No to Breacher Pods

After watching the presentation video…
No.

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What dont you like about them?

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Many things.

You don’t need to even be on grid to deal damage, you can decloak with no target delay, lock target and shoot your breach pod and immediately warp off to your pre-align posing no threat to your own ship.

The damage it deals has the potential of killing a fully fit rattlesnake within 75 seconds with the breacher pod alone, it doesn’t take resists into account, they are supposedly ‘‘breaching pods with soldiers inside’’ yet it hurts shields which makes no logical sense

There is no skill based mitigation to them like sig tanking/keeping velocity up or shooting them down before they hit. It requires no skill to use. The ships themselves are absolutely busted, which would be good for them if they needed to stay on grid to be OP, but they don’t, they get to be OP off grid if they want.

Can they even be firewalled by smartbombs? which would make sense since missiles can. But i’m not sure about that.

No skill, no risk, no way to defend. No logic. This is pure Anti-Eve stuff.

They should at least massively nerf the damage if you leave the grid, you could say ‘‘since the ship is leaving, the soldiers feel demoralized and abandonned or there is no one to command their assault’’ or something.

They need a counter, they could be like a drone that you can lock/web/scram/shoot before it reaches your ship. They should be in limited ammo and take a long time to reload kind of like bombs on covop bombers.

There are so many ways this could have been done better.
They could go directly trough shield but get slowed down by it while they go trough (kinda like the dune shields), start dealing low damage to armor because they have to latch on and dig trough the armor, while they are dealing armor damage, your own drones or the ship of a friend could be able to shoot them off your ship (give them some tank and small sig so they’re annoying to shoot), then once trough the armor they can’t be shot off (soldiers already inside) and start dealing crazy hull damage and burn down modules or something. Could even have a small chance that they literally pod you and leave the ship empty for the taking, which would be hilarious. (leave it a small chance)

All i’m saying is, it’s not necessarily wrong to make them very strong, but please make them very strong in a way that make sense and under the right situations, not in a lazy homogeneous way and in all scenarios. (and if that can’t be done, maybe it’s just not a good idea to go trough with it at all).

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Feels really op, the taking no resistance into account is what i feel is completly overpowered. If they want to keep the bypass resistance they need to lower the dmg it does by about 50%. The duration is kind of crazy 75seconds. id say maybe 20-30 seconds it more than enough, as it is now, they can decloack click once, run away, do it again 75sec later and kill pretty much any non active fits.

The difference between 1000 dps on a ship (being reduced by tracking, sig tanking, speed, resistances, out of range), vs 1000dps being applied perfectly for 75seconds ignoring all resistances is just wtf.

Also the difficulty of keeping a perfect application for 75seconds while piloting vs just pushing 1 button once and be done with it is completly out of it. Also you can have multiple of those being applied at the same time as long as they are ticking on differents targets.

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pls NO

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@CCP_Jotunn read this pls Mork. :smiling_face_with_three_hearts: what’s your opinion about them?

I like the breacher pods.

They have the potential to change the meta in a lot of ways.

Sure, a resistance-ignoring damage-over-time effect that scales with enemy hitpoints can be very strong, but it also has clearly defined limits: it has short range and no more than one can be active at a target.

If CCP manages to balance the numbers such that the weapon is strong but isn’t oppressively strong, it’s going to be a very interesting new pirate faction.

My only concern is how disappointing the mid-warp deaths are going to be.

Can the remainder of the damage be instantly dealt upon entering warp to fix that?

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Only 1 can be active per target but that doesnt stop a single ship from sending pods to 7-8 different targets at the same time, dealing 7000-8000 TRUE damage per second. If we compare other battlecruiser even at short range they struggle to deal 1000dps affected by application and resistances, resulting in about 300 true dps… the difference is just way too big. I like the idea but its just broken in the current state.

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Yes it’s going to be a powerful ship if you let it live within brawl range that long against your fleet.

I really like the idea of the damage over time weapon system myself, its mostly the perfect application, resistance ignoring, long duration with the also insane dps that makes it over the top. The ship itself is also very capable even without the breacher pods, the web resistance is also a nice bonus, can also do links, stealth cloak, etc… Oh well it will get nerfed before long, better have fun and abuse it while it last.

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Do you have a link? Just came back from vacation and probably missed the announcement…

but like why release it so blatantly OP, you’re gonna nerf it anyway, at this point they’re just gonna disappoint more people who are gonna want to cancel their sub after their favorite ship gets giga nerfed into the ground.

They will also be ridiculously OP combined with Burst Jammers. Land a comp of those with 1 burst jammer per ship, bubble and wubble the enemy fleet, stagger burst jammers as they slowly die and can’t lock any of yours. you can even add some sensor booster on your own ships to be able to shoot them from time to time under the burst jammer madness.

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looks like it was during the AT stream that they talked about or shown the two new ships with the breacher pods.
Following was taken from a breacher pod reddit post.

It deals a fixed amount of damage (ignoring resists) to shield, armor and hull based on your total HP (not ehp)

Typhoon fleet. 9900 structure. 9900 armor. 10450 shield.

in total, that is 30,250 hp

aka, 1% of that is 300hp. that means for 75 secounds you’ll take 300dps from that.

now can your reps keep up? probably not. mine can but i using 2 abyssal armor reppers (not deadspace, normal T2 with a bonus to less cap use. both of them give me 330armor/s)

lets assume u getting…150armor/s. thats 1 normal tech 2 armor repper with 2 t1 armor rep rigs.

that means you’ve reduced it to about 150dps.

sure, the pod is outdpsing your reps, but it will significantly slow it down. and if a fight is taking more than 1 minute…then theres other issues.

specially if u cant get out of range of it after a full minute considering its 12km range…

the idea is, to push for destruction. break the meta of fights where logi wins cause one side has it and the other side either doesnt or lost it. give that 2nd side a chance.

i will admit its a scary ship. i think its non breacher pod dmg should lose the 100% dmg bonus on heavy assault and assault cannon. and reduce the range of the pod to 5km.

but its not an i win button. just a counter to Logi other than mass alpha from 50+ ships. or a marauder that is tanking a fleet of 20 with its bastion reps pushign 1k rep per secound.

and its risky to use considering 12km range. scram and web range.

can also smart bomb kill the pod. it only moves 3km/s less than half the speed of heavy or cruise missiles

These look pretty good, stronger against buffer tanks perhaps and damage in proportion to the target. Only two utility highs on the hulls means you must choose two from either pod launcher, covert cloak, and combat probes. Split weapons systems complicate damage application, and they’re not bonused for EWAR. Plus considering the cost of the first run of pirate hulls from Havoc, we’re going to be paying out the nose for the opportunity to punch up (and fail bigtime).

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If this thing can fit WCS, Nullifier, Burst Jammer and still launch the breach pods, this will be even more OP.

When releasing new content devs have two options:

  • be cautious and release the new item undertuned
  • be bold and release it overtuned

Releasing it overtuned may get some hatred, but also has many advantages:

  • people all want to try the new thing, which is good advertisement for the new thing
  • you get a lot of play data, making it easier to iterate on it
  • there’s a lot of demand for the new thing, which is financially nice for the game company

The alternative is to be cautious and release it undertuned:

  • people ignore the new thing for years
  • there is no play data because people don’t want to use it
  • people complain that the thing is useless

CCP made the mistake to be too cautious when releasing the EDENCOM ships. People ignored it for years. Even now I have never flown one of those ships, although they now finally start to be useful for one niche task (multibox PvE).

I think it’s a good idea that they’re not making the same mistake with Breacher Pods.

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There’s a third option: Release it in a balanced state based on all the knowledge that you gathered in the past.
CCP released a ton of ships or changed ships into completely overtuned/unbalanced states: Svipuls, Munins, Ishtars, old capitals, Combat Ceptors, Rorquals, HAW Titans, to name a few.

They also managed to release new ships in a sort of balanced state that only required a few tweaks instead of comprehensive reworks. The Attack Battlecruisers are one of these types, the subsequent T3D or the current Muninn rework as well.

Releasing things overtuned, only to nerf it into the ground, has ALWAYS resulted in considerable player backlash as players got accustomed to these toys like drug addicts. Taking away the drugs has ALWAYS resulted in lots of frustration and player resentment.

CCP didn’t release Edencom underpowered. They released them on purpose completely botched and unfit for any purpose as they were nothing but an afterthought. CCP had originally not planned to introduce anything useful to “counter” trigs in the invasions. That’s not only apparent by the fact of the original underwhelming performance of these ships but also that they shoot the damage types against which trigs have the highest resistances.

Of course releasing in a balanced state would be ideal, but what if the new content is so new that you have little to compare it with to already release it in such a ‘balanced state’?

Then you can approach this balanced state from the top, or from the bottom.

EDENCOM was clearly approached from the bottom and many players still don’t use these ships ever, even though such an area-of-effect weapon system looks very interesting to me.

You (meaning CCP) already know that nullification and covert cloaks are extremely versatile and hard to balance. Combining both is, thus, a bad idea or at the very least requires a whole lot of thought put into the balance of these 2 factors.
You already know that WCS and nullification in combination on a ship that is supposed to do hit and runs are a poor idea because it makes hit and run way too easy and incredibly hard to counter.
You already know that unrepairable damage (hull reps are simply not a thing in their current state) without a viable counter is a bad idea from past experiences (see Boson and Haw titans).

You can extrapolate a lot of very useful information from past ships and engagement profiles to balance these new weapon types to make them work as intended but give the targets viable tools to counter them. They should not be able to launch BPs if a Nullifier, WCS or Burst Jammer is online on the ship, for instance. Similar to how Burst Jammers negate Nullification.
I feel like giving them a bit more range but make them destructible by defender missiles would also be a way to balance them as it requires fleets to bring properly equipped ships.
Remote Hull Repairers should receive a rework and improvements so that it’s actually useful to spend a slot in your fleet to a dedicated remote hull rep ship (which is typically useless most of the time and a waste of fleet slots).

On paper, lots of things are cool and novel and unique. Sadly (or luckily), we don’t work with paper in space. Usually, cool-on-paper ideas either fall completely flat (see Edencom) or turn into an uncontrollable mess (see Rorquals, Boson DD, Combat Ceptors, Sentry Isthars oppression and so on).

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