#Ship Balance Feedback
5813 messages · Page 6 of 6 (latest)
Its good to be aware of those edge cases
But making them the center of balance concern hurts other balance areas
Edge cases are things you see in solo PvP, not fleet combat.
You dont use damage mods in the lows on the ceno
its main damage comes from the pod which irrc does not have a damage mod
I wonder if that's kestrels first time interacting with this particular Eldritch horror of badposting
Probably. Think the only time CCP interacts with Milinit is when they warm him
You can use damage mods in the lows, but it’s situational as for why you would. I treat the guns and missiles on the ceno as utility pressure frankly
But they do a respectable output themselves
Tholos is in a weird spot where it’s both fairly good but also anemic at the same time compared to other destroyers with it’s main strength being the covert cloak and web resistance
HAMs + 220s do 500 dps cold without damage mods
not amazing but like ya said, theyre more utility pressure than anything cause the damage comes from the pod
I have a Tholos but have yet to find a situation to use it properly.
The little ship can fit an incredible tank for a destroyer
With the Ceno being balanced down slightly, the Tholos might benefit from a moderate or mild balance upward
Mmm
Oh hell yeah it can be a tanky little shit
Yeah, what I was thinking
6km feels very short
I’m not mad skill yet on it so it’s like 5.4km
It is suffering from my curse of “oooh I have crafted a fit to try out” then I buy 3 of them and end up flying a Hecate instead
I’ve mostly flown Tholos as an RP ship, have used it for pvp on an alt and it is competent, but other options just do better as destroyers
Where as the Ceno functions both in its ambusher DOT platform role and as a brawling BC aside from the DoT
But the Cenotaph is being balanced around a Wormhole situation.
And the Edge Case.
So, the argument its not being done about this is an issue seems a bit flat.
Because the "Edge Case" equals unintended consequences in other areas.
Do you guys even know the Cenotaphs low end dps? A Cenotaph with HAMs and ACs...700+dps potential-over 800+dps with overheat. Because of its 100% Medium Projectile and Heavy Assault Missile Bonus. And considering that it can punch through any hole just with that insanity. And we want to buff its damage???
Yes I can understand why people are annoyed by its pods...because they respond to targets HP increasing. IE the Pulsar/Wolf Rayet situation.
And that Cenotaph DPS isn't factoring in implants/abyssals/boosters anything. So its DPS is even higher with the pod fluctuating to the targets HP. So if you are going HP implants Amulet/Nirvana...you are just asking for bigger chunks being taken out. If you think on it...CCP made the Breacher Pod to counter gameplay with HP Pods. Which incidentally works very very well in Wormhole Space since the Wormholes passively increase HP in Pulsar and Wolf Rayets...which further increases the Breacher Pods chunk tearing. [maybe the counter to that issue was shorting the Breacher Pod time]
Here is also a funny note...the breacher pod depending on target...can do 0 damage. The percentage actually has some funny threshholds.
It’s being balanced with an edge case in mind, not AROUND the edge case of the edge case
There’s a difference therein
Also where was it said the damage was getting buffed/we wanted the damage buffed?
i missed that if thats the case
They’re giving it half of a gyro and BCU of damage
According to the AT stream
Ah, def missed that then
That is a lowend...no officer/no abyssal Cenotaph...no implants....no tweaks...total is 846dps...if I am hitting you all at once.
No drones added
drones can add +200dps
Is that with or without damage mods
Half a gyro and half a BCS is actually quite a significant buff considering the normal fits don’t even run either.
Or at the most a single BCS
In a vacuum? Yes, but paired with the other changes, it definitely changes its place in wormholes for sure
Milint where tf are you getting 400 dps from?
ah heated
So half a BCS and Gyro would put the Ceno at roughly
380 dps from missiles heated (340 with no BCS, 420 with BSC, 80 dps different)
380 dps from 425mm heated (340 with no Gyro, 420 with Gryo, 80 dps different)
- 155 for T2 hammerheads
Total of 915dps roughly before pod. Seems reasonable to me
Revert fighter application nerfs and or give carriers a chunky 100% plate/extender bonus
300%?
Make carriers great again 🥺
did carriers even get talked about at all during the balance part of the stream
carriers will always just be glorified suitcases now 🙁
Not even
Dreads do that too
They both have 1,000,000m3 smb
And yeah sure carriers get conduit but I mean…
At least give carriers some more cool things to do…
It’s conduit, not bridge. Can’t take along haulers or such
They exist to get solo’d by shield Sins
why do dreads even get a smb
I’d rather they can be a good ship with a niche than a useless ship only relegated to a few specific functions like they are now

All caps do
Carriers and dreads get 1,000,000m3. Supers and titans get 5,000,000
I mean yeah, I agree with that, but also just more broadly, in the lore carriers are also used as troop ships, the Archon especially… hell give them a counterboarding aura or something as a defensive area buff against DoT weapons or whatever
While making fighters not suck to boot
Titans and carriers and the rorqual makes sense but dreads? logicaly youd want more armour or a bigger shield generator or whatever instead on a dread
Yeah
Well its going to be hitting a bit harder...and because of it being a HAM/AC hull its going to be close and inside its optimals meaning almost perfect application. [Just add drones + Breacher Pod...cherry on top.]
Buffing by + half Gyro/BCU....coughs CCP forgets the Gurista mods again. Is going to be a pretty sizable upgrade.
Then we start to overtorque it about 1500 dps...in kspace. But you can get to 1000-1200dps. [And you want to buff this?] Its theoretical max before Breacher Pod is over 2478dps.
With Breacher Pod....sweats...we are talking about a ship that go to the mat. Go over 3000+ the Pyfa notes only give percentage of a 100K target...so if you go over that...sweats.
My head cannon is that dreads are so chunky their propulsion systems need so much power just to move around, which is what the siege core redirects to make use of, which is why they are virtually defenseless and useless out of siege and mobile
But them having the same smb space is boggling
Not really… lore wise dreads are designed for a different kind of warfare than they get used for by capsuleers
But anyways let’s not nerf dreads and instead buff carriers
Hell most ships are
True
Ships are just retrofitted to allow for capsuleer use
dont you kinda need to nerf dreads to give carriers a role
No
You just need to make carriers not worse than everything else
Then not only will marauders be better than carriers, but marauders will be better than dreads too
Which would be hilarious and sad
It’s already hilarious that a subcapital t2 battleship deals more dps and still gets better application than a carrier based capital vessel
its not
And more tank to boot
You can push it about 1300+dps Kspace.
Yeah, that is fine
The only class of ship expressly designed with Capsuleers first in mind were, as it happens, Assault Frigates, but they’re also made for normal command and control as well
Force Auxes took lessons learned from watching capsuleers using triage carriers to make an entirely new class of hull but are baseline first like the majority of other things
I don’t think people quite understand how poorly carriers perform in a traditional combat role atm. A marauder literally deals more damage, gets better application, gets more tank, and still is a fraction of the cost. Oh and it takes a fraction of the sp and can’t be defanged either
A marauder can solo a carrier without breaking a sweat
That’s how bad carriers are right now
agree...if you work your fleet correct...Marauders can be the anti drop on a cap in some situations.
The trade can worthwhile.
A marauder will only solo a carrier, a dread should and would shred it
Exactly
i meant more even if you buff carriers why use them over dreads/maraurders still
because they would finally excel at their intended role; punching down
They provide small support
Or larger grid control...IE moving around the grid on a wider scale than normal gameplay at the moment allows...but I am not sure if people are ready for that yet.
If they remain weaker, more mobile, with less tank, but still cost a fair bit and are vulnerable to defanging, they should excel at their role of small ship support. Dreads are the meaty high damage high local tank ships that hunker down on grid
While we’re at it, can we have Astrahuses actually reasonably threaten solo dreads again instead of ‘lol bring counter dreads or a ten man armageddon fleet’
And also because carriers lack any kind of anticap options or ability to punch up, nor do they have the tank of a dread,
they are purely for small ship support
Which the tradoffs I mentioned would be fine if they were actually good at that role, but they are literally worse than a marauder or haw dread
I am not sure if we can reverse the Siege Green issue.
I get your point on that...but the current situation with them kind of kills it for smaller groups trying to start.
Oh that issue predated Siege Green
SG just made it more pronounced
wait a dread can solo an astra? 😭
Maybe a new module?
But I would think we would need to balance it around only one being able to be fit
i can understand a solo dread being able to like do Raitarus and athanors and jump bridges etc but an Astra feels like it should be able to hold its own
but then again all they would need is like.. 2 dreads instead of 1 probably even if its changed
Why even bother with Armageddons when cost wise you can throw Oracles at the problem.
Perfect skill nidhoggur with tech 2 fighters peaks at about 2.5-3k dps, with between t1 and t2 rage ham levels of application. A same haw dread can do almost double that in terms of damage AND it has more local tank AND it has anti capital options AND it’s cheaper AND it’s less sp intensive AND its immune to defanging AND IT GETS BETTER APPLICATION
Because you’re not trying to out dps the reps, you’re trying to neut it out
i was thinking about HAW dreads when i was asking about needing to nerf dreads to give carriers their role as anti sub cap earlier
You cannot out DPS the reps with the anti-cap missiles even max damage fit and fighters, and you can’t neut it out with anti-cap neuts
The only way to contest a solo dread with an astra is five to ten geddons with logi applying additional neuts, the dread pilot being a complete idiot, or counter dropping a dread
Tbh a solo station isn’t meant to be alone and a one man fleet. They are meant as logistics hubs and force amplification to any assisting fleet on grid in a fight
They can defend themselves yes, but it is minimal capacity
You have to commit multiple times the man power and a much higher exposure profile to contest. That’s the issue
That’s the cost of structures ig
Actually, it goes against the design philosophy CCP claims they want structures to be as force multipliers
They are meant to be bulwarks, not easily pushed over like a comparatively big ship
Thinks on it...what if a station had something like a fleet boost? Or AoE repair pulse?
The current defensive gameplay for mediums especially is, that the best way to defend is to not defend and just drop a bunch more
Fair
Which goes directly counter to their reasons for the past several structure balance changes
i think your thinking too hard milint could you just make it so like a single dread cant stop the timer or something
Which they were told by multiple people, myself included, would happen
How would you make that a reality then? Higher damage requirements for structures?
I was thinking along the lines of the "force multiplier comment"
But yeah...it should be a bit more tanky.
But also the Astrahaus is a weird spot because if someone has enough ISK...they just throw down more Astrahaus than you can kill. (I have seen it happen.) But then the smaller group with less ISK than maybe two Astrahaus...they get absolutely wrecked by Wardec operators.
Wardecs are a dumb mechanic and easily abused
Personally...I though the concept of using the POS starbase charters could have been a way to control station spam in highsec and lowsec...you go to null/WH space...no extra costs incurred.
But we are where we are...as it is.
Increase defensive profile while also introducing a soft cap mechanic for how many structures can go up to disincentivize proliferation. Allow people to reasonably defend from bullshit non-committal ‘deploy so we can properly curbstomp you’ stuff
Thaddeus Reynolds had an excellent idea about making the soft cap being each system has a ‘logistics’ meter of a sort that determines how many structures can have asset safety and any deployed after that just don’t have asset safety, and you can tell which is which by some visual indicator or info panel demarkation, and you can see the logistics meter for a system in the map or a menu
It doesn’t stop others from deploying structures but disincentivizes hyper proliferation
Combine that with re-introducing some of the defensive pressure that’s been stripped from citas over the years and you both increase the number of people that will try to actually defend, and at the same time reduce the incentive to spam on both fronts
Congrats, you only further widened the gap between rich multiboxers and not. Set a limit on characters or corps? People start making a ton of alts to bypass this limit
Ah there we go
That’s the bit, logistics limit isn’t a hard stop on structures
It’s not something that says ‘oops its full’
So many good ideas or balance caveats simply don’t work in eve online with how alts, multiboxing, and whatever else isn’t only allowed/feasible, but encouraged
So I think you just saw ‘cap’ and immediately went to ‘it can’t work’ despite having explained it’s meant to be a soft cap but not something that fully prevents proliferation
The current proliferation and non-defense issue is a combination factor
I’m aware, but if it has the potential for abuse people will abuse it
Or optimize the unknowns out of it
So what, status quo forever?

Do you have a better alternative to propose, or something that could shore up the potential deficiencies?
I had a similar concept...but I was more inclined to deploying infrastructure that people had to defend and protect. So as a group builds up the infrastructure of their space...there are weakpoints to attack.
The problem is we end up with concentration in stations.
The other problem is the concept of making a hard structure limit of a region or system...people will cheese claim them and put junk structures to stop someone expanding. [Kind of an RTS line of thinking...since alot of RTS/TBS/4X campaigns do this same mechanic to encourage people to expand and not turtle...but you can rush block building in those systems as well.]
I mean there is some ideas that could be implemented...it would work in an older EVE with 1 character only logins. But with the MB and Alts...not really possible.
Hence any attempt to hard cap/soft cap...players would just alt swarm regions and then lock out people from ever getting a foothold.
Personally I think deployable/attackable/hackable/siphonable structures are preferred.
but then the question of 23/7 gaming for defense/attack comes into play.
Honestly not really. IMO as painful as structure bashing is, it’s tough to make it fair for both sides. Also again a structure isn’t meant to be a one man war fleet. It has minimal self defenses, which a lot can act like force amplification to a defending side since structures are purely defensive. For their price, immobility, and way to act as a logistics hubs they pay for that in other ways, like ref timers and damage caps.
If a single phoenix is sniping your astra, maybe go kill it or drive it off? Or do you want astras to be worth 10 bil now to make it fair?
I don’t want it soloing a dread fleet, I want it able to tell a solo dread to fuck off
I mean...we could go with an in system "Micro Sov" system...that connects to various infrastructure sites...but I am not sure if people would want to play that way. With Sov Mechanics already kind of being considered by some as a drag.
If that dread is anticap fit, which it will be, it won’t be able to hit shit subcap.
Because a solo dread on a structure is never just a solo dread, it’s a non-committal ‘deploy so we can grind your nuts into paste with the dread bomb’ statement
So it’s a numbers problem then
Yeah...enough to take down a single or small handful...1-5... or at least make them pay a little
So its not just an easy kill
Why not tell everyone to log on with sbombers or something. Those can fuck up any solo dread
And counter drop? A dread bomb to kill bombers? lol
they wouldn’t do that
In lowsec...uhhhh...i mean yes...but then again not full options since lowsec...outside of "Corrupted Space" doesn't allow full functional weapon options.
IMO, a shift of more defenses to the active defenses makes a good amount of sense for Structures
While they should not be a Solo a Fleet, a solo 1v1 dread fight should not be a solvable situation though imo
The immobility of an Astra I think more than makes up for the cost in terms of ability to fire and return fire
To say nothing of the cost differences for minimum viable product are not exactly too far off either, with dreads only edging them out slightly in terms of price
Highsec will be the armageddon fleet problem.
If you can't defend your structure against a solo dread, probs shouldnt have a structure?
If its the first timer that makes sense to where you might not be able to kill it, but you know the other timer. Have people ready
Especially with the significant decrease to the passive defense of the Astrahus in particular
All it takes is a handful bombers to suck the cap out of a lone dread
Pix, you’re doing that disingenuous crap.
And again any small shit flies pretty much immune to said dreads anticap guns
What about adding a turret module?
That would allow you to deploy POS turrets to the grid? Yes you can shoot back...but these can be destroyed.
Just brain storming a little.
Never understood why that hasn't been considered.
If someone’s plinking you with a solo dread, its not a solo dread, and you know it
Then why not go out there and fight it
A possible option, but I think CCP is still trying to distance themselves from POS code on the overall
Nobody is asking you to have a bunch of supers and titans to counter drop it, all it takes is literally dictors, sbombers or other small stuff
And it easily gets overwhelmed. A single FVB steals 15,000gj from its capacitor, and if it can’t rep it’s fucked.
True...they don't need to copy the POS code...but they could create an interactive asset system that uses the POS turret assets.
They try to counter drop you? Good luck killing a couple frigates or stealth bombers that can literally covops cloak
Which you can’t deploy in low
Ah this is low
Yeah...well non-corrupted low
All of the threats of null with none of the defensive options
that complicates things so no bombers or bubbles…
But a solo dread is still not an insurmountable challenge
Hurt even further by the removal of structure void bombs
Which is what we are kinda talking about needs to be accounted for
Actually they expresly removed structure bombs from medium structures full stop as well
Not insurmountable, but almost all LS options that can get around it are vulnerable to the loldreadbombdrop
Which primarily means that it comes down to N+1 gameplay
true
push and pull in any space
everyone has their pile of crap they have to deal with sometimes if they get the short end of the stick
Yeah...It would be a shame if the Pirate Insurgencies were allowed to roam more in lowsec. Might make that very interesting.
But alot of options are gradiated.
[Highsec-> Armageddon versus the Astrahaus...potential ABC ball.] Lowsec -> Dread...no defensive options because of "Empire Space Rules"...Lowsec Insurgency/ Nullsec/ Wormhole Space/ (And Pocheven)...all tools available.
Which is part of why stating that maybe making a change that will, by your own statements, not change much in Nullsec or Hisecto benefit Lowsec makes more sense
on another note im not a fan of how multiboxing and alts in this game are so prevalent or even required for a lot of gameplay loops
right
i hear that
i was assuming this was in J space or something hearing small astra group and solo dread :P
Yeah if we balance for one area...it kind of shifts the Vinn Diagram of Problems into another sector.
Still happens sometimes in LS
Just most small groups that are long-time have learned it is pointless to launch much of anything because all the balance seems focused around Nullsec, sometimes only for convenience
But, it seems like it may give some healthier options there in LS
J-Space is about the only area of space this would maybe have a negative impact in on the overall, but plenty of options there as well so a solo-dread bash usually is not something to worry about unless you did not properly scout a lower class WH
and for this ceno have more DPS. and no any chances use it in armor.
its looks like bluedonut-wh-edition cry for this changes.
why do you even need structures in ls as a small group
For a certain value of ‘small’
Even medium sized groups get pasted pretty regularly even if they try to defend
Zealot: Rate of fire bonus becomes a damage bonus, about the same damage but makes it better on cap
still havent 4 mid slots
And it usually starts with driveby super to alpha the shields, followed by the solo dread to bait you into ‘lol form or you lose the structure, or form and we completely paste you with the waiting dread bomb’
why do you even need structures in ls as a ~~small ~~ medium group
While those same groups doing it always complain about never having content because they overhunt their areas
Always fun that
Tether utility, avoiding regular station docking games, significant utility from service modules
Production increases etc
While nothing is strictly speaking a need
No group in any area of space strictly needs a structure either
Technically it can be all done with clever usage of logging off
Structures only provide significant convenience options in areas of space and enable far more options
Before we get into the non-mechanical utility of structures
LS does have this wonderful thing known as NPC stations
much better than Structures beyond having to pay for corporate taxes
for an office
Limited office slots, not all services are available
But i even brought those up already or did you not actually read it much?
Not all NPC structures have all services
Not all have labs, not all have manufacturing etc
Usually I find the removal of Rate of Fire bonuses to be more detrimental to overall DPS of a hull.
I have a Zealot fit at 828dps...953dps overheated.
It will probably lose capacity.
And a structure isnt going to have all services either, so what?
True NPCs also don't have reactions either
for stations
So there is some gaps of content and interactive materials
And?
once again, did you not actually read it?
I read it. Just trying to understand why a small/medium group in LS has to have the ability to have a structure
Didn't say a need. I said ability to have
I mean, they have the ability to have it
For a short time at least
Which is their choice. If they wanna spend the isk and risk losing it, good for them
dont cry tho if its lost
Player Stations also give free repairs...which does kind of alter some of the interplay with EVEs economy.
Back before Scarcity...you could only Compress on Stations or Rorquals.
So there was that factor.
Bonuses of manufacturing/reprocessing...stations do have some advantages.
NPCs have some different options.
The Pod situation has drastically changed from 2020...since all the jumpclone changes. People used to have to figure out where to pod park...because of the old mechanics. Now you can practically go to any NPC station and swap. Outside of Nullsec or WH space or player stations...you had to think where you would home base.
and who is crying?
I am advocating for a change that, by most people's admission, will not significantly effect other areas of space
And may make a difference in LS
It is no more crying that people complaining about any other mechanic or balance situation
Nor did I say you said I was crying
I asked who is?
And if it is irrelevant to anything in the discussion, why bring it up?
I am about more parity between NPC stations and Player structures on the overal
Several NPC stations could use a docking perimeter increase at the least still
Worth noting parity= / =equilibrium
True...sometimes you have problems from some directions because the collision model and the docking perimeter are offset in some station models.
Personally...I would like to see some lowsec stations...and some of the nullsec pirate stations allowing for reactions. So players for manufacturing capacity can access reactions outside of player controlled assets. (Omega Only)
You want to fix solo dread problems against medium structures? let an astra use standup shadows lmao
only those and balance out maybe the fighter squadron size/amount when used on an astra
The solo dread issue’s more the primary manifestation of wider issues, but it’s the easiest one to point at.
The original launch version of the astra that could kill three or four dreads if fit for it before getting reinforced was overtuned, the unable to contest a single dread is too far down the opposite direction, and it swings back around to to other contestations as well but dreads are the most direct knock on point
Is an astra, suppose to solo a dread tho? I feel like structures are there to amplify a defense fleet. Not be the defense fleet
i feel like an Astra should be able to solo a dread but not the Raitaru/athanor
I mean, against a solo dread, I think it is fair to have the Astra have the advantage in fighting it off or winning 1v1
hardly a defense fleet situation there, more of a 1v1 situation
standup shadows and balance it out that it takes like 3 sets of them, so it cost like 1.5B isk to defend it, or make it somehow more expensive, so you still have to invest in those to prevent that situation
also, since you know the station is loaded with fighters, it would be a good idea to fix the current loophole that allows you to remove fighters once the structure is already reinforced
simply don't allow for figthers to be abandoned once the structure is reinforced.
Having actually used structures the last few years, fighters are locked in the hangar already
yeah i know, i reinforce at least 2 structures per day thanks.
but have yo uever tried to make them fly out and abandon them? then having a dst to pick them up?
that's how it's done now and it should be changed.
id be surprised if somebody steals the fighters when you decide exactly when to do it
you bring a DST even of your own corp, park it near your own reinforced structure, in the night/downtime when nobody is there. fly your figthers to your own tethered dst, abandon them, pick them up with the dst.
Seems like a valid loophole tbh
Cenotaph
Ladar Sensor Strength reduced from 25 to 15.
Armor Hitpoints reduced from 5,000 to 3,500 (-1500).
Structure Hitpoints improved from 6,000 to 7,500 (+1500).
what a bullshit
litterly make ceno great for shield that used wh csm members from bluedonut and useless for any armour setups. great idea
Why Confessor/Svipul got buffs to outgoing RRs instead of incoming?
When you spidertank confessors, you want to only switch the one taking damage into defensive mode, while others stay in Sharpshooter.
Now instead it is either dedicated confessor logi boats that stay in defense mode all their life, or full fleet of RR confessors swaps to defense mode to save the one confessor
"you can just delete this bullshit and write "because WH CSM fly on shield setups" (c)iBeast about cenotaph up in shield doctrine. nice
because you cant make "incoming rr only from t3d" bonus. i mean without incoming from any other logi ships.
you can make anything
and it receiving 33% more reps from guardian is not the end of the world
Ok let's say I have 10 confessors with 4 guns and 2 RRs
Before patch: confessor gets primaried, swaps to defensive, receives 18 eRRs
Now: confessor gets primaried, swaps to defensive, receives between 18-24 eRRs depending on how many allies swap, but they lose some dps (compensated by the 12.5% dps buff on confessor at max skills)
What you are suggesting: confessor gets primaried and goes defensive, receives 24eRRs from other confessors who also don't sacrifice any dps
Incoming RR buff would be insanely powerful and also not create competing incentives which is the entire design paradigm of t3cs where you have to choose what bonus you want at a specific time
Current patch means now everyone in a RR fessor fleet has to be aware of whether their allies are holding and consider whether or not they want to go defensive to rep harder or stay sharpshooter for dps. If it was incoming rep bonus, this design choice doesn't exist because there is no benefit to going defensive to rep.
Con🅱️essor is looking very fun now
And yes, this doesn't account for having literally invincible confessors supported by guardians or whatever
Which would exist with incoming RR buff
glad we are having a discussion
there is a point between 0% and C6 Cataclysmic variable that is, in my opinion is balanced and interesting
it is a fair point, however it feels like a dedicated logi (or hell, a dedicated confessor logi) will work better by permanently repping target, letting other confessors stay in sharpshooter mode.
Switching from sharpshooter for entire fleet will make that fleet relatively useless
- You can't reach targets you could anymore
- Your reps are not longer
- Your DPS is almost cut in half
This will (except for the dedicated logi confessors and primaried confessors) force everyone to play exactly as they played before
I adore confessor, I have flown it a lot, and I am thankful that it got extra DPS and MS that it needed.
However saying that RR will promote interesting fleet choices except for confessor dedicated logi is kinda weird.
I was hoping for confessor "logi" to be at least on par with Kiki (a T1 Destroyer), but it isn't. It just about surpasses deacon, for 5-10x the price and about the same tank (because fitting 6 top rack RRs punishes your PG and you can't fit 400mm plate, that Deacon usually can)
it's a DPS boat to begin with a supporting option, it makes sense for having to lose dps and speed in order to rep someone, also not the entire fleet need to switch to defense mode, just a few to rep, i don't think this change was intented to have it exclusevly as dedicated logi, you could bring deacons with you for that
your change to received reps, would make the confessor overly op without giving any sort of penalty
received reps is basically extra resists that do not apply to local reps
I know that it wasn't intended, and probably will be forgotten as a meme.
I am happy with speed/dps buff anyways
all in all, I think what would've fixed it for me, is for confessor in defense mode to get same RR range bonus as Kiki
skills?
all 5 char
its 491 before patch i mean
and 458 now
zealot nerfed. wery powerfull ship whitout 4 mids
Thanks for the extra slot in edencom. Now can we use it as main weapon is heavy usage. Also we need more parts
The damage was buffed
5% rate of fire is (1 / 0.75) = 33.3% bonus at level V
7.5% damage is (1 * 1.375) = 37.5% bonus at level V
Ccp when we gettin direct blaster buffs?
That's a bit more complicated because we would have to separate rails and blasters into entirely new groups (right now all hybrid weapons are in the same group) and also do tiericide on the weapons.
It's doable and we should do it, just other stuff is higher priority when it comes to balance at the moment.
was hoping the prospect would get another high slot to be able to fit 2 gas scoops a cloak and the probe launcher
idk. i see that numbers in old pyfa and current ingame fit tool.
maybe some bugs?
I tested it and it seems fine to me
I set it to the same value as the Hyperion to be consistent. It already had a very large drone bay for a Minmatar ship as well, It now has the old Vargur slot layout and a utility high, it seemed very powerful in testing and it's a buff for Fleet usage (8 to 9 effective turrets of alpha strike). It might have been a bit crazy with 15% per level.
But if it still doesn't pick up in usage we can buff it further.
We'll give it the Myrmidon Navy treatment until it's good 😄
Cannot say anything until the expansion previews drop
when's that
I have some dank leaks, the winter expansion will happen during winter.
Oh hey I know this clip from that Sarah Zed video about chess cheating
So, I'd say, overall, the released ship balance changes are positive. I'm not so sure about the wide sweeping ones though. This is similar to how SS got reverted but had negative impacts to the FNI, vulture, Mino, and Rokh, making them even more oppressive.
About armor rig changes and advanced armor layering: That's a wide sweeping change that could impact something in an unknown way. There are already decently fast armor ships, from frigs all the way up.
The rail nerf is similar. Did ALL medium and large rail setups deserve to be nerfed? I think not. It seems like the FNI, Rokh, and Vulture (tanky rail boats) were the main issue. Now we need to do work to correct the rail using ships that got nerfed too hard.
One thing I would like to note is the reason that armor does not have a large following in large fleets is the armor remote reps land at the END of the cycle instead of the BEGINNING like with shield.
The speed and damage was secondary to this issue.
All other changes though seem pretty good. I'll highlight a few I particularly liked:
The ESS changes: The meta shakeup by allowing in T3D but preventing Marauders allows for different combat while also lowering the barrier to entry (you don't need to worry about going up against Marauders).
The FNI changes. Yes, this ship was oppressive. Making this change allows other options to enter the meta.
While not the change I wanted, I appreciate the love to the Nag.
Man. Think about how cool it could have been to have CCP actually interacting regularly in this thread without getting bombarded by complete nonsense any time they step in
hm. looks like i have some troubles with that. my bad. sry about it.
but why zealot cant have 4 mids?
also about mael. while you want make it brawler, why damage bonus? damage bonus more for arty. why not rof?
if you want boost it as arty, why withot range bonus? (but in patch notes you talk about brawler)
i mean arty want 2 damage and optimal. 800mm want rof and fallof.
The marauder changes are appreciated. However, I’m curious why combat recons weren’t excluded from the ESS instead of marauders?
To be clear, incase I’ve referenced the wrong ship class, the recons with D-scan immunity.
beacuse most ppl cry about marauders and noone talk about recons. meanwhile recons is a much more serious problem and is causing more pain in ass
Well, the implication is that Rapiers would be allowed in the ESS, but not the Huginn - for example.
But yeah it seems as though Marauders got a lot of the flak. Which I certainly contributed toward
Zealot can't have four mids because it would be way too strong. It only having 3 mids is a balancing factor, just like the Retribution having 2.
As someone who has regularly done ESS stuff, Marauders are much more of a problem than recons. Recons are easy enough to deal with, a Marauder isn't.
idk. i have more problems with recons. you cant deal with curse for eg.
while you can have td in small fleet to turnoff marauder
You can deal with a Curse much easier than a Marauder. A Curse slides into your Bellicose you can deal with that, a Vargur does? Good luck.
I do agree that in certain situations a recon may be more tough to deal with than a Marauder, but on the whole, they are not.
I mean, if you can handle the curse/huginn, but you can't handle the vargur.... And you also couldn't handle the vargur alone...
The conclusion seems obvious to me, right?
The marauder is the tough part to deal with, in that scenario
I honestly didn't think they needed to be banned from ESS, for what its worth
The no-cloak zone was enough to counteract the actually mechanically problematic stuff
I mean to be fair I'm happy because the common response to me stealing an ESS in FRT space with a 30 man CyFI fleet was 25-30 vargurs/golems+support
Vargur can’t follow curse anymore
Bruh there are like maybe 3 ships that can fight curse + Hugin combo
Recon V pilots in both and ur gonna fall over hard
Pretty much anything with missiles/projectiles/drones that doesn't have to be at 0 right away to deal damage
Curse/huginn deal not much dps
I've fought dual curse and dual huginn before and either forced them off or killed one
In 100mn t3
It's a nasty combo if supported, but alone the recons are subpar combat ships for many things. Damps on a lach can make you completely ineffective, but it still doesn't deal much damage and if you are a drone ship you can still win even
And even vs damps you can just.... go to 0 and kill him
I suppose the perspective I was taking was that of a player who only has one account. Of course , there is an argument to be made about making friends. But in the case where one of the two ships (Combat Recon or Marauder) is going to be removed anyways, why not just remove the D-Scan immune ship that really enables the peak of oppression that marauders displayed ? You can still bring your Rapier, but at least people can see you now as you are exiting warp and taking the gate.
Hence my question
Yes, but if they get webs on you it gets very difficult to mitigate the curse
It is avoidable
100mn T3C does funny things
But against non zoomy bois, the Hugin/Curse combo is lethal. Next to zero DPS but once something is neuted out (now that the Vargur is gone) it basically just falls over and dies.
Realistically you need to manage your range properly and kill webs fast in order to maintain separation and transversal and then keep the combat probes cycling to pick up the curse/Hugin coming in and instantly pull off the warp in point when they show up
Looks over...and no one is going to talk about the Confessor getting a signature shrink in that same defense mode?
Oh and by the way...if it decides to run amok in C13s...now you have given them a self-sustaining capacity. A ship that swap down into 22m signature...and just putter around. So now you can mimic a logi frigate.
Did someone think this through a little bit? Because I can see a few problems that will snowball.
Please don't...Hyperion was played very different.
you mean the sig reduction all t3ds get in defense mode?
No...it applies differently.
Two the T3Ds..only MWD sig reduce.
Two of the T3Ds...baseline sign reduce.
Confessor and Jackdaw baseline sig reduce.
Svipul and Hecate...MWD sig reduce
sorry...a long day
still though, I think you overestimate that impact as a given, when you're trading both speed and damage potential for that sig reduction by being in defense mode
you are making a choice for that
Confessor can get down to 13m.
Svipul with MWD on is 34m.
Confessor on MWD is over 60.
But most people will angle for the AB...to keep that sig tanking advantage.
Or they will balance sig...and Go Snake.
confessor with halos maybe
That is where I do have some concerns especially in the ESS.
but the investment for halos at that point makes it an even bigger target
especially in ESS scenarios
you're focusing on the edge case of edge cases again
which again, do need to be noted
but you don't build all balance around edge case of edge case
most people aren't going to be running high grade halos for ESS running or for confessor PVP generally
Snake Confessor can get to pretty small signatures...even without all the goodies.
Svipul will be interesting because yes its faster...but its align leaves much to be desired.
Confessor can get up to speed comparably.
We will have to consider that more carefully.
I personally think they shouldn't be in the ESS...because there is too many things that could tweaked.
yes the T3D will be more expensive than a Stabber in ESS thieving...but its going to be really zippy on that front.
The Confessor and Svipul will become the "fox in the hen house" in some fits...they are able to hit 8000+m/s
The Jackdaw...is okayish...but its bonus is kind of backwards for its hull...being a velocity and interia modifier. 4400m/s possible.
The Hecate is last. 4321m/s.
I am just saying.
Hecates bonuses are useless in the ESS.
Jackdaws are "marginal" since they modify baseline stats. But not great either.
Svipul and Confessor have 66% MWD/AB speed bonus.
Thats not "edge case" thinking...thats immediately understanding a "no brainer" meta point of interest. If someone wants to steal in the ESS...they have their speed demons pretty much on loan from CCP.
Now...if the Jackdaw got some AB/MWD speed boost.
Or maybe the Hecate...you might have a situation a free for all...and that then starts to focus on the weapons of the ships themselves.
under more normal circumstances defense mode fessor is 43m sig, which is small, but targettable
to get to those speeds you aren't getting some of the other benefits though
43m is enough for some stuff to start missing especially with sig tanking. So basically its going to make Cruisers trying to get them a pain.
probably it will be Vagabonds/Stabbers to try to chase.
Or missile ships.
I just don't think this was thought through.
We will probably have discussions on tackle capable cruisers to try to stop it....but that will have ramifications outside of the ESS.
for the record
you cannot activate MWD in range of thee ESS bubble
so your 8km thing doesn't workout how you think it does
Yes...I was doing AB only.
I have been inside ESS with stabbers...I know how it works.
alright, oversized AB, takes two weeks to get up to speed, you die to a sneeze
if you're grabbed at all? you're dead\
full stop
and you die even more readily than an oversized AB stabber that gets pinned down
And that is the trade...but you are also not factoring on tactics/strategy...teamwork.
Or someone just robs the lower value ESS. Much more access if you think on it.
Hence why I think the ESS needs a Web Field...when you link to it. De-link...it stays residual for oh...30-50secs...before it wears off...inside the bubble of course.
Or maybe a bit past the edge...but meh.
so.... this still ends up well into the field of edge case of edge case
and the cost of your build enters the billions quickly to even approach this
with the returns being fairly meager unless you REALLY strike it on an undefended gigabank, which... won't happen statistically, while your loss profile is very large
so...with Sleipnir and HG-Snakes...a Confessor with a hot running A-Type AB in Propulsion mode and full overdrive and auxiliary thrusters hits...7,699 m/s
You can go officer of course, or mutated on the AB though I guess to change some of this around
Well its not the WH variants...but...I still don't think this was thought out.
Depending 350M max for the ship....but the Implants maybe a bit more...but that can be tuned down to a reasonable level.
We know what is possible...now its just negotiating price point/stat adjustment and that is where we go. Its the main problem with EVEs balance
You tinker with the ship...something unintended happens.
You tinker with the modules...something unintended happens.
You add a new mechanics...something unintended happens.
You can draw out the entire concept with a blueprint...and someone will do something unexpected. And if someone has reservations because they see that problem before it becomes really big...umm.
mutated will get you about 8830m/s for Confessor. 8890m/s Svipul.
So lets say you use that Slepnir as your "catapult" you could get those two even faster.
More like 8900m/s
sorry for Svipul
with a mutated AB, it can really get hauling
Which AB you mutating?
God rolled A-Type can get up to 9.5 km/s
But, ofc, this is built entirely for speed and is a bad idea lol
I was using Gist-A
But the most edge case would be a God Rolled Nija...throws a Svipul to 10km/s...before you even have a Slepnir.
Yeah...bad idea...but getting some cheaper fits from those points now would could see where things get interesting.
Thank God T3D can't fit 100MN for now.
CCPls let us fit Giganewton AB to the Nightmare
I have been eyeballing them in testing...its not as impressive as I was hoping.
Maybe a little extra speed bonus for Sansha hulls would be nice.
still though, abyssals areen't a 'lol easily get very high easy to fit thing'
you're burning through material to get those good rolls
or paying an exorbitant premium
even compared to other things
so it's... really not a 'changes the entire game' thing, and... again... edge case of edge case still
it's milint. He doesnt over estimate anything. He over analysis on a single case
its a you know this change for that ship. Well go do it in this specifc wh and you get this crazy thing because im fitting it specifically to create this crazy thing
And what if it allows a one to steal more effectively from the Reserve in a Key situation?
You know...looks over at the Eris.
This interdictor destroyer skill...now seems pretty pointless...since we now have the plate armor layering skill
20% mass penalty reduction per skill level.
Just seems now like a filler skill.
Who cares
Armor layering is 5% per level, so max -25%
Adv armor layering is only 2% per level, so max -10%
Combined they do max -32.5%
The eris TRAIT (and not skill) is still needed to remove all that remaining 67.5% mass.
holy crap did milint finally admit thst his fits are fucking nonsense?
👀
Entirely accidental
#shutupmilint
#ceasethycrazedramblingmilint
No...that the AB bonus on Sansha ships are not as impressive as they sound. Even with Abyssal Kit in play. I was also testing them with overprop as well. 100% for AB isn't really ground breaking. And then you have to factor in the align time issues.
125% maybe seems a bit more impressive.
its the same align time addition as an mwd, and an afterburner with double stats is amazing
you get almost all of the upside of an mwd without any sigbloom, far lower cap use, no cap capacity or regen loss, and a load of fitting
overprop succubi are an extremely common staple for escape frigs
overprop phantasms are very common for ess, stellar deployments, and reasonably popular in pvp
Bro just said Sansha ships are underwhelming 
Don’t even need to over prop a Phantasm to go zoom zoom
Eris is 1M kg mass...flat...so its pretty easy to spot any changes.
At Max Interdictor its Mass Addition Penalty is 0.00.
1M flat.
Now an ENI though...since its mass penalty adjuster is 15% per level.
Maxed out...and Abyssal 1600mm -> ~232000kg. 11280000 ->~11512000kg mass total.
Your penalty...0.10 sec align time adjustment.
Versus the old 0.21 sec align time adjustment.
So in a weird way...an Eris Benefits from the new skills...if your Interdictor Skills are sub V...but no benefit if Eris is fully skilled. And in theory...it is Negative Numbers. But the system is just going to say 0.
The ENI on the other hand gets a pretty powerful advantage. That does hit a limit...about 25%...but the new skill further shaves into that.
The other issue I have is this the Old Armor Rigs speed penalty. [Which applied to the hull base speed.] Was also a way to keep some Armor Brick fitting in check. Think of it as the difference of a person running with a fanny pack vs a person trying to run with a 55Gal Drum.
With the Agility Change...it has seriously opened up some interesting holes...and maybe some problems.
Its allowed the smaller ships to bulk with EHP without penalty or minor penalty.
If you actually look IRL...if you add armor to any vehicle its speed and handling decreases. I am okay with the Agility Penalty via Rigs.
However, I am not okay with there not being a penalty to baseline speed via Plates. Further compounded by the new skill as well.
Again...back to the fanny pack and the 55 Gal drum runners are now moving at the same speed now. And you can see where this issue is now manifesting especially in smaller ships where they can move at their max skill baseline hull speed with armor. [Which benefits Snake Implant users alot.] If you turn on the MWD its now penalized...kind of like penalizing the fanny pack and 55 Gal Drum runner for wearing a coat.
in theory it is not negative numbers
because its not a subtractive operation
its a mutiplicitive one
1m x (1 x 0) is the same as 1m x (1 x 0 x 0.9)
and irl adding mass does produce lower speed for the same thrust
as equilibrium acceleration against drag is lower
To a point, scale changes this
Smaller military ships often have lower maximum speed than larger ones because of differences in power plant and screw configuration
thats why i said for thr same thrust
comparing a 50cc lawnmower to my audi is not a fair comparison 
At least for gameplay
Though I get it being a balance consideration
In lore it is ofc more complicated but this is about game balance lol
i mean they have an ok ish approximation of mass and inertia
amarr ships get less of an align time hit from prop mass addition because rhey genrally have the lowest average inertia
on thier ships
Oh yeah definitely
If I tried to armor tank lets say a Firetail with the old Rigs.
Just a 5MN MWD I....and Syndicate 200mm...and Trimark Pump Mk II (x3)
2.64-Legion Update. 6K+ EHP...5.62s align...3397m/s
vs
2.63-Legion 6K+ EHP... 5.01s align 2988m/s
I am just showing where there is implications to this combo change.
Overheated MWD I with an abyssal plate.
2.64- 4920m/s
2.63- 4334m/s
Baseline Hull speed
2.64- 512m/s (only agility penalty...which can be worked around.)
2.63-452m/s (because of rig penalty)
Thats not an insignificant jump in speed.
And this has implications all up and down the tech tree. Its more noticeable in the Sub Caps...especially now with Frigates and Destroyers.
I think plates need to be looked at...where they can affect the baseline speed of a ship. If its percentage based...the BS hulls are not going to be as effected as much. Lets say...10%.
100m/s - 10m/s penalty....vs. 500m/s- 50m/s penalty. And you can adjust those penalties to each class of armor plate. So you also deter/penalize over plating as well.
The Armor Layering skills should by their existence then help reduce those penalties a bit...not all the way...but enough that it helps performance.
That's literally what the skills do?
Plate adds mass
Armor Layering and Advance Armor Layering reduce the mass added by plates
Armor Layering 5% per level = 25%
Advance Armor Layering 2% per level = 10%
I was making the argument that the baseline hull speed needs a speed penalty if you have armor plates involved...currently you can run around with larger plates and no penalty to your baseline hull speed.
I was making the argument for the speed penalty to be a very simple number 10%...because its less likely to hit Larger hulls...BS->Caps with a Brick. Whereas the Old Armor Rig Penalties which did affect your baseline hull speed...would have implications to anything you fit.
Currently there is no penalty for having armor on your ship...UNLESS you turn on your MWD or AB. Does that sound right?
Which is one of the reasons why everyone wanted to use Shields...especially on already slow hulls.
before this patch.
baseline speed does not need to be reduced
firetails dont use trimarks
they use bulkhead
or cdfe
so this is irrelevant
3.3km/s for a frig is not fast
But it should be a counterplay to keep certain things from happening.
Frigates....100-200mm armor...okay no problem...minimal 5% speed penalty...or less. but if you throw 400mm it should be around 10% speed penalty....but for a Cruiser that would be nothing.
You are going to see overplating in some classes of ships due to this recent change.
The reason why armor fits were not getting as much interest was to max out armor meant you had a speed trade off.
Now balance wise most ships that were shield concentrated were already slow baseline. But that kind of gets muddled when you get mixed system. [Minmatar] into the mix.
I am not against the agility change for the rigs...that seems reasonable.
But I am questioning the sensibility for a ship with plates on it...even over sized plates not getting any penalty to baseline speed. [And only speed penalties if you turn on an MWD or AB]...if the plates did have a speed penalty it would at least bring some balancing factors in.
And that isn't a T2 or factional...or abyssal MWD I am mentioning...just a plane jane MWD I.
I can see the implications to this.
Which also feeds into some overprops too...probably not that viable...but would make them a bit tanker as well.
frigs dont use t2 mwd
they use quad lif
so that is irrelevant once again
there are no implications to this as the scenario is not what players do
overprpships almost never used trimarks either
so again irrelvant

This constant barrage of attacks on my sole remaining brain cell is becoming overwhelming.
Quad LiF.
2.64 - 4960m/s
2.63-4372m/s
Abyssal Quad LiF
2.64-5632m/s
2.63-4960m/s (speed point repeats in the data) (so now a Non-Abyssal Quad LiF can do this speed in 2.64)
Propless, 400mm plate 3x trimark slicer with scram+web, or dual web, is now OP 
Do you have Snake on that?
High grade amulets and officer modules ofc
Are you sure sir...because you can make a 11K Slicer that will be pretty deadly in the 10km range. [Granted its probably only going to be seen in FW]
13km Stasis Webs overheated.
this is mostly because of hydrodynamics, and so does not apply to spaceships
If you did Amulets its 15K
The walls will continue until the last brain cell yields

I Special Summon Three Confessor Tokens in Defense Mode, then combine them to XYZ Summon Number 29986: Legion
And then attack your brain cell directly
You can also tinker with the Slicer in ways to either increase speed...tank...damage.
If you go snake you are about 718m/s to 821+m/s (+ = any event booster) I went Dual Web + 400mm + 200mm. 11K.
If I go Amulet. 575m/s - 658+m/s 15K and 15K EHP.
You couldn't do that before yesterdays patch.
Hence why I do think it needs a little reconsideration with the plates especially.
Oh and that slicer has 3.22 align either way.
i too buy highgrade snakes for my propless slicer
for a literal miniscule increase in performance
fc this slicer is burning at me at 800m/s
what should I do in the 45 seconds before it gets here
Ahhhhh ma brain
I think I'll go make a sandwich maybe
then I'll scramkite it to death
(I don't even have a scram but it has no prop so lol)
Well...at least you can now just slap a warp disruptor on it...
or a scram
hence why I said...you will probably only see that near a beacon in FW
And once everyone knows what you have in a pod...they will absolutely go crazy.
Web+ Scram/Disrupt makes more sense in my head
Probably a Neut in the utility high
You can...but only cap stab if its abyssal
so probably too expensive anyways
I dont think ive ever put a plate on a frig except for a punisher as hard tackle
cap stability for pvp
Also resist and reppers
It is situationally good to be cap stable in PvP. There are a massive uh 5 fits where it is good
if I'm not cap stable how will I survive my frigate fights that last 30 seconds
I love the cap stable fits. They evaporate
Woooosh
Except for the regen Vargur and the 100mn Loki, and the meme Vagabond, cap stable doesn’t work.
Well...15K EHP frigate is kind of funny for a T1.
I hope its about 50km away.
Probably would dip anyways.
If it was ontop of the beacon...probably wouldn't be a day for the Condor.
Its not milint. Youre just an idiot who doesnt understand the game because all you do is try to make a stupid fit and then balance around that
No ? Max speed is when drag force is equal to thrust force.
Drag force is ONLY function of speed (quadratic and linear, in Eve linear only) so max speed depends only on drag factor and thrust.
What mass changes is the acceleration. At 0 speed, no drag, so a = thrust/mass.
Well so the thing is Eve uses submarine physics bc it is really a submarine game
I think in like cargo ships they have a different top speed loaded and un loaded just with how much more the engines have to work to move the load so maybe although the theoretical top speed is the same loaded/unloaded the engines can’t physically provide enough power or they’d be over worked to push through waves which would be the drag force.
Can we delete abyssals just so milint can never use them in one of his stupid hypotheticals about how something is broken because of some edge case that nobody except him has considered that actually means bricked plates with red mass rolls are actually good because they gain more from armor layering or some other such nonsense
I mean not to take millints side but mass bricked plates are good for rolling wormholes 
Which is about all they’re good for
I wasn't even Abyssals...just K space.
since we have a mass reduction...that kind of gets a little more problematic...maybe a good thing for WH PvP...not good for trying to keep the intruders out.
Hmm...looks over at the mass entangler...I hope they cross checked that.
Not really. Because you can just not train those skills on your chars you have to roll the hole with.
On paper a skill is to enhance gameplay...not create another...don't take this to exploit a mechanic gameplay.
What? Milint, this makes less sense than your incoherent rambles.
Its extremely easy to just not train the skill
If you are so concerned about wh rolling
Autists*
More than one of us

Fighters and Carriers do indeed need some significant help
im gonna keep saying it despite the "reeeees" of some certain people who believe that carriers are in a strong position right now, but even a simple fighter application reversion would make carriers infinitely better.
Then why did the skill even need to exist...politely said?
If you are just going to tell people to either not train it for alts...or if they are going into Wormhole Space.
That shouldn't be the answer...don't train it.
you can choose to train it or not
many people will find it worth training
because they do not base their gameplay primarily around a few percentage points of plate mass for rolling wormholes
because it reduces the mass plates add even further. Which is a good thing overall
And additional 10% at lv5
100% plate and extender bonus to carriers when 🥺
fighter application nerf reversion when 🥺
if dreads are the active reppers, why not let carriers be the buffer tankers?
because it was too oppressive.
you stopping the spam when 🥺
Never 🥺
Then you have your answer.
I’m not advocating for a return of sky net at all either, that sounds like it can go die in a hole
But why is it a haw dread gets better application (and damage to boot) than a literal carrier I will never know
you are not advocating for anyuthing. You are spamming, without a single argument.
that's pollution.
Sure I can go over some of my points again thanks for asking
I c
dreads have more tank
dreads deal more damage
dread hulls are cheaper
dreads are cheaper to skill into
dreads cant be defanged like a carrier
dreads have better anti-sub performance
dreads have anticap options
dreads get better application
marauders deal more damage
marauder hulls are cheaper
marauders are cheaper to skill into
marauders get better application
marauders are more mobile
marauders can enter high sec
Why is it that carriers get the short end of the stick in so many aspects compared to dreads? I can understand if you want dreads to be the siege weapons and carriers to act as long range strike and force amplification in combat in exchange for not being able to stack up against a dread, but they can’t even do that well since haw dreads outperform them in their intended small craft role. Not to mention even marauders can outperform carriers. I can get the concerns with them returning to feeling too oppressive, but there is a balance where a ship can be strong but not oppressively so…
Or maybe do a complete pivot and move them away from a combat role, make them a capital ewar and support platform. Even with conduit and cmjd they had added recently it’s almost like ccp is trying to go in that direction of a support based capital rather than a traditional combat role, but they still feel like they’ve been poorly shoehorned into their current role and then get outperformed by their dread cousins and marauder subcaps in all but the most niche situations. (Like a conduit drop)

Holy shit bro still yapping about carriers
I’m a yapper
I’m sad there’s not more yapping happening here
:(
Really thought that would stir up more yapping but only one person responded
I shall be back to yap another day
Nah let him yap, eventually he will wear CCP down.
All the problem with carriers came from absolutely different tracking / damage from fighters vs drones version. Ridiculous application damage (both dps and alpha) made them useless in PvP at all
Great solution would be to either add some class of fighters for both light and heavy that could work better with smaller ships and heavier - expand range of application and damage.
Another big thing is plate / shield extenders or repairer/boosters - it’s a matter of balance because basically outcome of fights is:
initial ehp + recovered enp - damage received
Based on that all fights designed for some fight time. Carriers in this case play not the main role unfortunately 🙁
July 14th, 2026
Maybe a little splitting of the fighter squads power and capabilities.
people tried to work around this by using SSFs in place of lights, but ccps response was to nerf them even further.
golly gee i wonder why people were using the anti-drone and anti-fighter fighters against actual ships even with the gargantuan -70% damage penalty instead of the “light fighters” which are meant for actual ships? And what does ccp do in response to this? Nerf the ssf fighters even more from a -70% damage penalty to -95% damage penalty.
Just imagine if CCP made possible to use instead of fighters on carriers actual frigates and destroyers (t1/t2). It would be the same effect as if you launch multibox but with single window using typical carrier mechanics.
I’d love to see that:
- You take and fit ships
- Put them in squadron
- Manage them as regular squad, but for players they will look like regular ships (with slightly dumber behavior)
Super Carrier with 5 squads of bombers 😍
Just make carriers the solo players multibox platform
Hel warps to asteroid field drops 9 Exhumers and a porpoise and just multiboxes from 1 account gg ez
what about carriers being dockable, with the following limits :
- max 5 players docked for carriers, 15 for super
- only docking granted for chars in fleet
- can't dock when carrier or ship subject to gate-prevention (scripted HIC)
- size limit to frigate or destroyer for carrier, BC for super
- no service present in carrier to repair, but can refit.
feels like if you dont allow atleast cruisers and like 20 people it wouldnt get used
bringing like 5 kikimoras doesnt.. do much if you can bring 20 people in cruisers back to the fight after then it could atleast bring a decent ammount of people over
what would be the advantage of docking vs the existing conduit and refit mechanics?
hiding what ships you’re flying for a few seconds?
id assume just being able to refit and stuff without needing to worry about getting shot while refitting i guess
if something can kill you in a few seconds while refitting then it can probably also kill your carrier
carriers are not good
seems like a dubious benefit for a lot of dev work
The goals is to give "carriers" more of a projection role. The carrier would STILL have access to its present fighters, but would be given a fleet projection (more like wing projection) allowing to extract or refit them. The wing (typically, alts) could help with what the carrier can't handle.
That would be a middle solution between "Hello, my carrier can't handle a single tackle" and "hello, carriers are super oppressing", while also fitting the real life carrier roles, and not making the carrier useless in group (since they have fighters).
maybe add also "100% increase to the number of docked players per level" to the "capital jump portal generation" skill ? So up to 25 for carrier, 75 for super. Maybe too strong.
you can already refit off a carrier
and you can use conduit to jump your alts into and out of battle if you want
I don't see what this adds other than a lot of dev work
if you want alts might as well actually just do this
You know what the game need? More projection
real and true
😭
I like the sentiment of this idea.
Really though, the annoying part about roaming around in nullsec is that first, you have to get all your friends you want to roam with out there in the first place. Then, if they have to log off early because of real life conflicts, you have no choice but to leave them stranded. Then, when they die, if they can reship, they still have to burn back to you by themselves. They have a low chance of surviving. Without a nearby place to reship, refit, and death clone to, it allows defenders a way better advantage.
So, what if carriers could have double the ship maintenance bay , can cloak in space without being decloaked by a mobile observatory, and have the ability to have people death clone and jump clone to the carrier, provided that clone ability had restrictions like -100% lock speed for 1 hour after the clone jump?
This at least would allow groups to plan a roam ahead of time by allowing everyone to death clone to the carrier. The carrier would cloak up, and people would wait out their jump clone penalty timers. Then, the carrier could decloak, pass out assembled ships, and the roam could happen.
i actually agree to giving carriers a bigger smb
no idea why carriers cant carry more than a dreadnought
lowkey don't think dreads should have a SMB at all outside like the Caiman where its basically a carrier/dread hybrid
many years ago dreads didn't have SMB
CCP added it as a qol thing I guess
carriers were heavily used in pvp back then too
before the carrier/fax split
when spider rep carrier blobs with sentry drones murdered subcaps
so I guess ccp was like "poor dreads, better give them something"
now it's the opposite where carriers are useless lmao
people will cry if you take their dread smb away though
its a great qol thing, but we dont need to nerf dreads to make carriers good
if something is underperforming the best case is to buff it rather than nerf everything else
nah, mobile observatory should still work if you are AFK.
I mean, the best way would still be to remove HAW imo but, I doubt that is happening lol
people like HAW too much and seem to find HAW a lot of fun, so probably a good thing for the health of the player count to keep them
Where did you read about exhumers?!
Right now you have fighter - they do some damage, what would be bad to have instead of fighters frigs/destr? Actually they do roughly the same damage as squad of fully fitted frig for ~30m.
Ok but what if you just lived closer to your enemy and not 5 region deep of blues?
Then they may have to pvp
PvP in my mining simulator?
Hey Big Amarr. So what I was saying is that this would be intended to accommodate a small gorilla group to basically live deep within hostile null space. Provided they could sneak the carrier in with spare reships, it would allow for multiple nights of harassment of the locals in the same area.
In this case, you literally can't live closer to your enemy because there are no stations for you to dock in.
Why not just add npc stations back to all space
Gorilla group, apes together strong
Yes. I agree with this too. I support at least two "pirate" NPC stations being added to every null region.
What if… hear me out, we had like capturable stations that made it easier to beachhead into hostile space.
We could call them “outposts”

This would allow casual roamers a place to dock for the night.
What if... hear me out... you could join a nullsec group and drive away all the roaming small gangs messing with you because they had nowhere to dock, nowhere to reship, can't cloak, and we could bash every structure their small group could attempt to place? Wouldn't that be excellent!!! All the content would dry up in our space and we could all just rat mindlessly in complete safety!!! We'd be bored out of our minds! It will be great!!!
Just add back npc stations to NPC regions and go from there
imagine if you could just capture other players stations with carrier sized breacher pods
...controlled by Vanguard players in your fleet
Nothing that crazy but I could definitely see disabling certain things
I think breacher pods being tied into vanguard would be cool, you have a friend in vanguard in your fleet, and you load a special ammo type. they could then load into the pod and when you launch them, they start a PvE match where they can do damage like normal, or maybe effects like breaking their target locks for a moment, disabling a module that is on auto repeat, heat damage to modules, slowing down reload, etc.
it could be strong, but, considering it take another person taking action i think thats reasonable, cause that other person could just be in another ship.
I think CCP wants to work on asychronous cross-gameplay
It'd also be very hard to do
because EVE fights, especially solo 1v1s are often over in a matter of seconds
yeah, it wuld be odd for the vanguard guy to have the room blow up early, but, that means he won really. The idea of a 3-5 ish minute quick match isnt bad though, cause as the EVE pilot, you should know to not use the player controlled pod on a target that will die instantly. use it to hamper something that will take time to chew through, or an off target to take it out of the fight
i dont think it would work with fleet battles but like with structure stuff it could work
Yeah I think for synchornous gameplay the best bet we'll have is structures
i think start with structure of course.
but i see no reason you couldnt have it work just fine for small gang all the way up to big fleet fights.
For example I envisage something like this:
- Alliance A bashes a structure belonging to Alliance B's shield, causing an armour timer
- Alliance A then wants to weaken the structure's defenses before the armour timer, when the enemy will most likely contest, so they decide to put out a mercenary contract to a Vanguard corporation to board the structure and weaken some of its defenses (offlining a missile launcher, ewar module, etc)
- This will take place X amount of time after the Vanguard corporation accepts the contract
- Alliance B gets a notification that this will take place, and has the opportunity to put up a defensive contract if they so please
- If Alliance B chooses not to put up a defensive contract, the defenders during the Vanguard battle will be standard NPCs
- Battle then takes place
- If Alliance A's Vanguard team wins, they successfully weaken the structure
- If Alliance B's Vanguard team wins, not only do they win the objective but that structure will be unable to be boarded by Vanguard for a certain amount of time (say, 2-4 weeks)
ships tend to just blow up too fast you breach a ship and its probably dead in the next 2 minutes
best case for ship vs ship combat it would be capitals only
Another case against this is tidi, in EVE you can have tidi, but tidi is not something that would be good in an FPS
you put a limitation that each Ceno can only launcher 1 player controlled pod, then has a cooldown on it, so then they can only use normal pods.
You can only use a player pod by having a vanguard player in fleet (this is assuming cross game chat and fleets, but those should happen either way), and that player has to choose to load into an available pod.
I dont think the target blowing up fast matters, it just means you picked a bad target to use it on.
wouldnt matter, the effects caused by the vanguard player could simply be delayed to line up with tidi. they just run their match as normal to full length
TIDI probably wouldn't effect the FPS game but valid point still!
probably best to make it like a capture the flag game mode where you need to sabotage the ship stuff during the match instead of if you win the ship gets weaker or something
that way its not just great you won but.. the ship died like 5 minutes ago
You also have to consider, Vanguard also works like EVE when it comes to losing items
They don't really have a lot of motivation to board a ship that will likely blow up with their items they've worked hard to acquire
in smaller fleets, a BC or BS can last a while, in big fleets you would prob only use it on caps, or on ships you just want to disable, not kill immediatly
Then any smart vanguard player going breaching will bring some throwaway gear wont they 🙂
all i can see now is for ship stuff they just run around with the most basic weapons saving all the good stuff for like station attacks
just going from WWII infantry man to super soilder depending on what they attack
Yeah i was picturing a number of objective points in the map, and each point can have different effects if you take and crontrol them. the effects would then have limited durations in the EVE side.
eh, i think there is a lot of room for it to be interesting on BS (marauders), Logi, or EWAR ships you want to disable but arnt worth the dps
But yeah, I think stations and PI colonies and the like first.
i would think like if you board a ship there would be like 3 to 4 spots/things to sabotage
probably a shield generator and some sort of Nanite Injector depending on the ship (Shield VS armor ships)
Probably a weapon/Ammo depot thing to reduce Reload/ammo change time/dmg
then the engines/warp drive
and for titans/keepstar/lancers a way to disable the DD
Actually, just a thought
The games don't need to be completely synchonous with this
For example if you are on a ship and it blows up, in Vanguard you could get a 30 second warning of "hull critical, make your way to an escape pod or die", and have an actual chance at escape
Delay the ship death by 30 seconds in vanguard
Good point here
or even a minute
literally no need for it to be a perfect one to one after the "fight" is over haha
getting hit by a DD is 10 seconds and you just get something like Elites "Capital class signature detected" when those big ships warp in that game
Yeah there are TONS of options for interesting effects you could have that could be unique but make TOTAL sense from a man inside causing it.
- reduced reload speed
- loss of locked targets
- extra heat damage
- tank module cycle time slowed
- module auto cycle turned off and not usable for a duration
if you wanted to go full chaos:
- change current heading (imagine if orbiting at 10k the vanguard player can see this and gets the option to "break" the orbit and send the ship flying straight the way they are flying at the time lockign the ships heading for a few seconds)
- jettison cargo, think of jettisoning a bunch of their cap charges or spare ammo lol
id picture them all being short duration, but it should feel chaotic for the EVE player hit imo
https://vxtwitter.com/PlayEVEVanguard/status/1967590818463551956
Also unrelated, I know this is most likely a pre-rendered mini-trailer but if we could get something like this in-game that'd be so cool
Vanguard, Operation Nemesis begins tomorrow. Are you ready to FIGHT?
💀 https://bit.ly/4gohZw4
#EveVanguard https://t.co/uLMuRkFiWx
halo ODST vibes
it would definitely be interesting
an, it was joked...but the idea of giving carriers a version of breacher pod that could maybe load 3 vanguard guys in together for use on caps and structures. who knows, it could be an idea.
Id think that titans and structures you would need a team of vanguard guys...like you could go with one, but may only get one objective before you run out of time, but if you go with 3 you could get more done.
there are just SO many ways you can do it lol
Project Nova is the upcoming dark and thrilling first-person co-op shooter set in the dystopian sci-fi universe of EVE Online. Project Nova features tactical co-op PvE and explosive PvP modes, with a strong emphasis on mastery and strategy. Project Nova's gameplay will be co-evolved with the community - be there from the start to shape the game'...
yuuup i miiiight have been hyped back then at the idea of it....hence why im vocal about the idea now lol
im not generally a FPS person, but, PvE FPS in a setting like EVE...with a goal like that, hell yeah id play it lol
the cargo jettison sounds great for actual piracy
agreed, it would be legit for stealing loot. think, you catch a guy after a DED site, you breach him and have your vanguard guy jettison the loot before you blow him up to ensure you get the loot.
again...SOOOO many cool gameplay interactions that arise
hell, EVE PvE sites with a small structure that if you breach and they win the match, yeilds extra loot. (and of course doing so would spawn additional waves of rats to fend off while he is in there)
I don’t think cross game entanglement will work with ship to ship combat
The timing and execution are too much of an obstacle
Imagine you fire your vanguard breacher pod and nothing happens because your enemy is queued into vanguard and sabotaged the team or something
Against structures and anything with a timer? Sure, that can work potentially. But you still have the issue of inconsistent RNG when it comes to the actual vanguard gameplay
I think the concept of gameplay in vanguard influencing what happens in eve is totally garbage!
Stuff like this is so airy fairy completely ignoring the reality of the infrastructure required to tie these two completely separate games together in such a way
And even if it were possible why would it be a good thing
You're playing vanguard 'oh some ship in eve that I don't care about just died so now my game is ending in 30 seconds'
currently the way vanguard is tied into eve (it already is) is essentially unnoticeable for 99.8% of the playerbase
i dont know if theyll expand it but its honestly fine
Yes it's irrelevant and unimpactfuland nobody cares let's keep it that way
'omg some vanguard players killed some other vanguard players in a raid now gallente has 1% more advantage in vlillirier
'
it would work fine, if you are launching a solo operative who is in your "fleet" i.e. someone you picked, who then runs a PvE match.
again, you would only even be in that match in vanguard because you specifically joined a fleet with someone in EVE and choose to load into their pod for a breacher match.
Ok and nobody launches a breacher pod for another 20 minutes you spend 20 mins in matchmaking?
both games run on servers that communicate to clients over the internet, would it need code to bridge them? of course, but there is already a link in some form, so expanding on that not as insane as you think. There are many games that have unified chat systems with other games (blizzard games for example). its hardly unheard of.
Or you end up fighting in some random breacher pod utilisation in some random fight in eve, who cares? Are we adding variable damage to breacher pods now?
again, you are not in matchmaking, you are in a fleet witht hem, thats the activity you choose to do.
800 damage if your vanguard team loses, 1200 damage if your team wins?
Ok there is no matchmaking in vanguard? How are you finding other vanguard players to shoot at?
scroll up and read more we had a long chat about it lol
why are you acting like this would replace all content in vanguard?
No, you had a lot of misguided hypotheticals about how it 'could' work
ghasp you mean....a conversation....aka...a chat....
This is the ship balance feedback thread
XD sorry but you are being obtuse i had to lol
anyway, vanguard could have all existing content, and have the OPTION, to join a fleet and ride along untill a pod is used, in which case they then load into a solo match to take objectives in a ship to cause effects (in addition ot or in lou of damage, thats up to CCP)
and are breacher pods a ship module/ammo?
Okay so I fire my breacher pod and it ticks for the next 75 seconds
How does the player in vanguard have impact in those 75 seconds?
They're waiting for 30 mins for me to fire a breacher pod then they get 75 seconds of gameplay?
Or.. the vanguard player does a 15 minute mission and destroys a bunch of shit and it empowers the eve players next breacher pod?
Anything that has 'in the moment' effects tying one game to the other is completely unworkable nonsense, to be blunt
a player loaded breacher pod may or may not have the same duration, I could easily see the damage is removed and the duration extended, to gain the other control effects. say, 3-5 minutes. and even if it is not who cares, short duration rapid assult gameplay in an FPS isnt a bad thing if your entire goal is an edge in the game its connected to.
this is an easy option too
🙂 sounds like a good middle ground idea. not so hard to not shoot things down and instead provide options haha
If my goal is to have an edge in eve online why would I be playing vanguard to empower a breacher pod charge rather than playing another ship in eve online
effects not achievable via a ship in eve, the fun of it, possible loot to take in vanguard, cant dedicate time to a long roam, but could sit in fleet waiting to be called on to run a quick match, many reasons.
hell this is EVE likely to be plenty of people doing both if we are realistic
what if they start looking at phones as an avenue to play anything EVE directly?
The infrastructure already exists. The Vanguard devs commented that with the new backend they have it's very easy to make the games connected, infinitely easier than the hoops they had to jump through to make it work for Dust
I'm not talking about the technical backend
I'm talking about the structure of the game design
what if alliance tournament matches could be decided by a vanguard battle instead
that would be cool right
Wouldn't really make much sense, but I could see a Vanguard version of the AT happening sometime
Why when you could play an actual good fps game instead
Because no other FPS game is able to offer what Vanguard will be able to offer

Conceptually I agree with you. But we need to see the end results before that statement is accurate
Based on the progress they've been making, and based on what inside information I have being in the VIP program, I can say as long as they don't rush release, it's going to fulfill that statement to the fullest
Will try the beta this week
oh they aren't that far yet
this is still pre-alpha lol
i spent 20 minutes running around seeing nobody and finding nothing much to do apart from pick up stuff and then i get one tapped by some dude laying in rubble i didnt even see
10/10 gameplay
should have used the motion detector smh
This is pre-alpha 3.0 i think? or 4.0
idk how many test they have
still very blocky and unrefined
better, but still miles to go
Early access isn't for another 9 months so they got time
Probably full release 1.5-2 years after that
Ye. But 2 yrs is a long fuckin time.
And ccp doesnt have the best track record
Personally knowing the dev team working on Vanguard, they can get it done
Its not the dev team that is worrisome
Also. 2yrs they gotta make something that sticks out. Eve (CCP) needs something that attracts more people to the arena.
A simple FPS doesnt really do that
Not many FPSes will have the level of customization that Vanguard will have
Dust remains the FPS with the highest level of customization
and Vanguard will have that, and weapon customization on top of that
Not to mention the MMO aspect, political elements, loss-mechanics
Tarkov has some pretty gnarly customization
And even that would pale in comparison
Would you say Tarkov's customization is close to EVE's?
in terms of ship fitting?
I haven't played Tarkov before so maybe I'm jumping the gun
Yeah?
Different weapons
Can attach numerous different attachments
Can customize your chars loadout with different armor, some cosmetics, cargo capacity
Tarkov is probably one of the most customizable games ive played.
Only thing you cant really customize is the color of your shit and your actual character iirc
Interesting, I find it hard to believe that any game could approach EVE in terms of stat customization
with the ship fitting system
Just google it
There were some funny ass builds where people put on like 4-5 flashlight attachments to create the sun 🤣
Blinded the shit outta everyone including the user
Interesting then
Well, Vanguard will have an EVE/Dust-style fitting system along with Weapon customization so it has that going for it
Also territory control aspects like fw/null sov
None of that will matter if they cant intice other people to play
Need more than just the eve population
I think it's too early for that
Right now it's mainly staying in the EVE circles while it's being developed and tested, I think when we come closer to Early Access/Full Release there will be much more publiclity
Vanguard also leans heavily on the Dust Vet community as well
who don't play EVE
Surprisingly, I've somehow met people playing Vanguard who both have never played/heard of EVE or Dust
not sure how that happened
They need to get peoples opinions outside of eve
This is just me, but since we are currently doing rollbacks on ship nerfs, maybe we could rollback the power grid nerf from surgical strike on the Legion and Loki as well 
Would make the Legion significantly more useful
Eve players are terrible at giving advice about eve. I wouldn't want them to give advice about vanguard
Eve players are terrible in general (I am no exception) 
you are so unbelievably coped up
its insane actually
Not really, I've been following the development of the new EVE FPS since 2014 when Legion was announced
So I know more than ever that this is the one
so you’re saying you’ve been on copium since 2014

No, what I'm saying is I have experience in being disappointed, and this time I know it's not going to happen
Make it the next destiny lmaooo
That sure as hell would attract people and it could be eve flavored. Pve/pvp looter shooter with maybe a bit of mmo/survival/extraction flavor loaded in there
Whatever it is it should be fun
Doubly so if it ties in with Eve rather than feeling like a cheap coat of paint since Eve has some kickass ideas both thematically and lorewise
Love to see it iterated upon


