Fixing the Cenotaph

Let me put it bluntly: The Cenotaph is not overtuned, it is gratuitously game-breaking.

A guns + missiles + drones Cenotaph can pump out 800 DPS without damage mods. That beats every other battlecruiser in the game, with the sole exception of a fully spooled Drekavac. Did you notice that I neglected to mention breacher pods? Yes, even if you deprive it of its primary weapon, and covert ops cloak, and web resistance, and shield bonus, the Cenotaph would be one of the strongest battlecruisers in the game. When you give it all those things, it is, IMO, easily the strongest brawler in the game, beating almost every subcap in every brawling situation, ranging from solo to fleet fights. In a fleet setting, its maximum possible damage output compares favorably to sieged dreads using short range anti-capital weapons.

CCP desperately needs to change this ship, and they need to do it before it breaks the game. As a starting point, this is what I would suggest they should do:

  1. Give it the Triglavian treatment. Much like the Cenotaph, Triglavian ships have an extremely powerful single slot weapon. However, the Drekavac is partially balanced by a lack of slots. It has 18 total slots, vs a normal battlecruiser’s 20, or a faction battlecruiser’s 21. I would suggest giving the Cenotaph a 5H, 7M, 3L, 3R slot layout. This would would allow it to fit a breacher pod launcher, a full suite of one type of secondary weapon with some damage mods, and a command burst or cloak. It would force people to choose a single secondary weapon type and force meaningful tradeoffs between cloaks, fleet assistance, tank and damage.

  2. Drop the shield boost bonus. They’re strong enough without it.

  3. Tone down the projectile and missile damage bonuses dramatically. The Cenotaph has what is arguably the strongest subcap weapon in the game; it doesn’t need strong secondary weapons. A 7.5% bonus to missile damage per level as its Caldari bonus and 7.5% bonus to projectile damage per level as its Minmatar bonus seems like plenty to me. Then move the web resistance bonus to a flat 25% role bonus, to keep it in line with how other faction bonuses work.

  4. Reduce fitting. I’m not the best as calculating PG/CPU, so I’m not going to give specific numbers, but at high skill levels, it feels a bit too easy to fit everything you want, and it will feel even easier if the ship losses slots.

  5. Give breacher pods a big downside. Breacher pods break the meta by bypassing resists, having perfect application, and doing percentage-based damage. You could get rid of one, two or all of these traits to balance them, and that may be a decent option, or just straight up nerf their damage. However, I think there’s room to keep breacher pods strong, achieve balance, and make their gameplay more interesting. I would suggest that breacher pod launches should have a spooling period, which is visually obvious. While they spool, the ship losses all resists. This would give the ships some counterplay, reward skillful play that keeps damage off the ship while they’re vulnerable and significantly reduce the ship’s capacity to simply replace other brawlers in a solo/small gang setting, because they’ll get punished for launching pods straight into the guns of another ship. It also has the added bonus that it would be easy to implement, because under the hood it would do the exact same thing as a hardener, modifying a resistance stat. Finally, this would be a good way to balance the ships. If they’re too strong, extend the period; too weak, shorten it.

Anyway, those are my thoughts on the subject. Let the discussion begin!

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you do know the BP is a 12km or less range right??? just stay out of range or learn to tank better

Kiting is a valid-ish way to deal with them. They could, of course, allocate their massively bonused weapon slots to projection and make that difficult as well, and they can MJD away from anything except for HICs, Gallente recons, and maybe Mordu ships.

However, my primary complaint is that they render almost every other brawler obsolete if they’re present, with exceptions for Marauders in bastion and maybe Vindicators. For true brawling ranges (within scram range), 12km with perfect application easily out-performs every other short range weapon in the game.

As for tank. Show me a tank, outside of a capital or bastion Marauder, that can take 1900 dps, 1000 of which bypasses resists. Maybe triple ASB? But you still die on reload.

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Why would anyone in Eve learn to mitigate risk when they can come to the forums and demand CCP simply remove all the risk?

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This ‘1000 dps bypassing resistances’ requires the target to have over 100k raw hitpoints for ‘1% of hitpoints’ to hit such numbers.

The majority of subcaps don’t even have a quarter of that. Triple ASB Marauder? 25k hitpoints and thus takes only 250 dps, not 1000 from the Breacher pod.

Only Orca-sized targets and bigger get hit for 1000 dps by breacher pods.