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Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
233
|
Posted - 2013.08.01 17:36:00 -
[1] - Quote
My biggest concern is that there is no good skirmish command ship that has staying power, especially in an armor doctrine. The armor skirmish boosters actually take a double hit in that they have less low slots to work with when building a tank and they lack the resist bonus. You could actually count it triple if you consider that the damnation has a 10% armor bonus on top of those two advantages.
I would really hate to see the legion be the skirmish warfare ship for armor fleets because it can't get alpha-ed off by perfectly coordinated sentry drone fleets, while the galente boosters remain as second class citizens in the command ship world. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
233
|
Posted - 2013.08.01 19:27:00 -
[2] - Quote
I'm Down wrote:Let's futher talk about the Resistance gaps in Command ships.
The resistance bonus system to command ships really doesn't make much sense Let me explain this clearly before people chime in:
A ship with a 50% natural resistance taking 100 damage will receive 50 damage
A ship with 50% natural resistance taking 100 damage with a 20% resistance bonus will have 55% resistance, and therefore take 45 damage.
The only time a resist bonus actually matters the way the Devs run numbers is when you start at 0% resist across the board. This hardly ever happens as a matter of base statistics on all ships.
Furthering the problem is Tech 2 resistances. A Tech 2 ship with a 20% resist bonus does not actually receive 20% less damage than a comparable tech 1 ship. Instead, it receives 20% less damage than a comparable ship with the same base resistances. 2 totally different mechanics at play.
Your math is pretty atrocious.
If you have 50% base resist, and your hull ends up with a 20% bonus to resists, your ship will have a total of 50 + (100-50)*.2 total resist, in this case 60% total resist.
So if you get hit with 100 base damage with just the 50% resist you take 50 damage. If get hit with 100 base damage with 60% reisit you take 40 damage.
It doesn't matter what the base resist is, you will always take 20% less damage. But the effect that has is a 25% boost to survivibility. To illustrate this, take a ship with 500 hp. If you're taking the damage from above with just the base resist it takes 10 seconds to burn through the HP. If you have the extra resist profile it takes 12.5 second, or 25% longer to burn through the same amount of hp.
If you don't understand everything I just said you probably shouldn't be attacking the devs for their understanding of the game mechanics.
I'm Down wrote: How is this bad for Tech 2 balance. Well lets further examine the claymore / nighthawk conundrum I posted about earlier.
Claymore without any bonuses has 220 total resist for an average of 55 Nighthawk with bonuses has a 240 total resist for an average of 60% damage reduction
To bring your attrocious math full circle lets look at just this statement.
Claymore: Base shield resistances (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50 = 225 base resists
Nighthawk: Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50 = 200 base resists
The nighthawk with the 20% resist bonus: EM = 0 + (100-0)*.2 = 20 TH = 80 + (100-80)*.2 = 84 Kin = 70 + (100-70)*.2 = 76 Exp = 50 + (100-50)*.2 = 60 240 total resists
I have no idea what you're trying to say besides this because whatever math you thought was supporting your argument is bad. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
234
|
Posted - 2013.08.01 19:51:00 -
[3] - Quote
NetheranE wrote:Ersahi Kir wrote:My biggest concern is that there is no good skirmish command ship that has staying power, especially in an armor doctrine. The armor skirmish boosters actually take a double hit in that they have less low slots to work with when building a tank and they lack the resist bonus. You could actually count it triple if you consider that the damnation has a 10% armor bonus on top of those two advantages.
I would really hate to see the legion be the skirmish warfare ship for armor fleets because it can't get alpha-ed off by perfectly coordinated sentry drone fleets, while the galente boosters remain as second class citizens in the command ship world. This is fine, skirmish armor fleets are a little bit of an oddity. We should keep agility and nano-based fighting with shield tanking, while giving ewar and resilience to armor fleets. Ever thought of how powerful armor scorpions will be under the boosts of a new damnation running info and armor?
I think you're missing that skirmish links are used in almost every mega fleet to help control mobility and reduce signature radius. I know in almost every fleet I'm in we have skirmish boosters to help with sig tanking, and the extra mobility and tackle range is nice too.
Which is what concerns me with the proposed changes. There's no option to brick tank an armor skirmish booster, which makes it a prime candidate to alpha off the field using assisted sentry drones and their perfectly coordinated alpha. It would be nice if one of the galente command ships was able to be brick tanked, but it looks like the only option is to use a tech III and fit it up so that it has as many lows as possible. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
235
|
Posted - 2013.08.01 20:14:00 -
[4] - Quote
Ranger 1 wrote:I have a feeling that they will be staying towards the rear of the engagement, preferably out of range of the sentries in use... and likely need to play the warp off and repair on the way back game. Which means we'll be seeing the newly buffed medium rails used a lot more commonly on these ships.
Keep in mind that even when they get forced on grid (hasn't happened just yet) they will just need to be on grid when used for fleet boosts, and a grid is a big place.
It's fair to say that 'on grid' is a large area, but if you're anywhere near your fleet you're a target. The optimal engagement range for gardes goes out to around 80km when using domi's, if you switch to any other sentry it stretches over 120km. We'll see what they ultimately choose to do with boosting on grid, but I wouldn't be surprised if they have to be close enough to be engaged to use their boosts. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
235
|
Posted - 2013.08.01 20:23:00 -
[5] - Quote
Leskit wrote:Dvla wrote: 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.
Because the damnation's dps sucks in relation to the others (~500). Even the sacrilege gets more dps. I don't expect to see it fielded en masse unless it's an attrition fleet. just my view.
The damnation is built to be a brick tanked command ship, and it's damn good at it's job. All the other command ships seem to be leaning towards the "battlecruiser sized HAC," but the damnation is the only ship I've seen FC's use to actually stay on the field of a fleet engagement. I just think it would be nice to have more than one command ship designed that way.
Kenhi sama wrote:why does the eos only have 16 slots while all others have 17?
Because drone boat. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
235
|
Posted - 2013.08.01 20:31:00 -
[6] - Quote
Ranger 1 wrote:Of course they do, but then they are going to get popped regardless of what they are flying... rendering the whole argument moot. 
Being a logi pilot I've held a FC against obnoxious incoming DPS (q9pp, 3we, 9-v etc) which is why I'm pushing for more command ships other than the legion to be able to survive against a headshot...assuming the logi's are on the ball. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
236
|
Posted - 2013.08.01 21:05:00 -
[7] - Quote
I'm Down wrote:Numbers don't lie, you just don't understand math at all.
Your post
I'm Down wrote:A ship with 50% natural resistance taking 100 damage with a 20% resistance bonus will have 55% resistance, and therefore take 45 damage.
Please share more of your mathematics. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
236
|
Posted - 2013.08.01 21:13:00 -
[8] - Quote
Alexander the Great wrote:Damnation is still the only CS viable on field in large battles.
What (re)balance are you talking about?
It's really just a culture clash between the people who want oversized HACs and people who want ships that don't get blapped off grid in one volley in a fleet fight. I honestly think the old fleet command ships should all be brick tanks, and the old field command ships can be the oversized HACs. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
241
|
Posted - 2013.08.01 22:36:00 -
[9] - Quote
Sir Ladle wrote:So, as far as not being able to boost inside of a POS shield, will this also apply to Rorquals and Orcas who's job is to sit there all day and never leave shields? If they can't boost from the shields, won't that just further break mining?
Well, to be fair, now that more of the bonuses are wrapped up into the links themselves you can fly a boosting alpha cane to protect you from those evil gankers. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
242
|
Posted - 2013.08.01 22:38:00 -
[10] - Quote
Ashlar Vellum wrote:Awesome! CCP Fozzie wrote:Command Ship model changes Wait, what ?! 
Eos -> myrm Absolution -> harbinger Sleip -> hurricane Nighthawk -> drake |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
242
|
Posted - 2013.08.01 22:55:00 -
[11] - Quote
Ashlar Vellum wrote:Eos -> myrm Absolution -> harbinger Sleip -> hurricane Nighthawk -> drake Well, that's not so awesome then. =/
thx for the info Ersahi Kir.[/quote]
NP
I'm actually really excited about the Eos change, the myrm is a sexy hull that got cheated out of the navy battlecruiser slot. I'm glad it got another ship, and the creodron skin makes it look awesome.
The other hulls are more of a hodge podge of opinions. The sleip cane looks sexy but some people really like the cyclone hull, so it's a wash. I think the general opinion of the other two are more favorable, but some people really like the chicken absolution and the ferox nighthawk.
As long as the Eos gets changed I'm pretty content with the entire situation. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
242
|
Posted - 2013.08.01 23:10:00 -
[12] - Quote
Heribeck Weathers wrote:Im really looking forward to the Black (nighthawk) drake and the blue (myrmidon) Eos. I personaly liked Amarr T2 more when it was gold with red highlights, not red with gold highlights so whatever on the harbinger. and we already have a camo fleet cain so meh on the slep
I'll agree with the entire slep thing. Honestly I think they need to change the brutor tribe skin theme. The camo makes it look too much like a navy ship, and I'd rather see a neat looking color scheme that the other T2 ships get. Something like a bright hunters orange would look awesome, it would be like an announcement to everyone that "here comes buttsex!"
The white camo theme of the thukkur can stay, because the white has a unique and neato look. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
242
|
Posted - 2013.08.01 23:15:00 -
[13] - Quote
Rain6637 wrote:Ersahi Kir wrote: I think the general opinion of the other two are more favorable, but some people really like the chicken absolution and the ferox nighthawk. you mean the stretched chicken absolution, squeezed chicken nightawk, fat chicken onyx, stuffed chicken basilisk, and the squashed chicken rook?
I thought the onyx was a dinosaur with a briefcase? |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
245
|
Posted - 2013.08.02 01:29:00 -
[14] - Quote
Sigras wrote:Role Bonus: Immune to Electronic Sensor Effects (E-war, Sensor Dampening, remote sensor boosting), Can fit up to three Warfare Link modules ,,, This would be a great ship for the FC to fly allowing him to keep tabs on his fleet from one end of the grid to the other without worrying about disruption; also with 2 resist bonuses and 8 tank slots this thing is going to be around for a while. The trade off being that this ship is about the speed and agility of a battleship.
That would give way too much advantage to sentry drone fleets. Having a unjammable/dampable drone assist means the only thing you can do to distrupt the perfectly coordinated assisted sentries is headshot the FC. If you want to do that now you have to commit a supercap to the field which raises the amount your committed to the battle.
Bouh Revetoile wrote:Actually, the only way for a FC to survive a blob now is a capital ship. Giving more and more hp to comand ship for the sake of them surviving a blob focused fire can only lead to absurd things or this capital comand ship solution.
The only fleet comp I've seen that could do this is a "sit in a bubble" domi fleet. Every other fleet comp needs to be much more mobile, and a carrier bound FC is going to be far more likely to get caught in a bubble than a battlecruiser bound one.
I'm not saying that no one out there does this, but I've just never seen the possibility outside of a domi fleet. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
262
|
Posted - 2013.08.04 23:52:00 -
[15] - Quote
Niko Lorenzio wrote:I don't understand why the extremely specialized (T2 Command Ships) get worse bonuses in the area they were created for (Gang links) than the supposedly generalized T3 Cruisers?
T3 cruisers are getting nerfed to 2% per level, but that bonus will apply to 3 kinds of links. When they're done the command ships will give stronger fleet boosts. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
263
|
Posted - 2013.08.05 00:03:00 -
[16] - Quote
Niko Lorenzio wrote:Another question if I may... why are there so many T2 ships which have the first skill bonuses that affect ship stats? I mean you need those skills to level 5 to be able to fly the bloody thing, so what is the point of adding say.. "4% bonus to all Armor Resistances" per Amarr Battlecruiser skill? Just incorporate it into the ship stats and give it another bonus, or swap it with a command ships skills bonus? There's dozens of ships with these kind of bonuses and it's annoying as hell. Basically it's a wasted bonus "slot".
The only time it would make sense is if you got podded without upgrading your clone and lost that specific skill, and then wonder if you should retrain Amarr BC5 for those extra bonuses.
For consistance? Many ships have stats that don't translate into hull stats, but affect modules instead. Shield boost, gun mods, etc would still have to be listed. And people would whine if it wasn't explicitly stated, because they would think they were getting less ship bonuses. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
265
|
Posted - 2013.08.07 16:10:00 -
[17] - Quote
CCP Fozzie wrote: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.
All you have to do to fix the entire 'fleet ship' thing is to change the damnation bonus from electronic warfare to a skirmish bonus. If you did that no one would care how bad the Galente command ships are in fleet.
CCP Fozzie wrote: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 bonus command ships will all be viable for people who choose not to use the repair bonuses after this patch.
They're crap for the niche of boosting in a fleet. The job will be taken over by brick tanked T3 even with a smaller bonus. There's no point in putting a paper tank booster on the field or else everyone in their wing is going to lose bonuses as soon as the shooting starts.
/eos turret tracking bonus is still crap |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
265
|
Posted - 2013.08.07 17:30:00 -
[18] - Quote
Harvey James wrote:Well ferox gets 1 optimal bonus the other is sh resists.
I think he was talking about the vulture and not the ferox.
Harvey James wrote:But yes surely CS should be geared towards brawling .. thus range bonuses aren't particularly useful more tank and gank is what CS need
These ships should be flagships in a fleet ... rare, expensive but much superior to the rest of the ships in the fleet
We don't need fleets of command ships wrecking all comers, we need command ships to give fleets boosts. Unfortunately, we have the well designed damnation and 7 other ships that are over-sized HAC's. The real issue here is that command ships, HACs, and T3 ships are still going to be stomping over each other because they all fill the same niche. Too bad the obvious command ship niche of 'fleet booster able to survive fleet sized alpha' was ignored in favor of shoving more ships into the medium sized brawler niche. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
266
|
Posted - 2013.08.07 19:05:00 -
[19] - Quote
Kane Fenris wrote:plz not
in his thread he told us he will only change it when theres enough backup in the comunity and imho there wasnt. so i hope this was just a troll...
plz let it be a troll
If they don't change the eos into a myrm hull I'm going to flip tables and kick puppies.
The rest I don't really care about. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
267
|
Posted - 2013.08.07 19:52:00 -
[20] - Quote
Shpenat wrote:I can understand his motives. If he gives every CS the tank of damnation he will have to kill its gank. ANd people will complain again that they do no damage and are thus not good for anything.
He can't give them bot tank and gank because they would be way to overpowered. Imagine a CS doing 1200 dps (like astarta can) while having ovek 250k ehp (damnation). I call that bad balancing.
So if his goal is to give all of those ships good enough dps he needs to reduce the tank.
The people who are advocating for the huge brick tank boosters are willing to make that trade off. Their concern is staying on the most hostile battlefields while people are trying to headshot them, the DPS they put out is a distant third concern at best.
That's why people are asking for 1 heavy tank command ship where the offensive bonuses are unimportant, and 1 heavy assault battlecruiser ship that small-ish gangs can use to have a ganky boosty ship. As it stands now we have 7 HABC and 1 brick tank command ship. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
270
|
Posted - 2013.08.07 20:09:00 -
[21] - Quote
Phoenix Jones wrote:Fozzie can't make all the command ships a brick like the Damnation. It would 1) destroy the damnation and 2) ... umm.. ok I don't have a 2.
He wants the ships to have roles. The main command ships have 4 roles, Two Large Fleet Doctrine Ships (one armor, one sheild), one small fleet doctrine ship (one armor, one shield).
I get it... I would love to have the EOS be a Brick. Anyway.
The problem is how the boosts are distributed. For big fleets the 2 boosts you want are your primary tank (shield/armor) and skirmish boosts. The way they originally laid out the boosts it would've been fine with the legion being able to give both armor and skirmish boosts (lol shield doctrines). Unfortunately they decided to switch up the boosts and instead gave the skirmish boost to galente.
If they would undo that change the discontent would switch from "we need better brick tank command ships" to "we need a brick tank shield skirmish booster." It's like CCP knows exactly what people want out of a fleet booster and they keep making decision to spite them. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
271
|
Posted - 2013.08.07 20:22:00 -
[22] - Quote
Shpenat wrote:That's a bit tricky. Which one should do which? Lets take astarte and eos (as those are ships I know best).
It seems astarte is better for small fleets while eos for larger. SO in the end there will again be no option for eos to do any significant damage. So skirmish commander who wants to use drones now has no ship to fly.
They could still use the Eos, it just wouldn't have as much DPS. If you're choosing to fly a command ship the niche you're choosing to fill is that of a fleet booster, not a gank mobile. Other ships, specifically the domi and ishtar, are drone gank mobiles. But this is coming back around to what role these ships are suppose to fill. Are they battlecruiser sized HAC's, or are they fleet boosters? |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
274
|
Posted - 2013.08.07 23:43:00 -
[23] - Quote
Veshta Yoshida wrote:Problem is that "identity" pigeon holes it into the blob with practically no function outside: ****-poor dps with links that can be just as easily be carried by the Absolution which can actually help kill a cruiser if the need arises .. don't expect it to go much higher than that, 10 turrets with no drones to speak of and zero fight control.
Oh yes, lets nerf the only functional command ship for large fleet engagements. In return it can add a few more DPS to the tens of thousands when large fleets clash.
Get out. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
279
|
Posted - 2013.08.08 01:52:00 -
[24] - Quote
Veshta Yoshida wrote:PS: How do you know that it is the only functional blob link platform when they have generally never seen action so far .. anyone can sit in a POS or at a safe. Even CCP has no clue where the chips may land when/if they get through the Gordian knot they have their resident hacker chewing on.
I flew logistics in the Fountain war. The enemy knows every single one of our FC's, and they would try to headshot them off the field every single battle. Once we started to fly megathron fleets the only ships our FC's would use were brick tanked proteus and brick tanked damnations. These are the ships that have tank to stay on the field when two battleship fleets start pounding each other.
If you think that damnations haven't been tested on grid in massive fleet battles, you haven't been paying attention. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
282
|
Posted - 2013.08.09 00:46:00 -
[25] - Quote
Andy Landen wrote:Help the EOS for goodness sake!!!! What kind of bonuses are those anyway?
To be fair the eos is much better than what's live right now. The live eos is just an abortion of bonuses. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
283
|
Posted - 2013.08.09 01:31:00 -
[26] - Quote
Eldrith Jhandar wrote:Ersahi Kir wrote:Andy Landen wrote:Help the EOS for goodness sake!!!! What kind of bonuses are those anyway? To be fair the eos is much better than what's live right now. The live eos is just an abortion of bonuses. I'd rather see the eos with the current bonus layout and give it the slot you unjustly robbed of it, you take a slot away but give double 10% damage bonuses to other cs's
Have you ever used the live eos? Have you seen anyone use the live eos? |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
283
|
Posted - 2013.08.09 02:48:00 -
[27] - Quote
Jerick Ludhowe wrote:Believe it or not, but this balance pass goes a bit beyond simply "improving" ships, it's intent is "balance".
...which means that a bad ship, such as the live eos, would get improved yes?
Unless you're using the trickle down theory of ship balancing that is. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
288
|
Posted - 2013.08.12 03:37:00 -
[28] - Quote
I'm tired about talking and reading about these ships. Just give us the final stats so I can make plans. :( |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
288
|
Posted - 2013.08.12 03:48:00 -
[29] - Quote
Wrayeth wrote:I have a couple of issues with this. First, tech II rigs were used, which are far too expensive to run on run-of-the-mill ships. If you're faction/deadspace fitting it, that's one thing, but tech II rigs add too much to the cost for standard use ships.
As much as I'm sick of talking about these ships I will say that tech II rigs aren't near as expensive as they use to be. Tech II medium extender rigs are around 30m each, which is a lot more reasonable to put on a ~250m ship. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
291
|
Posted - 2013.08.12 16:55:00 -
[30] - Quote
Mournful Conciousness wrote:Dav Varan wrote:
...snip...
The only reason it has lost a high slot is because it has gained damage from drones. This is typical of all drone boats. all drone boats have fewer highs than non drone boats.
... for no good reason at all. There used to be a point to this, many years ago when you were able to field more than 5 drones at once. The size of drone bay (beyond 125m) was a factor in determining drone damage output. These days this is not the case. The extra drone bay size no longer means extra damage, just spare drones. Therefore in my view the dedicated drone ships need not suffer the loss of a high slot. Drone battlecruisers have always lagged behind in the dps stakes, which makes them undesirable. This is not the case with the new cruisers. The the cruiser drone ships compete well on DPS with the turret versions. Currently the EOS has been used even less than the astarte in pvp (read: only a fool would do so). It needs to be competitive, otherwise why waste the effort designing it? No-one will ever build one, let alone use it in combat.
Every drone ship that has been rebalanced has 1 less module slot. Even the cruisers.
I'm not saying it's right, just that it's consistent with everything that's been rebalanced in the last year or so. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
293
|
Posted - 2013.08.12 20:15:00 -
[31] - Quote
Eldrith Jhandar wrote:Florian Kuehne wrote:Just to mention something from the past. As the Eos was pretty damn hard, cause of the fact to launch 5 heavy drones and using lots of turrets. You nerfed it from step to step and now the monster awakes again  Except it doesn't, not quite, this current eos is not as good as the old
You, sir, have slighted CCP's e-honour. The 5% tracking on 4 medium hybrid turrets is surely a mighty advantage over anything that has come before.
I think we shall settle this with pistols at dawn. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
293
|
Posted - 2013.08.12 21:23:00 -
[32] - Quote
Valfreyea wrote:Just got on Sisi to test the Eos.
Fozzie, could you explain the point of the hybrid tracking bonus when your ship only has four turrets? Also, even with a speed bonus, the heavies are still hilariously slow, and rather easy to kill.
Combined with the limited dronebay (unless your enemies are new to this game, you're going to lose a lot of heavies, fast), I don't really understand the point of making the Eos a weaker brawler when compared to the Astarte. Rather, shouldn't it be give a different role?
Or something more interesting, like perhaps the ability to field more drones per level, as someone else mentioned in this thread.
Perhaps give a double bonus, replacing the hybrid tracking with another 7.5% to Heavy Drone speed and perhaps RoF?
Haven't seen a bonus for drone RoF, so it'd be something new at least :p
Honestly I'm pretty unimpressed with the design of the eos as a drone boat. It's pretty obvious that they wanted to avoid giving it a sentry bonus because sentries are flavor of the month, but the heavy drone bonus is simply underwhelming. It would have been awesome to get +1 drone per level and make it a medium drone boat, which would be close to the same DPS as 5 heavies but it would be a damage application bonus. As it is the eos is kind of like a sad ishtar that can fit gang links.
And the 5% turret tracking is misplaced in just about every way possible. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
297
|
Posted - 2013.08.13 16:12:00 -
[33] - Quote
Syrias Bizniz wrote:Hello Fozzie,
Please force your graphics-slaves into making:
Harbinger as Damnation base hull Myrmidon as Eos base hull
I don't care about the others.
The myrm = eos last I heard, but I think the absolution is going to the harbinger hull.
Sorry. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
303
|
Posted - 2013.08.14 18:06:00 -
[34] - Quote
I honestly think my eos is going to be degraded to 'guristas ratting' duty. If it can't do that reasonably then it will be replaced with an ishtar.
Hurray for turret tracking bonus.  |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
303
|
Posted - 2013.08.14 18:35:00 -
[35] - Quote
Mournful Conciousness wrote:Jerick Ludhowe wrote:Ersahi Kir wrote:I honestly think my eos is going to be degraded to 'guristas ratting' duty. If it can't do that reasonably then it will be replaced with an ishtar. Hurray for turret tracking bonus.  Meh, just get a 250mm railgun Astarte with 2-3 dmg mods and fight serpentis. A single rep c-type LAR domi with EANM, DC and RAH will tank all sanctums while doing something like 900dps, and this was before the armour repair buff. I can't imagine why I would embarrass the crew of a T2 ship with this kind of work... 
Because the myrm hull looks boss. And I have command ships to 5 while I have never injected the galente battleship skill, but that could be fixed. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
303
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Posted - 2013.08.14 19:30:00 -
[36] - Quote
Mournful Conciousness wrote:The EOS would tank gurista sanctums with one arm tied behind it's back, while singing Bohemian Rhapsody and performing a pole dance. If I saw it there though, I'd feel compelled to put it out of its misery... 
I rat in ships I like to look at. If that means ratting in a tech 2 or tech 3 ship then that's what I do.
I can send you a screenshot if you want to feel compelled to come put it down.  |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
306
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Posted - 2013.08.15 16:32:00 -
[37] - Quote
Veshta Yoshida wrote:Peter Tjordenskiold wrote:Ohh, balancing means in huge fight like in Fountain fleets will be getting every time a headshot of a FC. I guess this will be a hillarious PVP experience or a fleet without bonus to secure the FC. It's looking to me that CCP is working on the next level how to crash the player accounts. Take a look around and tell me if you see ships other than the Command Ships that can field links while having considerably more EHP than even the 4x1600 Damnation .. get back to me when you see it (hint: they are bigger)  For massive blobs (offensive ones at least) CC's or even T3's will not be the optimal choice due to the risk of being 'head shotted' as you mention, but there are other options hitherto unexplored due to off-grid functionality. Off/On/Tangential-to topic: Why not add a CC level link bonus to the activation of the Triage module (think Rorqual deploy bonus)?
You have no idea what you're talking about.
Using a carrier as a subcap command ship is bad, and you should feel bad for suggesting it. The FC's command ship has to be as maneuverable as the rest of the fleet or else he's going to fleet warp everyone else away and he's going to get caught, or he's going to be unable to keep pace with the rest of the fleet if it's anything other than a immobile sentry domi fleet.
Additionally, adding a bonus to a triage module is a waste. In the fountain war the lifespan of a carrier in triage was best measured in seconds, which is hardly acceptable for a FC who's trying to direct a fleet.
It's fairly obvious that your experience in large fleet combat is lacking and your knowledge about what characteristics a FC needs are off.
/lol 4x1600 plate fits...if you don't have high resists your logi aren't going to be able to hold when you get focused |

Ersahi Kir
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Posted - 2013.08.16 00:08:00 -
[38] - Quote
You see if he nerfs boosting hard enough then logistics will become useless, and fleets will turn into DPS vs EHP which is a lot easier to balance. It's all about eliminating variables from an equation. |

Ersahi Kir
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309
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Posted - 2013.08.16 05:35:00 -
[39] - Quote
It would be neat if the eos could fit guns into all 6 high slots. Not because of balance, but so that when it gets changed to the myrm model it has 6 guns. |

Ersahi Kir
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311
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Posted - 2013.08.16 18:53:00 -
[40] - Quote
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. |

Ersahi Kir
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324
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Posted - 2013.08.20 22:12:00 -
[41] - Quote
Mournful Conciousness wrote:mine mi wrote:Mournful Conciousness wrote:mine mi wrote:For some reason, perhaps correctly, do not want to put too many hp in command ships, but fleet battles need it, maybe a new ship, a flagship, a battleship command ship. can't you put links in carriers and supercaps? supers has its own problems,'s keep out of this. from the points of view of resisting alpha and giving boost, they're the most powerful players, no? sure it's a lot of cash to risk, but do you want to win or not? what was the cost to TEST for example, of losing Fountain? sometimes you just have to go all in.
So you're proposing to have subcap fleet booster be ships that can't move with the rest of the fleet?
That's some weapons grade stupid. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
324
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Posted - 2013.08.21 00:37:00 -
[42] - Quote
Mournful Conciousness wrote:I think it's easy to miss some of the advantages of the EOS because on paper the Astarte looks better, however...
The astarte can project damage for 5km. It could fit railguns but it has no tracking bonus to them so on balance I expect that it will be used as a boosting brawler (and by some, just a heavy brawler although I think there are better options).
The EOS can project damage theoretically out to 60km (or more with a DLA). Now I know drones take time to travel, and I know that in a 1v1 they get shot. But in (say) a 5v5 there's no time to be shooting drones. You're too busy calling primaries or saving your skin. Now the EOS also has the "useless" tracking bonus, but that's not so useless if it's being applied to the new more powerful railguns, particularly when backed up with heavy drones (I know, they'll take 20 seconds to get to target, but fights are often much longer than that). Not to mention the massive utility of EC-900 drones. Those guys play hell with ships' target locking. Even with recent changes to sensor strengths. They effectively remove one opposing ship from the fight until you are ready to take hime down.
If what you're saying here is true at all then the navy vexor must be pwning noobs currently in PvP, because the eos is esentially a boosting navy vexor. |

Ersahi Kir
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328
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Posted - 2013.08.21 23:40:00 -
[43] - Quote
Mournful Conciousness wrote:I like the idea of a speed or agility bonus on the Eos. I think a few people have mentioned it. It is skirmishing ship after all, or at least that's what the gang link bonuses suggest.
The eos is as much a skirmishing ship as the absolution is an EWAR platform. |

Ersahi Kir
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328
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Posted - 2013.08.23 15:36:00 -
[44] - Quote
Dinsdale Pirannha wrote:The Sleipnir has always been to me more of a machine that terrifies solo players, or even very small gangs. Yeah, it has more tank now, with the resist boosts, and the shield booster buff (but a lot of ship fits are getting a repper/booster buff with the new repper/booster stats), but the ship is taking a big hit in DPS (10.00 effective guns vs 11.6667), and losing that 8th slot really hurts it's utility at the same time.
It's remedial math time.
Damage bonuses are multiplicative. That means that the first bonus raises the damage from 5 turrets to 7.5 effective turrets. The second 50% damage bonus raises 7.5 effective turrets to 11.25 effective turrets. The ship now has 2 utility high slots after fitting max turrets instead of just one, so it's actually gaining a utility high slot.
Ultimately, I really don't know what you're going on about. The sleip is losing a small amount of DPS (~3.5%) and is gaining a utility high slot and some base resists. This is hardly the epic nerf you're trying to make it out to be. |

Ersahi Kir
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328
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Posted - 2013.08.23 17:53:00 -
[45] - Quote
Mournful Conciousness wrote:elitatwo wrote:Mournful Conciousness wrote:EDIT: posted without thinking - that bit was deleted.
You *can* put 3 drone damage mods on an EOS, but it's not going to tank anything other than Guristas NPCs... And Serpentis, the green dudes in the Syndicate asteroid belts Oh well, that's fine then. We've found a role for the EOS! It's a 200m isk rat-catcher :)
Now I understand what the tracking bonus is for. Throw blasters on an eos and clear guristas tackle frigs quickly. The role is falling into place, this is an epic guristas ratting ship to replace the ishtar.
 |

Ersahi Kir
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332
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Posted - 2013.08.28 18:19:00 -
[46] - Quote
Onictus wrote:So what not only are they going to be ongrid they are going to have to run by squad? With a 250m mindlink in my head.
Not ******* likely.
The mindlinks are becoming significantly cheaper as they're moving to the LP stores. The estimate that was give was ~80m for the normal mindlinks, probably a lot more if you get the dual bonus ones.
As a sidenote I find it entertaining that they try to say that the economy is player driven, but they're pretty much admitting that they set the price of LP items. |

Ersahi Kir
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332
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Posted - 2013.08.28 22:16:00 -
[47] - Quote
Cade Windstalker wrote:No.... those were estimates of the cost of said links based on their extensive internal economic data.
They know how much people charge per LP point for most items, what the demand for links is, and how much they are going to cost in the store.
This price will likely go up or down with demand and the economy in general over time, this is simply their estimate of the starting price based on current factors.
The price will go up or down, but they set the LP rewards for incursions/FW, set the LP cost of faction items, and they set the flat isk cost of the items. Arguing that they're not doing some soft price setting is flat out ignorant. |
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