts.
Give it an agility bonus to allow it to be more versatile as a combat support carrier that is able to align with a fleet that may be moving around in system. May give way for more tactical uses of carriers.
CCP would probably do 7.5% per level. This is not a bad idea, but it could still use some more HP/EHP (NOT a resist bonus, that is what the archon has, but a flat HP bonus to let it survive longer while throwing out tons of reps) |

Cillet Baang Scott
University of Caille Gallente Federation
1
|
Posted - 2011.10.23 04:27:00 -
[162] - Quote
Keep minnie caps the waythey are, except create a 1000mn prop mod that can exclusively be used by Hel and Nidhogger and also give them shorter triage cycle that can be ended at any point, at the expense of hull integrity or something.
This kind of stuff would be awesome, and lol-tastic |

MastahFR
ANZAC ALLIANCE RAZOR Alliance
1
|
Posted - 2011.10.31 18:15:00 -
[163] - Quote
Any feedback on what CCP plan to do with Minmatar capitals ? Will it include all capitals and super capitals ? |

EmmerTemp
State War Academy Caldari State
0
|
Posted - 2011.10.31 18:27:00 -
[164] - Quote
MastahFR wrote:Any feedback on what CCP plan to do with Minmatar and Caldari capitals ? aka shield capitals
Fixed that for you
|

MastahFR
ANZAC ALLIANCE RAZOR Alliance
1
|
Posted - 2011.10.31 20:24:00 -
[165] - Quote
EmmerTemp wrote:MastahFR wrote:Any feedback on what CCP plan to do with Minmatar and Caldari capitals ? aka shield capitals Fixed that for you
Yup you right. |

Emmerik
NED-Clan Goonswarm Federation
5
|
Posted - 2011.10.31 22:08:00 -
[166] - Quote
Agreed... whould love to see a solution to the Shield (Super-) Capital problems... as in shield recharge after bonus and/or Implant sets.... |

Headerman
Quovis Shadow of xXDEATHXx
292
|
Posted - 2011.10.31 22:17:00 -
[167] - Quote
Not seen any changes yet, keep an eye ont he test server sub forum though, they said they would put updates there The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

Mysteriax
The Graduates Morsus Mihi
0
|
Posted - 2011.11.01 09:14:00 -
[168] - Quote
For the Hel and the Nid Remove the Repair bonus, add 5% drone damage Buff the shield EHP by atleast 15%
Nid only remove 1 low slot add 1 mid slot
Nagl Change the bonus to 6,5% damage and rof per level
Ragnarok Increase tracking by 500% and Lower rate of fire by 500% so it atleast has a use in instapopping drakes :) Since fixing the rag would require a complete overhaul of the ship. |

Naomi Knight
Imperial Academy Amarr Empire
5
|
Posted - 2011.11.01 10:03:00 -
[169] - Quote
Mysteriax wrote:For the Hel and the Nid Remove the Repair bonus, add 5% drone damage Buff the shield EHP by atleast 15%
Nid only remove 1 low slot add 1 mid slot
Nagl Change the bonus to 6,5% damage and rof per level
Ragnarok Increase tracking by 500% and Lower rate of fire by 500% so it atleast has a use in instapopping drakes :) Since fixing the rag would require a complete overhaul of the ship. no matar fanboy go away |

ChromeStriker
Sebiestor Tribe
14
|
Posted - 2011.11.01 11:54:00 -
[170] - Quote
NANO NID!!!!!111one - Nulla Curas |

EmmerTemp
State War Academy Caldari State
2
|
Posted - 2011.11.02 11:43:00 -
[171] - Quote
I will give this one a little Bumpie... We must not forget Shield capital balance! |

Xhondo Dhoru
Love Me Dead ISKoholics Center of Rehabilitation
1
|
Posted - 2011.11.02 16:29:00 -
[172] - Quote
Update on this thread from a dev would be awesome.
Please do not make Nid a shield tanked carrier.
Also:
Aamrr wrote:If you're looking for a flavorful alternative to the RR-bonus, look at Jump Drive Operation. The Minmatar are known for having light, nimble, and mobile ships. Translating this to a capital ship means a more efficient warp drive. Making it the only carrier to enter the field with more than 1/3 capacitor would be interesting and flavorful. This + a few tweaks would make it a nice triage platform imo. |

Headerman
Quovis Shadow of xXDEATHXx
298
|
Posted - 2011.11.02 22:13:00 -
[173] - Quote
Bumping for altering the crystal or slave set to give a flat amount extra to shields! And to have shields @ 100% when bonuses are applied (for caps)! And to give a CPU and capacitor amount increase to the Nid! And to give the Hel a RoF bonus for drones! And to give x-large ACs some more optimal! The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

Carlos Jaegar
Nulli-Secundus
0
|
Posted - 2011.11.02 22:32:00 -
[174] - Quote
Personally I'd leave the Niddy's slot layout alone and concentrate on the capacitor and fitting issues. Tweaking the RR bonus/making it affect also local reps is an interesting idea but hard to say exactly how that would pan out, plus itGÇÖs not really relevant until the former has been resolved. |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
168
|
Posted - 2011.11.03 09:44:00 -
[175] - Quote
Bump, this topic is awesome, CCP Tallest, pick up some ideas here \o/
(And for god's sake, apply shield bonuses instantly just like armor bonuses) |

Gypsio III
Dirty Filthy Perverts
57
|
Posted - 2011.11.03 13:55:00 -
[176] - Quote
Making the Nidhoggur a shield carrier is the only way to make the Chimera desirable. Well, you could make the Chimera an armour-tanker I suppose.  |

Izuru Hishido
ADVANCED Combat and Engineering Violent Society
2
|
Posted - 2011.11.03 18:40:00 -
[177] - Quote
Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps Seconding this. In addition to this, remove the effect of all pirate implants from all capitals. It would instantly balance the monolithic differences, give the Nyx and the Hel almost exactly the same EHP overall, not to mention it would knock the Aeon down to a more reasonable EHP. That'd be a further step to rebalancing capitals and supercapitals, and for the record, Crystals used to be a shield amount bonus implant just like slaves, they were changed for whatever reason though. Don't know that, don't care. |

Kuhn Arashi
Caldari Provisions Caldari State
4
|
Posted - 2011.11.03 20:19:00 -
[178] - Quote
I agree with the slave implants being removed from capital effectiveness.
But as for the title topic, I'm not sure what would be best for the minmatar, as I haven't flown the capitals of that race.
What I do know, is that I've never seen more than a handful on the battlefield and it would be nice to have some more ships in the fray that add more usefulness without being substantially weaker and thus primaried right away.
I think nerfing the slaves and rearranging the slot layouts of the minmatar capitals to make them shield tanked instead of looking like its possible to armor or shield tank them would help. but again, I really don't have much experience to draw sane conclusions about whats borked. |

Bekenel
0mega Point U.N.R.E.A.L
0
|
Posted - 2011.11.04 02:28:00 -
[179] - Quote
Keep it an armour tanker. Buff Armour and Cap just a little. flying a Nid is kind of pointless at the moment as you might as well just get a thanatos; Better Cap, resists, armour ect. The only thing the Nid has on it is speed and what's the point of that in a cap?
|

Officer Nyota Uhura
40
|
Posted - 2011.11.04 06:37:00 -
[180] - Quote
As a Caldari supercap pilot I symphatize with the minnie sc/cap pilots, yet I must remind them that the Wyvern always gets primaried first. |

Tenris Anis
Schattenengel Clan
0
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Posted - 2011.11.04 14:50:00 -
[181] - Quote
Limvala Adur wrote:I'd like to see Minmatar capitals doing something new and unique. I don't like seeing more of the same with different hulls.
Make them fast enough to speed tank other capitals? Would be unique, and does not work any time soon because it would not fit into the game. New forum, still no automatic double post merge. CCP Excellence.-á . Playing the game of life means to pvp. Get used to it or become extinct. |

Carlos Jaegar
Nulli-Secundus
1
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Posted - 2011.11.04 16:05:00 -
[182] - Quote
If you want to get really funky add 'racial' flavours to jump range - Given minmatar are still supposidly skirmish warfare masters, their capitals would have the longest range and Amarr being, well Amarr, the shortest.
i.e. for carriers:
Nidhoggur > Chimera > Thanatos > Archon
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Naomi Knight
Imperial Academy Amarr Empire
19
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Posted - 2011.11.04 16:23:00 -
[183] - Quote
nerf capital armor tanks |

Emmerik
NED-Clan Goonswarm Federation
5
|
Posted - 2011.11.04 17:46:00 -
[184] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=29691&find=unread |

Headerman
Quovis Shadow of xXDEATHXx
305
|
Posted - 2011.11.04 21:59:00 -
[185] - Quote
awesomeness The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

Aftershock2100
Autocannons Anonymous
0
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Posted - 2011.11.08 13:36:00 -
[186] - Quote
Tracking bonus for fighters mebbeh? |

Aamrr
HnL Enterprise
140
|
Posted - 2011.11.08 16:17:00 -
[187] - Quote
Izuru Hishido wrote:Songbird wrote:maybe instead of new implants just cut off the slaves from affecting caps and super caps - it will go great with the new "more vulnerable(and in touch with their feelings) caps Seconding this. In addition to this, remove the effect of all pirate implants from all capitals. It would instantly balance the monolithic differences, give the Nyx and the Hel almost exactly the same EHP overall, not to mention it would knock the Aeon down to a more reasonable EHP. That'd be a further step to rebalancing capitals and supercapitals, and for the record, Crystals used to be a shield amount bonus implant just like slaves, they were changed for whatever reason though. Don't know that, don't care.
Capitals, or super-capitals? There are legitimate uses for pirate implants on capital ships. Talismans come to mind. They're certainly not more cost-effective than just bringing another carrier, but people use them all the same to try to squeeze the most out of a smaller gang fighting a larger one. Is that a playstyle we want to discourage?
Remove pirate implants on supercapitals, but leave them be on capital ships, I think. |

Raydun Vac
State War Academy Caldari State
0
|
Posted - 2011.11.08 19:01:00 -
[188] - Quote
Ideas from this thread I like when it relates to the Nidhoggur carrier.
- 5%/level RR amount increase to 7.5%/level
- 5% increase in Nidhoggur base CPU
- 5% decrease in Capital Shield RR CPU (change module for all caps)
- 50%/level shield RR range to 200%/level, just for nidhoggur. Support minnie race profile to help mobile fleets.
- 10% boost to base shield hp for nidhoggur
|

Headerman
Quovis Shadow of xXDEATHXx
319
|
Posted - 2011.11.15 10:35:00 -
[189] - Quote
The first revisions of Minmatar cap changes have appeared on Sisi.
1) Hel: 7.5% bonus to shield and armour RR amount, base shield amount buff (shield amount is now 891,000. Wyvern is 900k even), cap amount boost slightly, cap recharge time nerf to counter it.
2) Nid: PG increase, cap changes too
Not sure on any others at the moment. The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |
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