Cov ops Battlecruiser with 1 damage mod doing nearly 1,9k dps is totally not op…
They just need to be affected by : resistances, speed / sig tank. Even if they do it would still be the highest damage battlecruiser in the game, also able to use cloak, links etc… If being able to click once, and do twice as much damage as 2 other pirate BC fighting a stationary target with perfect application shooting non stop for 75seconds sounds balanced idk what else can convince you.
Chances are these are going to be pre-nerfed on arrival.
Like i have had to explain to like 50 people already, dont judge how OP these ships are just from the video. 1. The ships that were being shot are not tanking and 2. they werent shooting back. In a real fight the cenotaph will have a much harder time brawling opponents of equal or higher classes. Also if either the cenotaph or the tholos hit a ship, warp off, and that ship dies? that ship must have had 0 tank what so ever and thus doesnt mean that these new deathless ships are op.
They are perfect!
If you were paying attention AT ALL you would notice that the rattlesnake WAS NOT TANKING! Any ship can look OP if its shooting someone who is afk
- the video looks op because these ships ARE NOT TANKING! If the rattlesnake had activated his reps he would have shrugged off the breacher pod damage like dirt from a shoe. 2. if the Cenotaph is able to get in, decloak, fire, then recloak and warp off the target is totally afk and btw the damage over time module is specifically designed to not be able to kill a ship after one shot since the damage scales based on the overall HP of the target so if the cenotaph warps away then the target can easily just warp to a station and repair
if you were paying attention you would have heard that the breacher deals damage based on the total HP of the ship, ignoring resists. 1% damage every second for 75s means the ship removes … 75% of total HP. IGNORING resists.
Tank it as much as you want, it will deal 75% of the total HPs of the ship.
If the ship layer was 25% of total HP and it’s gone (for example an armor BS with one 1600mm T2 plate), there is no more passive shield rep and the BS will be removed the 75% remaining unless it can get repped, for example if it warps off to a far away place.
Maybe offlining a plate once reaching hull could reduce that (will remove approx 25% of the damage taken when hitting hull)
I can see how the breacher pods would be pretty OP when attacking brick tank ships, however in the video the rattlesnake and the khizreal did not use there active tank so you cannot judge how OP these ships really are until they are released.
Also how TF do you quote people on the forums?
select what they say,
Because when you have logis it’s useless to have local tank.
Well yes, you can run the numbers.
Passing through resistances is OP, damage increasing with target HPs is OP, as those two counter every thing that people build their ship for : buffer with raw HP and resists.
At least that will make polarized local-rep brawler ships (hyperion, maelstrom) a bit more useful . A bit.
Neither passing through resistances nor increasing with target HP is OP by itself, only if the damage numbers are also high is it OP.
Those damage numbers can be tweaked, so if it turns out the damage of these weapons is too high, it can be lowered and still pass through resistances while being balanced or even underpowered if the damage is too low.
The interesting thing about passing through resistances is that these new weapons are relatively stronger the blingier the enemy ship is.
I don’t really want to describe how bad this mechanic is, because the CCP can find the message in the discord of the partners, and as for the players, many understand without me.
I hope that this mechanic will not appear in the game at all.
ive rarely seen ccp step back from a new solution to a problem, so your wish most likely will NOT come true…
well im not searching the eve online discord, so why don’t you like the breacher pods?
Can it be that you don’t have a clue about actual combat? Aside from maybe triple-ancillary Golems or Vargurs, LocalTank is pretty much crap for most PvP ships that are used in larger scenarios than solo or ultra-smallscale. As soon as the opponent has a halfway decent fleet, they easily overpower any local reppers you have, and even then at least half of the active-tanked ships use a combination of rep-power AND resists to tank.
This mechanic is insanely bad and the feedback to it is 99% negative, not because the people don’t understand it, but BECAUSE the peole DO understand it. Whoever came up with that idea has no clue about balance and even less an idea of how a player (yes, thats paying customer) feels if you make MONTHS of his skilltime completely worthless, and even punishing him for it, by a mechanic that simply circumvents it. It’s completely beyond me how such a stupid design can even pass the most basic quality checks.
What problem?
A ship like this shouldn’t exist. Its damage does not depend on the speed, position of the ship, or distance. Armored ships were initially designed to have no shield, that is, minus 1/3 HP. You can install a jam or MZD on the ship, since it is a battle cruiser. There is no need to study resists and the thickness of the shield, armor and hull, since the blow to you remains the same. Why study them? Regarding the setup jam+grids+long scrum I’m generally silent
No, those ideas in themselves bypass what the game is built around.
And if they are too weak they won’t get any use. So they NEED to be at least useful, meaning that they counter.
And that’s why they are OP ! They make an investment have NEGATIVE effect. If you add more buffer then you actually make it harder for logis to rep you.
I feel that there is some misconception about the damage. One side focusses on the damage number, the other on the percentage but both focus on the bc only.
Staying with the bc stats of 1,000 damage or 1%: if you have over 100,000 hp in shield, armor and hull combined, the damage will be capped at 1,000 damage because that is the lowest value of the 2.
If you have exactly 50,000 hp in shield, armor and hull combined, the damage will be capped at 500 damage as this 1% is the lowest value.
Is it strong? Yes
Will it shake up the meta: absolutely
But this ship is clearly designed for teamwork and a great tool to be able to take on the algos meta in FW and insurgencies and ishtars in Pochven. I imagine it will shake up suicide ganking too and bring a big challenge and adrenaline rush for logi pilots.
At the same time I think this ship will be squishy as it really seems more like a glass cannon at really close range, so as always: there are multiple counters.
And most of all:.CCP stated they will watch closely and tuning back the duration will maken for a relatively easy fial to tune/balance the breacher pods.
I am also 100% certain that the CSM will pay close attention and bring it up to CCP as well once it has hit the servers and people start using it enough to get the right and enough data.
Good luck to them getting past the army of Prostitutes and Fedos in my cargo hold…
Everything you say doesn’t chnange the fact that you punish people for skilling or investing into their fits, because anything that gives you more raw-hp will also increase your damage taken, which will again put more pressure on your fleet logis and your own reppers. And besides that, especially in WHs where I live you are simply relying on enourmeous buffertanks (yes, triple 1600er Battleships or Dual 1600er Commandships) to have a chance to stay alive in a fleetfight. Because we CAN’T just reship, we are podded out of the WH and need to travel back in.
It also doesn’t change the fact that an incredible amount of skilltime is entirely devaluated, everything fleetboost- and resistance-related, be it supportskills or shipskills for ships that have a resist bonus.
My NavyGeddon I use for defending our home in case a potentially larger attacker is going to invade our home has more than 100.000 HP - no, not eHP, RAW HP - increased to almost 400.000 ehp after resist and fleetboost. It’s just a nessessity to make sure the Logis can catch me when 30 enemy battleships are going to primary me. Now from such a Cenotaph BC I would take the full 1.000 damage - PER SECOND. More than 75.000 damage in total (RAW damage, equaling like 300.000 eHP damage that oher ships would have need to do after counting in resistances) - with ONE shot? ONE? That I cannot even hope to evade because that thing can stay cloaked until the last moment? Thats completely ridiculous.
You can’t be serious. There should be NO mechanic that ignores resists. And there should be NO mechanic that deals damage as a percentage of the targets HP. PERIOD. It’s POISON for the game.