#Ship Balance Feedback
1 messages · Page 5 of 1
It is funny how it is clear how few folks in here have real experience on how to brainstorm changes/solutions. you dont shoot down every bad idea and insult the people making them, you provide counter proposals and or other ideas.
The CONSTANT litany of folks ONLY posting to bash other people in an insulting way is crazy in here lol.
just chill out, explain your viewpoint, and how the other persons ideas may have holes.
stop being needlessly insulting
like this channel is almost anything but a place to vent with some of the best and worst takes known to this community 
anyways
#buffcarriers
#salt
oh i agree many of the ideas posted are....heh lets just say full of as many holes as a minmatar rust bucket. but can still be civil about it.
i dont think anyone was flaming anyone recently, but giving hictors a mobile inhib scipt has to be a truly terrible balance idea, simple as.
So while this would probably be good for keeping QRF BLOPS fleets off small gangers this would be incredibly abused by blocs and the larger lowsec groups to prevent escalation.
Want to control a grid? Just bring in your dreads and then pop cyno jammer HICs up and keep feeding them until the objective is won.
One significant reason lowsec is able to actually have brawls is the absence of cyno jammers. Adding a type of cyno jammer that can effectively shut a grid down for counter escalation is a bad idea.
Yes they could cyno in and warp over but the moment you start warping dreads to the objective, you either have balls of steel or are daft.
nothing about the person, its just a bad idea
Or you would have a super running a re cloner bay with cyno jamming HICs in the SMB.
Who cares if you feed 30 HICs if you win
hictors online lmao
Hictors are borderline rn. I would be very hesitant to add anything else to them rn
They are incredibly strong rn
They’re not broken. But they are very strong
Especially now that you don’t need a recon + hic
Yeah nothing crazy in the last day or so, but i was heading it off cause, the "entry test to not propose something stupid" directly after someone posts an idea, is pretty clearly saying "i think this person is too stupid/ignorant to talk here".
I am just saying, everyone could do with clearly voicing the holes in an idea, rather than jumping to "this is a stupid idea, you know nothing about the game, and should feel bad for posting" kinda responses lol.
Best ship is friendship and all that. Remember we all enjoy this game and just want it to be better haha, even if they are less informed, just help them become informed. 😄
imo any ship that specializes in tackle, either infini point or AOE bubble should not have any form of cyno lighting capabilities
imagine if dictors could fit cynos
anyway, i also agree, that adding a mobile HIC bubble to block Cyno is waaay to versitile and abusable
Mm. Idk I feel like the Arazu is pretty peak for covert cyno use.
Covert cyno dictors
Would be so fun.
Kinda broken asf
But fun
IMO hictors are okay as they are now but they are on the edge.
They are just incredibly good at tackling everything.
If there was something to make it so a charge of said cyno blocker being used on grid prevented any more from being used for a set amount of time....maybe. so then it could just provide a short pause to the ability to cyno.
say, it leaves behind some distortion field that prevents the use of any more anywhere on grid for an hour maybe heh
still prob too much
What I do think is that the missile T3C (Loki/Legion) should get their light missile velocity bonus back so as to match the Orthrus on range.
Reasoning: RLML range feels quite short, which is fine. I agree it was needed. However, the Orthrus kept its bonus to light missiles and I feel that for how much SP gets invested into T3C they should also retain this bonus.
Also the Legion fit as RLML + drones suffers significantly in range due to poor application and many targets end up out running the missiles that otherwise would have died.
Normal ships should not regain this bonus.
they could add ECCCM. electronic cyno counter-countermeasure
just an infinite nesting doll of counter counter inhibitors
inhib is dropped, an inhib inhib is dropped which opens cynos again, so an inhib inhib inhib is dropped, which stops them again
i should be on the balance team trust me
i mean, the idea of a module that you could use on a ship that lites a cyno to slam the cyno shut would be funny.
next winter update: we have released the long awaited counter counter counter counter counter inhib, as a response to finally stop the counter counter counter counter inhibs.
stay tuned for the summer update which brings the counter counter counter counter counter counter inhib!
Hahaha
Eh, 100km cyno inhib range is not that large. The deployable itself is really only viable as a delay.
I think that there is a strong argument for cynos being too powerful as is though. Instant teleport in a game like this imo is a dangerous idea
Granted I don’t think HICs should do both either. Honestly would make more sense if they couldn’t light cynos but could inhib.
I’m not really a fan of the inhib mechanics anyway though. I think the issue is better addressed at the cyno itself which are pretty wildly strong considering you can have basically 0 subcap presence and just decloak and light one and literally anything could instantly appear
generally imo this only applies to blops and blops bridges. hard cynos have far more caveats and drawbacks than slapping a 1 minute, no overview cycling module on a tackle frigate to bring along as many bombers, battleships, t3cs, or whatever along with you.
I’m imagining a recon cruiser in both cases, can be covert or hard and light whichever is advantageous.
Sure covert has some advantages but for the groups that are doing stuff like titan bridging large scale combat fleets around, it’s not a big deal to light a hard
exactly, because it is specialized in that role
which is good, you want ships to be specialized and adapted to their role
which is why i dont like hictors getting cynos. theyre a heavy tackle ship, AOE tackle ship, and can ring the dinner bell for reinforcements? (not just small reinforcements either, they can bring the big toys)
they should be a heavy tackle ship and a heavy tackle ship.
nothing more
Sure. No problem for recons equipping cynos. Not what I’m getting at
true true
that can be more defensive than anything tbh. its the reward for holding space, keepstars, and fielding a titan, and eyes, and a cyno lighter
sure it can be used offensively
Or just putting a titan in a POS
And it’s used offensively quite a bit
right, i more meant it needs prior setup*
not just a yeet and tackle like a covops frig can with blops
still its a strategic asset. its expensive, big, slow, and has a powerful tool it can leverage like the bridge.
Yeah you do need to have a titan but otherwise it’s the same as blops bridging
Just approach pos shield if you dont have a keep
Zeep zoop bridge away
And you can yeet any hard cyno, the titan is not getting exposed here so it’s not really anything special at risk
The fact you can do this instantly with 0 commitment to grid prior and 0 risk to the titan… that’s what I’m getting at
We're not developers. Just suggest your feedback and move on. Let the Developers do their job reading between the lines of player sentiment and coming up with appropriate solutions, if any at all. Imagine sifting through all of the feedback, alongside the unformated crap people post.
I'll take my own advice and move on now
i mean its a discussion channel, not a formal forum layout...
This thread should have been a channel and each feedback post in the thread a forum post in the channel
I blame CCP
So the issue I see with adding cyno jams to HICs is you can just spam them all over a grid. Realistically you want ur cap escalations to be <100km of the other fleet and if they had a square of cyno jam HICs around an objective you could not escalate bc they would just keep yeeting them out.
The deployable is less of an issue
It has an online timer
So if you engage in a capital fight in dead space, like on the outside of a FW plex, it's essentially the same thing as having some kind of interdictor ship on grid preventing you from lighting a cyno. Except on the outside of the FW plex, it's as if there was an unkillable Cyno inhib with grid-wide range. However, you can still Cyno in off grid and warp in.
I understand it would severely impact the escalation meta, but it would effectively only just delay capitals from arriving on grid by several minutes which would give fleets that see the local spike time to pull out and disengage. We could even increase capital align time and warp speed to compensate.
I agree that having ships instantly teleport to wherever they want to on grid from several systems over without counterplay is overpowered.
The key words here are without counterplay.
So I think bridges are fine, but nearly instantaneous backup arriving from several systems over without any warning is..... in my opinion not healthy.
true, but just like many things itd be incredibly hard to make it balanced on both ends. its not a number tweak they can do like power grid, its either "overpowered stuff" letting people teleport as you put it, or useless and not even a second thought since its so easily countered
its eithere there or isnt, and a very fine line to swing between opressive and op, and useless and liability
Ok, so, let's pretend for a moment that a capital can align like a battleship and warp like a battleship, but a fight was on the outside of a FW plex. Would this be so bad? The capitals would take the bridge, spike local, and then warp to the action. It would take a few minutes.
cynos are one of the few options available for asymmetric warfare and getting rid of them or nerfing them by introducing more counterplay than “kill the cyno ship” is stupid
by allowing only certain ships to light a cyno...? back before anything could fit a cyno, which was obviously a bad play since anything could call reinforcements and escalations had no way to end since literally anything could make you wonder "are there a dozen deemers on the other side?"
imagine how safe nullsec ratters would be if they could shut down cynos
id more imagine it would be something that is reactionary, but not absolute. just like a cyno inhib
nah
I mean, by that logic, aren't they already safe inside DED sites?
it anchors for some time, after which it imposes said penalty, but the other side that may want cynos isnt totally cucked out
its not an optimal solution i will agree
but its something
yes, ratting in ded sites is extremely safe
Oh, and aren't they already SUPER safe inside abyssal sites?
but there aren’t that many ded sites so most ratters aren’t in them
also yes
which is dumb
not sure what point you’re trying to make here
abysals can be camped. DEDs can be probed down. plenty of people die to those every day, but its only the dumbasses that get caught, or the smart hunters that get a kill
I mean, I agree with the abyssal sites. But DED sites don't seem broken.
ded sites are pretty limited
if you could turn an anom into a ded site at will that would be fucking broken
there are advantages and disadvantages to everything, having something that is either an on or off deal like cynos has such a razor thin line for balance
like i said its either op and broken, or its useless and easily countered. no in between. either a cyno gets lit and people jump, or it doesnt get lit and nobody jumps.
If you could turn an anom to ungated dead space would that be broken? I don't think so. They can still be tackled with a ceptor.
id love to hear some ideas because i genuinely have nothing on that
it just forces the hunter/s to warp to the target instead of the hunter consisting of a single tackle covops frigate with blops cyno?
What I'm trying to get at is that we can create counterplay to instantaneous reinforcement through cynos without completely breaking the game.
how so?
I think the spirit of Grandpa's suggestion is viable. If we have a ship that can prevent Cyno activation within a limited range on grid it doesn't completely break capital escalation or even the use of BLOPS. It just adds a delay to when those ships arrive on grid and forewarning to the fleet you are attempting to jump on.
The question is: how fast should capitals warp?
maybe if it was reactionary module, not something you can roll up and hit pre-emptively and lock out all cynos.
Sounds like you guys are kinda headed to some sort of "spool up mechanic"
This also gives the opportunity to break apart the utility of specific capitals and others. A faster warping and aligning capital will have much greater utility.
So like, cyno now takes 15 seconds to light, using a hic scripted point or whatever slows this down to 45 seconds (I've made those numbers up)
a utility and "mobility" of a capital is its jump drive. do you fly caps?
it is laughably easy to tie them down
bubbles do be bubbling
I can see getting like,rigs that would speed up this spoolup so you get to choose, tank rigs and slow cyno or cyno rigs and lower tank
15s cyno spoolup is also a huge buff for ratters
This could be a very shitty idea, just following up to what was said above
even blops?
Didn't really think it through tbh and I don't engage in this content at all so I cant really judge if it's a shitty idea or not, just sharing what popped into my mind when I read the conversation above
15 seconds is plenty of time to anihilate any cyno ship long before the spool occurs. if its trying to get the drop on a ratting marauder you found, or trying to light a defensive cyno for your dread. either way that would kill cyno usage.
its very asymmetric like esi man said. it would not be good for any jump drive ship offensively or defensively.
No way a prot dies to a ratting marauder in 15 seconds
I assume hyper prots are the meta for hunting marauders and whatnot
Could give them a role bonus to take it down to like 7s or whatever
maybe some people use t3cs, but they are generally used better elsewhere than as a cyno slave
That way you can't instantly decloak and light on some random roaming cruisers but a battleship won't lock you in time before it goes up
until you fly blops and caps both offensively and defensively lmk how that changes your take on cynos. i dont know everything either but suggesting radical changes to something you rarely or never interact with can have some crazy balance repercussions
ive suggested some stuff that i thought would be a middle of the road minor change before, and people told me thats the worst idea theyve ever heard lol
Like I said
I wouldn't recommend these things be implemented as I described them
But figured it could spark some debate that could lead somewhere
yeah true, discussion thread is for discussion :P
vOv
That's why I approached it as "what if this changed..." Rather than "this needs to be changed"
this 😛
i say give carriers a single heavy toob, or intrinsic hull buffs to light fighters, or their own version of a siege core 
As long as we don't go back to 2018 carriers online, sure
im not saying "make carriers great again" just "make carriers have a point again" XD
single heavy tube would allow them to fit LR or FIBOs, giving them some more punch and also punch up ability.
intrinsic hull buffs (think gila) would allow them to get brought up to par with a haw dread, while not touching the light fighter numbers (for use on other ships like supers)
siege or sentinel core would be more radical. allow a carrier to choose to commit to grid just like a dread and recieve local tank and damage buffs, while also not being helpless when mobile like a dread out of siege is.
if they wanna fit that whole mobile schtick
and/or give them warp core stability per level just like their big sister ships, maybe +1 or +2 per level?
no more skynet 
Maybe like a deployable
IMO it should just be +2 like a venture
If it gets added
Like +2 flat
eh, then a single faction scram can tie it down. if they want to give it the more mobile capital role which is being hard to tie down in exchange for lack of tank and damage, it should take at least two scrams to hold one
otherwise id agree 100%
+2 is fair
hictors can hold anything though lol
Exactly
maybe +1 per level would be better then tbh
I would also like to point out that even if we had 2018 fighters back. Carrier use would not be the same because they cost so damn much
make it more skill based, and worst case you need two faction scrams to hold one, which isnt unreasonable but still allows for a carrier to be slippery
unlike supers and titans that just wave their mega core stab schlongs around 
Hmm maybe.
I think it does need to be killable
But it should take more than like 5 stabbers
Without the carrier being able to kill even 1
right...
anything is, even a haw dread which is literally superior in every way
Yes
the point would be itd take more than a tin can with thrusters and a scram strapped to it to hold a capital class carrier down which sacrifices tank and damage for ranged strike, force support, and mobility
Idk. I think they should just do a fighter nerf rollback and see what happens
Slowcats are dead
people wouldnt whelp them at every chance
Exactly
sure theyd be strong, and that would be good. everyone wants to whine about "hur dur big ship kill small ship" but if someone drops billions on a combat capital ship on grid that excels in punching down, they should be rewarded for that.
not like 1v100 and come out unscatched
but you know what i mean
Before, they had god tier dps, application, logi and they cost like what 400m after insurance?
Bring them back to being the best subcap platform
yet certain people would throw a fit if their two cruisers and 5 frigates got stomped by a solo carrier
I kind of don’t care tbh
But they don’t cry when a Loki 1v5 them 
and i get that there is a fine line to walk between strength and oppression, but they should excel at punching down
Yes
They should have good to excellent applications to subs. Moderate buffer tank
id settle for them to be relevant again
Dreads should be the tanky ones
for a haw dreadnought to get better damage, better tank, better application, AND be cheaper than a carrier that uses fighters explicitly to kill stuff smaller than it makes zero sense
hell
even marauders get more damage than a carrier
funny
Now the one argument is that dreads are locked in place
Which is true
But you can always disengage from what you can’t kill
And honestly with the risk of escalation I can’t see people yeeting carriers like candy
Fitted a carrier is a 6-8B paperweight rn
which is good
they must commit to grid in exchange for the massive self buffs
they are siege weapons after all
not fly around weapons
Now for carriers. They should have a much lighter tank
their tank is fine atm, most people just lump that in with their extremely poor performance that just componds the issue
Yes
piss poor damage and application, even worse than a subcap marauder is just pathetic
If fighter nerf was rolled back. They would ironically be in a very good place
for the price tag and skill investment

People that risked them without support would get absolutely blobbed to fuck and die
exactly
I want to say this again, slowcats is dead. There is no chance it can come back.
itd be no different than now, but theyd actually be relevant again and a strong asset to utilize. why dont people shove haw dreads in every single fight? because theyre big, slow, and expensive. carriers would be the same...
Not even a lich could necromancy slowcats back

We have FAX now
Now if you dropped an active fax, a few carriers and a subcap gang you would be absolutely fucking things up
Which then sets the stage to escalate to dreads
And then zoooooers
Carriers are the missing piece in the escalation chain.
Problem, subcap fleet fucking around.
Drop subs + FAX and carrier to make them fuck off.
They drop dreads + FAX and start wiping carriers.
Drop supers + tits
Yay we have the next M2
i am in no way biased for carriers becoming relevant since i think carrier based craft in any game are sick as hell

It is possible that CCP does change the meta of SBs a little by tweaking various stats.
They could make some of the missiles more difficult to shoot down via firewalling.
Points to Gurista Missiles having a bit higher HP [minimalistic though in grand scheme of battleship SBs not really that important. structure resistance but that is to specific damage.
Personally, SBs in firewall usage is kind of a fill in, for potential Hard Sci-Fi CIDW...[Close In Defense Weapons] but I don't EVEs player base is ready for that.
And yes SB will be around to stay...although if you commit to that particular gameplay...you generally get hard countered by range options.
ok ngl a ciws module or high or just whatever to protect against projectiles would be kinda sick
Well considering the tactical recloner really isn't used as a "respawn point" for killed players in a fight. Is fairly interesting point you would think it would be used aggressively.
The SB meta doesnt need to change. It is perfectly fine how it is
it's a great counter to kitey missile comps
you have it. SBs
but wheres my cool brrrt
Although who knows what CCP will change pertaining to it. Mostly hard countered by turret ships with range.
Well we do kind of have some missile questions in play...considering Missile HP [Gurista Missiles] and the Mordus Legion hulls with much higher speeds...which if used in coordination could slip through firewalls.
That's fair, but that is also possible with deployables. Just less common. Would it be common with the HICs? Still have to get a ship into these positions anyway right?
But again I am not really attached to the HIC cyno jam idea
Well, something like a gated spool where you can only get X ships through the cyno per Y time, or a spool up for the actual cyno lighting.... Not perfect ideas but there are options for sure
Also Mobile Cyno Inhibitors have alot of built in downsides as well. Their action range is very short...response time very slow. And if you try to stop someone from cynoing on a station. You need to be in a very specific in positioning...since the deployment range from a station...is almost the same range of the cyno inhibitor itself. Which means gaps in coverage.
So in order to achieve lockdown you have to deploy way too many Mobile Cyno Inhibitors.
Having the HICs with Cyno Jammers would be beneficial...just make sure there is some cyno counterplay...although one can have multiple in system to all for hotdrops or reinforcements to drop in.
i would assume it would be very common, since you just set deathclone to in system and then keep spamming jammer hics to maintian control
Either way it's a confusing things to add onto HICs. I think that if blops or cynos in general need adjusting the way to do that would be the core mechanic instead of a tacked on counter. I didn't love that about lancers as a JF counter, and I don't love it as a HIC thing either
Jammer hics aren’t the worst idea but imo the ehp and spool up time on inhib is already balanced
Also
Covert cynos ignore jammers

So u just drop the deemer blob
Volley the hics
And light a hard
Alternatively the cyno lights at 100
And the deemers use beams
I disagree. The fact that the deployable cyno inhibitor has so many limitations basically negates its use:
"100km effective range
One minute activation time.
May not be deployed within 200km of another Mobile Cynosural Inhibitor, within 75km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Cannot be retrieved once deployed.
Self-destructs after one hour of operation."
The inhibitor isn't already balanced. Clearly, since escalations happen basically without immunity already, it's basically a worthless tactic unless someone is really oblivious to them. I've tried to use them many times. In practice, they are worthless.
I'd suggest the following: Either removing all the mobile cyno inhib's deployment limitations, or add the effect to a ship's deployable "bubble" (like the interdictor does). At the same time, increase capital warp speed and align time dramatically, taking twice the time to align, warp, and land on grid over a 1 AU distance when compared to a battleship.
I think not the HIC, but the command ship is a good choice for a cyno jamer launcher platform. They are expensive enough and easy to identify, but small enough that it makes it hard for blap dreads to apply. It would make sense to apply a significant range bonus to the Astarte, Nighthawk, Absolution, and Sleipnir. The launcher would take up a high slot and have slightly greater fitting penalties than a command burst.
I don't think any ship should be forced to remain stationary while it has cyno jamming effects active. It makes it too easy of a target for capitals to blap it off the field.
Again, the intent is not to prevent capital escalations from happening, but to provide counterplay which can prevent them from happening in a matter of seconds with no warning.
if Im not 100% safe its not balanced 🤓
yk if the cyno had to stay there for like 30 secounds before the cyno worked then yeah that would be it
It uncloaks, you lock it, alpha it and half the enemy dread fleet gets in and you frag em
Ez
105% safe, just to be sure.
CCP should have just gone with the original idea of giving cynos spoolup time
instead of limiting them to only recons/blops (and now hics)
The other little thing about the Lancers...is they also introduced a module...that Titans can use in Lowsec.
So a certain strategic tip in fighting in lowsec has happened kind of unnoticed.
I think there should be a point for players to use cynos in a system...in various ways.
The system cyno jammer...prevents system wide. But that made it a strategic target overall. But over time the turtling of defensive mechanics created stagnation. Which from a strategic point of view the Sov Changes were attempting to address. IE you can't have permanent defense on all the time.
But for the grid cyno situation...there isn't really a counterplay.
Having ship based cyno jammers would force either off grid reinforcing, or careful thinning down of a fleet to open a hotdrop...or make someone mis-position his ship jammers opening up active fleet maneuver coordination and gameplay.
I mean one can set up cynos off grid or in system...or anywhere actually in that games 3D space...as long as the cyno jammers...both system and the potential "ship based" item are offline/out of range.
No
Cynos are fine. If anything increase the HP of a cyno inhib but beyond that, they're fine
Not as fine as you
This is unironically not a bad take
Question is, how long. What’s the difference between a cyno on a dictor and a cyno on a dread?
I admit that a cyno spool up time is also a good idea. You wouldn't have to change capital warp speed that way. You also would have greater control of how easy you want to make additional escalations be. As you allude to, you could simply put a small delay or no delay when a capital lights a cyno (maybe not on a FAX or Rorqual though). This way, it's like: "Fair warning! There are already caps on grid so more could come quickly!" Seems fine to me.
That would still accomplish the theme of "no instantaneous and overwhelming backup without warning with zero counterplay".
.
but if cynos were allowed on every ship again like that how would it stop infinite chains of reinforcements
if literally any of the ships on grid could call for backup
Not allowed on every ship, 30sec spool up, recons get a bonus to drop to 10sec
Or somethin like that
not allowed on what ships is the question
like no corvettes or dictors?
or something?
That would be within reasons...gives time to kill the cyno ship...and not get an instant hotdrop.
True...there is a point that thought...but maybe the main point would be to make cyno "fuel heavier?"
IE each isotope...or maybe turning the isotope into a fuel container like a cap battery...but its got alot of m3...and you can only fire off a cycle per Cyno Battery.
So Yes you can fire off a cyno...but now you have to balance when and how you would use your cynos. If the cyno goes offline due to no more bats for its cycle...then the beacon collapses and no more hotdrops to that point.
So now Cynos become important assets....you can have the cyno spool up...but also have a limiter so its not always on...and you can just anchor up and cyno till the isotopes run out.
cyno uptime isnt as important as getting it up in the first place for a few seconds
5 minute cycle time is not like everyones just slowly filling in
offensively and defensively, once its lit everyone screams to jump asap
I mean true...but it could be an interesting way to then start to "choke" cyno usage to a much more strategic/tactical response.
Still powerful and useful, just with a bit more careful balancing. Maybe shortening down the cyno cycle...alongside increases spool up and then making its Fuel...a bit more "complex" weight/amount per cycle...could potentially force a bit of a different gameplay interaction around it.
But not removing it.
Then the interaction with counter play mechanics can be tuned with that.
Cynos on ships that are currently allowed cynos. No need to add/subtract
Adding spool up time would effectively kill blops hunting as well as defensive QRF cynos.
Imagine a buzzard sitting still for 10 seconds, unable to move with a cyno lit and a Vargur tackled 
Recons nearly get vollied off grid as soon as they decloak, adding spool up to cynos would just be asinine.
You do know that HICs can use cynos right? You can remote rep that with your logi wing or a FAX lol.
If you're trying to seal club ratters or whatever with a BLOPS fleet, the "hunter" T3 ship should have 100k EHP or so or a decent active tank. So it should be able to survive for a decent amount of time.
But yes, this means you shouldn't light a covert cyno with your cloaky scanner or bomber having essentially zero tank lol.
And I'd argue that it's already asinine to allow game mechanics to let you use a ~40m cloakly frigate be able to take down one of the most powerful ships in the game when that ship has literally zero chance of counterplay.
Hey man, I'm not saying that I haven't done exactly all of this too. I was once part of a nullsec group called the Illuminati. This was pre-fatigue. We leveraged BLOPS in the most cancerous way to the entire Provi region.
I can admit I'm not an innovator. These guys already had the most effective and brutal way of seal clubbing I've ever seen. They did it fast and they did it in a way which minimized losses. They had tons of people as "hunters" in cloaky T3s. We had a few recons, a single BLOPS battleship, and a shit ton of bombers waiting. Another BLOPS battleship just stayed next to the POS and created the bridge. The recons were just there for application. The bombers all had sensor boosters. This is so you can kill stuff as fast as possible, leveraging the high volley of the bombers. The BLOPS battleship would just warp away to a safe as soon as it came through. No use in exposing that ship more than necessary. It fit warp core stabs and was for bridging back. We were able to kill people and reset in less than three minutes. It was absolute cancer.
I saw some people asking to have the Sin buffed. I just chuckled to myself. The Sin is the best BLOPS battleships for one reason and one reason only: It has the biggest cargo hold!!!!
In reality, BLOPS battleship use right now is just a far less effective form of seal clubbing. The kind where you bring a FAX too so you can defeat some joke of a fleet easily which dares to mess with your moon drills.
But yes, the Sin uses drones. So after it travels to the Cyno, its damage is more delayed than all the other BLOPS battleships. This makes it less effective at seal clubbing.
Sometimes, you don't even get on the killmail!!! That MUST change! Give the Sin a hybrid damage bonus and give it super high lock speed!! (This last part is sarcasm).
I don’t see an issue with that. Back when goons lived in Delve, we had massive whaling fleets that attacked our caps and rorquals on a daily basis. We just adapted to it, still had losses but overall we saved a significant more than we lost.
IMO it adds a bit of suspense when you see a neutral cov ops. Hmm is he just pilfering out explo sites or is he out to do some hot drops?
.
Exactly. While we are at it, we should make Eve Offline so I can crab in peace without having to worry about any social interaction or PvP.
It also kind of got annoying when people are trying to figure out a way to buff a ship for its intended role [Example Prospect] and then everyone keeps blocking any buffing attempts because they are using the ship in question for Cov Op Cynos, so they don't want to see the ship more being used as a mining ship...because that would make the threat matrix or potential hiding a cov op cyno much harder to detect.
Also adding the cyno spool up...and potentially a new mechanic to limit cycles...would also keep the cyno bots for ratlines down as well. People will punt out a Venture or some other T1 ship...log off while the game mechanics keeps the cyno up and the ship in space...and detectable and usable. While the players character is "gone" not in local. Yes you can kill these "log off" cynos...but it is kind of annoyingly difficult to disrupt even that kind of activity. Yes direct killing the ship is possible. But many of these can 0m cyno light...while their opposition with mobile cyno jammers have to move off 75km off the stations to hopefully prevent the cyno.
Possibly new distance from structures/gate rules could be talked about as well.
While cynos being spooled up isnt the worst idea. Its not needed
cynos are in a good spot
and the prospect is in a good spot as well
Yes you can kill these "log off" cynos
but it is kind of annoyingly difficult to disrupt even that kind of activity
you literally warp to them
it takes literal seconds
Possibly new distance from structures/gate rules could be talked about as well.
you would single handedly destroy JF usage
what does new distance for structures on gates have to do with ship balance
actual simple ship feedback idea: allow the capital tractor beam to actually be fit to capital ships
might as well just call it "rorqual tractor beam" right now
because thats what it is
Points to 0m station cynos.
Now in Nullsec this might not be a problem, but in Lowsec you have NPC station turrets that will open fire on you if you try to take out the cyno. [Which negates certain attempts on eliminating them.] Plus also the pods...warp away to a log off point...once you have "released them" from their ship hull. [They don't fully disappear until the timer is fully removed. Total Log Out.]
Now in the case of the Cyno range from structure consideration. Because the Mobile Cyno Inhibitor has a max range of 100km...but a minimum range of 75km from the structure...it means you have blind spots...especially depending on the stations interaction box. You have to put more more Mobile Cynos to counter Cyno deployment on a station. Too costly...to interdict a station.
Now if Cyno ranges from a structure were considered, we could change the Cyno to a scan down system...much like the filament trace. [Highly easy to scan, but would give players a window to use Cynos and operate it.] if you are on grid...and you cyno within a set distance...then yes you can be jumped to. So I don't think killing off JF...I think I hear concerns if BLOBs can't just drop on someone.
But it was a consideration considering earlier discussiong of a ship board cyno jammer. How would it work and be considered with other mechancis already in the game.
It would be of interest to see it on more hulls.
You sir, are just straight up an idiot.
NPC guns do nothing. Pings are a thing and so is alpha.
Regardless. Cynos are in a good spot. Nothing needs changes on them. Allowable ships are also spot on. Cynos are probably one of the few things that ccp needs to keep their hands off of for a long time
you can one shot cynos, turrets do nothing, pods are empty regardless
range is not an issue, there is a window where the cyno'd ship cannot dock or tether, you would know this if you actually played the game
if you cant cyno at 0 on strucutres then you wont cyno on grid at all
and any JF that needs to warp at all to dock somewhere means that JF usage will drop by 90%
in short, stop suggesting ideas for gameplay that you are not versed in, for a game you dont play
This also would mean that the current Lancer gameplay would become more complicated as well. When it comes to JF. Also 90% out of how many JF players? Potentially the Cyno ship would also be fitted with webs to help align. Or the JF pilots would start using various mobility pods [Nomad or Ascendancy...I don't think Snake would be used.]
One shot Cynos- which ships are the shooters, because you can take the cyno ship and make it very tanky, or have multiple out. So that becomes a cost to target. [If we also stopped the instant warp to target profile...and made it scan down...that would give time for the cyno operator and its jump ships....within grid range 10,000km you could jump to it. ] (this would also justify deploying a combat probe only launcher module for PVP ships and hunters)
The suggestion for the ship based one was a discussion of counterplay for hotdrops. Usually near gates in content or structures. I was pointing out a problem I had seen personally with trying to disrupt cyno usage via mobile cyno jammers, ironically at Tabbetzur a few years ago. I know people would not like seeing "Jump Out" Cyno Jamming mechanics...which I am not suggesting. But I understood I could disrupt "Jump In" via Cyno Jamming. The problem was I had to deploy a fairly high number of mobile cyno jammers because of their minimum distance requirements of near a station.
IE the current mobile cyno jammer has a minimum range deployment requirement. I was saying would a potential ship based cyno jammer have a minimum range requirement from stations or gates? Which would then make it nearly useless in some situations.
This also would mean that the current Lancer gameplay would become more complicated as well. When it comes to JF.
no it wouldnt
JF have essentially two roles in the game
one of them is reducing incoming reps vs titans, which is not a thing right now because titans are not worth using
the other is hunting JFs
and they are the REASON JF use will go down if you removed cyno at 0
because it means any cloaked lancer can instantly catch any JF
IE the current mobile cyno jammer has a minimum range deployment requirement. I was saying would a potential ship based cyno jammer have a minimum range requirement from stations or gates? Which would then make it nearly useless in some situations.
there is a reason they cant be spammed so easily
or placed near things like that
it would make them too strong
adding it to a ship would have the same issues of strength
except now you could cloak them ahead of time
One shot Cynos- which ships are the shooters,
99.9% of cyno ships in movement scenarios are ventures
a thrasher can one shot them
it is not hard
there is no point putting tank on the cyno ship
it is there to cyno and then die
moving cynos off stations would not change that
again
please stop commenting on gameplay you are not versed in
for a game you do not play
I know people would not like seeing "Jump Out" Cyno Jamming mechanics...which I am not suggesting.
these already exist
once again
you do not play the game
There’s things I’d consider approaching good ideas in Milint’s rants. My issue with the rants tend to be that they lack the context of having played the areas he’s trying to comment on, to actually capitalize in the things that approach good ideas.
There’s things I’d consider approaching good ideas in Milint’s rants.
a stopped clock
Is right twice a day
There’s things I absolutely want that’d improve how and where I play the game
That said, I’m cognizant those ideas would clash and have to contend with places like Wormhole space and Sov, which are places I don’t have experience with
Okay I have experience with WHs, but mostly low class
Which is a different game from high class
If the JF are now dropping into a cyno further out and away from structures etc. The Lancer doesn't have predictable path to align lances to. JF survivability would potentially mean more would get through. [But that would hinge upon Cynos becoming non-jump to...unless near grid, and scan down mechanics]
And if we did adjust cynos...what is to say if CCP were to buffs JF maybe align time a bit? This would be more important in lowsec, because of the majority of interdiction mechanics in nullsec would be a good question for nullsec and potentially corruption affected lowsec. [Again if the cynos were not jump to and scan down, cynos would be out of align for vectors of approach, less predictability until a Drag Bubble is used...and I don't think CCP will allow JFs Nullifier capacity.]
And I have seen other ships that can field a cyno used in my locality, and very rarely a mobile cyno. Where there is some interesting overlap is in lowsec generally around stations/NPC stations. Ergo the Ratlines.
Also this would be absolutely insane, but the Lancer Lance can be fitted to a Titan. [So does that mean a titan could be used in Lowsec in the same role?](I would find that to be a bit crazy if someone started that, but it would mean that Titans could potentially get more PVP in lowsec than nullsec.)
The Lancer doesn't have predictable path to align lances to.
the lancer can see it ahead of time very easily
JFs take a long time to come out of warp in order to dock
long enough for the lancer to spool up
JF maybe align time a bit?
align time can be literally 0
like it is already because people use webs
, but it would mean that Titans could potentially get more PVP in lowsec than nullsec.)
the majority of titan pvp in the past few years is lowsec
unless you count the titans that got whelped during move ops
but to summarise
you want to throw in multiple halfbaked ideas
that you have no idea on the mechanics of anyway
in order to attempt to fix multiple problems that you would introduce from another of your half baked ideas on a mechanic you have no idea of either
so again
stop suggesting ideas for content you have no experience with
in a game you do not play
you should stick to ship concepts
because unironically thats something you are quite good at
the balance of htem is atrocious but the designs are cool
If the cynos were further out, and in different positions...lets say I drop two JFs from two different vectors...thats already 50% survivability. Your lance is directional.
That is if we are doing linear plane but since EVE is 3D to a extent. So if JFs are dropping in from all angles, unless you are firing on the gate with the lancer to stop them getting through. Although then players would start a timed system to get past the Lance. IE they get you to fire your lance...then they time the lance once you are on cool down they cyno-jump. Or even positional...one JF comes in from one direction...[maybe low cost/empty] baits your lance...then the next JFs come from behind the gate or above or some other direction after you have fired.
Now yes you could have multiple Lancers on that grid...but that would increase risk and does add "dinner bell" if more lancers are used in an area. IE escalation for people wanting to dread fight lancers or maybe even BLOPS them.
Now if you are dealing with Lancers+Warp Disruption mechanics yes...you would have to force clear the gate. [Although one could ask CCP for pirate insurrections to be more randomized and in more lowsec spaces around areas to make that possible.]
But that flexibility, requires a Cyno Rework...which I feel wouldn't be well recieved.
Although people already really don't use JFs because of Lancer camping. And this also created the Cyno-Warp to Grid Station-Align on Tether to Gate Meta. (With spais being the most uncounterable option in the mix)
Milint is someone who likes to find solutions to problems that do not exist
Because he thinks it makes him sound important
Milint, why dont you go back to trying to make a small autocannon tornado work in whs
.lets say I drop two JFs from two different vectors...thats already 50% survivability. Your lance is directional.
so your argument is that if you spend at least 10b as a sacrifice to move one shipment one jump
and you cant instantly see the problem with that argument and why players simply just wont use JFs
...you would have to force clear the gate.
except lancers can cloak
and they do
frequently
But that flexibility, requires a Cyno Rework...which I feel wouldn't be well recieved.
its also a rework that isnt needed for a mechanic that doesnt have issue
For some players that would be way within the their budgets.
The problem is hull replacement though.
for an idea that has had no thought put into it
by a person who doesnt play the game
milint willingly losing 10b to move a single shipment of cargo is moronic
Mobile Observatory would help counter that...but those arewarp to...as soon as they deploy. So the counter is already counterable.
something that is designed to counter afk cloaking, not active cloaking
they have 45 mins, then on average another 20 mins
to kill the obs
spoiler: they will
once again a demonstration of a mechanic you havnt interacted with
because you dont play teh game
Considering the size of some contracts and the value of those contracts some people can bear a loss here or there.
It becomes a numbers game, law of averages.
and those contracts have a deposit
so you lose 10b in addition to the cargo and deposit
its not a numbers game, you are being an idiot
as usual
And...as I pointed out...bait JF, versus a loaded one.
I made a very pointed note that if the opponent had knowledge of the exact target. [Spai] but haulers are very cagey on that information.
The Lancer Cloaking up...falls under the mechanics of if someone sitting cloaked up...the Mobile Observatory should be able to decloak them, or at least put some pressure on them. I know people want to use that for ambush, but sometimes people want counterplays.
Overuse of Cloak...counter cloak tools. [Mobile Observatory]
Overuse of Hotdrop [Cyno]...counter cyno [Cyno Jammer on ships etc.]
Yes, we don't want people to just play EVE passively, but actively. But there should be offensive/defense counterplay.
Its the balance thereof. Haulers have techniques to lower their risk, agreements etc. We can only put so many Mechanic Balance systems into the game. Because the unknown variable is always going to be the Capsuleer. [We can never fully buff/nerf that unknown variable out.]
We can "balance" symmetrically/asymmetrically modules-ships-content, but the players are always the unknown variable.
There was a player a few years ago I remember who used the Pre-Siege Green Astrahaus down in Liriem to basically drive some station bashers into boredom. Because he could afford to replace the stations and just keep filling the grid. It follows the same mentallity of ships are ammo. Some people can afford to throw "bodies" at a problem. Now for a small group doing that with a JF...yeah it would break them. But for a larger established group they can throw bodies at problems, heck they get the Lancer player distracted on one system, and then drop in on another spot. There are options to that gameplay.
Gimme 10b and ill go lose a JF for ya
.bait JF
so a dead JF
aka 10b
just to have a chance at hte 2nd JF also not dying
Or better yet give me 20b isk and let me buy 2 JF and ill use one as bait. Cause that makes perfect fucking sense.
Mobile Observatories were introduced to help combate AFK cloaking. Not active. A Mobile Observatory will put absolutely no pressure on a cloaked lancer camping a gate, ya muppet.
Maybe you should try to actively play the game, instead of being a passive player who post shit fits and theories? Then you'd know that 99.99% of your ideas are absolutely trash and why most people tell you to shut up daily.
So here, you say removing the Cyno jammer's deployment restrictions or adding a cyno jamming capability would "make them too strong". Care to elaborate?
The idea is to allow counterplay to counter nearly instantaneous teleportation of a large fleet on your grid with little to no pre-warning.
There seem to be several workable options:
- Remove mobile cyno restrictions and restructure capital warp speed to be slightly slower than battleships. This allows them to cyno in off grid and warp in.
- Add a Cyno inhibiting ship and restructure capital warp speed to be slightly slower than battleships. This allows them to cyno in off grid and warp in.
- Add a delay when a ship takes a bridge or travels to a cyno.
So I'm confused why you say allowing this counterplay would be "too strong".
Add a delay when a ship takes a bridge or travels to a cyno.
i dont have overly much issue with this, but the framing of the changes milint wants is in coneection to JFs
JFs are an extremely vital tool for the economy on both the wider game and of null and lowsec
lancer JFs are INCREDIBLY good at hunting them
Yes, I ignore Milint.
milints suggestions would tip that so over the edge that JFs become unusable
setting up mobile inhibs already is a counter play
its used extensivly by whaling fleets both big and small
a cyno inhibiting ship in and of itself is a big step up in the tankiness of inhibs themselves, but that is not the core issue
the core issue is that allowing inhibs to stop cynoing to a structure directly or gate directly fucks JFs to a point of uselessness
and thus also kills all content for players using JFs, or those hunting them
So, I know mobile inhibs in their current state do have a very limited use, but in practice against someone who isn't completely ignorant of their mechanics, they are wholly ineffective.
I've attempted to use them many times and they are pretty much crap against anyone who has a clue they exist. I think any FC worth their salt would agree there are several work-arounds. Basically, in major fleet battles, they aren't effective.
it depends on the size of the fight and hte dps involved
for whaling there is a significant dps race vs logis repping the inhib
on strategic scale the inhib that is very strong is obviously the system inhib, which is spammed everywhere and some if not alot of alliances arnt happy with it stifling content
Not talking about system wide inhibs here. That's a completely different discussion. Let's stay on the topic of limited range inhibs.
I agree that in the very small scale, the deployable inhib is viable, especially if your logi wing way, way, out numbers their DPS.
it doesnt need to way way outnubmer
it just needs to delay the inevitable long enough for the target to die
(you are arguing with someone who doesnt play the game)
It's got 160k EHP and no resists.
correct which is why i say delay the inevitable
It's intentionally created to not be remote repped.
So, define "live long enough".
This is a deployable, with a one minute activation time.
That has 160k EHP.
So.... let's do some "back of the napkin math".
Assuming a ship had 500 DPS, how many ships would need to shoot it so that it didn't even survive deployment?
The answer is 5.33 (6 if you round up).
napkin math doesnt really follow reality
its anchored the moment the trap is sprung
So with only 6 ships having 500 DPS, you can prevent your enemy from ever deploying one. See the issue?
and any response is unlikely to come before its about to anchor
rep it
like people do
the vendetta and revenant kill in horde space was a very good example
that entire thing was decided somewhat on the rep battle on the inhib
(and also we told them on thier comms to undock and bubble thier keepstar
)
This thing has zero resists
That’s not how rep work
you can rep something with zero resists
I was waiting for you to type that 

oh hey
with footage from @desert adder
thats handy 
and you can see the inhib being anchored immediately
@desert adder y owhat the fuck
what is that hotkey
to follow the bomb
that isnt shift c click

Like when you move your camera on another ship
To be clear, I'm not saying that you can't rep a mobile inhib. Nor am I saying that a battle can't be won because of that.
What I'm saying is that repping a cyno inhib is extremely ineffective. You need a massive logi wing compared to enemy DPS.
(you dont)
once again
your napkin math assumes the fleet is already there
is already in range
and instantly switches
which is a very very narrow part of its usecases
i've watched this like 400 times now it doesn't get old
i still cant beleive we looted all the mods aswell
god bless fernando and his tiny gremlin hands
died in his ship
stole a bomber from a dying dread
went into hull
left
came back
grabbed the mods as it died
and fucked off

So, an Apostle, with 2x Enduring remote armor reps, reps for 3741 EHP/s. That's terrible. So you would need several apostles repping that thing to counteract a fleet. But you did rep it. Most people don't even attempt to do that, which is why your strategy worked. You did something unexpected.
spodbless the beans that followed our orders
So you would need several apostles repping that thing to counteract a fleet
why do you keep saying this
when i have, over and over, said the only goal is to delay the inevitable
You did something unexpected.
it is somewhat common on whaling fleets
Like I said, I agree that the mobile cyno is effective in the small scale or when you have overwhelming logi.
no, it is very effective at securing dread kills
Not as effective as you
but yet not nearly as effective as you ❤️
Ok, so I think you've emphasized my point even here. It seems like you can only provide very limited use cases where the mobile inhib is effective.
now if we talk about cyno jammers, those are differnt issues
Basically: Whaling and springing traps against the oblivious.
I agree.
which i mean is kind of the entire point of it?
Now if we want to look at sov installed cyno jammers, those are a very different thing
horde had two massive home defence fleets poised
the inhib was online just enough once they had undocked and gotten ready
for the bigger of the fleets to get bubbled to hell on thier keep
the mobile inhib is fantastic for what its purpose was intended for.
they were not oblivious
like i know its horde
but home def is something all of null can do very well
Clearly, horde can't if they depended on cynoing in backup but couldn't identify a mobile cyno inhib on the grid and didn't know what to do about it. I mean, no offense, mistakes made and lessons learned and all that.
identify a mobile cyno inhib on the grid
they did
immediately
the ship that we dropped on went for it INSTANTLY
because he knows that its his only option
All I see is that you killed a whale using a mobile cyno inhib. Congratulations on the shiny kill, but it still only proves that the mobile cyno inhib has a very limited use case.
sure but my wider point, more specifically:
- it has a usecase that is widely adopted and extremely useful
- the areas where it is not used are currently overshadowed by its much larger version
- buffing the mobile inhib, especially in relation to ranges from structures, would be disastrous for JFs, the content that arises from JF's, and the economy as a whole because its a JF
i realised my wording implied that the video proved that list
that wasnt my intention so edited
So, correct me if I'm wrong, but my understanding is that the mobile cyno inhib prevents new cynos from becoming active within its radius.
To my understanding, neither a mobile cyno inhibitor now, nor one which can be anchored anywhere, does not impede JFs. That's because the JF's cyno would either already be active and therefore unaffected or not yet active and the JF would not be able to jump.
So I guess, if the JF was undocking from a kick-out station, this could allow the JF to drift off the undock, unable to stop ship before being back inside the dock radius. So maybe slightly effective if the JF pilot was dumb enough to use a kick-out station.
most popular JF routes are monitored non stop
so its not exactly a stretch to see them being used to blockade viable paths
they arnt expensive
milintspo int that "they will just jump to a cyno off grid" is specifically moronic because it means they die to lancers
they simply just wont jump
I mean, let's say you have a ship that has the ability of a cyno inhib. And that ship is sitting on top of a station that's used as a JF jump point. If the people doing JF work don't even bother to defend the grid of their own structure through manning guns, having a fleet, or whatever, across multiple possible JF structures and NPC stations do they, at that point, deserve to be blockaded?
I would say yes. If they don't even bother to respond to something like that, that seems silly.
It also seems silly that those doing JF work might think they deserve to do JF work pretty much unimpeded from effort like that.
Man, you arguing about how to avoid being killed. Try to put yourself on the other side - if you want to find and kill somebody - that’s bloody hard. For the last few years cyno and blobs become worse and worse, sometimes you spending huge amount of time to catch someone to kill. The only those who completely lost their attention and don’t care to be killed. Others who want to escape - they leave anomaly / belt even before you found where they are. Most kills right now due to spys in each corp. please stop ruining the cyno and blops mechanics. I would even made null sec more spicy completely removing local as in wormholes. More destructions, more defensive strategies etc. higher risk for reward!
So, I agree that cyno mechanics work to the advantage of the ones using it. That's not the point. Obviously, if someone thinks they can win a fight, they light cyno and bring the fleet through. If they don't think they can win, they simply don't light the Cyno. So this is an extremely one-sided mechanic.
I agree my suggestions would make seal clubbing less difficult.
If you are trying to argue "I can't possibly gank this guy now you've changed this mechanic slightly", then describe the exact situation and let's discuss.
Are you speaking specifically to ganking supercarriers running nullsec anoms?
Or is this something else?
In most cases this are beacons, rorquals, anomalies with marauders etc. the only way to catch is to get them when they are in siege / bastion and use that time to bring fleet. You are right - in most cases battle one sided (unless this is a pure bait) because those who light the cyno decide whether they have enough power to kill.
If the people doing JF work don't even bother to defend the grid of their own structure through manning guns, having a fleet, or whatever
you are aware that npc stations do not have manned guns right?
you would also need someone to man every single citadel along your route aswell if that is what you wanted to do
and that is immediately countered by the cyno inhib ship cloaking
Yes. I did not imply that.
alot of routes use npc stations
Yes. I'm aware.
because citadels are either freeport traps, or killed to make way for freeport traps
So if you know someone is just sitting outside of the one NPC station you want to use with a module active, deployable, or whatever inhibiting your cyno, first, wouldn't you just wait for them to go away or pick another station?
Let's assume in an extreme case, all NPC stations were guarded in that way and this was a constant issue. Just.... drop a fort and man the guns if they try that. And if that doesn't work. You can drop multiple forts. And if that doesn't work, don't you kinda deserve to be blockaded at that point??
right
so you'll need to do this for every jump in a route
on every route
and it assumes no one sees you doing the route in order to just set up part way through said route
you need every citadel gunned on the route
I would assume that if you don't at least have alternate JF routes in mind or have the ability to choose an alternate.... this makes you a pretty poor JF pilot, yes?
you are suggesting all routes are citadeled and gunned ahead of time
and you are framing this as a "well if you dont why use JF at all"
and this is the EXACT point im making
No, I'm saying the most likely case would be the JF pilot just looks for alternate routes first.
with a simple change you have reduced JF usage and all content stemming from it by a gigantic margin
because why bother with that when all those people can just go through pochven lmao
So there's A LOT of counterplay for the JF pilot. Blockading a JF would be very, very, hard in practice.
except you require all routes to be citadeled, gunned, and scouted
before you know which one is safe, in your scenario
so again, why would they bother with that when that amount of manpower can just go through pochven instead and ditch the JF
wouldn't you basically scout the route when you undock the alt you cyno too
its kinda hard to scout a system that people already live in and simply log on trap
and they can see you coming ahead of time
its not like having an afk cloaked dude off a citadel in lowsec is a hard feat aswell
that can be ticker tanked
Why make playing the game miserable?
Logistics are not where we should be focusing on making destruction number go up.
We should be looking to create more destruction through combat ship vs combat ship destruction and fighting.
Nobody here wants to go back to bloc level mandated freighter escort ops to jita . Then guess what, small groups that relied on JF logistics will evaporate and further entrench the blocs
Whatever makes the blocs life harder, makes small groups life exponentially harder.
"Nobody here wants to go back to bloc level mandated freighter escort ops to jita"
Speak for yourself pls
I would rather JF logistics become group based instead of 1 goblin with 20 accounts doing it all himself
making the game more tedious and frustrating would not be a good thing
especially for logistics which are already tedious and boring

Clearly the right choice is Titan sized armed capital jump freighters in this scenario (Joke)
I do speak for myself, that’s the entire idea here 😛
t2 haw titan freighter lets go
Sorry for getting distracted about JFs. Priester, your comment is a good one. It seems like you are arguing the following: Safety is so high in nullsec that you are forced to resort to instantaneous teleportation of overwhelming support to even catch anything. Sometimes you even are forced to resort to burning a spy alt as well.
Is that correct? I think we need to address that now because this is a related, but entirely separate issue.
that’s not really a ship balance issue
it’s a “ansiblex allow instantaneous teleportation of overwhelming force for standing fleet” issue
Ok, so there are some aspects which are a ship balance issue. A great example is the Marauder's bastion cycle time.
And there is the fact that only some ships can bypass a bubble.
And there is the fact that it is extremely difficult to both build a ship that can bypass a bubble, warp quickly to someone in a site, point them with good range, zoom in close to establish a scram too incase they have a MJD, then also not only survive the DPS from the ship that tackled them but also the DPS of the rats which switched their aggro to them.
So yeah, there are ship ballance aspects to this.
But I would agree that it's not the biggest, most impacting factor.
For example, the fact that abyssal sites can be done in a deep safe from an astra anchored in that deep safe in some lonely WH system is, in my opinion, completely bullshit. It would take forever for someone to even discover you were running abyssal sites.
So yeah, that's entirely dependent on how the site mechanics work.
I thought the topic was safety in nullsec
It is. Sorry. I was just trying to point out how there are few things we could even talk about in this channel which are related to ship balance.
None of which are a good idea.
I mean, what are we going to say?
- All cruisers and below should be able to bypass bubbles? That kinda defeats the purpose of bubbles.
- That there should be some kind of "super ceptor" capable of tanking huge DPS? Also very, very broken.
- That marauders should have longer bastion timers? Maybe not so broken but still doesn't address all the other ships you could run the site with.
- That ships shouldn't be able to align out? How would that even work without changing site mechanics?
https://zkillboard.com/kill/127484885/
this is pretty much the default for a tanky and quick warping covert tackler.
It is not difficult by any means to get a ship to be nullified, have a point and scram, tank initial DPS and also have a covert.
Proteus/Tengu are the absolute kings of this and they can be made to do this role very inexpensively.
https://zkillboard.com/kill/129135395/
prospect works too for a lot less.
I used Lanthes because he’s a known quantity and is usually fairly successful with his drops (except when he forgot LO and warped into my gate camping Hyperion)
cynos are fine and don’t need to be nerfed, which makes all your other proposed changes unnecessary
you’re creating difficulties for yourself by insisting on nerfing cynos and then handwringing about how to catch ratters after the cyno nerf
just don’t nerf cynos
also fatigue on ansiblexes
Ok, so let's just analyze this Tengu since it's one of the few semi-tanky things that can bypass a bubble.
With no implants, improved blue pill, and a heated shield booster, it has about 83k EHP if it gets all booster cycles off, which it will after lasting at least 36 seconds. So unless someone is throwing more than 2k DPS against it, it's going to last more than 36 seconds. But this thing entirely relies upon backup coming in. What does it look like when there are new rules?
- For delayed travel through a cyno, the Tengu needs to tank longer. Perhaps we need larger active tanks for T3s (which shouldn't affect large fleet fights much if it's just rep % bonuses per level).
- Provided someone has a ship with a cyno inhib ability and could decloak and instantly throw that effect up, the ratting ship is protected, but this ship must be on grid at all times (decreased isk/hr per alt for the ratter). However, if we added a sufficient activation delay on the ship which could deploy a cyno inhib "bubble", this solution wouldn't affect this situation.
- Using existing mechanics, the ratter could already have a moble cyno inhib deployed in this situation (decrease in cyno inhib deployment restrictions do not change this situation).
So sounds like the decrease in mobile cyno inhib restrictions (allowing them to be deployed anywhere and close to one another) has the least affect on this situation but delayed travel through a covert cyno is workable provided T3's got better % rep per level bonuses.
In the case of the decrease in cyno inhib deployment restrictions, it actually assists the ganking fleet more because once the fleet comes in, they could deploy multiple cyno inhibs to prevent a nullsec umbrella from coming in.
There is the reason why a couple of years ago when the Nullification changes happened.
I had suggested in making one of the interceptors native nullification only, while the other was more capable of resisting tackle effects. [much like the Web resist bonus of the Deathless Ships]
The idea was to have one interceptor "Punch Through" various defenses to get the point/tackle. While the other was more of a "Gunship" that had better control of itself on grid. But the current nullification mechanics can kind of keep people from getting at a target.
That said...due to the mechanics in availability at the moment, there are options for tackle in ways probably not yet discussed. Why not explore the possibilities of certain ships that now have access to Nullification, and which ones can be fitted to fullfil that Super Ceptor role? Before we make a new hull...potentially cruiser I feel.
The Bubble issue maybe the question is can one clear bubbles off the grid...if they get into a situation? Most times you hope you can either nullify through, or hope you can get away from the bubble zone...to allow some chance of escape. Plus alot of the mechanics used to decloak...etc because of predictability.
The Marauder Bastion timer...I have suggested as well as others...a widening of the Bastion options. T1 is 60 sec. [Factional Bastion -55-45sec] -with a T2 Bastion at maybe 35-40sec.
Having sites that keep people from aligning out might not be recieved well. Because if capsuleers percieve its a feed-dish and they are main course for some other group...they will not run that content, unless the reward is worth it. We have some sites and missions that do keep people from leaving the grid scram/web towers/ NPC points/scrams. And if players can't align out of a site or mission that is too big for them it would discourage activity discovery.
There is also the issue of minimum ranges between mobiles a well.
I do think this added something to the game. It's a tricky balance between tedium and things that create content such as geographic barriers
JFs have also centralized trade hubs for sure.

on jokes aside a combat freighter would be interesting
u mean avalanche
general freighter not specialized
Genuianly if a combat freigther would be made id see it more like a freigther/carrier hybrid with cargobays remade into hangars instead of with guns and of course actual tank fittings
yeah theres a question
why cant carriers get a low that if equipped, cuts out like 90% of their hangar bay space and a good chunk of hull HP in exchange for that same amount of hangar bay turning into cargo bay?
kinda like a damage control, a single low to equip
That's literally the Avalanche, unless you mean as a T2 variant to the current empire freighters?
Avalance uses missiles???
Also yeah
Yep, it's bonused to use auto-targeting missiles as well as regular missile damage
so gets a 150% bonus to auto-targeting missile damage in total
Yeah so nothing like a freigther that just has some cargo bays made into figther bays
It has 1829 dps heated with t2 rapid heavies and t2 ballistic control systems without drugs/implants
so not terrible
makes me surprised there isnt a pirate carrier line that is just freighters with scooped out cargo bays turned into fighter bays
Narratively speaking, that is a thing, but tbh a lot of things exist in lore that just don’t in gameplay
For various reasons
Such as the fact that there are jump drives that don't require cynos.
Eeyup
Isk Expensive and computation expensive even by the standards of the setting, but they do exist
Also intersystem warping
Both would be a nightmare for game balance
But lore and game often end up at odds because it still has to be a game
I thought they were standard issue with cyno's simply existing for drops that require meter level precision in lore (and game balance out of it)
Tbh I can actually see a way to let them do that and still not kill balance by simply not letting them drop anywhere near as precisely or frequently.
sorry, brain. Been a long day. In theory, you can set up even a stock jump drive for intersystem(and even intrasystem, that gets forgotten a lot lorewise) jumping without cyno with minimal modification, you ajust have to deal with things like getting a suitable calculation vector and what not(read as calculation time and spool up).
more specialized models are better at it and have less chance of screw up though
as written you can do a lot of things relatively stock that you just can't in-game
Pirate super carrier thats just every factions jump freighter duct taped together
I had a chance to talk with a few people and many of them would love to see much more expanded list of mutaplasmids. I’d like to hear your thoughts on this topic:
- We have mutaplasmid on webifier but nothing for grappler. It would be great to see the same approach.
- We have plates and shields, but nothing for hull - bulkhead
- Capacitor rechargers
- We do have damage control, it would amazing to have the same for hardeners/amplifiers - huge market and opportunity!
- We have on weapon damage/ speed upgrade but nothing for guidance/tracking
I am sure I am not the first person proposing this, what are the pitfalls and why CCP didn’t introduced them yet?
Balance is why.
Mutaplasmids for hardeners would be too op
Another big big topic - hull repairers. I specifically checked skill board and it’s obvious that almost nobody (leaving some chance that I missed or didn’t found) uses Hull Repairers. The reason is very simple:
- hull repairers 2-3 less efficient than shield/armor and faaaar slower and cap hungry.
Haven’t you thought to make them a bit closer to Armor / Shield repairers efficiency?
Can already get very high resist with T2s, even higher with deadspace/officer
dont need to make it easier to get to 99%
All depends on the benefit. If you add 2-3% it wouldn’t kill existing balance
it would
"big topic"
hull reppers are fine, you arent meant to actively repair your hull
Very weak argument. You can apply it to any strange thing and argue that “it was designed to be that way”. But in reality who used it?!
hull reppers feels more like something an explorer would have in their cargo hold with a mobile depot to just repair your hull in space you cant dock up to repair it then actually trying to be used in combat
its not meant to be used in combat
its a post-fight repair method
where you tradeoff the cost effectiveness of hull tank for limitations elsewhere
**Feedback **- The **Loki **(and many t3s in general) have been neutered in changes long past because they were decently strong when used well. They stood as ships capable of brawling fleets larger than themselves not due to their raw EHP, but due to a combination of their utility ewar and their hull size. They carried the cost of SP loss to temper their use a little, so that people wouldn't be able (or willing) to utilise these ships as throwaway trading boats, but instead consider the way they're used carefully.
When SP loss was removed, they'd lost their identify and their ability to reliable be used in fleet comps prior to that, and the SP loss removal was a means of making their use more attractive.
The Loki specifically is still in a poor spot, and in much need of a Powergrid boost to allow it to fit tank and longer range weapons systems in any comp where it's utilised.
**Reason **- I love the Loki of old, and would like to see it be a feasible fleet option in today's eve online. I believe the current meta would still make using the Loki fairly difficult as a fleet comp (FNI online lmao lol hehe haha) but it would also allow the use of the Loki more reliably in both shield and armour comps, without having to leave slots empty.
At the moment, the current practice for webs is to bring enough recons that it takes a while for the enemy to clear them all, instead of having high value ships on grid that're capable of tanking under the incoming damage.
**Suggestion (Optional) **- More Powergrid for the Loki. A 7%-10% increase allows for triple extender arty configurations that still require a t2 Ancillary current router, while also forcing you to use CPU implants or downgrade CPU heavy equipment.
EDIT: While I have provided a suggestion, whatever combination of fixes you want to string together will hopefully work as well. If it is a subsystem dependent increase in PG that'll work. The ultimate goal is the Loki getting 200-250 more raw PG. 
I agree on adding some power grid to the Loki however I think that a small amount should be added to the base hull and that the projectile scoping subsystem should have an increased fitting bonus for projectiles instead of a raw PG improvement
Because as it is now, projectile Loki is not viable outside of memey 720mm gank cannons.
220mm is too short ranged to use the webs properly to mitigate other close range damage, 425mm doesn’t fit at all with enough tank to survive
650mm barely fits with a modicum of tank and 720mm does not fit at all.
Prot/Tengu both can comfortably run their turret subsystems and the prot can fit its Friction Extension sub with blasters and be useful. Autocannon Loki is significantly inferior to missile Loki.
Adding a fitting bonus to the respective subsystem would allow projectile fits to be viable without giving it an outright bonus that could make it over powered.
brave is in your top 5 alliances, your opinion on t3c will forever be rejected

rip the loki my beloved i will never forgive dunk
I think grappler mutaplasmid is reasonable
Bulkhead would be interesting, but the other's I think are a bit out there
What about tracking / guidance? Same approach as for damage - +-2% or so 🙂
no
The ultimate goal is the web armor Loki getting its 6th lowslot back
no this is not the ultimate goal
make the proteus great again
Balance has already left the building...so we might as well let the mutaplasmids run the gambit.
Quietly points out something...some fits of the Loki have some rather big advantages and can be fit to what you require.
I will not fully resist such a change...for my own reasons. But, so you want to make it inherently PG/CPU increased...without consideration of implants etc...correct?
and you thought anything better than t2 hardeners were expensive? imagine a rolled pith-a
hoo boy
1b pith-a god rolled. Say hello to a 10b hardener with massive resist
90% EM resist hardener 
Glorified shield hardener mutaplasmid
Honestly the devs should work on minor tweaks and leave the overall balance alone.
FNI is over used
Armor logi is what holds back armor subcap comps past small gang
I’d rather see those issue resolved before they go messing with other solo ships.
Armor tank and projection needs to be increased and shield tank and projection needs to be decreased
Shield benifits should be mobility and DPS while sacrificing tank and projection.
Armor benefits should be tank and projection while sacrificing DPS and mobility.
Currently shield doctrines basically have all 4 as benefits with no downsides
What makes you think it has to be as you describe? Armor has Reactive. Armor has other pros: mid slots it allows you to use cap booster without losing ehp. You can use grappler or scrum without losing ehp.
Armor and shield balance is completely fine, the factor that makes shield dominant at block scale won't be changed unless you either specifically change rep mechanics (please don't) or make armor literally twice as tanky
If you wish to experience ships other than FNIs and rokhs, simply leave the bloc life
But core game mechanics would need a substantial change to address shield supremacy at bloc level which would have large impacts on the rest of the game
Agreed; if you change the armor rep, then what would be the difference? None. The current shield/armor balance is generally fine.
Baffles me that nullsec players choose to engage with exclusively one type of fleet fight and are then surprised that the choice of ships they get to use is limited
If armor reps were changed to be the same as shield congrats now you're playing tempests online as that becomes the best t1 BS
Why only compare armor/shields? You have to consider the guns. Lasers and machine guns are very interesting weapons. Lasers are better than blasters in some cases. Missiles have a disadvantage - they can be destroyed. I'm not very satisfied with the damage of missiles, I would like 10-20% more, but it's a small thing.
I saw a suggestion about reducing the bonus or removing it from PDS altogether. Then what would be the point of it? Well remove it, then shield ships will be VERY DPS. Then you'll be saying reduce the bonus from BCS...
Outside of WHs or pochven where armor comps tend to be more common or redeemers for BLOPs drops
the majority of fleet fights are shield.
Nightmares, barghests, RNIs, Rokhs, FNIs, CFIs, HFIs. Even small gang tends to overwhelming be either shield or nano comps with “armor ships” (ONI, ENI not even fit with armor tank).
There are some mino cases of armor usage like init using zealots or other groups using armor doctrines in non serious combat.
But in literally every portion of known space currently some from of shield doctrines is the go to.
Yeah nobody ever uses Apostles
True
Machs, vindis, bhaals, nestors are all useless
Navy prophs are a rarity
Legion? Never heard of it
Never said they was useless.
But when compared to their respective shield counterparts armor doctrines are lacking.
Machs are only armor with auto cannons, can’t really fit armor and arty. Vindi, bhaals, Nestor’s are all support ships and not fielded as main line ships.
Navy prophecy is outclassed by FNIs, CFIs.
Haven’t seen a legion/prot fleet on any kind of scale recently. HML Loki fleet would outperform that by miles.
Sir you can absolutely fit armor arty machs
It's literally been a mainline snuff doctrine for over 10 years
Shield wins on bloc scale because either a) you are bloc vs bloc and need the instant reps from shield or b) you are non-bloc vs bloc and need the range, mobility and dps from a shield doctrine because if you field a brawling armor doctrine you get blobbed to fuck
Armor Tempest fleets and typhoon fleets are also a thing
Anyway it boils down to my original statement
Yes shield is dominant on blob scale, if you want to fly a greater variety of doctrines leave the nullbloc
Let's not break a very long standing and core mechanic of the game just in the hope that it adds some variety to bloc doctrines [it wouldn't, it would either change nothing or introduce a new mainline ship that everyone uses all the time]
you can fit 720s, lse, xlasb, 50mn and 3 damage mods if you want
it looks scuffed on paper but its actually a very good fit
albeit it could use a tad more fitting so you dont have to commit so much
but the statement that it isnt possible is simply incorrect
I don't want to fiddle with slot layouts or anything. I ain't that smart
You've ignored the final section where I explicitly mention you would still need to take into account sacrifices for certain fits
Be that downgraded modules or cpu implants
Triple current router?
Let’s be data driven:
with the most recent update and reversed resists - armor/shield resistance increased ~10-15% and I don’t see any drama, even some amplifiers and membranes increased resists by ~2-3%. If we introduce mutaplasmids similar to what we have for damage control but a bit lower numbers very similar to what we have for damage +-2.5%-10% for the most rare wouldn’t ruin the game but will create a hugeeee market and will create a big sink for failed modules
That’s because the surgical strike resist nerf sucked from the start and never should have happened.
yea
it would also create vargurs that tank 40 or even 50kehp/s
like I said it looks ugly on paper but it feels very good to fly
TFIs, Typhoons, i rarely see my group use shield comps. Maybe a bit more now but armor is our primary comp. NS are the ones who mainly use shields because as Bazz said. All yall know how to fly is FNI, ferox, naga, eagles and nothing else
The recent resist increase was just to take us back to post SS. Post SS things were fine.
Small groups could punch up because small groups could spend a bit extra to buy deadspace and have a nice increase in survivability against a nullbloc.
If you want to add mutaplasmid for hardeners you are going to drive that up even more, and not to mention how ridiculously tanky some solo fits could be.
From a balance perspective it's just not worth it. Resist are finally back to a good spot
Isn’t that beauty of mutaplasmid? You put extra 100-200-300m and get extra capabilities, tank, survivability? It just expands a bit wider range of capabilities for some ships. More difficult to counter and more fun to fly
Ah yeah I see it now. Would be nice to fit 720’s without spending every rig slot on power grid tho. Granted, the sub systems pick up a lot of slack rigs normally fill but the arty fitting feels obnoxiously tight.
Just a smidge of power grid to the Loki would be great.
Weird how some Loki fits are like that. They look weird on paper but then you get in them and you’re like “oh wow this is great”
btw can i get a fit posted?
so i can copy it
Here’s one tho
Looks a bit weird but works well in practice
buffer of a frig though
Firstly it wouldn't be an extra 100-300m itd be billions for good+ rolls.
Secondly, It doesnt expand a wider range of capabilities for some ships.
It just increases resist, making them harder to kill. If anything that will reduce content, as ill54 said, you'd see ships like the vargur tank an ungodly amount of damage with 0 issues.
abyssals were a mistake
that they where
Ya sometimes you end up scraping out in hull with those fits 😛 ask me how I know XD
“Not even close”
~my friend I was doing shenanigans with
"I paid for the full ship, I am going to use the full ship"
2 navy 400s left in the XLASB and 20% hull.
Squeaked by there
Granted I was memeing on shit and I did not expect that guy to have augmented drones.
Be honest I can’t understand the logic.
You have freaking cruiser - let’s say you fit it with 1.5b (pretty pumped) then you have 1.5-2b vargur that smash you at all. What is the problem to give a bit options for cruiser by mutaplasmid to be able push back a bit against Vargur by matching isk cost of hull with fit. Why all freaking 10-15% upgraded that not move you from frigate to BS class power have to cost billions?)
That’s bloody logic - when some small upgrade should cost billions.
No your oppinion is plain stupid
Why should a cruiser alone have a chance against a vargur?
even if it's a bling fit cruiser, as ling as the Battleships class ship can track and hit it, it has no business staying alive
if you want to fight a vargur, bring a vargur, or the right cruiser
you can take on a vargur in a bling fit curse and win with the right skills
That’s stupid example, don’t tie to words. I am not proposing to pump frig to start killing Vargur. I was talking about some wider but not extreme wide corridor of pumping!
No its not, you cant expect a cruiser to take on a ship 2 classes above it and live even if they are in the same cost category
We have clear classes with more or less clear price corridor. If you pay extra money - allow to pump +1 or +1.5 classs above
Now we have opportunity to make ~+1class up
This is eve and thank god you actually need to use your brain
Cruisers can already solo marauders, with the right pilot and right fit
in the right situation if that is your issue
With +1-1.5 class pump you will use your brain even harder
Because you will not have clear counter pick
no you fucking wont, you will just sit at 0 and facetank everything
as of now you can easily make a Loki tank 2-3kehp/s with enough bling and pod
What is the price?? 10b?!
HG crystal + 2b loki
Different fits.
If I am flying a nano Loki I am not going to break a marauder. If I want to break a marauder I need a fundamentally different fit.
not even abyssal mods
now imagine fitting an abyssal shield booster to that, oh good god
But here’s the thing. If I am flying a marauder killing T3C I am sacrificing a LOT of engagement profile to do so.
And honestly I am going to drop a dread on a Vargur rather than a Loki
Tengu actually can tank more than Loki due to fatass mid slots
That’s pointless discussion - CCP added 10-15% and no complains. Nothing really changed dramatically. Why all believes and afraid to death to add +2-3% …
Because abyssals are in an okay spot rn. We have plenty resists rn why add more
If this was pre SS revert I would agree. Post SS revert our tanks are fine
because this is the balanced way it was before CCP updated the game and fucked it all up, however buffeing resistances, even in the form of abyssal mods, any further would absolutely fuck with gamebalance
you would 100% see dreads have fits that have well over 10m EHP
A mutaplasmid hardener cruiser will eat shit to a vargur. No matter what
Its just will it take you 10s to eat shit or 30s
Resist are finally back to a good spot. Small groups can punch up aainst blocs again, we can fight eachother and not just get alpha'd off, krabbers are happy
Its good. Dont change it
Because resists are enormously impactful stats and changing them needs to be very carefully considered
They also added 10% globally, not just to the ridiculous isk charriots
Also the Surgical Strike changes have had impacts in other fields as well.
And as said...now its a compounding issue that needs to be carefully considered.
We are kind of hitting the 80% resist threshold fairly easy now.
It doesnt. ss reversion was needed. We are back to where we should've never left
Surgical Strike Revision does affect the baseline core ship fit resist profiles.
But then you stack on Fleet Boosts....event boosters etc.
And other mechanics like signature.
And certain ships and fits will have higher defensive potential.
If this is done 1v1...there is a different perspective vs. Fleet combination.
It also has forced some more careful considerations with assault damage control fitted ships
the tradeoff is that shields are heavily reliant on capacitor and have sig bloom while advantages are lighter and faster. armor is heavier and slower while being immune to capacitor warfare.
Mmmmmmmmmmm
That was literally the point of getting SS reverted. To go back to higher survivability. It allows small groups to punch up granted the bling a bit.
True...but also armor with some components...plates/rigs...also slows down the ships as well. Composite complications. They do soak damage a bit more as well, but their active rep component is way heavier on the capacitor than the shield ones.
Which can be a problem in and of itself, because someone can pressure armor active rep fits a bit more effectively than a shield fit. [Shield fits have Cap Batteries they can throw around.]
I swear you are stupid.
Armor rep fits use this thing called a cap booster
IE directly...ancil shield reps at the moment...unless CCP does the same rules they did with the Ancil Armor Rep...which only uses nanites.
[Meaning CCP limits Ancil Shield Reps to one per hull...like Ancil Armor Repper]
Yes both shield and armor fits can use the cap booster system...but which has the more immediate advantage to "recharge"
The Shield one.
This whole armor vs shield conversation needs to be way more specific if we want to give CCP good feedback. We need to focus on what ships specifically are so dominant in the meta that they push out all other options.
Ships were all balanced for a long time with the SS changes in effect. Obviously, the SS revert threw that balance work out of wack. Those ships which have high resistance bonuses (i.e. the Rokh and Ferox Navy Issues) saw the most benefit from the revert.
Yes, shield EHP and armor EHP is different due to the delay in the armor rep cycle. For high volley situations, the highest EHP wins, but for damage over time situations, armor needs more EHP because reps land later.
I'll have to go home and put things together in Pyfa to do a good pre/post comparison, but it's clear that EHP for both armor and shield ships did increase. If you run some numbers, you can see who benefited the most in the damage over time situation.
HP/Resist/Rep Timing/ Capacitor Usage in comparison.
But that's not to say that some platforms were already powerful. Clearly, the platforms with high projection, high EHP, high resists, and decent speed always dominate the meta.
Well looking at the feroxes...maybe the fleet boost bonuses on those hulls = higher fleet boost effect + SurgStrike Revision...might also be looked at.
That was one thing that immediately concerned me when I first hear the patch information.
There is no need to compare armor vs shield. They both have pros/cons
The way it is now is fine
Milint is just dumb and doesnt know what he's talking about. Ever.
Armor has its pros of being IMMUNE to cap warfare, and shield makes up for its vulnerability to neuts by leveraging better ehp
It’s not that hard of a concept
Pick one for lower health but un-mitigatable
Or pick higher health but opens up the possibility for your enemy to directly influence your tank
They both have uses , I think in solo/small gang with local reps, armor is better due to needing mids for application and utility but in large fleet composition that use T2 ships to fill utility roles (Lach/Hugin) the increased damage and mobility of shields are better
Situationally
True...although the shields require you to have the tactical shield config skill at maximum.
Although there has been a debate between IV and V...because if you allow the shields to "slip" a little at around 25% it allows you rep the shield back up further. (Its more advanced mechanics of EVE for some players...not everyone looks at those nuances)
Armor doesn't have that mechanic luxury. Although the armor compensation skills do flat apply to all armor related modules. Which means armor players can more easily standardize their fits. And trying to speed up the local reps...usually means you lose your capacitor faster. Shield fits can mitigate capacitor loss as well with rigs.
Yes you are correct, the HP and Resist side of armor [Plates/Membranes/Energized etc...is solid passive not needing capacitor.] but the active rep side...Armor Reps...tends to run into an issue with capacitor and timing. [End of cycle] Although I wish there was a bit more nuance with the active hardners than everyone just getting the reactive.
Active reps only run into issues for those who don't understand how to use them properly.
They arent an issue at all
Pixy doing the real PvP in this thread
everyone just getting the reactive
your honor I’d like to introduce this as exhibit 73635 of milint having no idea what people who actually play the game do
One of these days I will. Until then I need something to entertain me while I work
and tbf, when I call him out, normally he stops talking
Because I was at the farm
XD
But, Yes, there are some points with armor being more passive than active.
And there are other factors.
Armor isnt passive
Not on recharge...not like shield.
Passive as in you can increase resists and HP...without using capacitor [passive]
Can do that with shields too
Although there is penalties which make you more vulnerable to capacitor warfare though. And blooming your signature can also mean much more thorough application effectiveness.
Where as armor...you have to be more mindful of speed. Since rigs and plates do make you.
takes up a slot for cap, but thats the trade off
Passive Shield Regen vs. Passive Shield Resist.
Also usually Passive Shield Resist Mods tend to be filling a gap...which is usually means an active shield hardner.
If you go shield rigs your signature is going up.
Passive Shield Regen...depending on the fit...means not only is your signature higher...but either your capacitor is smaller...easier to break...or its recharge is nightmarishly slow.
If you go Passive Shield Regen...your signature is going to be pretty big.
If you go Passive Shield Resist its generally in combination with some other mods to fill a gap. [Although it really shouldn't be considered true passive...since other components of the fit are active.]
Yeah thats the trade off
But shield ships...unless fitted with certain goals in minde..are generally a bit easier to hit...if you are just looking at the signature.
But I don't think CCP will ever give Dual/Tri Passive Shield Resist Modules because that will make things a bit broken.
Unless CCP starts giving more Gallente ships the mass bonus.
I mean even if they do, it doesnt change much
just means armor ships will be able to keep up with shield better
Well for the Gallente Ones.
Although I would be intrigued to see Amarr adjustments in that field.
Armor has passive multispecs. Shield has no passive multispecs
Vice versa
Shield amps suck ass
take up slots, and only give you the one specific resist.
Caldari ships have the better capacity to use them.
what are you even saying
Don't even try jakub
Yes, I'm aware
can you please rebalance gallente ships.
I keep getting made fun of for wanting to fly gallente
I know theyre not the most optimal attribute wise.
there are better stealth bombers
better capitals.
better freighter
but my heart loves them
but my fomo brain is weak

thank you for your consideration
Better capitals? Moros Navy Issue is imo in the same league as Rev Navy and Zirn
Aka the apex
MNI second best haw dread
could be nice to look at the cloaked speed bonus on the Cheetah and Helios feels like it doesn't do too much compared to the scan deviation of the Buzzard/Anathema
Don’t you dare take it away
take it away? no i say make it 10% per level instead of 5%
1km/s cloaked cheetah now!
the 25% speed boost while cloaked is nice but it doesn't feel like it does much when its like 100 or 150 m/s bonus
making it a bit more would help a lot in just traveling cloaked on grid and help avoid getting decloaked when you run into a gate camp
or wouldn't it be silly to just let them use prop mods while cloaked silly cloaked little cheetah/helios going 2500m/s
@pulsar dock could you please share with the community plans on where should we expect huge update that you mentioned at the beginning above?
Is that still valid?
Gold rush leaks 😩
Q4 can mean starting in October I think, so we have some time to go
i think hes talking about the summer expansion update which prob comes in ~ 2-3 weeks. at least thast when the equinox one came out
So is that thing in chronoligcal order? because the crimson harvest starts like the first week of october
which means that winter expansion should be before it so like middle of sept?
Usually, a month before the update, the Dev-Blog starts to appear
i imagine it would be around the same time as the equinox one so would be behind schedule if true
CCP is busy developing frontier so no more even content this year
Different teams
Allow orca to use grappler, kinda no sense that rorq can use it but orca cant
I mean you are not wrong in that.
But, I can see where the Stasis Grappler might be used both defensively and offensively and support wise.
Although in some fits of the ORCA its already pretty effective with Webs already.
And yes you can use Web Drone...[these probably need to be upgraded to be fair.]
I think my main issue would be an ORCA might use the grappler to help its fleet mates escape...or might make it a very super tanky tackler in some situations.
Thoughts on this line of thinking?
Or you could end up with some sort of weird combination mechanic...due to the ORCA having the maitenance bay...and people figuring out a way to use the Grapple to speed up an align of an ejected ship for an alt
i dont think.. the orca would even benefit from a grappler like at all
its not getting used as a tackle milint.. its a 2 bill ship you can just put a grappler and heavy tackle on a battleship with 8 highs for neut pressure as well or just use a hic or like a brick tanked gnosis or something
if you want to give the orca something make its active tank like marauder levels and make it the "Drone" Marauder
give it a chance vs non capital stuff in low/null
making it less brick tanked and more active tank also means sitting in it AFK in HS means its easier to gank if they just sit afk at their keyboard ☺️
Milint doesnt know how ships work in eve
i love the logic of "Lets use the 2 billion indy ship as tackle!" at least a rorqual could like jump to a indy cyno and stay on grid and not be a glorifed freigther with basic tackle
Orca is just a glorified freighter with boosts and compresson
might as well just have a porpoise and a freigther on grid in low/null instead of a orca basically the same price and the freigther isnt locked on grid for 5 minutes if intel shows somebody going your way
stopped reading when he said using grappler defensively
Milint doesn't actually play the game more news at 6
real
Coming sooooooooon! More news shortly, hold on to the edge of your... uh... capsule? 😄
I’ll hold on the edge of my megastructures 😛
Promise you'll be hearing from us about this very soon!
very soon ™
I know some good therapists if you need one after reading through this thread

@terse delta
Hes gunna need more than 1 therapist after this hell hole
At least 500 therapists
only 510 messages in here?
No lol
or did you only look for milints posts
That’s 1 user OF AN UNSPECIFIED NAME thank you very much lol
Jebus
@sonic pebble thank you for the contributions here they are very informative and helpful
There was some of your guys ideas that were interesting conceptually, and I hope they become beneficial.
Thank jebus ccp has terrible listening skills to the generic eve player
im hoping ccp will listen to nobody in this channel
I can bet that your fears will come true 😆
Some of those will be taken into account, but which side of the BS spectrum, this is $1mil question …
So carriers, fighter, and drone rework? /s lol
Also looking forward to faster armor ships
Curious to see what all comes
It is fairly Open Wording...nothing is set in stone...but it looks like an interesting follow up on some of the EVE materials from earlier this year...supposedly.
its set in stone
because its coming on tuesday
ragebait or fact
im leaning ragebait
i've had enough of drake sneedons lies
im gonna side with milint on this one chief
nothing is set in stone, this game runs on computers not stone tablets
i won't fall for your ragebait this time sneed iddon

But weren't computers at one time just some form of rock?
so therefore a computer is just a bunch of rocks we shock and make do things?
one of three things i would cream because that means carriers are actually usable again
1: fighter application nerf reversion, kinda like how surgical strike tank mods were reverted, imagine if fighters could actually apply to stuff 🥺
2: a new skill that improves main weapon fighter application by 10% per level or something
3: carriers get a fat capital extender and plate bonus, like 100%? if dreads are the active reppers...
Well if they do some armor plate speed buff...that might be interesting.
But...I hope they considered that with armor rigs in play.
you get 2. a new skill that improves fighter application by 10% per level
but in the same patch ccp nerfs all fighter base application by 33%
have fun training your new skill:)
too much its only 5% per level and base application gets reduced by 20% so at level 5 its a 5% increase
mine has a 0% increase
Nah, you get a new skill that is required to use fighters but it removes application per level instead 
Fighter use, adds the ability to use 1 additional tube of fighters per level (0 base) but removes 200% of application per level
Better idea
Specifically for carriers
If you undock in one let people within 15ly immediately jump to you via filament
And when this happens said carrier pilot is hictor pointed for 5 minutes
clearly the answer is capital HAW guns on carriers and remove HAW guns from dreads
And also reduces all resists to 0
This would make carriers balanced I think
Also while we are at it, deploying fighters takes half of your hull ehp with it until they return
This is additive based on max so if you deploy two of your three tubes you just instantly die
Again I feel this would go a long way to making them balanced
Unbonused guns like that are actual ass
Haw dreads get sub cruiser levels of dps outside of siege
Now…battlecarrier on the other hand

turn every carrier into a Caiman
then we just let the Caiman use 5 gekos
Awooga
I like the last suggestion a lot
🥺
i just want them to be anything but ass
So why wasn't it discussed to increase the Deimos speed from 230m/s to like 250-275m/s?
Because from the Muninn 235m/s to the Vagabond 295m/s is like a 60m/s speed gap.
All other HACs are 160 to 235 (Muninn)
If you want the Deimos to go Brawler...it needs a speed upgrade. I mean then the signature change from 150 to 120m then makes sense.
So feedback about the information given via the stream: Overall, seems pretty good!
We will see...changes don't tend to survive first contact with Tranquility though.
Considering I use the Deimos as a brawler, Milint, while I'd love a speed bump on it, it functions excellently as both brawler and hard tackle
link about those changes ?
I don't see the difference between hard tackle and brawler.
"Cenotaph: 'A little bit of a rework to nerf it in WH but not in kspace' (?) - removing 1 lowslot, but improving base speed and damage bonuses, nerfing sensor strength significantly to add more counterplay"
i think this from CSM member Mick Fightmaster from Novac that fly on shield ? looks like its killed for amour fleets and buffed for shield
I really hope confessor/svipul "remote repairs in defense mode" is about receiving reps, not them being better at RRing themselves
It is still nerfed for shield because the extra stats it's getting are still less than what you would get from a module fitted there. Also Shield are impacted by the sensor strength nerf, and shield setups will either have to drop shield tank modules for sensor boosters or deal with ECM
The third low in the Ceno let it use an RCU to free up rigs so you could run some incredibly tanky fits and still have a BCS and DCU or a nano and DCU for 100mn Now you have to pick between some tank or damage.
It is still going to be incredibly strong imo but maybe not broken.
I hope you did consider that people will go Logi/Remote Sensor...to offset that nerf, in a strike. So the nerfs hit solo usage more than fleet usage. Was there any consideration that people will just offset the nerfs by external factors...IE Logi/Links?
And also usage in an AT via a point system can also create artificial "strength analysis"
Well not only that it has a fleet booster...and potential to fit more than one.
thats a trade off
normally you wanna resebo your logi
with eccm
because logi not being jammed is a helluva lot more important than your dps not being jammed
I think...CCP should have done a trade off nerf.
IE the Cenotaph is a "Cover Op Cloak" Battlecruiser...but it has no Fleet Boost capacity. That probably would have been the better option.
The Changes might actually encourage usage of Fleet Boosting on that hull more aggressively. Also remember that WH mechanics are not like lowsec/Pochven/Nullsec where the combat timer/fleet boost timer...keeps you from jumping through a gate.
You can jump in...and jump out of wormhole space without penalty. Which is probably feeding the issue in Wormhole space...since Cenotaph can strike...run on...and then keep a chain of attacks. Where in gated space you have to wait for the timer to move around and jump through a gate. [I don't hear any discussion of that reality...and the fleet boosts do give a little bit of an option there...because you the fleet boosts can help your ships get off grid and to the next target or wormhole.] Yes you can't use them in cov op cloak...but once you are on grid and get affected by the fleet boosts...you can still take advantage of them for a significant amount of time.
@dapper ruin 
I need to rack up some channel points. Gotta hit that dread status ?
You only encourage him
I know, but sometimes its amazing to see how stupid the stuff he types is

It can already use command bursts like all other battlecruisers, it just doesn't get any bonuses to the magnitude of them, which only command ships get.
In theory yes, a Cenotaph could fit an information command burst in the highs to help defend against ECM with the electronic hardening charge (if it's not getting it from somewhere else)
I was also thinking along the lines of both buffing resists/shield defense [The pulsar situation] I know the ship isn't armor rated by its set up...but it can also flip a little that way.
But I was more about the mobility factor allowing them to move in wormhole space due to different mechanics. IE you can hit a target...then bounce almost immediately through a wormhole. Which makes them much harder to counter and detect. [Yes this also applies to other cloaked ships in worm hole space] but the Cenotaph is on another lethality scale...because it generally isn't going to be detected enroute and the damage they can dish out.
Meaning a Cenotaph Gang can hit multiple targets in a chain of wormholes...and generally can't be detected.
This might be the more problematic issue involved...just the Cenotaph and the environment it works within.
I think lets see the change tomorrow and see how it works out. Although I think it will adjust the Cenotaph fits to a little higher Shield Resist preference. [Since going from Lowslot 3 to 2 -> Either deletes a DCU...or focuses them to Damage Enhancing Modules only...or weapon damage specialization [Projectile or Missiles-although Missiles do give them the Gurista option which can mean both drones and missiles damage increase.])
Lets see what happens, but yes the Fleet Booster does allow the Cenotaph some options to sidestep some attempts to balance it. And I didn't even mention various WH/environmental/fleet boost/booster/implant combinations that could make that calculus a moot point.


