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Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
0
|
Posted - 2012.02.10 03:07:00 -
[1] - Quote
Titan balancing has been an issue for some time, and from reading the recent CSM meeting notes with CCP, it seems that there still isn't a good resolution in sight. I have a suggestion that may help with that, but I want to make a few observations first.
#1 Just fixing the Titan tracking problem will not fix Titans as a whole.
#2 Each ship has a role that it was designed for/excels at, with the exception of the Titan and Tech 3 cruisers.
#3 The Titan currently has the capabilities to perform up to 4 different roles: Logistics(Bridging/Clone Vat), Combat(Capital Weapons), Command(Gang Links/Titan Fleet Bonus), and Super-weapon platform.
My proposal to the the CSM is that the Titan be broken down into 3 different ships, each flying away with some of the capabilities of the original ship.
The Titan would retain its super-weapon, and the fleet bonuses. (Titan mkII)
The first new hull would get the clone vat bay and bridging capabilities. (Mothership)
That leaves the combat capabilities for the last new hull. (Superdreadnought)
Each of these hulls would need a little fleshing out to make them fully realized as a ship of their own, but this breakdown puts us well on the way towards that goal. The Superdreadnaught could have 6 gun slots, the ability to siege, plus some/all of the titan's bonus to capital weapon damage. The Mothership could have bi-directional bridging to a cyno in addition to its clone vat bay, but force it to deploy or enter a "triage" like mode to use its bridges. The Titan mkII would probably require a rework of the super-weapon. Possibly something along the lines of a focused beam weapon that ramps up the damage based on the time spent firing at a single target. And while I think that it shouldn't be able to fire at sub caps, I do think that ships that make the mistake of flying through the path of a beam in progress should be affected in some way shape of form. The amount of havoc that the doomsday causes on the target ship should also cause some kind of warp scrambling effect or energy neutralization as well. (This may also solve the current lack of a dedicated capital class heavy tackler)
In all, this would bring us to having: Carriers, Dreads, Supercarriers, Superdreads, and Titan mkII's for combat. Freighters, Jump Freighters, Rorquals, and Motherships for logistics and industry.
The biggest drawback to this plan that I can see is figuring out what would happen to current titan pilot's ships, and getting the new ships out there to be used without much downtime. I have a few ideas for resolving this, but it would turn this post into more of a wall O' text than it is already.
Let me know what you think, and I can go into more detail as needed. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
0
|
Posted - 2012.02.10 03:34:00 -
[2] - Quote
Reserved |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
0
|
Posted - 2012.02.10 03:58:00 -
[3] - Quote
Reserved |

Imigo Montoya
Wildly Inappropriate Goonswarm Federation
31
|
Posted - 2012.02.10 05:32:00 -
[4] - Quote
Interesting concept - effectively turning supercap proliferation against itself.
Not sure if I support it, but worth thinking about. |

mxzf
Shovel Bros
543
|
Posted - 2012.02.10 05:49:00 -
[5] - Quote
I loled.
Tyran Scorpi wrote:Because supers being everywhere is such a problem, I propose that we add in more supers, each more broken than the ones we already have.
Yeah, no, supers need a nerf, we don't need even more of the buggers running all over (especially not in the even-more-op state that you've proposed).
Good Lord, I hope this is a troll post. But I've seen too many serious posts like it to have any faith whatsoever in the posters on here. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
0
|
Posted - 2012.02.10 06:09:00 -
[6] - Quote
mxzf wrote: Yeah, no, supers need a nerf, we don't need even more of the buggers running all over (especially not in the even-more-op state that you've proposed).
The mothership wouldn't be in the "super" category, and as a non combat ship I will assume you aren't referring to it.
While the superdread would be a new super class ship, it could be balanced independently from the Titan, and given that it would be just a bigger tankier dreadnought I doubt there would be much issue balancing it. Its not like the Titan doesn't already do this.
The new titan super-weapon that ive proposed is more powerful, but I am sure it could be balanced on a dedicated platform. There needs to be a capital class heavy tackler somewhere in the capital lineup, why not the Doomsday? On top of that, by making the damage ramp up, you force the titan to sit there and shoot 1 target for a while rather than the drive-by-doomsdays you see now.
What I have proposed is in fact a Nerf to the titan by taking away over half of the capabilities of the ship as it exists today.
While I appreciate the time you have taken to make a response, please outline some solid reasons why you do or don't think the proposal will work.
Thank you. |

Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
810
|
Posted - 2012.02.10 16:57:00 -
[7] - Quote
How about making titans modular and customizable like tech 3 cruisers? Titans should be rare and unique ships, like WW II superbattleships (Yamato, Bismarck, etc.) The builder of a titan should be able to emphazise certain aspects at the cost of others to make truely unique flagships that will go into history.. So several of your above mentioned roles could be added to the titan without actually creating new ship classes.
-.- |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
0
|
Posted - 2012.02.10 17:21:00 -
[8] - Quote
Zimmy Zeta wrote:How about making titans modular and customizable like tech 3 cruisers?
An interesting concept, but it would rule out the possibility of a cheaper bridging ship. It does sound like a viable alternative if CCP is willing to make Titans effectively a Tech 3 capital ship, and then balance their subsystems separately. I will add this to the additional thoughts section. |

Vertisce Soritenshi
Varion Galactic Tragedy.
1040
|
Posted - 2012.02.10 19:36:00 -
[9] - Quote
I have said this a thousand times in a thousand other threads and still stand by it. Titans should stay in the game when the pilot logs off and is inaccessible to anybody but the pilot that logged off in it. They should not be able to be stored in stations or POS structures just like now but only left floating in space inside POS shields. You can eject from the Titan before logging off of course making it accessible to other players should they need to move it.
This WILL cause Titans to be killed a lot more and a lot harder to maintain and protect. Titan proliferation issue resolved.
Balancing is another issue. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |

Sephiroth CloneIIV
Vitriol Ventures BLACK-MARK
52
|
Posted - 2012.02.10 19:48:00 -
[10] - Quote
I don't see a problem with a ship with many roles. It is after all a titan, a captial of capitals, flagship of the armada.
Maybe tracking is too good for hitting subcaps, but still what is wrong with multiple roles with a 50 billion ship. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
1
|
Posted - 2012.02.11 03:39:00 -
[11] - Quote
Vertisce Soritenshi wrote: Titans should stay in the game when the pilot logs off, left floating in space inside POS shields.
What you are proposing is a core game mechanic change, which should be intuitive and straightforward. To fit that, the change needs to be applied to all ships or none. If you could convince me that this is a change you want to propose to fix a problem with all ships, then I might back up the idea. However, I can't get behind a core game mechanic change that would affect all ships, just to fix a single broken one.
Sephiroth CloneIIV wrote: I don't see a problem with a ship with many roles. It is after all a titan, a capital of capitals, flagship of the armada. What is wrong with multiple roles with a 50 billion ship?
I don't really have a problem with a Titan being able to perform in multiple roles, but it shouldn't be able to do so all at the same time. The real problem shows up when you are dealing with a group of 40 of these "flagships". Even once CCP introduces a capital class heavy tackler, a blob of Titans as the ship exists today will still be nearly untouchable. |

Smiling Menace
Star Nebulae Holdings Inc.
127
|
Posted - 2012.02.11 10:00:00 -
[12] - Quote
Easy way to balance Titans is to remove their turrets.
Dreads have turrets for Capital and POS bashing and the Titan will still have it's DD for the near instapopping of other capitals.
Will solve the Titan problem and make Dreads useful again. |

Cuisinar
Eternal Silence Ltd.
7
|
Posted - 2012.02.11 14:05:00 -
[13] - Quote
err ... no!
you guys should really move on to another topic ..
titans and SC are fine atm. |

Tinu Moorhsum
Royal Scientific Research Enterprise
25
|
Posted - 2012.02.11 16:05:00 -
[14] - Quote
Frankly, the problem and the solution are very easy.
The problem is not that the Titan needs nerfing. Some ongoing balancing might be in order but it's not completely invulnerable.
The same goes for supercaps
The problem is simply this. They are *difficult* to kill and relatively easy to make. Ergo, many more Titan and supercaps are being created than are being destroyed which, if nothing changes, will lead to ever increasing sizes of Supercapital blobs.
Basically, the number of titans that can be simultaneously put in combat should be limited so that EVE doesn't die a slow death to ever increasing proliferation of Titan blobs... This can be done in several ways but my favorite is to introduce a mechanic whereby the Titan must "log on" to a corp TCU in order to activate it's jump drive.
Advantages to this approach (a) it allows for the creation of large numbers of titans (for logistics or defense) without the risk that null-sec will simply fill up with invulnerable titan blobs (b) it creates a new reason for large alliances to *need* to take and hold space if they want to develop their combat capability (= more reason to make war). (c) it creates a new way for alliances that don't have huge titan blobs to have an impact on the combat capability of corps/alliances that do (ie by SBU'ing systems or destroying TCU's). In other words, no more (nearly) automatic win because you can put more titans on the field. With this mechanic, the number of titans you can field on a given day will depend on more than the number of titans you have..... (d) it can create new drama in the form of "stranded" titans that are locked down in one system (unable to jump out) because their corp lost sov
tl;dr: Titans may need fine tuning but the problem is that many more are being made than destroyed. What needs balancing is how to ensure that the growth in *numbers* of titans that can be fielded in combat is limited. A proposal for a mechanic to enable this was made in this post.
T- |

Nylith Empyreal
Federal Navy Academy Gallente Federation
4
|
Posted - 2012.02.11 21:02:00 -
[15] - Quote
If I remember right, in a regards to Empire law and the stories in regards to Titans. Specifically that next to planets they can actually change tides etc.(As off as that sounds...) Wouldn't it mean a shitload of them on grid at the same time **** up orbits / gravitational pull? Would be kidn fo funny if 80 on grid or so cling together and crash/crunch.  |

Katalci
D.I.R.T
29
|
Posted - 2012.02.12 04:15:00 -
[16] - Quote
There is nothing wrong with titans as they are -- the problem is that the majority of people are too stupid to counter them. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
2
|
Posted - 2012.02.12 20:23:00 -
[17] - Quote
Smiling Menace wrote: Easy way to balance Titans is to remove their turrets.
Dreads have turrets for Capital and POS bashing and the Titan will still have it's DD for the near instapopping of other capitals.
Will solve the Titan problem and make Dreads useful again.
Having 40 DD in a blob, is basically having 80 Million damage you can instantly apply to a single/multiple capital targets, which is enough damage to take out several supers all at once, or a whole fleet of enemy dreads. The capital weapon portion of the titan is actually the least Op in my opinion. (assuming the tracking issue is fixed)
Tinu Moorhsum wrote: Titans may need fine tuning but the problem is that many more are being made than destroyed. What needs balancing is how to ensure that the growth in *numbers* of titans that can be fielded in combat is limited. A proposal for a mechanic to enable this was made in this post.
An interesting concept, perhaps you should put up a proposal of your own for people to respond to. However, SOV mechanics are getting changed up sometime in the near future, so I would suggest you think of some way to manage the idea without linking it to SOV control since we don't know how the new system will work. |

Malcanis
Vanishing Point. The Initiative.
2911
|
Posted - 2012.02.13 10:52:00 -
[18] - Quote
Counter proposal:
(1) Admit Titans were a huge mistake, even though they sounded :awesome: at the time (2) Remove all Titan BPOs with reimbursement at NPC prices. Delete all BPCs with reimbursement at 10% of NPC BPO price. All construction jobs are cancelled, with construction materials removed to the station hangar of the owner of the job. Remove all Titan and Doomsday skillbooks, with reimbursement at NPC price. (3) Transport all Titans and their pilot to whichever station has their medical clone (4) Perfectly reprocess those Titans back to the capital parts, repackage the modules and ammo, and reimburse the rigs (5) Remove the implants from the Titan pilot's clone and place them in the hanger (6) Reimburse Titan-specific skillpoints; the Racial Titan and Doomsday Operation skills only. (7) Delete all references to Player Titans from the database and the Evelopedia (8) Get on with our lives. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Asuka Solo
Stark Fujikawa Stark Enterprises
1171
|
Posted - 2012.02.13 17:08:00 -
[19] - Quote
I fully support expanding capitals and super capital hull ranges.
But I flat out reject this proposal.
Titans are not broken. They were designed to be giant dicks and they are working exactly as intended.
Blobbing Rifter pilots crying about blobbing supers and their awesomeness are just spacepoor and should be banned so that they do not pollute the world with their crappy ideas about balancing caps.
To solve our current problems of proliferation and unique usage of supers, just remove the ability for supers to damage or hit sub capital ships. Remove all the sub capital ship's abilities to shoot, damage and or tackle supers. Then boost the mid range capital ship hulls with new ships that are either:
1) Super effective against sub caps but useless against caps and supers 2) Super effective against capitals and supers but useless against sub caps
Remove super carrier and Titan vulnerability to HICs and dics completely and introduce T2 Capital EWAR designed to make capitals and supers cry with tears of rage on the forums.
Let the hobos with cheap small things go play with other hobos that have cheap small things. Let them out blob eachother to death and cry some more about broken war mechanics in a sandbox game where the wealth of players increase in a long enough time frame to the point where they could afford to blob supers.
Stop this super cap whining for the love of.... |

Tinu Moorhsum
Royal Scientific Research Enterprise
26
|
Posted - 2012.02.13 17:12:00 -
[20] - Quote
Katalci wrote:Tinu Moorhsum wrote:hey guys **** non-sovholders and small alliances
It should be made clear that Katalci was unable to make an argument of his own without deliberately misquoting the content of another.
I object to being maliciously misquoted and distance myself from any association with the assertions being made by Katalci.
T- |

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
2
|
Posted - 2012.02.14 03:10:00 -
[21] - Quote
Malcanis wrote:Counter proposal:
(1) Admit Titans were a huge mistake, even though they sounded :awesome: at the time
This part at least I agree with.
Asuka Solo wrote: I fully support expanding capitals and super capital hull ranges.
But I flat out reject this proposal.
Titans are not broken. They were designed to be giant dicks and they are working exactly as intended.
Blobbing Rifter pilots crying about blobbing supers and...........
Please do not make a broad assumption about me based on nothing other than the alliance I am in. Check my alliance history if you would like.
I have been tossing this idea around among friends and corp mates for more than a year in various similar incarnations. I was considering proposing this change long, long before we app'ed to test.
Like I have stated before, if you are going to make a negative post in this thread please give me some valid reasons for your disapproval that focus on the topic. |

Bugsy VanHalen
Society of lost Souls
50
|
Posted - 2012.02.16 17:59:00 -
[22] - Quote
Tyran Scorpi wrote:Titan balancing has been an issue for some time, and from reading the recent CSM meeting notes with CCP, it seems that there still isn't a good resolution in sight. I have a suggestion that may help with that, but I want to make a few observations first.
#1 Just fixing the Titan tracking problem will not fix Titans as a whole.
#2 Each ship has a role that it was designed for/excels at, with the exception of the Titan and Tech 3 cruisers.
#3 The Titan currently has the capabilities to perform up to 4 different roles: Logistics(Bridging/Clone Vat), Combat(Capital Weapons), Command(Gang Links/Titan Fleet Bonus), and Super-weapon platform.
My proposal to the the CSM is that the Titan be broken down into 3 different ships, each flying away with some of the capabilities of the original ship.
The Titan would retain its super-weapon, and the fleet bonuses. (Titan mkII)
The first new hull would get the clone vat bay and bridging capabilities. (Mothership)
That leaves the combat capabilities for the last new hull. (Superdreadnought)
Each of these hulls would need a little fleshing out to make them fully realized as a ship of their own, but this breakdown puts us well on the way towards that goal. The Superdreadnaught could have 6 gun slots, the ability to siege, plus some/all of the titan's bonus to capital weapon damage. The Mothership could have bi-directional bridging to a cyno in addition to its clone vat bay, but force it to deploy or enter a "triage" like mode to use its bridges. The Titan mkII would probably require a rework of the super-weapon. Possibly something along the lines of a focused beam weapon that ramps up the damage based on the time spent firing at a single target. And while I think that it shouldn't be able to fire at sub caps, I do think that ships that make the mistake of flying through the path of a beam in progress should be affected in some way shape of form. The amount of havoc that the doomsday causes on the target ship should also cause some kind of warp scrambling effect or energy neutralization as well. (This may also solve the current lack of a dedicated capital class heavy tackler)
In all, this would bring us to having: Carriers, Dreads, Supercarriers, Superdreads, and Titan mkII's for combat. Freighters, Jump Freighters, Rorquals, and Motherships for logistics and industry.
The biggest drawback to this plan that I can see is figuring out what would happen to current titan pilot's ships, and getting the new ships out there to be used without much downtime. I have a few ideas for resolving this, but it would turn this post into more of a wall O' text than it is already.
Let me know what you think, and I can go into more detail as needed.
I would add to motherships that they do not have drones (fighters, or fighter bombers) but have a huge ship maintenance array that can hold a large number of sub caps including battleship hulls. like a super super carrier only without the drones. the drones would be the other pilots ships docking in the maintenance array.
This could even be expanded where players can actually dock inside the mothership and sit in a pilots lounge while the mothership jumps to the staging area. so they go with there ship for the ride rather than the current mechanics of docking your ship and being left outside in your pod.
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Friends Please Ignore
2
|
Posted - 2012.02.17 01:21:00 -
[23] - Quote
Bugsy VanHalen wrote: I would add to motherships that they do not have drones (fighters, or fighter bombers) but have a huge ship maintenance array that can hold a large number of sub caps including battleship hulls. like a super super carrier only without the drones. the drones would be the other pilots ships docking in the maintenance array.
This could even be expanded where players can actually dock inside the mothership and sit in a pilots lounge while the mothership jumps to the staging area. so they go with there ship for the ride rather than the current mechanics of docking your ship and being left outside in your pod.
An excellent suggestion, I will add it to additional thoughts rather than expanding the original post.
EDIT: I added it, but after thinking about it some more it occurs to me that this is kind of redundant for a ship with bridging capabilities, were you suggesting this instead of the capability to bridge? |

Mechael
Team Pizza Viro Mors Non Est
36
|
Posted - 2012.02.20 08:57:00 -
[24] - Quote
Giant, unstoppable, pwnmobiles are not fun. Turn Titans into something resembling mobile outposts, and remove the bulk of their combat capabilities entirely. The OP's idea is terrible. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
2
|
Posted - 2012.02.21 18:44:00 -
[25] - Quote
Mechael wrote:Giant, unstoppable, pwnmobiles are not fun. Turn Titans into something resembling mobile outposts, and remove the bulk of their combat capabilities entirely. The OP's idea is terrible.
This is not really possible, as we would effectively removing a ship that some people have invested a lot of time and money to train into. We need to find a way to adjust, change, and re-balance them, without making them not worth flying, otherwise we might as well just remove them from the game, at which point we would still have a lot of upset titan pilots. |

Mechael
Team Pizza Viro Mors Non Est
41
|
Posted - 2012.02.21 19:32:00 -
[26] - Quote
Tyran Scorpi wrote:This is not really possible, as we would effectively removing a ship that some people have invested a lot of time and money to train into. We need to find a way to adjust, change, and re-balance them, without making them not worth flying, otherwise we might as well just remove them from the game, at which point we would still have a lot of upset titan pilots.
Supercarriers - giant corp hangars, capable of replacing losses on the fly. Ships only so that they don't step on jump freighter's toes. I'm thinking a couple fleets worth of losses, combined with a megatank to keep all of those expensive ships safe. You get popped, you pod over to the nearest supercarrier and hop in a new ship, already fitted and ready to rock. Need to change from your T3 fleet to your BS fleet on the fly? Great. Easy. Remove the drones. Your fleet is your drones. Still does logi. Make the clone vat bay worthwhile. Requires subcaps to be useful.
Titans - Jump bridges and doomsdays. Buff the doomsdays up to be a reasonable counter to the new style of supercarrier. Remove the turrets.
And get rid of the EWar immunity on both. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
2
|
Posted - 2012.02.21 22:53:00 -
[27] - Quote
Mechael wrote: Supercarriers - giant corp hangars, capable of replacing losses on the fly.
Supercarriers are pretty well balanced at the moment, and I don't think they need to be changed up again this quickly. However, speaking directly to your idea, I don't see how this would be any better than getting podded to your station, grabbing a new ship and taking a mothership bridge back into the frey.
Mechael wrote: Need to change from your T3 fleet to your BS fleet on the fly?
This goes beyond the scope of my proposal as it would affect fights between subcap fleets more than capitals. (Either way, I am not sure I like the implications of this idea.)
Mechael wrote: Titans - Jump bridges and doomsdays. Buff the doomsdays up to be a reasonable counter to the new style of supercarrier. Remove the turrets.
And get rid of the EWar immunity on both.
Superweapons are one of the biggest problems with titans at the moment, and making it capable of popping a supercarrier? Really bad idea. My suggestion included a damage buff for the superweapon via a tradeoff that turned it into a damage over time ability that slowly increased as you continued to fire at a single target.
I would not be opposed to supers losing their EWAR immunity, but in exchange they should get fairly impressive stats to replace them. 50 warp core strength and enough sensor strength to require at least 20 subcaps to affect them would probably suffice.
EDIT: If this were to happen I also think that regular capitals should also get some love, say 5 warp core strength and double their current sensor strength. |

Mechael
Team Pizza Viro Mors Non Est
41
|
Posted - 2012.02.22 02:36:00 -
[28] - Quote
Tyran Scorpi wrote:Mechael wrote: Need to change from your T3 fleet to your BS fleet on the fly?
This goes beyond the scope of my proposal as it would affect fights between subcap fleets more than capitals. (Either way, I am not sure I like the implications of this idea.)
My point is that supercaps (all caps, really) ought to be there to provide extremely heavy duty support to a much larger subcap fleet. When they become wrecking balls in and of themselves, we wind up like we are today. The design should be such that it is seldom a good idea to blob capital ships without a much, much larger blob of subcaps in tow. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Nylith Empyreal
Federal Navy Academy Gallente Federation
6
|
Posted - 2012.02.22 05:53:00 -
[29] - Quote
I always thought the objective should be more about fleet synergy, versus; 1k bs's vs. 300 caps, 500hacs, vs. 100 titans or some other random as number / fleet combo. Shouldn't the objective be giving every ship a role to fit the perfect fleet? Utilizing different race techniques to give variations and changes of, instead of MOAR DEEPS! or MOAR EHP! speed etc etc. shouldn't we be encouraging 'flanking' with say gallente ships, holding the line with amarr ships, coming around and firing cars up their asses with minmatar, while providing ewar, ranged support via caldari?
I would honestly like to see some kind of diminishing return for having a shitload of the same exact ship in a fleet engagement. Instead of giving bs's / caps or whatever ship a myriad of roles draw it down a bit. Hell a rock paper scissors balance should be in order. I kind of hope that weird random general discussion thread about diminishing returns on focus firing is added, give some ship list, give a job description institute officers, change channel priority and turn this into all those awsome fleet fights we see on the videos, hell that empyrean banner on the website was a nice rendition of what i would love to see. Can we work this way? |

Mechael
Team Pizza Viro Mors Non Est
41
|
Posted - 2012.02.22 06:53:00 -
[30] - Quote
Nylith Empyreal wrote:I always thought the objective should be more about fleet synergy, versus; 1k bs's vs. 300 caps, 500hacs, vs. 100 titans or some other random as number / fleet combo. Shouldn't the objective be giving every ship a role to fit the perfect fleet? Utilizing different race techniques to give variations and changes of, instead of MOAR DEEPS! or MOAR EHP! speed etc etc. shouldn't we be encouraging 'flanking' with say gallente ships, holding the line with amarr ships, coming around and firing cars up their asses with minmatar, while providing ewar, ranged support via caldari?
I would honestly like to see some kind of diminishing return for having a shitload of the same exact ship in a fleet engagement. Instead of giving bs's / caps or whatever ship a myriad of roles draw it down a bit. Hell a rock paper scissors balance should be in order. I kind of hope that weird random general discussion thread about diminishing returns on focus firing is added, give some ship list, give a job description institute officers, change channel priority and turn this into all those awsome fleet fights we see on the videos, hell that empyrean banner on the website was a nice rendition of what i would love to see. Can we work this way?
I'll second this. IMO it can all be done with a proper balancing of hulls, no need to enforce weird things like diminishing returns on focus fire or weird stacking penalties for having multiple identical hulls in the same fleet. Just get the ships themselves right and the rest will follow. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Smiling Menace
Star Nebulae Holdings Inc.
134
|
Posted - 2012.02.22 10:51:00 -
[31] - Quote
Katalci wrote:There is nothing wrong with titans as they are -- the problem is that the majority of people are too stupid to counter them. Tinu Moorhsum wrote:hey guys **** non-sovholders and small alliances This is a worse idea than the OP
Oh really?
The only counter at the moment to Titans and Super Carrier blobs is more Titans and Super Carriers.
You are right in that the only alliances that will bring their Cap fleets to fights in any significant numbers are PL and Raiden so no-one else is countering them at the moment.
At the moment Super Carriers and Titan's are an 'IWIN' button for these alliances. However, that will change as the other alliances catch up with their own Capital fleets and can out blob them.
Let's see who whines about them needing nerfed then.
I do think Titans are fine as they are with exception to the turrets. They really shouldn't have them. |

Tallian Saotome
Fractured Core Fatal Ascension
403
|
Posted - 2012.02.22 11:16:00 -
[32] - Quote
Nylith Empyreal wrote:I always thought the objective should be more about fleet synergy, versus; 1k bs's vs. 300 caps, 500hacs, vs. 100 titans or some other random as number / fleet combo. Shouldn't the objective be giving every ship a role to fit the perfect fleet? Utilizing different race techniques to give variations and changes of, instead of MOAR DEEPS! or MOAR EHP! speed etc etc. shouldn't we be encouraging 'flanking' with say gallente ships, holding the line with amarr ships, coming around and firing cars up their asses with minmatar, while providing ewar, ranged support via caldari?
I would honestly like to see some kind of diminishing return for having a shitload of the same exact ship in a fleet engagement. Instead of giving bs's / caps or whatever ship a myriad of roles draw it down a bit. Hell a rock paper scissors balance should be in order. I kind of hope that weird random general discussion thread about diminishing returns on focus firing is added, give some ship list, give a job description institute officers, change channel priority and turn this into all those awsome fleet fights we see on the videos, hell that empyrean banner on the website was a nice rendition of what i would love to see. Can we work this way? Problem with diminishing returns in eve is that people will abuse it. Ship can only have x incoming locks? Everyone lock all but one of your max targets with a friendly. Diminishing returns based on how many people are shooting at that ship? Everyone lock up the enemy primary and use your one small arty on him to drive those returns to 0.
Any restriction based on pure numbers can be abused, and in eve we are SUPPOSED to be abusing the systems for our advantage, so any system has to be set up to avoid that. Inappropriate signature removed, CCP Phantom. |

Tallian Saotome
Fractured Core Fatal Ascension
403
|
Posted - 2012.02.22 11:19:00 -
[33] - Quote
Smiling Menace wrote:Katalci wrote:There is nothing wrong with titans as they are -- the problem is that the majority of people are too stupid to counter them. Tinu Moorhsum wrote:hey guys **** non-sovholders and small alliances This is a worse idea than the OP Oh really? The only counter at the moment to Titans and Super Carrier blobs is more Titans and Super Carriers. You are right in that the only alliances that will bring their Cap fleets to fights in any significant numbers are PL and Raiden so no-one else is countering them at the moment. At the moment Super Carriers and Titan's are an 'IWIN' button for these alliances. However, that will change as the other alliances catch up with their own Capital fleets and can out blob them. Let's see who whines about them needing nerfed then. I do think Titans are fine as they are with exception to the turrets. They really shouldn't have them. What would make sense for titans is to have a massive number of small FoF missile launchers. If you are piloting a ship that big, individual subcaps should be beneath your notice, and should be dealt with my automated systems.
Automated systems are always pretty incompetent ;) Inappropriate signature removed, CCP Phantom. |

NimBetu Cayal
The Vorlon Empire
0
|
Posted - 2012.02.22 12:19:00 -
[34] - Quote
Titans are not broken.
A Alliance/Corporation spend that much time(a few weeks) and ISK (About 60Bill) + the buildingtime. I really think that the Titan platform should be more then a mobile outpost or oversized jumpbridge.
They are titans for christ sake.
They are tha largest ships and most expencive to by ingame. Naturally they should be awsome ships.
Titan neft Proposals we see after the last change is only an attempt to make them useless like the old Motherships. Seems like some "Super Haters" is set on getting them nerfed so badly that none wants fo fly/build them. The whole idea behind the titans was to be a Giant in the playground.
Look at the current war. You have a Large Coalition CFC against the smaller Tech Team. (4:1 ration nornally)
What we see is only way for the smaller Coalition to win is to Field as many Supers are they can. we also see the Large coalition thinks this is unfair cause they feel they should win since they got more numbers. By nerfing Titans we would see that the only way to win a war is to have twise the numbers then the other and Viol+í.
Then we have the argumant that a good FC can counter a larger fleet and win. This is true if the fleet is a little bigger thent the other. This is not the truth if one side has 800 and other has 350. Dosent matter hos you "Counter" the other fleet, you will loose, unless you have something to even out the odds.
The much debated Titan Tracking Nerf would mean Titans wold not hit anything smaller then a Cap or possibly a BS sitting still. Yay that would be great. Then we have two Super Cap Classes that only can Dish out there proper damage on capitals. What a Huge waste of ISK thouse ships will be then.
I say the Titan Are just fine as they are now. Only need a sliglty larger Dronebay on SC's for bombers and Fighters. Then we are Golden. |

Tallian Saotome
Fractured Core Fatal Ascension
404
|
Posted - 2012.02.22 12:55:00 -
[35] - Quote
NimBetu Cayal wrote:Titans are not broken.
A Alliance/Corporation spend that much time(a few weeks) and ISK (About 60Bill) + the buildingtime. I really think that the Titan platform should be more then a mobile outpost or oversized jumpbridge.
They are titans for christ sake.
They are tha largest ships and most expencive to by ingame. Naturally they should be awsome ships.
Titan neft Proposals we see after the last change is only an attempt to make them useless like the old Motherships. Seems like some "Super Haters" is set on getting them nerfed so badly that none wants fo fly/build them. The whole idea behind the titans was to be a Giant in the playground.
Look at the current war. You have a Large Coalition CFC against the smaller Tech Team. (4:1 ration nornally)
What we see is only way for the smaller Coalition to win is to Field as many Supers are they can. we also see the Large coalition thinks this is unfair cause they feel they should win since they got more numbers. By nerfing Titans we would see that the only way to win a war is to have twise the numbers then the other and Viol+í.
Then we have the argumant that a good FC can counter a larger fleet and win. This is true if the fleet is a little bigger thent the other. This is not the truth if one side has 800 and other has 350. Dosent matter hos you "Counter" the other fleet, you will loose, unless you have something to even out the odds.
The much debated Titan Tracking Nerf would mean Titans wold not hit anything smaller then a Cap or possibly a BS sitting still. Yay that would be great. Then we have two Super Cap Classes that only can Dish out there proper damage on capitals. What a Huge waste of ISK thouse ships will be then.
I say the Titan Are just fine as they are now. Only need a sliglty larger Dronebay on SC's for bombers and Fighters. Then we are Golden. FYI, some of them beat us on multiple occasions without their supers., while heavily out numbered. And for that we cheer them on, the pilots they have who are not in supers DO have considerable skill, and their FCs know how to use ships effectively, and the right fleet comps will eat our standard doctrines with no problems.
The problem is some of those alliances don't do anything BUT drop supers, because no one can beat that. The problem isn't with losing, its with not being able to field a counter fleet other than more supers.
Titans are supposed to be the Giants in the playground, you are right, but there should not be that many of them on the field. Did you know that Raiden. can easily field enough titans to alpha several enemy titans in one shot? That should not be possible.
Titans are balanced around being rare, with any given entity only able to field a couple at a time, but we have a situation where entire feels are made up of nothing but titans.
Either nerf titans, or restrict them in some way so that only a few can be fielded at a time.
Oh, and super carriers? Yeah, they probably got nerfed enough. They are largely ineffective against subcap fleets, and competitive against cap fleets in the same way BSes are effective against cruiser/BC fleets. Inappropriate signature removed, CCP Phantom. |

Tanya Powers
Science and Trade Institute Caldari State
815
|
Posted - 2012.02.22 13:10:00 -
[36] - Quote
Since your idea is not about "nerf nerf nerf" but structured idea so that supers/titans are diversified enough to counters to themselves I think it's a good idea.
It's always better to evolve than nerf just for the sake of nerfing, except ridiculous dread/titan tracking that should be reworked so they can't hit sub caps by any mean other than static targets.
+1 good idea for a start
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
4
|
Posted - 2012.02.23 05:12:00 -
[37] - Quote
Mechael wrote: My point is that supercaps (all caps, really) ought to be there to provide extremely heavy duty support to a much larger subcap fleet.
This will never happen with regular capitals as easy to get and field as they are. Supers are there to supply heavy support to fleets of carriers and dreads.
Tallian Saotome wrote: Titans are supposed to be the Giants in the playground, but they are balanced around being rare. Oh, and super carriers? Yeah, they probably got nerfed enough.
This.
Tanya Powers wrote: Since your idea is not about "nerf nerf nerf" but structured idea so that supers/titans are diversified enough to counters to themselves I think it's a good idea.
It's always better to evolve than nerf just for the sake of nerfing, except ridiculous dread/titan tracking that should be reworked so they can't hit sub caps by any mean other than static targets.
+1 good idea for a start
Thank you, how would you go about improving on the concept? |

Mechael
Team Pizza Viro Mors Non Est
42
|
Posted - 2012.02.23 09:03:00 -
[38] - Quote
Tyran Scorpi wrote:This will never happen with regular capitals as easy to get and field as they are. Supers are there to supply heavy support to fleets of carriers and dreads.
I've yet to understand how anyone can say, "fleets of capital ships" ... or "capfleet" ... without realizing how stupid that sounds. Sure, maybe it works with the current game mechanics, but it sounds dumb as ****. I really don't think that having entire fleets of them is a good idea, and that they should be changed accordingly. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tallian Saotome
Fractured Core Fatal Ascension
405
|
Posted - 2012.02.23 09:32:00 -
[39] - Quote
Mechael wrote:Tyran Scorpi wrote:This will never happen with regular capitals as easy to get and field as they are. Supers are there to supply heavy support to fleets of carriers and dreads.
I've yet to understand how anyone can say, "fleets of capital ships" ... or "capfleet" ... without realizing how stupid that sounds. Sure, maybe it works with the current game mechanics, but it sounds dumb as ****. I really don't think that having entire fleets of them is a good idea, and that they should be changed accordingly. Currently a capfleet(ignoring supers) is set up as a separate fleet to cut down on spies, and other logistical purposes. I usually see 50-100 in a fleet jumping in to support 300+man subcap fleets. While its a BIT top heavy with this distribution, it still falls in the range of reasonable because a 100 man strong fleet of carriers/dreads alone is gonna get eaten by a well built subcap fleet. Each normal cap has the battlefield footprint of 2-3 similar subcaps, tho carriers are alot more versatile than their subcap counterparts(logistics cruisers) because of the drone bay. Amazing how smartbombs make carrier pilots cry tho. Inappropriate signature removed, CCP Phantom. |

Tanya Powers
Science and Trade Institute Caldari State
821
|
Posted - 2012.02.23 12:43:00 -
[40] - Quote
Tyran Scorpi wrote:Thank you, how would you go about improving on the concept?
Well actully my experience with those is limited to observations on the field and when I'm a victim in my cruiser/BC hull with enough transversal no battleship would hit me even MWD on but the dam thing can...
That was the first wrong thing, the second one is the versatility of those ships and being able to logoff somewhere without being spotted, don't need a pos and once on line in that system you know big stuff is about to happen, then you see a thousand guys show up on your overview in a few seconds...then pouf they're gone, titan is gone, system clear.
this is a problem imho, how to improve it?-well take the bridge ability away seems like a nerf so maybe keep it but change this logofski mechanic: pilot will be logfofski, the ship unavailable for whoever try to board it, but the dam thing should stay there at the POS and visible. This would prevent such easy force projection that Titans provide.
Tracking anyone?
Last but non least, the speeds at witch Titans are being build/sold and the whole economics behind needed to achieve this that are obviously in need of deep changes and better control.
Those are imho some points that deserve to be discussed but has I stated from the beginning, I don't fly one, I don't own one and my conclusions are the result of in field observations/experience as neutral to everyone who shoots everything on the overview (ergh sometimes bues too, ZZP !! overview bug omfgpwnlolz) |

Tallian Saotome
Fractured Core Fatal Ascension
411
|
Posted - 2012.02.23 12:54:00 -
[41] - Quote
Snipe Inappropriate signature removed, CCP Phantom. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
4
|
Posted - 2012.02.23 19:37:00 -
[42] - Quote
Mechael wrote:Tyran Scorpi wrote:This will never happen with regular capitals as easy to get and field as they are. I really don't think that having entire fleets of them is a good idea, and that they should be changed accordingly.
Like I have already stated, this will never happen. Capital ships and fleets are as much a part of Eve as the subcap blobs you are so fond of. Even if the 0.0 mechanics change so much that they eliminate structure shoots, (which they won't, at least not entirely) there will still be a place for capitals.
Tanya Powers wrote: Problem #1 Titan Tracking Problem #2 Versatility Problem #3 Log-out Mechanics Problem #4 Force Projection Problem #5 Titan/Super Proliferation
#1 Tracking is an issue, which they need to fix, without also nerfing dreads. The siege module includes a tracking penalty as well. I think that careful tuning of the superdread, or a re-tune of the titans core tracking stats would solve this issue.
#2 This is the point that my proposal focuses on fixing, and in doing so provides an opportunity to get the balancing right on the rest of it.
#3 Log-off mechanics is a stickier issue. If a titan never disappeared when its pilot logged out, you would have no-where to keep it but a POS, since it cant dock. Then all you would need is a single spy to bump it out for his friends to shoot it. To top it all off you probably wouldn't even catch the spy, because he could bump it out of the POS and leave system, before anyone realized what was going on. As a result, no-one would ever fly a titan, because it wouldn't be worth the 50+ Billion, when someone could bump it out and kill it with almost no effort at all. If no-one was willing to fly a titan, whats the point of having them in the game? However, since they already exist in game, we cant just nerf them into uselessness. Therefore, titans need to have a safe method of insuring that no-one can touch them while logged out. Titan pilots have to sleep too. You could add abilities that make the titan un-bumpable, but I see no reason to make the log-off mechanics even more complex to do something that current game mechanics already do. CCP also just changed how mid-combat logoffski works, so I don't think we need to change it up again just yet. I think the real reason you bring this point up is more related to titan proliferation.
#4 Titan Bridges, Jump Bridges, Covert Bridges, and the Jump Drive, all contribute to force projection. This issue is a simple matter of the speed with which you can cross distances. Fleets with access to a bridge of one type or another can move much faster than a fleet without. If everyone had access to bridges, and could move from place to place just as easily, I believe that force projection wouldn't be much of an issue, as the playing field would be fairly level. If you look at the additional thoughts section, post #2, you will see that part of my proposal, the mothership, paves the way for putting "titan" bridges into the hands of smaller alliances by making the cost of the ship less than a supercarrier. More people able to get to more places = more fights, which is something CCP is leaning heavily towards atm.
#5 Titan proliferation is a problem, but there isn't a simple solution for it. Titans are already hard enough to build, considering the time and logistics involved, so making it harder/longer isn't really an option. I don't really like the idea of getting rid of the BPO's and making BPC's a drop somewhere, think about how much raw isk would get dumped back into the system buying back all the Titan BPO's at 50 Bil each. As I pointed out in #3, we can't really make it easy to reduce their numbers outside of a fleet either. Which realistically leaves us with finding a way to limit the number of titans that can be fielded in a single system/fleet, or finding a way to make sure more titans are dieing when they do fleet up. Based on the CSM notes, I expect CCP to probably release a new capital ship for dedicated heavy tackle, or at the very least an infinite point for supercarriers. However, I don't believe that will be enough, since titans are currently balanced around being a scarce commodity.
It looks as if my proposal would solve most of the issues you presented, but if I missed something let me know. |

Mechael
Team Pizza Viro Mors Non Est
42
|
Posted - 2012.02.23 21:58:00 -
[43] - Quote
Tallian Saotome wrote:Currently a capfleet(ignoring supers) is set up as a separate fleet to cut down on spies, and other logistical purposes. I usually see 50-100 in a fleet jumping in to support 300+man subcap fleets. While its a BIT top heavy with this distribution, it still falls in the range of reasonable because a 100 man strong fleet of carriers/dreads alone is gonna get eaten by a well built subcap fleet. Each normal cap has the battlefield footprint of 2-3 similar subcaps, tho carriers are alot more versatile than their subcap counterparts(logistics cruisers) because of the drone bay. Amazing how smartbombs make carrier pilots cry tho.
Doesn't change the idea that entire fleets of "capital" ships is a ridiculous notion. Titans are indeed the biggest problem at the moment, although they're all pretty wonky imo. Cap ships in general need to be tied down more to a role of heavy fleet support. The change that needs to happen is that they need to become excellent support vessels that are more or less useless without a large (and, ideally, well balanced ... but that's another issue entirely) subcap fleet to back them.
We can't really control the rate at which people build them, beyond making them ludicrously expensive with long build times (both of which are already true and it hasn't helped much in the long run.) What we can do is make them less desirable to field en-masse, without detracting from how vital they are (in small numbers) to nullsec logistics, structure shooting, and blowing up other caps.
Basically, make having multiple cap ships redundant. Like a stacking penalty, but not as blatantly obvious as something like, "for every Titan on the same grid, effectiveness is reduced via forced game mechanics." More like ... how many jump bridging ship hangar arrays and doomsday devices does a fleet really need before it becomes a waste of ISK? Currently, the answer is that it's almost never an obvious waste of isk. That's what needs to change. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
4
|
Posted - 2012.02.23 22:50:00 -
[44] - Quote
Mechael wrote: Doesn't change the idea that entire fleets of "capital" ships is a ridiculous notion.
You should check out "On Basilisk Station" by David Weber, its the first book of the Honor Harrington series more commonly referred to as the Honorverse. That book doesn't cover much capital ship combat, quite the opposite, but the series works up to it. As a side note, its entirely possible that parts of EVE were based on some of the technology in the series. The similarities between the impeller drive and our warp drives is striking.
Mechael wrote: What we can do is make them less desirable to field en-masse, without detracting from how vital they are (in small numbers) to nullsec logistics, structure shooting, and blowing up other caps.
Even before the advent of current SOV mechanics, there was the POS. You needed a fleet of dreads to siege one in a reasonable amount of time. If we could do away with ALL structure shoots, you could make a case for not needing a capital fleet. However, given the fact that POS's exist and can be destroyed, you will need a dread fleet. You will need a carrier fleet for repairing a friendly POS after some nasty dread fleet shoots it. Supers are there to support your capital fleets. Come up with an idea that removes all structure shoots from the game, and then we can talk about making capitals into support for subcap fleets. Until then its just a pipe dream. And a boring pipe dream at that IMHO.
EDIT: Anyway... this has gotten way off topic, so I am done discussing regular capitals, lets get back to more thoughts and ideas for titan balancing. |

Hellanna
Republic Military School Minmatar Republic
0
|
Posted - 2012.02.24 07:33:00 -
[45] - Quote
Malcanis wrote:Counter proposal:
(1) Admit Titans were a huge mistake, even though they sounded :awesome: at the time (2) Remove all Titan BPOs with reimbursement at NPC prices. Delete all BPCs with reimbursement at 10% of NPC BPO price. All construction jobs are cancelled, with construction materials removed to the station hangar of the owner of the job. Remove all Titan and Doomsday skillbooks, with reimbursement at NPC price. (3) Transport all Titans and their pilot to whichever station has their medical clone (4) Perfectly reprocess those Titans back to the capital parts, repackage the modules and ammo, and reimburse the rigs (5) Remove the implants from the Titan pilot's clone and place them in the hanger (6) Reimburse Titan-specific skillpoints; the Racial Titan and Doomsday Operation skills only. (7) Delete all references to Player Titans from the database and the Evelopedia (8) Get on with our lives.
+1 |

Bugsy VanHalen
Society of lost Souls
52
|
Posted - 2012.02.24 17:03:00 -
[46] - Quote
Tyran Scorpi wrote:Bugsy VanHalen wrote: I would add to motherships that they do not have drones (fighters, or fighter bombers) but have a huge ship maintenance array that can hold a large number of sub caps including battleship hulls. like a super super carrier only without the drones. the drones would be the other pilots ships docking in the maintenance array.
This could even be expanded where players can actually dock inside the mothership and sit in a pilots lounge while the mothership jumps to the staging area. so they go with there ship for the ride rather than the current mechanics of docking your ship and being left outside in your pod.
An excellent suggestion, I will add it to additional thoughts rather than expanding the original post. EDIT: I added it, but after thinking about it some more it occurs to me that this is kind of redundant for a ship with bridging capabilities, were you suggesting this instead of the capability to bridge?
I think it would be good to have both. currently carriers and super carriers have a good size ship maintenance bay. Mother ship would seem to me to be a super super carrier and have an even bigger maintenance array. although the jump portal would cover most of the needs of a fleet to move ships and pilots. It would add the benefit of taking ships and pilots that logged off inside the mothership with the fleet so that if they do not get on in time they will still be with the fleet when they do log on. Simply undock and join the fight. This would really make the mothership like a portable outpost. the alliance would have to choose between taking the mom to the staging area, bringing all ships and pilots inside with it. or hold it back in safe territory and portal the active fleet from there. Bringing the whole mothership would give the added benefit of extra ships in the maintenance array for when pilots lose there ships.
This would also have the down side of any ships and pilots docked inside a mothership when it gets destroyed would also be destroyed. Dock in the mothership, log off. and log back in to a fresh clone. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
4
|
Posted - 2012.02.24 18:32:00 -
[47] - Quote
Bugsy VanHalen wrote: I think it would be good to have both (abilities). currently carriers and super carriers have a good size ship maintenance bay. Mother ship would seem to me to be a super super carrier and have an even bigger maintenance array. although the jump portal would cover most of the needs of a fleet to move ships and pilots. It would add the benefit of taking ships and pilots that logged off inside the mothership with the fleet so that if they do not get on in time they will still be with the fleet when they do log on. Simply undock and join the fight. This would really make the mothership like a portable outpost. the alliance would have to choose between taking the mom to the staging area, bringing all ships and pilots inside with it. or hold it back in safe territory and portal the active fleet from there. Bringing the whole mothership would give the added benefit of extra ships in the maintenance array for when pilots lose there ships.
This would also have the down side of any ships and pilots docked inside a mothership when it gets destroyed would also be destroyed. Dock in the mothership, log off. and log back in to a fresh clone.
To carry that many ships and pilots would require the mothership to be almost as big as a titan in terms of mass. Which would make it cost a ton, realistically speaking. It would also be classified as another super. This would make it hard for small alliances and non-sov holders to build/buy one of their own. In my proposal I was actually trying to limit the size and capabilities of the mothership to where it could be built like a regular capital, aka not requiring sov and a CSAA, and being somewhere between a jump freighter and a supercarrier in price. By making the mothership available to pretty much anyone, we would be leveling the force projection playing field. What I think would be a better idea in fact, would be to add this concept to the titan, making it a fleet transport in addition to its fleet bonuses and doomsday. It would no longer have the ability to bridge, but could take its own fleet with it when it jumps. What do you think of this alteration to your idea? |

Mechael
Team Pizza Viro Mors Non Est
43
|
Posted - 2012.02.24 19:35:00 -
[48] - Quote
Just turn the bloody carriers into this "mothership" idea. It'd be more like real carriers that way, anyway. You'd have the regular carrier that functions like a smaller supercarrier. Get rid of the fighter nonsense. They're just artificial players, anyway. Store real ships in carriers and have them function as force projection ships just like they do in real life.
Titans and Dreads should remain (and be rebalanced towards) killing other cap ships that are in siege/triage mode and structures.
That's all that really needs to happen. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
4
|
Posted - 2012.02.24 21:54:00 -
[49] - Quote
Mechael wrote:...nerf all capitals...
Did you even read my proposal? Please stick to the topic. |

Mechael
Team Pizza Viro Mors Non Est
43
|
Posted - 2012.02.24 22:49:00 -
[50] - Quote
Of course I read the proposal, and I nearly fell out of my chair at how ridiculous it is. It doesn't really solve anything, it just shuffles problems around and makes it more diverse without actually fixing anything. The way things are today, in a short time you'd still have the problem of entire fleets of "capital" ships that are by and large unstoppable except with an even larger fleet of capital ships. There's no balance in this.
I remember when the first Titan was built, and when the first Titan was destroyed. Most of us back then were pretty starstruck by the idea, even (perhaps especially) CCP itself. Over time, though, and predictably, the ships have become a major problem and a game ruiner.
That said, I do like one thing about your proposal, and it's something I've said from the very beginning myself: remove the immunity in favor of greater resistance to EWar.
**EDIT** Even the newest of players should have a viable role to fill in a fleet, beyond mere cannon fodder. That's what it's really about: roles and counterbalances. Over the years, CCP has gotten farther and farther away from the cyclic mindset of frigates < destroyers < cruisers < battlecruisers < battleships < frigates again. Cap ships, of any size, should not be able to hit moving subcaps, with the possible exception of dreads landing glancing blows to battleships (which would still be pretty devastating, much like when a battleship lands a glancing blow on a cruiser.) In short ... the game has been getting more and more out of whack as the years have rolled by. I really hope that this new direction CCP is taking will once again bring balance to the fleet. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
5
|
Posted - 2012.02.25 01:13:00 -
[51] - Quote
Mechael wrote: It doesn't really solve anything, it just shuffles problems around and makes it more diverse without actually fixing anything.
First off: Until structure shoots are abolished, you will never get rid of the need for large cap fleets. Second: While large cap fleets are still needed, you will never get rid of the necessity of having capital fleets and sub capital fleets set up as separate entities. Third: Given the necessity of large fleets of cap ships, you must make sure that said large cap fleets are balanced. Fourth: Carriers, dreads, and supercarriers are all currently well balanced around this concept, only the titan is still balanced around the idea of it being a rare ship. Fifth: My proposal is focused around fixing the only ship that is not balanced properly for current game mechanics. Sixth: If you think that my proposal does not fix the problem with titans under current game mechanics, I simply request that you explain why, and provide a solution to improve the proposal. If you can't do this, please post elsewhere.
As a sub note, you will never get rid of cap fleets even if you abolish structure shoots, because too many people enjoy flying in cap fleets. Like I have said before cap fleets are as much a part of EVE as subcap fleets. Even the terminology proves it: sub-capital.
Mechael wrote: Cap ships, of any size, should not be able to hit moving subcaps, with the possible exception of dreads landing glancing blows to battleships (which would still be pretty devastating, much like when a battleship lands a glancing blow on a cruiser.)
I agree that dreads should not be able to hit anything smaller than battleships, and in fact they cant even hit battleships while in siege mode due to the tracking penalty when in siege. So the massive damage bonus of a siege'd dread cant even be used on subcaps. I think fighters are pretty well balanced atm due to their obvious weakness to smartbombs and bombers. The superdread would not get the tracking capabilities of a titan, but from a dread since that's what the new hull would be based on. It would be balanced because it would also use a siege module, making it only able to hit battleships with its guns while not in siege. You wouldn't be able to tracking fit it either, because you would have to fit a tank since you couldn't be remote repped while in siege. The Doomsday wouldnt be usable on subcaps either.
Mechael wrote: In short ... the game has been getting more and more out of whack as the years have rolled by. I really hope that this new direction CCP is taking will once again bring balance to the fleet.
You want to bring balance to the "fleet", by nerfing capitals until they cant stand on their own, forcing them to become support for subcaps. Realistically, you have it backwards. Destroyers, frigates, submarines and cruisers are all there to provide scouts and support for the aircraft carriers and battleships. You say that a (EVE) carrier should launch piloted ships instead of having fighters, which is a nifty idea, but it is not feasible. Even if you limited a carrier to launching 10 frigates each, you would still need 11 pilots per carrier, making one of the aformentioned necessary capital fleets require thousands of pilots before you even start counting dreads or supers. EVE does not have the playerbase or the server capacity to make this idea possible, hence the existence of fighters/drones. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
5
|
Posted - 2012.02.28 20:25:00 -
[52] - Quote
Anyone else have some suggestions to improve the proposal? Comments and thoughts are welcome if they focus on the topic. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.01 19:24:00 -
[53] - Quote
Or even negative feedback will help to improve the concept if you explain your reasons for disliking the proposal. As long as it focuses on titan balance, without bringing supercarriers or other (regular) capitals into the discussion, I should be able to continue to improve the concept. |

Katie Frost
Asgard. Exodus.
30
|
Posted - 2012.03.01 22:39:00 -
[54] - Quote
Your proposal isn't bad Tyran and it may be able to address the issues behind the ability of fleets to kill a titan and therefore limit their proliferation by increasing the number of Titans being destroyed. However, these fleets would need to be made up of more Titans/supers/caps. This would therefore increase the number of Titans built and not limit their propagation in EvE.
What it seems to me you are doing is effectively creating is another tier whitin EvE. Sub-capital ships will no longer matter in capital fights (as is the case now), and once Titans get deployed in a fight, it will be a matter of how many more Titans the other side can deploy to counter this. That is one of the points made by Mechael in his post.
Instead, as with the sub-capital system, where smaller ships can be immune to larger vessels and be useful in fighting them, so sub-capitals need to matter in capital fights. Therefore the answer, in my opinion, would be to make adjustments to the current capital ships to make them less effective against sub-capital ships (remove tracking or damage done to sub-caps) whilst allowing sub-capital ships to have some effectiveness against capital ships (EWAR, tackle, damage?).
How this is done... I am unsure... and there are certainly a lot of threads exploring numerous options. If the removal of immunities, reduction of tracking and nerfing of EHP aren't applied, then there were notions of a sub-capital ship with bonuses against the capital ships - or perhaps these ideas in tandem may restore some balance between these two classes. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.02 02:05:00 -
[55] - Quote
Katie Frost wrote: However, these fleets would need to be made up of more Titans/supers/caps.
Why would my proposal require more Titans/supers/caps than we have now? Yes there would be more ship options for capital pilots, but I don't see how that impacts Titan production rates.
Katie Frost wrote: Sub-capital ships will no longer matter in capital fights (as is the case now), and once Titans get deployed in a fight, it will be a matter of how many more Titans the other side can deploy to counter this.
What makes you think this would be the case? My proposal removes over half of a titans capabilities, and the only ones it has left cant harm sub-caps at all.
Katie Frost wrote: Instead, as with the sub-capital system, where smaller ships can be immune to larger vessels and be useful in fighting them, so sub-capitals need to matter in capital fights.
This is not quite correct; frigates are weak to destroyers, which are weak to cruisers, which are weak to battle-cruisers, which are weak to battleships, which are weak to frigates. To continue the concept, sub-caps are weak to capitals, which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.
Katie Frost wrote: Therefore the answer, in my opinion, would be to make adjustments to the current capital ships to make them less effective against sub-capital ships (remove tracking or damage done to sub-caps) whilst allowing sub-capital ships to have some effectiveness against capital ships (EWAR, tackle, damage?).
I really hope you meant to say supercapitals.... because if not, you would be removing the counter to sub-caps, just as the titan currently has no counter.
Katie Frost wrote: or perhaps these ideas in tandem may restore some balance between these two classes.
Actually, as I've pointed out, there are already 3 classes, sub-caps, capitals, and supers. |

Katie Frost
Asgard. Exodus.
31
|
Posted - 2012.03.02 03:20:00 -
[56] - Quote
Tyran Scorpi wrote: Why would my proposal require more Titans/supers/caps than we have now? Yes there would be more ship options for capital pilots, but I don't see how that impacts Titan production rates.
Since you split the role of one Titan (current) into 3 different Titans (proposed), it can be a valid assumption that this would lead the current Titan pilots to want all 3 ships to retain their full capabilities. Unless these ships would each require a different stream of skills specific to their class, I would say it would propagate the Titans further.
The only counter-argument would be that the current CSAAs are already spitting out as many Titans as they can which would therefore force them to streamline into one of the 3 Titan types each time they build one. However, where there is a demand, there will inevitably be supply and your proposal increases the demand for Titans threefold.
Tyran Scorpi wrote: My proposal removes over half of a titans capabilities, and the only ones it has left cant harm sub-caps at all.
Yes, your proposal streamlines the current Titan into 3 separate ships but without further clarity around what exactly their capabilities would be, I can only be lead to assume that the Superdreadnaught (3rd Titan suggested) which you mentioned would retain the current Titans combat capabilities - if appropriately fitted and boosted, would still be able to hit and 1-shot sub-capitals.
Tyran Scorpi wrote: This is not quite correct; frigates are weak to destroyers, which are weak to cruisers, which are weak to battle-cruisers, which are weak to battleships, which are weak to frigates. To continue the concept, sub-caps are weak to capitals, which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.
Except they are not. As soon as Titans get on the field, sub-caps cease to matter. Again, it would seem that at least one of your Titans suggested would still be able to maintain this imbalance.
Tyran Scorpi wrote: I really hope you meant to say supercapitals.... because if not, you would be removing the counter to sub-caps, just as the titan currently has no counter.
My mistake.
Tyran Scorpi wrote: Actually, as I've pointed out, there are already 3 classes, sub-caps, capitals, and supers.
Agreed. However, class-related oversights aside - the current ability of sub-capitals to affect supers in any meaningful way is very limited and in my opinion your proposal unfortunately does not address this problem. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.02 04:15:00 -
[57] - Quote
Katie Frost wrote:
Since you split the role of one Titan (current) into 3 different Titans (proposed), it can be a valid assumption that this would lead the current Titan pilots to want all 3 ships to retain their full capabilities.
My proposal splits the current Titan into a Titan mkII, a mothership(working title), and a superdreadnaught. The mothership is a vanilla capital akin to the rorqual. The Titan mkII and superdread are supercapitals which each have half of the current titan's combat capabilities. Both of these two supers would be undockable under current game mechanics making it impossible for current titan pilots to have more than one of them. This was all outlined in my proposal.
Katie Frost wrote: Yes, your proposal streamlines the current Titan into 3 separate ships but without further clarity around what exactly their capabilities would be, I can only be lead to assume that the Superdreadnaught (3rd Titan suggested) which you mentioned would retain the current Titans combat capabilities - if appropriately fitted and boosted, would still be able to hit and 1-shot sub-capitals.
Go read post #2 in this thread, it outlines precisely what abilities go to which ships, and also asks for suggestions improving said divisions. I re-arranged my post just this morning, and you may have read it during the change.
Katie Frost wrote:Tyran Scorpi wrote: which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.
Except they are not. As soon as Titans get on the field, sub-caps cease to matter. Again, it would seem that at least one of your Titans suggested would still be able to maintain this imbalance.
I said should. Obviously they aren't currently, which is part of what this proposal is designed to fix.
Katie Frost wrote: The current ability of sub-capitals to affect supers in any meaningful way is very limited and in my opinion your proposal unfortunately does not address this problem.
As laid out in post #2 in this thread, superdreads would have the titans capital weapons systems and the ability to siege. They would be based on an upgraded dread hull, and as such would have a dread's tracking stats. The Titan mkII would get the superweapon, and fleet bonuses. The superweapon needs a rebalance too, which is noted in post #2, and I have a suggestion for the new superweapon in post #3. |

Kitt JT
Crimson Empire. Nulli Secunda
21
|
Posted - 2012.03.03 18:52:00 -
[58] - Quote
I've said this before, and I'll say it again. The only thing ccp needs to do, is stop allowing capitals to re-fit in combat.
As it is currently, tracking titans, if primaried, just switch to a tank setup. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.04 16:57:00 -
[59] - Quote
Kitt JT wrote:I've said this before, and I'll say it again. The only thing ccp needs to do, is stop allowing capitals to re-fit in combat.
As it is currently, tracking titans, if primaried, just switch to a tank setup.
This wouldn't even fix the titan tracking issue, because even if the primaried titan switches to tank, the other 39 are still one shotting subcaps.
EDIT: apparently im not awake yet as that reply sucked... however, we would just see partially tanked partially tracking fit titans, which would run to a POS to refit before a capital fight started. |

Arbiter Reformed
Saiph Industries SRS.
44
|
Posted - 2012.03.04 19:50:00 -
[60] - Quote
i propose a boost!
[able to fit warp disruption field generators]
[20% bonus to focused warp disruption range per level]
                   |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.04 19:59:00 -
[61] - Quote
Arbiter Reformed wrote:i propose a boost!
[able to fit warp disruption field generators]
[50% bonus to focused warp disruption range per level]
This is already a part of the proposal, if you read post #2 I suggested this for the superdread. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
6
|
Posted - 2012.03.07 19:00:00 -
[62] - Quote
Any thoughts/suggestions/feedback for the specific layouts for each ship detailed in post #2? |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.12 03:17:00 -
[63] - Quote
ok, could some of you hitting the like button tell me why you like it? or what you would like to see improved? |

Asuka Solo
Stark Fujikawa Stark Enterprises
1274
|
Posted - 2012.03.12 05:23:00 -
[64] - Quote
Tyran Scorpi wrote:Malcanis wrote:Counter proposal:
(1) Admit Titans were a huge mistake, even though they sounded :awesome: at the time
This part at least I agree with. Asuka Solo wrote: I fully support expanding capitals and super capital hull ranges.
But I flat out reject this proposal.
Titans are not broken. They were designed to be giant dicks and they are working exactly as intended.
Blobbing Rifter pilots crying about blobbing supers and...........
Please do not make a broad assumption about me based on nothing other than the alliance I am in. Check my alliance history if you would like. I have been tossing this idea around among friends and corp mates for more than a year in various similar incarnations. I was considering proposing this change long, long before we app'ed to test. Like I have stated before, if you are going to make a negative post in this thread please give me some valid reasons for your disapproval that focus on the topic.
I disapprove because:
Breaking down the Titan into multiple 1 trick ponies that are good at PvP against a modest 3 hulls (Carriers, dreads and supers) at the cost of 50 bil isk or so per ship, is nerfing the Titan into a pitiful state similar to what the Black Ops is in now. And that is underwhelming for a ship that costs half a bil to say the least.
Your moaning in this topic because of tracking abilities while being buffed in fleet + Titan fits that allow those ships to shoot at smaller ships. You justify this emotive demand by pointing out its lack of role and the fact that it should be rare as per design.
Last time I checked, Eve has less than 1000 Titans. Out of how many hundred thousand players? Yea, that sounds pretty rare to me.
So your idea of breaking the Titan down will fail in the long term because people will want the underwhelming ship to do more later down the line.
Your justification fails because the ship is already rare, even if allot of them are owned by a small number of alliances within the powerblocks. |

knobber Jobbler
Seniors Clan Get Off My Lawn
53
|
Posted - 2012.03.12 12:51:00 -
[65] - Quote
Tyran Scorpi wrote:
New super weapon could be something along the lines of a focused beam weapon that ramps up the damage based on the time spent firing at a single target. (unable to fire at sub caps)
Please no. No more supercapital size ships. There are to many in EVE already and with the amount of ISK around, the botting, the ability to buy ISK online means those will just get blobbed as well eventually.
Best solution for Titans = Remove them. |

Alexingeras
S0utherN Comfort Cascade Imminent
3
|
Posted - 2012.03.12 15:32:00 -
[66] - Quote
My solution to the problem, probably hard to implement but here goes.
1. Nerf capital turret tracking to the level of sieged dreads for structure bashing only 2. Add another rack of turret slots to titans, only being able to fit bship sized guns. Or: double damage bonus from 100% per level to 200% per level for capital turrets and make titans fit only half number of capital turrets ( marauder style) and leave the rest of turret slots for bship sized guns with appropriate bonus
So you would have a massive ship able to fit anti cap and subcap weapons, wich only makes sense. Subcap weapons although highly bonused ( 100% dmg per level and the equivalent of 8 bship sized turrets ) would inflict far less damage than the current capital sized weapons but would still add a huge advantage at a proper cost: 1 titan = 50 bil hull, firepower equivalent for 5 bships compared to a bship costing 150m. I say it's only fair.
As for the massive ehp titans have just remove their ability to receive remote repairs forcing them to fit a local tank or just a massive buffer.
Now titans are both very useful, not highly overpowered and should start dying.
Problem solved.
|

Smiling Menace
Star Nebulae Holdings Inc.
172
|
Posted - 2012.03.12 16:43:00 -
[67] - Quote
Still think the simplest way of fixing the Titan issue is remove the damn turrets. It still has the DD for virtually instapopping capitals and structures, why have it shooting at sub-cap fleets at all?
They were never designed to be taking on a fleet of sub-caps. Why else remove the AoE DD's of old if CCP still wanted them to take on fleets solo?
Do this and the Titan still retains it's usefulness in fleets and there's no need to remove them or redesign them. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1276
|
Posted - 2012.03.12 16:43:00 -
[68] - Quote
knobber Jobbler wrote:Tyran Scorpi wrote:
New super weapon could be something along the lines of a focused beam weapon that ramps up the damage based on the time spent firing at a single target. (unable to fire at sub caps)
Please no. No more supercapital size ships. There are to many in EVE already and with the amount of ISK around, the botting, the ability to buy ISK online means those will just get blobbed as well eventually. Best solution for Titans = Remove them.
Lol....
Your logic works the other way as well.
More isk = more disposable sub caps = bigger and more frequent sub cap blobs.
Fix the blob and delete all spaceships from Eve!
WiS for everyone yay \o/ |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.12 19:03:00 -
[69] - Quote
Asuka Solo wrote: I disapprove because:
Breaking down the Titan into multiple 1 trick ponies that are good at PvP against a modest 3 hulls (Carriers, dreads and supers) at the cost of 50 bil isk or so per ship, is nerfing the Titan into a pitiful state similar to what the Black Ops is in now. And that is underwhelming for a ship that costs half a bil to say the least.
Your moaning in this topic because of tracking abilities while being buffed in fleet + Titan fits that allow those ships to shoot at smaller ships. You justify this emotive demand by pointing out its lack of role and the fact that it should be rare as per design.
Last time I checked, Eve has less than 1000 Titans. Out of how many hundred thousand players? Yea, that sounds pretty rare to me.
So your idea of breaking the Titan down will fail in the long term because people will want the underwhelming ship to do more later down the line.
Your justification fails because the ship is already rare, even if allot of them are owned by a small number of alliances within the powerblocks.
Actually, my proposal would make the mothership cost about 7 Bil, the superdread about 18 Bil, and I left the titan up in the air as for price until someone else came up with a reasonable suggestion.
The only time I mentioned tracking was to say that its a problem that needs to be fixed, but doing so will not magically "fix" titans like some seem to think it will. Plus, my point is that it is currently balanced as a rare ship, when it no longer is, and as thus needs a re-balance.
I would define rare in eve terms as any time you only see 3-5 per fleet. Given that we regularly see more than that, I would say that it is no longer rare.
I would like suggestions to prevent making the ship underwhelming, while allowing it to be balanced effectively.
Please go re-read my proposal, it appears to have been updated since the last time you looked at it. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.12 19:05:00 -
[70] - Quote
knobber Jobbler wrote: Please no. No more supercapital size ships. There are to many in EVE already and with the amount of ISK around, the botting, the ability to buy ISK online means those will just get blobbed as well eventually.
Best solution for Titans = Remove them.
Too many people have too much isk invested in building/having/flying titans. Removing them from the game would dump trillions upon trillions of isk back into the game, and would massively screw up the economy. As such this is a bad idea. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.12 19:21:00 -
[71] - Quote
Alexingeras wrote: As for the massive ehp titans have just remove their ability to receive remote repairs forcing them to fit a local tank or just a massive buffer.
The reason they have massive EHP is to account for the fact that they cost 50B for a hull. If you nerfed their survivability, you would also have to nerf their price tag along with various other things to compensate. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.14 00:56:00 -
[72] - Quote
Original post updated yet again due to this thread: https://forums.eveonline.com/default.aspx?g=posts&t=80374 Please check out the changes before replying. Thank You. |

Mechael
Team Pizza Viro Mors Non Est
53
|
Posted - 2012.03.14 03:16:00 -
[73] - Quote
Still not a very good idea, for exactly the same reasons everyone else and I have already mentioned. All that capital ships need to do is:
Fleet support and Force Projection (ideally what carriers, including tier 2 carriers aka motherships aka supercarriers, would do.) Structure bashing and blowing up other caps (ideally what dreads and Titans would do.) I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

James Amril-Kesh
4S Corporation RAZOR Alliance
87
|
Posted - 2012.03.14 04:19:00 -
[74] - Quote
Nylith Empyreal wrote:I always thought the objective should be more about fleet synergy, versus; 1k bs's vs. 300 caps, 500hacs, vs. 100 titans or some other random as number / fleet combo. Shouldn't the objective be giving every ship a role to fit the perfect fleet? Utilizing different race techniques to give variations and changes of, instead of MOAR DEEPS! or MOAR EHP! speed etc etc. shouldn't we be encouraging 'flanking' with say gallente ships, holding the line with amarr ships, coming around and firing cars up their asses with minmatar, while providing ewar, ranged support via caldari?
I would honestly like to see some kind of diminishing return for having a shitload of the same exact ship in a fleet engagement. Instead of giving bs's / caps or whatever ship a myriad of roles draw it down a bit. Hell a rock paper scissors balance should be in order. I kind of hope that weird random general discussion thread about diminishing returns on focus firing is added, give some ship list, give a job description institute officers, change channel priority and turn this into all those awsome fleet fights we see on the videos, hell that empyrean banner on the website was a nice rendition of what i would love to see. Can we work this way? THIS, a thousand times this. There's nothing I hate more than homogeneous fleets. Support showing T2 and faction frequency crystal damage in the info window! |

knobber Jobbler
Seniors Clan Get Off My Lawn
55
|
Posted - 2012.03.14 10:14:00 -
[75] - Quote
Tyran Scorpi wrote:knobber Jobbler wrote: Please no. No more supercapital size ships. There are to many in EVE already and with the amount of ISK around, the botting, the ability to buy ISK online means those will just get blobbed as well eventually.
Best solution for Titans = Remove them.
Too many people have too much isk invested in building/having/flying titans. Removing them from the game would dump trillions upon trillions of isk back into the game, and would massively screw up the economy. As such this is a bad idea.
I don't agree. There aren't that many Titans that it would upset the economy. Most of the ISK that paid for them will ill gotten anyway.
All it would do is upset a tiny minority of players who have amassive sway over the game; we're better off without them anyway.
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.14 19:49:00 -
[76] - Quote
Mechael wrote: Still not a very good idea, for exactly the same reasons everyone else and I have already mentioned.
You mean the reasons of yours that I have already refuted?
James Amril-Kesh wrote: THIS, a thousand times this. There's nothing I hate more than homogeneous fleets.
That would be the pipe dream, yes, but ideas for getting there that would actually succeed are non-existent thus far.
knobber Jobbler wrote: I don't agree. There aren't that many Titans that it would upset the economy. Most of the ISK that paid for them will ill gotten anyway.
All it would do is upset a tiny minority of players who have amassive sway over the game; we're better off without them anyway.
Most of the titans out there were paid for with moon goo, and as such you have to re-imburse everyone's titans, plus all the BPO's for titans out there too. Lets assume that betwen completed titans and titans in build, that you would have to reimburse 1000 of them. Thats 50 Trillion ISK right there, not to mention another 50 billion for each BPO, and probably another 5 Bil for every BPC in existance. You can't possibly think that dropping significantly more than 50 Trillion isk back into the market isnt going to have serious side effects. |

Rimase
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.03.18 15:33:00 -
[77] - Quote
Suggestions:- Deny Titans of Capital Weaponry. Keep them on Dreadnoughts & Carriers please.
- A new Super-Support device as a defensive option
- TECH 1 - STANDARDIZED Titan
- Foundations to specialized roles & Economical flagship option. - Super-Weapon device (offensive) - new Super-Support device (defensive)!
- TECH 2 - SPECIALIZED Titans (3 per Empire)
- Specialized Command (Gang Links/Titan Fleet Bonus). - Specialized Logistics (Bridging/Clone Vat) - Specialized Super-Weapon/Super-Support platform.
- TECH 3 - GENERALIZED Titan (1 per Empire)
This probably will not happen. Not even necessarily.
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.18 19:56:00 -
[78] - Quote
Rimase wrote: Deny Titans of Capital Weaponry. Keep them on Dreadnoughts.
CCP gave the titans their capital weaponry to give them something to do against structures since their doomsday was not really useful there. If you want to remove capital weapons from titans you will need to change the titan superweapon to allow it to be more useful against structures. My proposal does remove capital weaponry from the titan, but only alongside a doomsday buff to allow the titan a consistent damage capability rather than a single blast every 10 minutes.
Rimase wrote: A new Super-Support device as a defensive option
Interesting suggestion, how would you make that work?
Rimase wrote: (to diminish multiple Titans in area): Being physically/electronicly/somethingly unable to have Titans operate untimely within range of each other. Instead, there'd be sequential activations of, say Super-devices within vicinity of each other requiring communication to discuss your next Titan's next move. Fleets w/ Titan(s) have 'activation priority rights' above solo Titans and multiple Fleets w/ Titan(s) have 'competitive activation rights' against each other. Consider this as a militarized safety protocol.
I think the easier and simpler solution would be a re-design of the superweapon.
Rimase wrote: TECH 1 - STANDARDIZED Titan (1 per Empire) TECH 2 - SPECIALIZED Titans (3 per Empire) TECH 3 - GENERALIZED Titan (Only 1)
My proposal only adds one super capital hull to the mix, this would add 4. The best solution is most often the simplest solution that will be effective. I can't support a suggestion that is more complex than my own, but if you come up with a simpler solution, feel free to post it. |

Rimase
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.03.19 12:07:00 -
[79] - Quote
Tyran Scorpi wrote:Rimase wrote: A new Super-Support device as a defensive option
Interesting suggestion, how would you make that work? I don't know but I imagine it'd equalize the mass devastation that their super-destructive weapons(A) bring. Possibly an active forcefield(B) like player-owned structures as one example, which I don't know how they work, or an activated-passive Cloaking Field(C) similar to those deployables. (A):(B):(C) = MassDestruction : MassProtection : MassEvasion. This thought spawned from having Titans not just a militarist presence but instead supporting industrialists and sovereign-space.
Tyran Scorpi wrote:Rimase wrote: (to diminish multiple Titans in area): Being physically/electronicly/somethingly unable to have Titans operate untimely within range of each other. Instead, there'd be sequential activations of, say Super-devices within vicinity of each other requiring communication to discuss your next Titan's next move. Fleets w/ Titan(s) have 'activation priority rights' above solo Titans and multiple Fleets w/ Titan(s) have 'competitive activation rights' against each other. Consider this as a militarized safety protocol.
I think the easier and simpler solution would be a re-design of the superweapon. But it is applying a new game-rule to using Capital super-weapons. It is a control to the chaos from which sub-ordinate ships have more perseverance in combat without multiple super-devices being activated. It is a control for balance, and where Balance and Control exists produces a Fairer game and satisfied gamers. A fictional militarized safety protocol addressing the need to control 'the Titan problem'. Still, they can be re-designed to target structures with this Control solution in-mind, that's no problem. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
|
Posted - 2012.03.19 18:45:00 -
[80] - Quote
Rimase wrote: I don't know but I imagine it'd equalize the mass devastation that their super-destructive weapons(A) bring. Possibly an active forcefield(B) like player-owned structures as one example, which I don't know how they work, or a specious active Cloaking Field(C) similar to those deployables.
Putting a POS shield on a titan seems a little overpowered to me, so would a field that cloaks everything around it.
Rimase wrote: But it is applying a new game-rule to using Capital super-weapons. It is a control to the chaos from which sub-ordinate ships have more perseverance in combat without multiple super-devices being activated. It is a control for balance, and where Balance and Control exists produces a Fairer game and satisfied gamers. A fictional militarized safety protocol addressing the need to control 'the Titan problem'. Still, they can be re-designed to target structures with this Control solution in-mind, that's no problem.
If you can solve the super weapon issue by redesigning it, the "new game rule" becomes pointless, and a waste of time and effort by dev teams who could be working on fixing other stuff. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.23 03:28:00 -
[81] - Quote
On to page 5 |

Joyelle
State War Academy Caldari State
6
|
Posted - 2012.03.25 22:36:00 -
[82] - Quote
If anything is OP, it's the damn dreads pushing out way more DPS than any super atm whilst still having a good tank, being relatively cheap and easier to produce. Nowadays, It makes more sense to engage in a lot of dreads instead of a few titans and still come out ahead in terms of isk efficiency and general effectiveness. There's no need for the titan, if it'll be limited to a certain role, especially when you consider all the effort put into getting and maintaining one. I think all capital and supercapital production should be done in a capital assembly array. It'll even out the availability of capitals as a whole.
P.S. nerf titan turret tracking and increase dps. Dreads pushing out more dps than titans is unacceptable. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.26 01:56:00 -
[83] - Quote
Joyelle wrote: P.S. nerf titan turret tracking and increase dps. Dreads pushing out more dps than titans is unacceptable.
They are already rolling out a tracking fix, and its to nerf all XL turret tracking by 50% across the board. They are removing the 50% tracking penalty from the siege module tho.
As for your dread damage complaint, I dont see anything wrong with it, since they have to take a massive risk by going into siege mode to get that damage. If you want a titan to be able to use a siege module to be able to beat a dreads damage output I could get behind the idea since it comes with risks. |

Tobiaz
Spacerats
75
|
Posted - 2012.03.27 16:14:00 -
[84] - Quote
Simple: THE TITAN SHOULD NOT BE A COMBAT SHIP
There is just no way to balance it otherwise, without making it either overpowered or obsolete.
It should be a mobile station, full docking and logging off at location, corp asset like a pos, titan bridge, station services and both the old and the new doomsday weapons (both very ice-expensive to use so emergency-only)
Big alliances will use it as a front-line command post for reshipping and logistics. Small alliances will use it as a their mobile HQ (keeping away from the front-lines). http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.27 19:26:00 -
[85] - Quote
Tobiaz wrote: Simple: THE TITAN SHOULD NOT BE A COMBAT SHIP
There is just no way to balance it otherwise, without making it either overpowered or obsolete.
I disagree.
Tobiaz wrote: both the old and the new doomsday weapons (both very ice-expensive to use so emergency-only)
Expense should not be used for balancing, on a ship that costs as much as a titan. Even if you made a single doomsday cost a Bil to fire, it would still get fired at every single cap ship it faced. Plus, you would have people taking advantage of the cargo space you had to include for that Bil worth of fuel.
|

Tobiaz
Spacerats
76
|
Posted - 2012.03.27 20:50:00 -
[86] - Quote
Tyran Scorpi wrote:Tobiaz wrote: Simple: THE TITAN SHOULD NOT BE A COMBAT SHIP
There is just no way to balance it otherwise, without making it either overpowered or obsolete.
I disagree. Tobiaz wrote: both the old and the new doomsday weapons (both very ice-expensive to use so emergency-only)
Expense should not be used for balancing, on a ship that costs as much as a titan. Even if you made a single doomsday cost a Bil to fire, it would still get fired at every single cap ship it faced. Plus, you would have people taking advantage of the cargo space you had to include for that Bil worth of fuel.
Since you don't make any valid arguments i'll just disagree with you disagreeing.
As for the doomsday... yeah this is just because I think as a mobile station it deserves a good last line of defense, anti-cap and anti-support. And on a timer to make so there's a good risk of getting caught with your pants down if used willy-nilly.
Though the biggest factor limiting projection of power is ALWAYS operational cost. When big enough and people will just start weighing cost vs benefit. If the cost is too high to be used just to gank some carrier, but low enough to be acceptable to be fired to prevent losing a station (with possibly tens of billions of stored stuff from corpmates), then it should be balanced.
The reason why this didn't work before was because there was practically no cost for firing the (old) doomsday. Nor could you run out of bullets.
The point is, when you have people storing their stuff in it and logging off at it it will be way less likely to be used as an offensive front-line ship anyway.
As for the cargo abuse... a station should have insane cargo-space. And tt's not like there's no easy solution to your posed problem, just turn all the ice into a doomsday bullet first before it can be used. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Mechael
Team Pizza Viro Mors Non Est
65
|
Posted - 2012.03.27 21:34:00 -
[87] - Quote
This Tobiaz guy seems to have a brain on him. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.27 21:52:00 -
[88] - Quote
Tobiaz wrote: Since you don't make any valid arguments i'll just disagree with you disagreeing.
You didnt provide a reason why you believe that titans cant be balanced as a combat ship, so I didnt feel inclined to provide a reason why I disagreed with you.
Tobiaz wrote: Though the biggest factor limiting projection of power is ALWAYS operational cost.
Maybe, it would reduce the amount of titan hot drops specifically to DD something, but alliances will shell out the money to fire the DD's on fleet operations no matter the cost, so your idea is really only going to nerf them in a solo setting anyway.
Tobiaz wrote: As for the cargo abuse... a station should have insane cargo-space. And tt's not like there's no easy solution to your posed problem, just turn all the ice into a doomsday bullet first before it can be used.
True, you can easily get around the first problem that came to mind, but I really didnt fell like putting much effort into it when you didnt bother to explain why you dont believe that titans can be balanced as combat ships in the first place. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.27 21:59:00 -
[89] - Quote
Mechael wrote:This Tobiaz guy seems to have a brain on him.
heh, we agree on some things mechael, just not this topic. His current argument doesnt really hold water the way he is describing it, but he may yet come up with something good, who knows. |

MercenaryBlue
Couch Athletics
0
|
Posted - 2012.03.29 17:12:00 -
[90] - Quote
Here's how I would balance the titans.
- Remove any bonus to XL guns. They can fit them, but they'll do average DPS. - Keep the Logistics (clone vats/etc) and Leadership Bonus. This should be the Titan's primary role. - Have the Doomsday consume ammo. Not just Oxygen - actual ammo that'll take several weeks to research and manufacture. - Have diminish returns on Doomsday depending on how many Titans are in fleet. Prevent more than one doomsday per 5 minutes from being fired in the grid. - Add Drone Bandwith to field Fighters.
A single Titan providing logistics and Leadership to a Cap/Sub-Cap fleet is great. But too many titans in the same space should hampers their effectiveness. You only need one for Leadership. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.03.30 03:41:00 -
[91] - Quote
MercenaryBlue wrote: - Remove any bonus to XL guns. They can fit them, but they'll do average DPS.
Once the tracking issue is fixed, do you think that titan's capital weapons will still be broken? Why make this change?
MercenaryBlue wrote: - Keep the Logistics (clone vats/etc) and Leadership Bonus. This should be the Titan's primary role.
This would still limit bridges to alliances that can afford a titan. Unless of course this was in addition to CCP adding a cheaper option for a bridging ship.
MercenaryBlue wrote: - Have the Doomsday consume ammo. Not just Oxygen - actual ammo that'll take several weeks to research and manufacture.
Making the doomsday consume fuel/ammo isnt a bad idea, its just that the cost of such should not be made into a balancing factor. Having it take a long time to produce said ammo wont really stop the production of multiples at once, so i dont see the point in that.
MercenaryBlue wrote: - Have diminish returns on Doomsday depending on how many Titans are in fleet. Prevent more than one doomsday per 5 minutes from being fired in the grid.
It would probably be simpler to just re-balance the super weapon, than to implement this change, so I would suggest that we start there.
MercenaryBlue wrote: - Add Drone Bandwith to field Fighters.
This sounds like too much bridging of the roles to me, I would not be in favor of this change especially since titans just had their drones removed...
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.01 18:00:00 -
[92] - Quote
Any more comments, thoughts, or ideas out there? |

nestafarios
stooge in plain sight
2
|
Posted - 2012.04.02 05:43:00 -
[93] - Quote
I have somewhat followed the issue, and i keep coming back to the same thought, why would for instance, the U.S. call up the country they are at war with or whomever, and say we need to redesign your tanks? I think that is the whole purpose of arms races between countries in RL. wouldn't it be a better idea to install a sub cap ship that can deal with such things, maybe a variation of a super cap, or a dread type ship that can take em on in the field.
I have heard that it is basically the end of training also, getting into your titan and a long investment in time. I just think it should be more of an advance for the game rather than trashing it (so to speak) to make it more EVEN. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.02 06:21:00 -
[94] - Quote
nestafarios wrote: Wouldn't it be a better idea to install a sub cap ship that can deal with such things, maybe a variation of a super cap, or a dread type ship that can take em on in the field..
The problem with introducing a new ship designed to kill a fleet of something that is too powerful at the moment, is that once you have a fleet of those ships, what keeps it from becoming the next OP ship. Then you have to introduce a new ship to beat your new ship that beats the old ship.
If your only going to introduce a ship as a way of balancing an existing ship, you need to make sure that your not just creating a new problem. Once you take all of the effort that entails into account, you have spent more time on the project than simply balancing the old ship would have taken.
Your military example doesnt quite work here, because this is a game not real life. The game needs to be balanced, and each ship needs to have counters, otherwise it becomes a game of who can field the highest numbers of the most powerful ship. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.04 07:22:00 -
[95] - Quote
ok, how about some constructive criticism. |

R4V3N3R
League of Non-Aligned Worlds Nulli Secunda
0
|
Posted - 2012.04.05 20:50:00 -
[96] - Quote
Nerf tracking Increase average dps to 15000 Limit the amount of titans that can be ongrid. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.06 00:26:00 -
[97] - Quote
R4V3N3R wrote: Nerf tracking Increase average dps to 15000 Limit the amount of titans that can be ongrid.
Tracking: CCP already have plans for fixing that. Damage increase: Why? Titan limit: Can you think of a method to implement this that wouldnt unbalance something else, while also getting the job done, that also takes less time to code than just fixing the titan/superweapon?
|

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.10 08:18:00 -
[98] - Quote
blatant bump |

Tar Omrir
Caldari Provisions Caldari State
11
|
Posted - 2012.04.11 11:30:00 -
[99] - Quote
Dps increase needed because titans should ALWAYS be able to do more dps than anything else in the game. I like the idea of titans having to log on to something in system, but maybe make it more like a SBU that anchors and onlines at the TCU in 1 minute. In low it oils go around the control bunker. Tar Omrir, Chairman, Cygnus Industries |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.11 19:32:00 -
[100] - Quote
Tar Omrir wrote:Dps increase needed because titans should ALWAYS be able to do more dps than anything else in the game. I like the idea of titans having to log on to something in system, but maybe make it more like a SBU that anchors and onlines at the TCU in 1 minute. In low it oils go around the control bunker.
I agree that the titans need a damage boost, but it should come at a penalty just like the dread. Why not just let the titan use the siege module instead of outright buffing its damage? This would be much easier to implement than your suggestion, and would do just about the same thing, while also providing a penalty when it does use its massive DPS.
This is starting to sound alot like the superdread portion of my proposal... |

Tar Omrir
Caldari Provisions Caldari State
11
|
Posted - 2012.04.11 21:23:00 -
[101] - Quote
I disagree on the siege. Titans shouldn't become a tech two dread. Tar Omrir, Chairman, Cygnus Industries |

Jayrendo Karr
Suns Of Korhal Terran Commonwealth
39
|
Posted - 2012.04.12 02:18:00 -
[102] - Quote
The titan is a mobile outpost with the abilities to destroy other mobile out post, it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.12 19:56:00 -
[103] - Quote
Tar Omrir wrote:I disagree on the siege. Titans shouldn't become a tech two dread.
Then how would you implement a damage increase, while also providing a risk in using that boosted damage? |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.12 20:02:00 -
[104] - Quote
Jayrendo Karr wrote:The titan is a mobile outpost with the abilities to destroy other mobile outpost (titans), it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon.
Dreads are made for combat, titans are made for support.
A titan is not a mobile outpost. It is a fleet boosting, force projecting, superweapon equipped, capital weapon combat machine. Which in my opinion is too much, hence the proposal to divide up its capabilities into separate ships.
Yes I agree it should not be able to hit subcaps, but like ive already said, CCP is working on a fix for that.
As ive already pointed out, the titan is not a support ship. They are made for combat, even more so in fact since they have multiple combat roles that synergize together than dreads do. |

Tallian Saotome
Fractured Core Fatal Ascension
622
|
Posted - 2012.04.12 20:07:00 -
[105] - Quote
Tyran Scorpi wrote:Jayrendo Karr wrote:The titan is a mobile outpost with the abilities to destroy other mobile outpost (titans), it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon.
Dreads are made for combat, titans are made for support. A titan is not a mobile outpost. It is a fleet boosting, force projecting, superweapon equipped, capital weapon combat machine. Which in my opinion is too much, hence the proposal to divide up its capabilities into separate ships. Yes I agree it should not be able to hit subcaps, but like ive already said, CCP is working on a fix for that. As ive already pointed out, the titan is not a support ship. They are made for combat, even more so in fact since they have multiple combat roles that synergize together than dreads do. It isn't but it should be, an can in fact be turned into one. Titans are conceptually incompatible with Eve. You can't make them a powerful enough combat ship to be worthy of what they are supposed to be without unbalancing the whole game. They should never have existed, but they do now. Best approach is to redo them completely in a non-combat role, since just deleting them is not a viable option. Inappropriate signature removed, CCP Phantom. |

Tar Omrir
Caldari Provisions Caldari State
12
|
Posted - 2012.04.13 01:30:00 -
[106] - Quote
Tallian Saotome wrote:Tyran Scorpi wrote:Jayrendo Karr wrote:The titan is a mobile outpost with the abilities to destroy other mobile outpost (titans), it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon.
Dreads are made for combat, titans are made for support. A titan is not a mobile outpost. It is a fleet boosting, force projecting, superweapon equipped, capital weapon combat machine. Which in my opinion is too much, hence the proposal to divide up its capabilities into separate ships. Yes I agree it should not be able to hit subcaps, but like ive already said, CCP is working on a fix for that. As ive already pointed out, the titan is not a support ship. They are made for combat, even more so in fact since they have multiple combat roles that synergize together than dreads do. It isn't but it should be, an can in fact be turned into one. Titans are conceptually incompatible with Eve. You can't make them a powerful enough combat ship to be worthy of what they are supposed to be without unbalancing the whole game. They should never have existed, but they do now. Best approach is to redo them completely in a non-combat role, since just deleting them is not a viable option.
But u can. Limit the amount of ingame titans, then u can make them very powerful without breaking the game. Tar Omrir, Chairman, Cygnus Industries |

Tallian Saotome
Fractured Core Fatal Ascension
624
|
Posted - 2012.04.13 13:43:00 -
[107] - Quote
Tar Omrir wrote: But u can. Limit the amount of ingame titans, then u can make them very powerful without breaking the game.
Who get to keep their titans? Are you suggesting CCP take titans away from anyone who has to many? How exactly would you propose to do this with out creating a potential situation where one side has an overwhelming number of titans?
If you limit it to say, 10, at least 7 of those 10 will end up joining the same alliance because titans are much safer with other titans around. Do you understand why this would be a problem? Inappropriate signature removed, CCP Phantom. |

Tobiaz
Spacerats
166
|
Posted - 2012.04.13 16:57:00 -
[108] - Quote
Tyran Scorpi wrote:Jayrendo Karr wrote:The titan is a mobile outpost with the abilities to destroy other mobile outpost (titans), it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon.
Dreads are made for combat, titans are made for support. A titan is not a mobile outpost. It is a fleet boosting, force projecting, superweapon equipped, capital weapon combat machine. Which in my opinion is too much, hence the proposal to divide up its capabilities into separate ships. Yes I agree it should not be able to hit subcaps, but like ive already said, CCP is working on a fix for that. As ive already pointed out, the titan is not a support ship. They are made for combat, even more so in fact since they have multiple combat roles that synergize together than dreads do.
They SHOULD be support ships. As long as it's a combat ship we will continue to see fleets with dozens of titans.
Titans should be mobile stations with full docking, logging on/off capability for docked players, (upgradable) station-services, and corporation-owned and operated in the same way POS are.
Their role should be forward command-posts for big sov-alliances and mobile HQ's for more nomadic smaller alliances. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.13 20:05:00 -
[109] - Quote
Tallian Saotome wrote: You can't make them a powerful enough combat ship to be worthy of what they are supposed to be without unbalancing the whole game.
With as many roles as titans currently have, you are correct that they unbalance the whole game. However, if we were to cut down on the number of roles they were able to perform in, they become much easier to balance properly while still being appropriately powerful.
Tar Omrir wrote: But u can. Limit the amount of ingame titans, then u can make them very powerful without breaking the game.
All of the methods of limiting titans I have seen thus far are unsatisfactory to downright terrible from a coding standpoint. An adjustment of the superweapon and the roles a titan can perform would be a much easier fix.
Tobiaz wrote: As long as it's a combat ship we will continue to see fleets with dozens of titans.
Titans should be mobile stations with full docking, logging on/off capability for docked players, (upgradable) station-services, and corporation-owned and operated in the same way POS are.
I don't see a problem with large fleets of titans, the problem I see is that said fleets of titans have no counter, and that's what needs to be fixed. They are currently far too capable and fitting them into a more focused role seems to be the easiest and simplest method of fixing it that I have seen.
I kind of agree that you should be able to dock subcaps in a titan, but not capitals. You should not be able to log out while docked in a titan and I dont see any purpose for station services in a titan other than perhaps a repair bay. Titans should not be associated with a POS in any way shape or form IMO. If you want a station, build a station, you can buy 4 of them for the price of a titan. |

Tar Omrir
Caldari Provisions Caldari State
12
|
Posted - 2012.04.13 20:09:00 -
[110] - Quote
Tallian Saotome wrote:Tar Omrir wrote: But u can. Limit the amount of ingame titans, then u can make them very powerful without breaking the game.
Who get to keep their titans? Are you suggesting CCP take titans away from anyone who has to many? How exactly would you propose to do this with out creating a potential situation where one side has an overwhelming number of titans? If you limit it to say, 10, at least 7 of those 10 will end up joining the same alliance because titans are much safer with other titans around. Do you understand why this would be a problem?
Limit Titan pilots can only join corps that are in alliances, and these corps can only have one player with one of the Titan skill books injected in corp. A alliance could only have one tiatn capable corp at a time. all exsisting titans would be kept, however it you owned a Titan u would be forced to drop corp. Tar Omrir, Chairman, Cygnus Industries |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.13 20:13:00 -
[111] - Quote
Tar Omrir wrote: Limit Titan pilots can only join corps that are in alliances, and these corps can only have one player with one of the Titan skill books injected in corp. A alliance could only have one tiatn capable corp at a time. all exsisting titans would be kept, however it you owned a Titan u would be forced to drop corp.
Yet another terrible idea.... what about corps with 15 people with titan skillbooks injected, even if none of them have the ship to go with it, are you going to force them to not be able to play together? |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.16 18:54:00 -
[112] - Quote
I suppose I shouldnt have jumped on that suggestion quite as hard as I did, but PLEASE put some thought into your suggestions before you make them. Its hard not to respond aggressively to a suggestion that has that many holes in it. |

Azrael Dinn
The 20th Legion Mildly Sober
0
|
Posted - 2012.04.17 10:06:00 -
[113] - Quote
Mayby a new ship type thats bigger than a titan?  |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
71
|
Posted - 2012.04.17 15:45:00 -
[114] - Quote
I would go with two ships, actually. Split the bridging, clones, and fleet bonuses off the titan for a mothership hull. Titans in a pure combat role makes sense though. I think the whole titans shooting subcaps thing will be a thing of the past soon. CCP seems to be on the right path to fixing them, post Fan Fest. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.17 16:13:00 -
[115] - Quote
Bagehi wrote:I would go with two ships, actually. Split the bridging, clones, and fleet bonuses off the titan for a mothership hull. Titans in a pure combat role makes sense though.
hmmm, but with the fleet bonuses on the mothership, you would have to bring it into the combat system to take advantage of them... which may not be a bad thing, more of them will get killed. The other thought is that if you are putting the fleet bonuses on the mothership, you need to have 1 for each race, or give all 4 titan fleet bonuses to 1 ship. Alternately, allow the mothership to fit 1 or 2 of the possible 4 fleet bonuses at once. Given these options I think I would still prefer the fleet bonuses on the titan.
I also think the capital weapons should be given a dedicated platform, and the superweapon buffed to compensate. What would be your reasoning for keeping them together? |

Asuka Solo
Stark Fujikawa Stark Enterprises
1423
|
Posted - 2012.04.18 05:04:00 -
[116] - Quote
Jayrendo Karr wrote:The titan is a mobile outpost with the abilities to destroy other mobile outpost (titans), it shouldn't be able to hit a subcap even if said subcap were in the barrel or silo of the titans main weapon. Moving an XL weapon barrel should be extremly slow, otherwise the barrels would bend from inertia and stress due to their immense size. Shooting a battle ship with a titan should be like shooting a bumble bee at 5 miles with a 120mm cannon.
Dreads are made for combat, titans are made for support capital overkill.
I agree. Supers should not be anti-sub cap platforms.
In the same breath, shooting at a super with anything smaller than a XL gun /bombers should result in absolutely no damage to shields captain.
Puny munitions worthless munitions, regardless of how big your BS blob is...
After all, the lack of force generated by those small arms against its massive hull is just insignificant enough to do nothing worth caring about. Otherwise, it would be like flies hitting your windshield on the highway, going through the window, through your brain, flip the car and come out the other side unharmed.... |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.19 05:38:00 -
[117] - Quote
Asuka Solo wrote: I agree. Supers should not be anti-sub cap platforms.
In the same breath, shooting at a super with anything smaller than a XL gun /bombers should result in absolutely no damage to shields captain.
Puny munitions worthless munitions, regardless of how big your BS blob is...
After all, the lack of force generated by those small arms against its massive hull is just insignificant enough to do nothing worth caring about. Otherwise, it would be like flies hitting your windshield on the highway, going through the window, through your brain, flip the car and come out the other side unharmed....
If subcaps couldn't hurt a titan, and titans crap on regular capitals, it would be just as unbalanced as they are now. I could probably agree that anything smaller than battleship class weapons shouldn't do much of anything to a titan, but battleships should be the primary counter to titans. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.24 06:52:00 -
[118] - Quote
bump |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
8
|
Posted - 2012.04.28 18:23:00 -
[119] - Quote
Still looking for good ideas. |

Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
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Posted - 2012.05.03 20:12:00 -
[120] - Quote
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