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Author |
Thread Statistics | Show CCP posts - 46 post(s) |
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CCP Fozzie
C C P C C P Alliance
6830
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Posted - 2013.08.01 13:18:00 -
[1] - Quote
This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.
The other threads are : Warfare Links, Mindlinks, Gang Bonuses Local armor and shield rep changes Command Ship model changes
We posted the general plan for the command ships in a dev blog late last year, and most of what was said there stands. The goal remains to make each command ship an entertaining and engaging ship to fly by giving them all the bonuses to gang links and all bonuses for combat. Their specialization is derived from the gang link bonuses, with a strong subtheme of durability as befits a ship class that lends itself to FCing and that is a very valuable target.
All the command ships have two unbonused highslots that can be used for two gang links, or as general utility highslots. The tension between the two free highslots and the three simultaneous link role bonus is intentional, giving people options to make tradeoffs. There's one command ship that covers each of the lead weapon systems for their race with Amarr getting a missile boat with a drone subtheme instead of a dedicated droneboat because of Khanid.
All of the command ships are also getting the full strength t2 resists that were formerly only on the fleet commands. This means more resists for the old field commands.
One significant change from the proposal last year is the link bonuses on the Amarr and Gallente ships, which we've swapped thanks to player feedback. Amarr gets armor and info, Gallente gets armor and skirmish which fits them much better.
Absolution: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus Medium Energy Turret capacitor use Command Ships skill bonuses: 5% bonus to Medium Energy Turret rate of fire 10%(+5) bonus Medium Energy Turret damage Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1) Fittings: 1500 PWG (-75), 400 CPU Defense (shields / armor / hull) : 3100(-263) / 5200(+595) / 4500(+176) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25) Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10) Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5 Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1) Sensor strength: 21 Radar (+5) Signature radius: 265 Cargo capacity: 375 (+25)
Damnation: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus to Heavy Assault Missile and Heavy Missile velocity Command Ships skill bonuses: 10% bonus to all Armor hitpoints 10% bonus to Heavy Assault Missile and Heavy Missile damage (Was link bonus) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers Fittings: 1300(-290) PWG, 500(+25) CPU Defense (shields / armor / hull) : 3500(+37) / 5000(+395) / 4300(-24) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80 Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5 Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08) Drones (bandwidth / bay): 50 (+25) / 100 (+75) Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1) Sensor strength: 22 Radar (+6) Signature radius: 265 Cargo capacity: 645
Nighthawk: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10%(+5) bonus to heavy and heavy assault missile kinetic damage Command Ships skill bonuses: 5% bonus to Heavy Assault and Heavy missile launcher rate of fire 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1) Fittings: 825 PWG (+115), 550 CPU (-5) Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10 Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1) Sensor strength: 24 Gravimetric (+5) Signature radius: 285 Cargo capacity: 700
Vulture: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10% bonus to Medium Hybrid Turret optimal range Command Ships skill bonuses: 10% bonus to Medium Hybrid Turret optimal range 10% bonus to Medium Hybrid Turret damage (was link bonus) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3) Fittings: 1275 PWG, 545 CPU Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10 Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1) Sensor strength: 23 Gravimetric (+4) Signature radiu... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6838
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Posted - 2013.08.01 13:30:00 -
[2] - Quote
Sarmatiko wrote: Also glad that Marauders are safe, for now..
/Maniacal Laugh Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6853
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Posted - 2013.08.01 13:54:00 -
[3] - Quote
Entity wrote:So, Astarte getting a massive damage nerf?
The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.
It's going from 10.9 effective turrets to 10. However I expect the extra utility high, lower mass and extra resists to more than compensate. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6863
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Posted - 2013.08.01 13:58:00 -
[4] - Quote
M1k3y Koontz wrote:How much of an effect will the decrease in number of turrets/increase in DPS bonuses have on the DPS of command ships like the Sleipnir/Astarte/Abso?
You can look at in terms of effective turrets.
Sleipnir goes from 11.6666 effective turrets to 11.25 Astarte goes from 10.9 effective turrets to 10 Abso stays at 10 effective turrets Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6867
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Posted - 2013.08.01 14:15:00 -
[5] - Quote
Omnathious Deninard wrote:CCP Fozzie, these changes look great, can't wait to use an Eos finally. What about the orca? It is a command ship and I believe you said it was going to be part of the command ship balance pass.
I sure hope I never said that
It's not being changed as part of this pass. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6873
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Posted - 2013.08.01 14:21:00 -
[6] - Quote
Grarr Dexx wrote:I'm not sure I enjoy the Astarte changes. For a damage-only role, the Navy Brutix is essentially now a higher-damage and higher-EHP alternative, and at half of the price. All the other ones are nice, but the Astarte is just disappointing. Really disappointing.
You need to increase the RoF bonus to 7.5% or add additional drone bandwidth/bay.
Astarte gets more raw gun dps before damage mods (10 vs 9 turrets), rep bonus, better resists, the link bonus and an extra utility high. Navy Brutix gets another low, more tracking, more raw HP and a lower price tag.
For a lot of uses the Navy Brutix will be better, but there are plenty of places where the Astarte will be superior as well. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6877
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Posted - 2013.08.01 14:25:00 -
[7] - Quote
Grarr Dexx wrote:Such as?
Such as when you have logistics to take advantage of the resists, or are small gang active tanking (niche I know), or want to provide bonused gang links for either armor or skirmish in an armor gang (much less niche). Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6877
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Posted - 2013.08.01 14:28:00 -
[8] - Quote
Omnathious Deninard wrote:CCP Fozzie wrote:Omnathious Deninard wrote:CCP Fozzie, these changes look great, can't wait to use an Eos finally. What about the orca? It is a command ship and I believe you said it was going to be part of the command ship balance pass. I sure hope I never said that It's not being changed as part of this pass. Well here you go.
Ahh yes, I was talking about the bonuses to the links themselves. We did consider shifting some of the mining bonuses away from the ship hulls but in the end decided to leave them at 3% and 5%. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6889
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Posted - 2013.08.01 14:48:00 -
[9] - Quote
Omnathious Deninard wrote:CCP Fozzie wrote:Omnathious Deninard wrote:CCP Fozzie wrote:Omnathious Deninard wrote:CCP Fozzie, these changes look great, can't wait to use an Eos finally. What about the orca? It is a command ship and I believe you said it was going to be part of the command ship balance pass. I sure hope I never said that It's not being changed as part of this pass. Well here you go. Ahh yes, I was talking about the bonuses to the links themselves. We did consider shifting some of the mining bonuses away from the ship hulls but in the end decided to leave them at 3% and 5%. I see, I was hoping the Orca would get a Siege warfare link bonus in addition to its mining link bonus, and since non-mining links can't be used in a pos I don't believe it would be broken. Just for reference the Rorqual gives 10% while deployed, or is that being changed?
It's not being changed. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6890
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Posted - 2013.08.01 14:53:00 -
[10] - Quote
Baren wrote:CCP FOZZIE, I just have a question on wording
Nighthawk: 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)
Should it not say,
Nighthawk: 5% bonus to reduction of Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)
Any time we say bonus we generally mean that the stat goes in whatever direction is better. So yes it's a reduction. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6890
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Posted - 2013.08.01 14:55:00 -
[11] - Quote
Xequecal wrote:Any chance of looking at the skill requirements to fly these things? Nine months of training just to undock one, over a year for Command Ships V and full effectiveness is frankly absurd, and the majority of those SP will not provide any benefit to you the vast majority of the time.
We want there to be a variety of different ships for people to fly that have different skill levels. Command ships require a lot of training, this is part of their design. Until that training is complete there's a lot of other options including the T1 battlecruisers or Navy Battlecruisers, both of which are a lot of fun in combat and are very capable of providing helpful gang links to your fleetmates. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6900
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Posted - 2013.08.01 14:59:00 -
[12] - Quote
Grarr Dexx wrote:CCP Fozzie wrote:It's not being changed. Given up on trying to justify the Astarte nerf?
Astarte is fine l2p Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6908
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Posted - 2013.08.01 15:09:00 -
[13] - Quote
Baren wrote:CCP FOZZIE can you please get as active as you are in his Rebalance Threads ``cough`` cough`` HAC`s
HACs are being shepherded by CCP Rise, although we discuss it all constantly and contribute a ton to each other's designs. I am completely in favor of the HAC changes he posted. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
6986
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Posted - 2013.08.01 17:21:00 -
[14] - Quote
Heribeck Weathers wrote:Goldensaver wrote:Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility. Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost.
That's not how damage bonuses work good sir.
It's 11.25 effective turrets after this proposal. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7155
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Posted - 2013.08.02 15:45:00 -
[15] - Quote
Dvla wrote:Could we maybe fix the "small" bug of wing commanders not receiving fleet commander's bonuses before we start to try to put the ships on grid? This should be the main priority' before ANY changes to the boosters.
Why is the command processor module still in the game? It serves no other purpose than to be a big **** you to all shield fleets for even considering putting t3 boosters on grid. Armor t3 booster can be tanked, shield one can't. Armor can put on extra links without sacrificing tank, shield can't. By the time this year is done there will not be many, if any, shield doctrines left in 0.0 anyway.
Why don't any of the skirmish boosting ships receive resist bonus per skill level? You clearly do want to put them on the field but what do you think will happen when you have 5 claymores on grid (without FC bonuses because they don't ******* work for wing commanders) with low EHP to begin with? Even if you don't have enough DPS to headshot the FC Damnation at the beginning, it's quite likely that the logistics don't have all of the wing commanders pre-locked (that would take 6 out of 8 max targets for a t1 logi for example) so you can just kill all the wing commanders. I mean just look at the EHP difference between an FC slot damnation (that gets its own bonus) to a wing commander skirmish boosting ship (that doesn't get the FC bonus). What's the difference? 2 or 3 times more EHP. I mean jesus ******* christ what the **** is going on.
Active tank bonuses on command ships? Really? I get that you want to give them some damage role even if I strongly disagree with that (since you know.. They will be using the highslots for links>probe launcher>other utility) but why would you want these ships to do every single thing? These are fleet ships, designed to be flown with fleets and while them being able to be flown solo as well that doesn't mean they need that kind of bonuses for it. That's like putting damage bonuses to logistics ships so that they can shoot something when they are flying solo and do you see that happening?
Why is the Damnation - any other command ship EHP difference not fixed? I get that your goal for the past year has been to get rid of all shield doctrines but isn't it going a bit too far already? And BTW you fix this by giving more EHP to the other command ships, not nerfing the Damnation. Just making this point clear since you clearly need some guidance on the issues with these ships.
The only thing these changes do for a 0.0 pilot is making flying boosters even more annoying than it already is. In serious business fleet all wing commanders will still be t3 boosters but now you have to scan for probes all the time. Yes it makes them vulnerable but it sure as hell is less vulnerable than flying a (relatively) paper thin wing booster on grid. Is that fun? No it ******* isn't. Yes you balanced some stuff and gave them shiny new stats but you clearly are not understanding the big picture here. You want to put fleet boosters on grid and have an effect? Then make them be able to do that, not be the best plex tank or a mission runner. You have absolutely the wrong problems in mind when you designed these ships.
Overall nerfs to effectiveness of links is great though so job well done on that at least.
Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.
Wing command bonuses from fleet is something that I 100% want to get fixed, although there are a few complications that mean I can't promise a specific timeline for it yet.
Command processors are also something that I agree have a lot of problems, not least of which is the big imbalance it created between armor and shield booster ships. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7156
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Posted - 2013.08.02 15:47:00 -
[16] - Quote
In general guys I'm not quite caught up on the thread yet, so expect my posting here to slow down until the tournament weekend ends. I'm taking a vacation day today and will be quite busy tomorrow and Sunday, but am already sketching up some changes in response to your feedback so far.
I really do appreciate the feedback, don't feel like I'm abandoning you when I don't post much this weekend. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7158
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Posted - 2013.08.02 16:13:00 -
[17] - Quote
Diivil wrote:CCP Fozzie wrote:
Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.
In that case it's likely that I am not the person you are thinking of (Vee?) and I can't remember ever discussing with you about anything before :)
My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7260
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Posted - 2013.08.07 14:41:00 -
[18] - Quote
I'm Down wrote: It's literally the Obama Care of Eve the way the push through this crap without any thought.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7260
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Posted - 2013.08.07 14:41:00 -
[19] - Quote
....and caught up with this thread.
Updates based on your feedback coming very soon. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7265
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Posted - 2013.08.07 15:36:00 -
[20] - Quote
Jerick Ludhowe wrote:CCP Fozzie wrote:....and caught up with this thread.
Updates based on your feedback coming very soon. Any news on when these changes may hit a test server?
ASAP. We actually had planned for them to already be on SISI but the build ran into some problems. We have our best people on it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7265
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Posted - 2013.08.07 15:42:00 -
[21] - Quote
Update time! We've also got updates in the gang links and bonuses thread that you will all probably want to read.
Absolution: -200 Shield +100 Armor +100 Hull
Damnation: +100 Shield -300 Armor +100 Hull
Nighthawk: +75 PWG Shifting strength between the two dps bonuses adds 1 effective launcher (now 11) and especially increases damage dealt with non-kin missiles. Post-patch Nighthawk does the same damage with non-kin missiles as current nighthawk, and 1 more effective launcher with kin. (Plus all the other buffs)
Kinetic missile bonus changed to 7.5% per level of Caldari BC Missile RoF bonus changed to 7.5% per level of Command Ships
Astarte: +100 Armor Shifting strength between the bonuses adds an extra 1 effective turret (11, vs 10 in the initial proposal and 10.9 on TQ now).
Medium Hybrid damage bonus changed to 7.5% per level of Gallente BC Medium Hybrid RoF bonus changed to 7.5% per level of Command Ships
Eos: -300 Shield +500 Armor +300 Hull
We're moving the gang link bonuses for command ships back to the command ships skill, at 3% per level instead of the 15% role bonus.
I recognize that a lot of people are unhappy with the existence of active repair bonuses on half of these ships, but I think that giving all command ships buffer bonuses isn't the right way to go. I believe that the four skirmish bonused command ships will all be viable for people who choose not to use the repair bonuses after this patch. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7270
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Posted - 2013.08.07 15:47:00 -
[22] - Quote
Omnathious Deninard wrote: Will they be getting a 3rd command ship bonus then or will we be losing the replaced bonus?
What about the very slender drone bay of the Eos?
3rd bonus, and I think the Eos' drone bay will be quite sufficient, especially considering that we're leaning it slightly towards the shorter range brawler role. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7270
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Posted - 2013.08.07 15:48:00 -
[23] - Quote
Maximus Andendare wrote:Are you still happy with the Damnation's dual tank bonuses and how that effectively makes the Damnation the only viable fleet command ship?
I considered dropping the armor hp bonus from the Damnation, but in the end I think it's ok for it to have a strong identity, even if that identity makes it more popular than the others for large fleet warfare. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7275
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Posted - 2013.08.07 16:23:00 -
[24] - Quote
Maximus Andendare wrote:Is the OP going to be updated to reflect the 3% per level, or was I reading that wrong?
I forgot to copy that part over from the CSM thread. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7364
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Posted - 2013.08.14 14:08:00 -
[25] - Quote
Vulfen wrote:@ CCP Fozzie
I can understand the reluctance to add any additional slots to the CS but they do need one. Otherwise a Navy BS can match it for usefullness in a fleet.
So here's my idea;
Allow Command ships to fit 3 rigs, and give it 450 Calibration.
This means your not going to mess up the amount of utility on the ship to make it the out and out best.
Keep in mind that the damage bonuses the CS get is equivalent to an extra highslot. These ships don't need an extra slot to compete, and I have no problem with a Navy BS being of similar value to a no-link CS in many situations. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7364
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Posted - 2013.08.14 14:11:00 -
[26] - Quote
Fitting what you want on a ship is intended to take creativity and require tradeoffs.
In your case I advise checking out meta modules. Switching the LSEs and DC to meta 4 and dropping to two BCUs allows your fit to work without any fitting mods or implants, even with T2 links. Add Genolution CA-1 and CA-2s and a 3% cpu implant it works with 3 BCUs. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7369
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Posted - 2013.08.14 14:42:00 -
[27] - Quote
Keep up the test server testing guys, thanks for the feedback so far. We'll be keeping an eye on things like the Astarte and Eos on the test server but my feeling at this point is that the balance between them is pretty good. The blaster Astarte will do more damage at 500m, but the Eos is less vulnerable to TDs, ECM, Neuts, can hit smaller targets more effectively and can choose damage types. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7369
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Posted - 2013.08.14 14:54:00 -
[28] - Quote
Harvey James wrote:CCP Fozzie wrote:Fitting what you want on a ship is intended to take creativity and require tradeoffs. In your case I advise checking out meta modules. Switching the LSEs and DC to meta 4 and dropping to two BCUs allows your fit to work without any fitting mods or implants, even with T2 links. Add Genolution CA-1 and CA-2s and a 3% cpu implant it works with 3 BCUs. yes 12 mil for a meta 4 DC really?? those 2 implants are 25mil each minimum and i would imagine ASB's would be even harder to fit
It's a 200m isk ship. And that's fitting three links with full tank in the mids. Swapping in any of a scram, sensor booster, eccm, small cap booster would all make the fit much easier.
X-LASB actually fits fine with a copro and CPU rig even with three links and four HAMs.
Now that I'm looking at it we should probably nerf its CPU a little. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7369
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Posted - 2013.08.14 15:09:00 -
[29] - Quote
Harvey James wrote:CCP Fozzie wrote:Harvey James wrote:CCP Fozzie wrote:Fitting what you want on a ship is intended to take creativity and require tradeoffs. In your case I advise checking out meta modules. Switching the LSEs and DC to meta 4 and dropping to two BCUs allows your fit to work without any fitting mods or implants, even with T2 links. Add Genolution CA-1 and CA-2s and a 3% cpu implant it works with 3 BCUs. yes 12 mil for a meta 4 DC really?? those 2 implants are 25mil each minimum and i would imagine ASB's would be even harder to fit It's a 200m isk ship. And that's fitting three links with full tank in the mids. Swapping in any of a scram, sensor booster, eccm, small cap booster would all make the fit much easier. X-LASB actually fits fine with a copro and CPU rig even with three links and four HAMs. Now that I'm looking at it we should probably nerf its CPU a little. LOL at that foz... whilst you're here any chance of talking about the vulture since i haven't seen you write a single thing about it? in particular why it has too have the same bonuses as a eagle? rather than more HP or damage bonus?
Well it has double the damage bonus of the Eagle, but otherwise their bonuses are the same yes.
The optimal range bonuses work especially well with rails in a gang support role, and 7.5 hybrid turrets isn't inconsiderable dps. You can fit three links, four 250mms, three magstabs and full tank+MWD, and deal 463 dps out to 41km while also providing links and having 153k ehp. That's not bad at all. Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7369
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Posted - 2013.08.14 15:19:00 -
[30] - Quote
Jerick Ludhowe wrote:CCP Fozzie wrote:Keep up the test server testing guys, thanks for the feedback so far. We'll be keeping an eye on things like the Astarte and Eos on the test server but my feeling at this point is that the balance between them is pretty good. The blaster Astarte will do more damage at 500m, but the Eos is less vulnerable to TDs, ECM, Neuts, can hit smaller targets more effectively and can choose damage types. Drone bay fozzie drone bay... 250m3 means that your drones are going to be shot out from under you in no time when fighting anyone w/o an amoeba brain. Atm you don't even have a backup wave of heavies if you intend to fit any other types of drones which any sane person will do. Give it 325m3 and I'll be "more" inclined to believe that they are well balanced. also Fozzie, any word on current cargo holds for these ships? If they are not suppose to match their t1 parents via a balancing decision it's at least intended. Just wanted to make sure you did not overlook this. Regardless, thanks for breathing some more life into the game with these changes.
The 400m3 on the Astarte and Eos was a conscious decision, yes. It's possible we might change it but we don't automatically give ships every feature their "parent" has. The giant cargobays on the Damnation and Nighthawk I mostly left in place because there wasn't a good enough reason to drop them down and overloading players holds on patch day isn't something we want to do without a good reason. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7369
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Posted - 2013.08.14 15:20:00 -
[31] - Quote
Kara Vix wrote:Has the ship models changed yet and if so, any images? Curious minds want to know
Ship models are not changing for 1.1, that is something planned for later. I'll see about getting that sticky up asap so we can link to it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7395
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Posted - 2013.08.16 18:25:00 -
[32] - Quote
Cyaron wars wrote:I am not talking about particular case, I am talking about concept that Fozzie is mentioning - Sacrifice something to get another thing. Nearly every T2 ship already has that and will face same issue in future while T1 ships can fit best mods for them. I mean guns, tank mods etc.Dual ASB cyclone has to use less fitting mods like co-processor while dual ASB claymore with T2 hams is impossible to fit even with T2 PG rig and RCU, you just won't have CPU to fit anything else. Also active tanked vagabond with 4 med slots is dumbest thing I ever seen. Also shield ships are able to fit X-large boosters while armor are limited by reps of their class like med for cruiser/BC. Same goes for Dual ASB ships vs single AAR ships. If CCP wants to keep concept of "sacrifice" running, then they should apply it to ALL ships across the board.
It's actually been part of the original tiericide design from the start of this balance pass that T2 ships should have tighter fittings than T1, since they are built for players with higher SP. We've diluted that quite a bit by giving a HACs and Command Ships tons of fittings (probably too much but we can always go back and adjust later as needed) but I beleive the original intent has a valid basis. One of the things we look at when we design a ship is how "forgiving" it is, in piloting skill required, cost of losing it, difficulty fitting. T2 can be a bit less forgiving as long as the rewards are there for people who overcome the slight challenge of dropping a mod to Meta 3 or 4 once and awhile. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7396
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Posted - 2013.08.16 18:48:00 -
[33] - Quote
Harvey James wrote:@ Fozzie
Any chance of that armour sleipnir to match the cane hull and the fact there are about a dozen minnie armour ships ?
You skipped the bold!
I think that the armor Sleip would be too radical of a change to a fun ship for too little gain. Minmatar always has the Loki for armor boosting, and it's not like anyone is enforcing single race fleets
Same thing with a shield bonused Gallente CS. Even though both races have plenty of interesting options with both types of tanking, they both have a strong primary tanking identity which is what the Command Ship bonuses and stats are reflecting. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7397
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Posted - 2013.08.16 18:58:00 -
[34] - Quote
Ersahi Kir wrote:CCP Fozzie wrote:It's actually been part of the original tiericide design from the start of this balance pass that T2 ships should have tighter fittings than T1, since they are built for players with higher SP. We've diluted that quite a bit by giving a HACs and Command Ships tons of fittings (probably too much but we can always go back and adjust later as needed) but I beleive the original intent has a valid basis. One of the things we look at when we design a ship is how "forgiving" it is, in piloting skill required, cost of losing it, difficulty fitting. T2 can be a bit less forgiving as long as the rewards are there for people who overcome the slight challenge of dropping a mod to Meta 3 or 4 once and awhile. The problem with this approach is that you lose any kind of flexibility while fitting because ships are designed to have very tight specific fits. But that's just my opinion.
Except that we don't design the fitting values with specific fits in mind (although we do tend to come up with a bunch of example fits internally to make sure we're not too far off the mark with fittings).
One of the great things about EVE is that you can do all kinds of crazy stuff with fittings and it can often work. T2 just requires a bit more SP and player experience to understand how to take advantage of it, that's all. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7408
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Posted - 2013.08.19 20:06:00 -
[35] - Quote
Another small set of changes based on what we're hearing from the Sisi feedback:
Nighthawk: +100 PWG +10 CPU
Sleipnir: +50 CPU Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
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CCP Fozzie
C C P C C P Alliance
7410
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Posted - 2013.08.19 20:19:00 -
[36] - Quote
I also want to quickly address the concern I'm seeing about my comment that we want to someday remove the +HP bonus from the Damnation.
To be clear, we are not removing the Damnation's HP bonus in Odyssey 1.1, as right now it helps the Damnation fill a useful role that would be lost if we removed it.
However in the long run, adding HP is not the solution to key ships being volleyed off the field. As EVE battles grow in numbers and coordination people are going to find a way to volley just about anything we design, and then we'll be right back where we started. We're not going to get into an escalating design battle against the dps and alpha of player fleets.
The solution to the problem is to sidestep it by reducing reliance on a few lynchpin ships. The reason that command ships have this problem while other key fleet ships (like logistics, recons or dictors) don't is because people can bring redundant numbers of those other classes. When we get the capability to remove offgrid links our plan is to also replace the way links apply so that losing one key ship won't mean you need to take your ball and go home. Now of course command ships are larger, more expensive and skill intensive than those other key classes, so it will still make sense for them to have significantly better tanks than a recon ship. However at that point the perceived need to have over 300k EHP will be significantly lessened.
At the same time we are continuing to push more viable gang boosting options into lower brackets of SP and isk requirements. Many of you will have noticed that one effect of the gang link changes is that T1 Battlecruisers will provide better bonuses, and a character with level 3 or 4 skills will be vastly improved compared to the current situation. There will still be significant benefits to training skills to 5 and upgrading to a Command Ship, but for people that can't afford to bring redundant Command Ships, redundant Battlecruisers will be a fine option.
I've also seen the idea expressed a few times to expand Target Spectrum Breakers to the Command Ships, and that's an idea I think has some serious merit. There likely isn't time to get it in for 1.1, but we'll investigate further and see what comes out. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7410
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Posted - 2013.08.19 20:21:00 -
[37] - Quote
Harvey James wrote:CCP Fozzie wrote:Another small set of changes based on what we're hearing from the Sisi feedback:
Nighthawk: +100 PWG +10 CPU
Sleipnir: +50 CPU why does the Sleipnir need +50 CPU? ... after you saying the fittings were actually generous and you wanted to take some back?
A lot of the fittings for command ships were quite generous, after looking at and considering feedback we determined that these two cases were the exception. We still have the option to pull some of these ships back a bit after seeing them in the wild for a few months, which is an option we will not hesitate to use quickly as needed. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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