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afkalt
Republic Military School Minmatar Republic
1029
|
Posted - 2015.04.06 08:35:12 -
[151] - Quote
You know, it wouldn't kill just to ditch the drawback completely. There are other rigs like this and reducing tank/gank for a non combat benefit is arguably enough of a trade. |

Delarian Rox
New Home Inc.
22
|
Posted - 2015.04.06 11:19:19 -
[152] - Quote
What i need to be happy BC
1) Lower MJD cooldown it's pretty balnced but you know... 150 sec cooldown for MMJD and i'm a happy guy. (effectively it's a 100ms/sec increase in overal speed over the current version)
2) More lock range. to be able to jump to a pre-locked target as many BSs do. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2033
|
Posted - 2015.04.06 13:30:44 -
[153] - Quote
Cade Windstalker wrote:Kagura Nikon wrote:In past speed was a minmatar thing. But ccp NERFED the speed advantage of minmatar.. .made gallente almsot as fast, made some amarr ships even faster.. and made caldari so LIGHT and agile that they are the best ships with oversized sped mods.
Right now the WORSE RACE for speeding is minmatar. Here are the base Agility, Mass, and Speed values for T1 and T2 frigates and destroyers, and T1 Cruisers (which is all I could bother with doing). If you'll note, Minmatter have the top ship in raw speed in every category, and their slowest ship is still faster than one (or more) of the slowest ships in every other race. Also base mass has very little to do with how effective a ship is with an over-sized propulsion module. Because the module adds a large amount of base mass when active the key factor is the inertia modifier for the ship, and Caldari are generally toward or at the bottom. The closest competition Minmattar have for a combination of speed and agility is the Gallente, and they still win out in raw speed. .
Real eve is not like that. The MASSIVE acceleration advantage of gallente means they outpace minmatar EASILY at the start of the combat, and they can get tackle (and in tackle range they win, purely and simple).
Also the Bonus do overheating MWD DENIES any racial speed advantage. No other overheat bonus is SEVERAL TIMES larger than the bonus a module modifier gives ( nanos for example). That means that It does not matter that you have 10% higher max speed. The other ship that is more agile just need to Overheat at some point and you wil NOT have time to react, because the speed boost is too massive.
Someone that cannot catch a minmatar ship , while using a gallente ship of same class is just a horrible player, or stuck in a very very singular scenario ( for example, battleships react slowly enough that the acceleration means less).
The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).
"If brute force does not solve your problem.... then you are surely not using enough!"
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1532
|
Posted - 2015.04.06 15:05:39 -
[154] - Quote
Kagura Nikon wrote:Wise words I have a lot of experience flying Gallente ships, 'Ceptors, and other fast movers. Pretty much everything you said is accurate. Minmatar will go the fastest in a straight line given enough time to get to speed, but the more you maneuver the more agility comes into play. Gallente will get up to speed faster and recover speed more quickly after a course change. So in terms of actual combat maneuvering, especially short bursts, Gallente will usually come out on top.
Overheated MWDs in particular really kill Minmatar speed superiority. A Minmatar ship can be pulling away from a Gallente assailant, but if that Gallente ship overheats their MWD it's over. The higher acceleration, plus the reaction time and server delays, mean that the Minmatar pilot won't be able to react in time to maintain range.
Having said that, I feel that Gallente ships should be the most maneuverable over short bursts (at least their blaster boats). Given their typically limited weapons range (blasters), they need to close range quickly to apply damage. It's just that, as things currently stand, Minmatar ships aren't maneuverable enough overall to be the kings of speed anymore.
Kagura Nikon wrote:The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).
They are good at what they're supposed to be good at. Their relative performance compared to other ships doesn't change that. The problem is that they're not the best at what they're supposed to be the best at. There lies the issue.
Back on topic, I feel that this tweak to BC warp speed and warp speed rigs is a really good thing. It makes sense from a consistency standpoint (same fractional relationship as Frigate -> Destroyer and Cruiser -> Battlecruiser), and it also makes it far easier to boost the speed of slower ships to help them keep up with roaming fleets. You no longer need two rig slots (warp speed rig and CPU rig) to get a battlecruiser up to cruiser warp speed; instead, you could use a warp speed rig and an agility rig and get a much closer approximation of cruiser warp performance if you wanted.
My Many Misadventures
Reading Comprehension: so important it deserves it's own skillbook.
I seek to create content, not become content.
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Arthur Aihaken
Jormungand Corporation
4322
|
Posted - 2015.04.06 15:11:13 -
[155] - Quote
CCP Fozzie wrote:This will mean an 8% increase in Battlecruiser warp speed, to 2.7au/s for T1 BCs and 3au/s for Command Ships. It occurred to me that this whole proposal is a stealth null-sec buff, and has very little to actually do with improving Battlecruisers. It's basically an improvement for Command Ships.
GÇó We give Command Ships a 3.0 AU/s warp speed which allows them to keep pace with null cruiser fleets. The fact that Battlecruisers also receive a slight warp speed bump doesn't really change their role or application (anything a Battlecruiser can do most T2 or T3 cruisers can do better). GÇó We take away the CPU penalty for hyperspatial rigs to make it easier for null fleets to fit. The fact that there is a signature radius hit doesn't matter since null fleets can offset this. This also makes it easier for locking faster ships trying to get through null-sec.
Combat Battlecruisers still suck, and Battleships continue to get neglected.
I am currently away, traveling through time and will be returning last week.
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stoicfaux
5556
|
Posted - 2015.04.06 18:21:30 -
[156] - Quote
Warp Speed Rig Penalty: Disruptors/Scrams work at a longer range against ships fitted with Warp Speed Rigs.
Rationale: Rigs aren't super-engineered, so the boost in warp speed comes at the result of having a more "fragile" warp field.
Or not. My vote is for "not."
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
167
|
Posted - 2015.04.06 19:27:18 -
[157] - Quote
So if we continue the trend of dessie/bc comparison. Dessies have the combat role bonus of 50% more optimal. Bcs have a role bonus for links, which lets face it, its rare a t1 BC is doing link duties.
So, would it be possible to add a similar range (or tracking) bonus to BCs?
Examples:
Hurricane gets a falloff bonus brutix gets an optimal bonus harb gets an optimal bonus ferox gets a tracking bonus (dont think this needs more optimal as it would step on the vulture)
That would let some of these ships find a better fleet role, and add some new elements for solo/small gang.
Though if anything, they should embrace the MMJD and at least give it a cooldown reduction on BCs. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2034
|
Posted - 2015.04.06 22:21:59 -
[158] - Quote
Well, It has been several years sicne last time I saw a BC field a command link.
So why not drop that bonus, and put something else onits place? A small prop mod bonus for example... or an extra 10% resitance on the racia l resitance profile..
"If brute force does not solve your problem.... then you are surely not using enough!"
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1532
|
Posted - 2015.04.06 22:33:20 -
[159] - Quote
I'm liking the whole "switch from links to another bonus" idea. Maybe have the "tankier" T1 CBCs (Drake, Myrmidon, Prophecy, and Cyclone) keep their role bonus to warfare links and give the "gankier" T1 CBCs (Ferox, Brutix, Harbinger, and Hurricane) something along the lines of T1 Destroyers or MMJD enhancements?
My Many Misadventures
Reading Comprehension: so important it deserves it's own skillbook.
I seek to create content, not become content.
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Iroquoiss Pliskin
Hedion University Amarr Empire
176
|
Posted - 2015.04.06 22:35:12 -
[160] - Quote
Gud idea, but then give Battleships a role bonus as well. 
( -í° -£-û -í°)
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
167
|
Posted - 2015.04.07 00:01:58 -
[161] - Quote
Iroquoiss Pliskin wrote:Gud idea, but then give Battleships a role bonus as well. 
Why?
Like destroyers, battlecruisers are slightly larger than what they are intended to fight. Their added size allows them to fit the necessary weapons/tank (at the cost of speed) to help assist battleships for cruiser (maybe frig) defense. The same thing as a dessie. Theyre meant to kill their frigate counterparts, or supplement cruiser+ for support roles (in theory anyway).
Battleships requires said support, otherwise some can be solod by a good frig pilot.
Now, i wouldnt be opposed to a role bonus on a BS, but at least BS get use in fleets from time to time (tempest fleet, napoc etc). When was the last time we had hundreds of drakes, canes, harbys, brutix on field? I have heard of the MMJD drake doctrine, but havent heard much about it in a long time. So if something needs some life injected into it, its bc's.
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Cade Windstalker
Donohue Enterprises Ad-Astra
340
|
Posted - 2015.04.07 00:11:19 -
[162] - Quote
Kagura Nikon wrote:Real eve is not like that. The MASSIVE acceleration advantage of gallente means they outpace minmatar EASILY at the start of the combat, and they can get tackle (and in tackle range they win, purely and simple).
Also the Bonus do overheating MWD DENIES any racial speed advantage. No other overheat bonus is SEVERAL TIMES larger than the bonus a module modifier gives ( nanos for example). That means that It does not matter that you have 10% higher max speed. The other ship that is more agile just need to Overheat at some point and you wil NOT have time to react, because the speed boost is too massive.
Someone that cannot catch a minmatar ship , while using a gallente ship of same class is just a horrible player, or stuck in a very very singular scenario ( for example, battleships react slowly enough that the acceleration means less).
The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions).
Check the agility numbers again (align time) the difference between Minmatar and Gallente ships is *tiny* and the faster speed of the Minmatar ships easily compensates in most cases, putting them at a higher speed faster than the equivalent Gallente ship. In the few cases where this isn't the case the difference is so tiny as to not matter.
For example, this is a graph of the velocity of the Claw and Ares over time as they accelerate from zero. Note that at every point in the graph the Claw is moving faster than the Ares. Also because the Minmatar ships are generally more agile than the Gallente ones they respond better to a propulsion module as well since propulsion modules add a mass penalty as part of their activation to mitigate the speed increase and reduce agility. This means that an Ares and a Claw fitted with a T2 MWD align in almost exactly the same amount of time.
I'll see about editing in the source data for the graph to my original spreadsheet so other people can make their own tests and comparisons. |

Cade Windstalker
Donohue Enterprises Ad-Astra
340
|
Posted - 2015.04.07 00:15:34 -
[163] - Quote
afkalt wrote:You know, it wouldn't kill just to ditch the drawback completely. There are other rigs like this and reducing tank/gank for a non combat benefit is arguably enough of a trade.
Interesting idea, but out of curiosity which other rigs don't have any sort of drawback? I can't recall any right off the top of my head despite also recalling that they exist. Would be useful for comparison in power level.
It's clear from this thread and the amount of debate over Battleship warp speed that warp speed is very much a powerful thing to have so many it is appropriate for these rigs to have a drawback?
stoicfaux wrote:Warp Speed Rig Penalty: Disruptors/Scrams work at a longer range against ships fitted with Warp Speed Rigs.
Rationale: Rigs aren't super-engineered, so the boost in warp speed comes at the result of having a more "fragile" warp field.
Or not. My vote is for "not."
I don't think this would be possible since the range is dictated entirely by factors on your ship and this would require the range bonus to effectively recalculated every time you target someone (I just got finished watching the Dogma presentation from Fanfest yesterday). |

Iroquoiss Pliskin
Hedion University Amarr Empire
177
|
Posted - 2015.04.07 00:23:16 -
[164] - Quote
Stitch Kaneland wrote:Iroquoiss Pliskin wrote:Gud idea, but then give Battleships a role bonus as well.  Why?
Agreed.
The sooner the cornerstone concept of the Battleship dies, the better. BC role damage bonus is go. 
( -í° -£-û -í°)
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
169
|
Posted - 2015.04.07 00:34:32 -
[165] - Quote
Cade Windstalker wrote:
Interesting idea, but out of curiosity which other rigs don't have any sort of drawback? I can't recall any right off the top of my head despite also recalling that they exist. Would be useful for comparison in power level.
It's clear from this thread and the amount of debate over Battleship warp speed that warp speed is very much a powerful thing to have so many it is appropriate for these rigs to have a drawback?
PG/CPU rigs don't have any drawbacks.
I wouldn't call it "powerful". Its more about being able to move with your group that you're supporting, and not slowing them down, or being too fast. Which is kind of the point of a "battlecruiser", it should be able to keep up with its cruiser fleet. Or not outrun its battleship brethren.
Sig increase isn't much of an issue, so i think that will be more favorable. Especially when BC/BS already have the sig of a moon. Not to mention, this is a "tiny" interceptor nerf. All these travel fit ceptors with i-stabs might actually be caught by the sensor boosted loki's that keep crying on the forums. |

James Baboli
Ferrous Infernum
495
|
Posted - 2015.04.07 00:48:53 -
[166] - Quote
Stitch Kaneland wrote: Sig increase isn't much of an issue, so i think that will be more favorable. Especially when BC/BS already have the sig of a moon. Not to mention, this is a "tiny" interceptor nerf. All these travel fit ceptors with i-stabs might actually be caught by the sensor boosted loki's that keep crying on the forums.
Done right, travel-ceptors should not be catchable due to the <2 tick aligns, as it takes a tick to start the lock, and a tick to confirm the lock, and scram/point lands the next tick
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
169
|
Posted - 2015.04.07 02:02:10 -
[167] - Quote
James Baboli wrote:Stitch Kaneland wrote: Sig increase isn't much of an issue, so i think that will be more favorable. Especially when BC/BS already have the sig of a moon. Not to mention, this is a "tiny" interceptor nerf. All these travel fit ceptors with i-stabs might actually be caught by the sensor boosted loki's that keep crying on the forums.
Done right, travel-ceptors should not be catchable due to the <2 tick aligns, as it takes a tick to start the lock, and a tick to confirm the lock, and scram/point lands the next tick
Oh, well then, i guess let the sensor boosted tears continue. |

Spugg Galdon
Nisroc Angels
648
|
Posted - 2015.04.07 08:07:19 -
[168] - Quote
lots and lots of talk in this thread about how useless CBCs are.
The simple solution is to remove OGB's.
Once OGB's are gone, have a look at how popular CBC's become.
Yes, CBC's have other failings but these would only be stats tweaks (lock range is one of them). |

afkalt
Republic Military School Minmatar Republic
1035
|
Posted - 2015.04.07 08:17:19 -
[169] - Quote
Cade Windstalker wrote:afkalt wrote:You know, it wouldn't kill just to ditch the drawback completely. There are other rigs like this and reducing tank/gank for a non combat benefit is arguably enough of a trade. Interesting idea, but out of curiosity which other rigs don't have any sort of drawback? I can't recall any right off the top of my head despite also recalling that they exist. Would be useful for comparison in power level. It's clear from this thread and the amount of debate over Battleship warp speed that warp speed is very much a powerful thing to have so many it is appropriate for these rigs to have a drawback?
The fitting ones, in fact I'm 99% sure all the "core" ones do not, including the egress ones which are very powerful for spider tanks.
I'm wholly convinced it's a powerful thing so much as a horrible handicap/straight up not fun to spend most of the evening in a warp tunnel/have the entire fleet waiting on you. Were battleships the final word in subcap power, demolishing everything smaller (I do not think the should be, for clarity) the yes the warp speed would absolutely factor in keeping them in check. As it is though...not so much. They take ages to arrive and are fairly lacklustre in the current meta (ironically, if BC had a strong presence, there would be a greater call for BS )
@Spugg Galdon: People would just use command ships, no point in doing it half arsed and an OGB can sit in a command ship out the gate. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2034
|
Posted - 2015.04.07 09:37:52 -
[170] - Quote
Spugg Galdon wrote:lots and lots of talk in this thread about how useless CBCs are.
The simple solution is to remove OGB's.
Once OGB's are gone, have a look at how popular CBC's become.
Yes, CBC's have other failings but these would only be stats tweaks (lock range is one of them).
uh? Completely unrelated to each other.
The problem with CBC is simply that they are not powerful enough to justify a drop in speed of a group moving, and if the groups decide they can spare to go slower, they skip BC and go directly to Battleship level.
At the individual scale the main problem with BC is their LACK of mobility, specially because non oversized prop mods are quite worse on them than on cruisers.
You could fix that with a bonus to prop mod amount and or tweaks on mass and agility. Let BC e less agile than cruisers but make them able to reach same speeds. Otherwise they are simply unable to fight against cruisers on small scale warfare.
When the scale grows up and logistic and damage projection means everything, that is when BC collapse completely. T2 and t3 ships of cruiser sized hulls are UTTERLY superior. That is a scale of warfare where I do not see BC being relevant again with only small changes.
Eve is simple, contrary to the beliefs of many. Combat efficiency depends if you are a force multiplier/tackle or fighting material. if you are fighting material the important aspects are mobility, projection, damage and staying power. BC are BAD.. at mobility, projection and staying power and on same level as hacs for damage. No reason to use them.
"If brute force does not solve your problem.... then you are surely not using enough!"
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2034
|
Posted - 2015.04.07 09:41:48 -
[171] - Quote
Cade Windstalker wrote:Kagura Nikon wrote:Real eve is not like that. The MASSIVE acceleration advantage of gallente means they outpace minmatar EASILY at the start of the combat, and they can get tackle (and in tackle range they win, purely and simple).
Also the Bonus do overheating MWD DENIES any racial speed advantage. No other overheat bonus is SEVERAL TIMES larger than the bonus a module modifier gives ( nanos for example). That means that It does not matter that you have 10% higher max speed. The other ship that is more agile just need to Overheat at some point and you wil NOT have time to react, because the speed boost is too massive.
Someone that cannot catch a minmatar ship , while using a gallente ship of same class is just a horrible player, or stuck in a very very singular scenario ( for example, battleships react slowly enough that the acceleration means less).
The end result is that minmatar is NOT good on what they were supposed to be good (with very rare exceptions). Check the agility numbers again (align time) the difference between Minmatar and Gallente ships is *tiny* and the faster speed of the Minmatar ships easily compensates in most cases, putting them at a higher speed faster than the equivalent Gallente ship. In the few cases where this isn't the case the difference is so tiny as to not matter. For example, this is a graph of the velocity of the Claw and Ares over time as they accelerate from zero. Note that at every point in the graph the Claw is moving faster than the Ares. Also because the Minmatar ships are generally more agile than the Gallente ones they respond better to a propulsion module as well since propulsion modules add a mass penalty as part of their activation to mitigate the speed increase and reduce agility. This means that an Ares and a Claw fitted with a T2 MWD align in almost exactly the same amount of time. I'll see about editing in the source data for the graph to my original spreadsheet so other people can make their own tests and comparisons.
Sorry but GRAPHS and eve when a pilot is present are VERY different scenarions.
And minamtar ships are NOT more agile. They are less agile. The minamtar speed advatage means nothing (with a very few exceptions), because to be combat efficient you need to stay not much outside close range tackle from your enemy (bad dps requires that).. so if you keep your prop mod overheated... you will burn and die. Ifyou wait to react with overheat, you WILLGET CAUGHT, because gallente ships gain speed MUCH MUCH faster when you overheat and by the time you react ( at LEAST 2 seconds later... it is too late.
Real combat in eve (at least on small scale warfare where mobility of this type is relevant) is not like graphs. You need to take into account reaction time by players, server ticks, overheating, the need to kill thigns before they get to gate ... etc...
"If brute force does not solve your problem.... then you are surely not using enough!"
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Spugg Galdon
Nisroc Angels
648
|
Posted - 2015.04.07 10:14:39 -
[172] - Quote
The last time I flew a CBC in anger was a little while ago (when I was still able to play a lot more than now..... RL is far more important). In that situation I flew (the only BC in the fleet) a Prophecy with HAMs and an armour link. It was very beneficial to the fleet and because I had a 15% warp speed implant fitted I kept up with the T1 gang easily.
Eve is heading in a direction where getting assets on grid and doing their job very quickly will be key. Trying to setup an offgrid booster on the fly will be time consuming and will probably lose you the capture point. Also, if OGB's got deleted then people wouldn't simply just switch to command ships. They're an absolute SP sink and very expensive. They would use CBC's most of the time and switch to command ships when the need was required. I see the future of EvE combat being very bloody with Entosis Sov so people won't be that willing to throw very expensive ships into the furnace constantly but, hey, a CBC, sure why not.
I just feel that making gang links simply have a 250-500km bubble of effectiveness would solve a hell of a lot of issues in the game and give CBC's an actual purpose. |

James Baboli
Ferrous Infernum
498
|
Posted - 2015.04.07 10:47:32 -
[173] - Quote
Kagura Nikon wrote:
The problem with CBC is simply that they are not powerful enough to justify a drop in speed of a group moving, and if the groups decide they can spare to go slower, they skip BC and go directly to Battleship level.
At the individual scale the main problem with BC is their LACK of mobility, specially because non oversized prop mods are quite worse on them than on cruisers.
You could fix that with a bonus to prop mod amount and or tweaks on mass and agility. Let BC e less agile than cruisers but make them able to reach same speeds. Otherwise they are simply unable to fight against cruisers on small scale warfare.
Which means they either need more fitting space, to make the oversized props slightly more viable as a standard, or a mass reduction and agility modifier tweak. As the mass reduction (with a corresponding agility modifier tweak to keep align similar) also makes nanos and i-stabs much more effective but the MWD bonus mass hurt more, I am also in favor of this. It means that without a base speed increase, a BC could outdo a CA in a straight line sprint, but that the cruiser can use agility and piloting wiles to shake the faster but clumsy BC until it can disengage the MWD and re-approach. Although this could lead to bad things, like BCs with lower mass than cruisers (another place I would like to see a similar change, so prop mods hurt agility more but move things faster)
Kagura Nikon wrote:
When the scale grows up and logistic and damage projection means everything, that is when BC collapse completely. T2 and t3 ships of cruiser sized hulls are UTTERLY superior. That is a scale of warfare where I do not see BC being relevant again with only small changes.
Eve is simple, contrary to the beliefs of many. Combat efficiency depends if you are a force multiplier/tackle or fighting material. if you are fighting material the important aspects are mobility, projection, damage and staying power. BC are BAD.. at mobility, projection and staying power and on same level as hacs for damage. No reason to use them.
BCs currently have 2 major advantages over HACs. They are T1, with BPOs in easy reach of a dedicated newbie, and they get good insurance payouts compared to t2/faction hulls. so,
While they have more native tank than a cruiser, the lower agility and high sig mean that they take way more damage before resists. While BCs can get higher resists due to more slots.....
Buuuut while they have more slots, but need more support slots as they can be outrun if not nano-fit, damped hard if without sebo, TD'd to death if it doesn't have a TC, etc. Most cruisers are more able to fly in a way which reduces the ability of their opponent to negate their damage, because
They have lowish agility and speed, so you better be pointed in the right direction when you hit the prop. You better not run into a scram with a micro as your main prop, or boom, you hit zero speed in no time flat, which sucks because:
You have ~20% more DPS, but have trouble applying it to many common cruiser hulls, so if they aren't running a weapon with a near identical profile, good luck. Kiting cruiser beats brawling BC by kiting it to death. Brawling cruiser is almost as fast and much more agile than most kiting BCs, with more DPS. Generalist cruiser gets it's choice due to the huge role positioning plays in solo, or the better mitigation from sig/speed tank than any BC.
Now, how do we make them distinct and competative, without erasing all of these differences.....
For this, we should probably take a look at what fueled the age of battlecruisers online. This was a time when drakes were the major fleet ship, canes were the biggest solo boat, and it wasn't uncommon to see brutix or harbies flying around in groups. These lovely ships weren't the quick and fragile frigates, nor the medium lumbering battleships. They were able to grind cruisers to dust by doing almost everything a cruiser could, and more, with some small tradeoffs that could be fit around. In short, like the pike or musket in their time, or the modern assault rifle, they were versatile medium weight weapons that could be gotten into action as a reaction or used offensively even with only mediocre training.
The first thing that kicked them hard was the loss of much of the performance in the BC tieracide/nerf combo, which meant the gap between them and cruisers was much reduced, and the versatility that they were most prized for mostly went away.
Then warp speed changes hit, and they became too slow to be used effectively as a heavier defensive tool if not pre-positioned or when fighting on the ends of one's space. While this wasn't too much more of a nerf, these lovely ships were already falling out of favor for BSes as the blobs got bigger, solo got less common and the platforms themselves were hit in almost every vulnerability, falling especially prey to the loss of fitting room which had let them be very easily adapted to almost any purpose on the fly, without double and triple checking that everyone could fly the ship properly.
The real kicker was the cruiser tieracide, which brought up almost every cruiser's performance and closed the gap between almost every cruiser and battle cruiser, some particularly nasty t1 cruisers ending up with performance like the former battlecruisers.
So, this helps with giving them back some of the ability to be used in a versatile manner. Now if we could just get the room to make versatile fits with them.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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afkalt
Republic Military School Minmatar Republic
1038
|
Posted - 2015.04.07 10:56:35 -
[174] - Quote
Spugg Galdon wrote:The last time I flew a CBC in anger was a little while ago (when I was still able to play a lot more than now..... RL is far more important). In that situation I flew (the only BC in the fleet) a Prophecy with HAMs and an armour link. It was very beneficial to the fleet and because I had a 15% warp speed implant fitted I kept up with the T1 gang easily.
Eve is heading in a direction where getting assets on grid and doing their job very quickly will be key. Trying to setup an offgrid booster on the fly will be time consuming and will probably lose you the capture point. Also, if OGB's got deleted then people wouldn't simply just switch to command ships. They're an absolute SP sink and very expensive. They would use CBC's most of the time and switch to command ships when the need was required. I see the future of EvE combat being very bloody with Entosis Sov so people won't be that willing to throw very expensive ships into the furnace constantly but, hey, a CBC, sure why not.
I just feel that making gang links simply have a 250-500km bubble of effectiveness would solve a hell of a lot of issues in the game and give CBC's an actual purpose.
They're an SP sink for newbies but an OGB toon will, at worst, be there after BC V. All the LD skills are what kills it the access for most these days. Plus mindlinks are pricey - you're going to want to park that in something super tanky or accept degraded performance.
I get what you're saying, we've used T1 BC with a single link to bolster roams before but in a land of no OGB, people will sink into command ships, it is the logical step and those things tank like monsters whilst retaining decent firepower. At least for anything more than half serious. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2036
|
Posted - 2015.04.07 11:08:22 -
[175] - Quote
James Baboli wrote: things I agree on general terms....
Another thing that may help a LOT BC and battleships is a reevaluation of buffer modules sizes. What that means?
Right now the only plates used are 1600 on everything larger than a cruiser and on MOST t2 and t3 cruisers... extenders the same (large ones). That means 3/4 of the content in game on that area is wasted.
Myy view. Increase the fittings AND HP bonus of ALL plates and extenders. Enough that 1600 plates are unfittable with realistic fits on cruiser sized hulls... but giving more HP for the ships that canfit them ( that is a HELP for battleships and BC).
Most cruisers would drop to 800 plates and some to 400 plates (but these as well would add MORE EHP and use more PG). At the end cruiser sized hulls would drop to a place where most use 400 plates ( giving much more EHP than now, closer to what 800 do now) some would use 800 plates ( t2 and t3 ones) giving something between current 800 and 1600 plates. And 1600 plates would be territory of battleships and BC that decide to go heavy on tank. The penalties of mass and signature radius need to be bumped a bit as well.
Same logic applies to shield exnteders, with the addendum that extenders need a modifier to recharge rate.
The end result is that Battleships get a real advantage on EHP when they focus on it, and BC as well. Cruisers sized hulls will lose a BIT of EHP, but not that much since they will move a bit faster than now. That solves a LOT of the Battlecruiser combat capability, because they will be able to go 1600/large and heave good ehp, or go 800/medium and have a lot of spare fittings and more mobility. Battleships on other hand can go dual Large/dual 1600 and get a LOT of EHP.
And MORE CONTENT IN THE GAME BECOMES ONCE AGAIN RELEVANT!
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
Recruitment
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Rek Seven
Probe Patrol
1972
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Posted - 2015.04.07 11:17:23 -
[176] - Quote
My fast warping colaky scout tengu just got doubly ******... Thanks Fozzie!
I hope T3 get some serious love and the design attention they need instead of this disappointing piecemeal development approach 
+1
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Spugg Galdon
Nisroc Angels
648
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Posted - 2015.04.07 11:25:16 -
[177] - Quote
Kagura Nikon wrote: Stuff about tanking modules and an overuse of capital letters
I agree with you here. Module balance is incredibly skewed, especially when it comes to tanking modules. Your suggestion is the most logical ,one caveat, XL-Shield Extenders Please and these can be created by shifting everything to the right and removing micro shield extenders (why do they even exist?).
I also have an issue with the naming of shield extenders and shield boosters/armour reps (in general, I have an inssue with any module in game that has a small/medium/large prefix). I'd far prefer that they were called something more like: Small Shield Extender -> 250 GJ Shield Extender Medium Shield Extender -> 1000 GJ Shield Extender
Similar to armour plates being sized by their thickness not by an arbitrary "Small/Medium/Large". |

Xain deSleena
Insomnia Inc Triumvirate.
23
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Posted - 2015.04.07 11:31:29 -
[178] - Quote
I was pleased to hear how Gorski Car had put this change to CCP and that you have embraced his idea. With these changes do you mind doing some tests on the differences in align time and warp out with the Drake compared to other T1 battlecruisers. It seems to me that my poor old Drake could never align and warp out quick enough no matter how much I trained my skills up to level 5 for navigation or changed fits to get inertia levels lower. Over the years it just seemed to react the same. Anything that can help my Drake get away quicker will surely make me dust off the cobwebs and roll them out again. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
169
|
Posted - 2015.04.07 12:12:08 -
[179] - Quote
Xain deSleena wrote:I was pleased to hear how Gorski Car had put this change to CCP and that you have embraced his idea. With these changes do you mind doing some tests on the differences in align time and warp out with the Drake compared to other T1 battlecruisers. It seems to me that my poor old Drake could never align and warp out quick enough no matter how much I trained my skills up to level 5 for navigation or changed fits to get inertia levels lower. Over the years it just seemed to react the same. Anything that can help my Drake get away quicker will surely make me dust off the cobwebs and roll them out again.
If you suspect bad things coming your way, pre-align. If you absolutely must align quicker, fit a nano/polycarb/aux thruster. Ive found the best way to navigate in a BC is mmjd. Longpointed while aligning to next gate? No problem, just jump out of it.
For me, my drake is setup to kill dedicated scram tackle. Once they die, i moonwalk away from all their longpoints. So even though BCs are not the fastest aligning ships, they can still surprise most small gangs if you fit correctly. At this point, they almost require a MMJD to survive. |

afkalt
Republic Military School Minmatar Republic
1039
|
Posted - 2015.04.07 12:14:39 -
[180] - Quote
Stitch Kaneland wrote:At this point, they almost require a MMJD to survive.
It's a good point. I wonder what slashing (and I do mean slashing...or role bonus slashing) the fitting requirements for the MMJD would do.
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