Tech 3 Expansion - What ship classes do you want to see?

Mining barges

Hehe :smiling_imp::smiling_imp::smiling_imp:

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I’d love to see a salvager with a very special ability:

  • can equip a salvage scanner / salvage scanner drones to find wrecks

the rest would be a upgraded noctis.
i’d love to go around scanning for salvage as others do for anomalies.

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T3s were a stupid idea in the first place. Cruisers and destroyers both.

They are supposed to be “a jack of all trades and a master of none”. Yet in practice, they are precariously balanced between “why would we ever use this” and “why would we use anything else”.

Which is the inherent flaw in the T3 concept. Their flexibility is moot if they’re unable to perform the roles they’re intended to perform, and if they’re able to perform said roles, they’re invariably the best choice.

More T2 hulls (specialized hulls) I fully support. T3 hulls, however, are stupid.

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T3D’s are not to badly balanced to be honest, T3C’s are still completely broken thou.

You can combat probe wrecks btw, maybe a t2 noctis with combat prober fitting reduction :P.

i don’t think so …

T3Ds are still insanely broken, or insanely worthless.

We all remember the svipul menace, at the moment it’s jacks. The hecate is pretty useless in most instances, and fessors definitely shine when they’re used right.

In all cases, the “flexible” T3D has “amazing X, Y, or Z” depending on your mode. I’m not saying the T3D couldn’t be fixed, but honestly, it needs to have “decent X Y or Z” depending on your mode. They basically need to be nerfed across the board.

The mode switching is really fun thou, but I do agree that having different mode’s make it extremely difficult to balance around, maybe the solution would be to have most main stats separate and modes only swapping 1 bonus and 2 main stat around.

I agree with you. It is fun, and the modes are an engaging form of gameplay.

I’m saying that ultimately, T3Ds need to have their base stats reduced, and their bonuses in each mode enhanced. Thus, in defensive mode, you aren’t going to move fast or kill anything. In SS you are a glass cannon, and in prop you’re like a cepter - fast, no real damage.

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Problem is/was that a lot of the alternatives weren’t in a good place even if you deleted T3 cruisers from the game.

Though there were 1-2 areas that needed redesigning or tweaking T3 cruisers were great - could enable all kinds of out the box thinking gameplay and leveraged by smaller entities to take the fight against bigger entities who were much less likely to encourage their line members to fly expensive min/maxed ships or be as organised as a smaller hardcore group and so on.

I think the whole idea of having them as a jack of all trades but master of none was flawed from the start as you pretty much have to introduce them as a far less interesting ship with little that truly makes them stand out especially over just having multiple specialised ships if they cost a lot or take a lot of time/effort. The concept of being able to adapt them was stymied by the implementation of rigs but IMO for that kind of ship it was a concept that actually doesn’t really lead to interesting things - it was better how they were used.

I also think T3s should span more than one class of ships rather than just being cruisers or just being battleships, etc. they should never have been held up against heavy assault cruisers as they were and HACs should have had some extensive reworking to their assault capabilities such as straight line speed and falloff damage range with T3s never having some of the things they had like MWD sig bonuses, etc. that made a reason to use HACs, etc.

Honestly, my ideal fix for T3Cs would be:

  • T3C blueprints can no longer be produced
  • Players can get their T3C SP unallocated
  • T2 cruisers get fixed (lol easy, right?)

As for what’s wrong with T2 cruisers, honestly, there’s not that much. Especially HACs, they’re in a very good place right now. I’d tone the muninn down a bit, it gets a bit excessive in large fleets.

My personal love for cruisers is in the recon line. It’d need very careful balance evaluations, but I’d love to see combat recons become viable to bring on the same scale as logistics is, to the point where in a combat fleet, a combat recon becomes an effective counter to a logi cruiser.

Force recons too, I’d love to see blops in general expanded upon. I’ve LONG wanted to be able to pick a fight using an out-matched conventional fleet, and then blops in a battleship, recon, and bomber fleet to tip the scales. You can definitely do that now, but it’ll definitely not be isk efficient if the target ends up killing anything bigger than a bomber. Pipe dream, I know. But it’d be cool in my mind.

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Only way I can see doing that really is making the Curse a little tankier, significantly increase the falloff range of its neuts (optimal would be too unbalanced) and maybe give it a bonus to energy neut drones amount, hp and range. Lachesis already has reasonable falloff to its damps and a bit hard to tweak from where it is without making it potentially a hard counter against logi - though a variant that could be sufficiently tanked for armour fleets wouldn’t go amiss.

(Less said about ECM the better :p)

The curse would make an excellent counter to a Scimi or Onerios, which do not benefit from a cap chain to the extent that a Basi or Guard do. I agree that making it tankier, perhaps even just giving it an ADC would let it stand with the HACs and support them properly.

The Lach, otoh, would make an excellent counter for the Basi and Guard, by virtue of majorly ■■■■■■■ with their cap chain. The same change as for the curse is really all that’s needed… HAC level tanking.

Even then, the Rook by its own right feels SO close to being a wonderful addition to most HAC fleets… it’d need an armor fitting option (every other one has it so why not), where it can ECM anything really (logistics would be especially affected though as they themselves lack the facility to fight back directly). If I had to pick any that were close, I’d say the Rook supporting a HAM Cerb fleet (we’ll pretend that’s a thing) would be almost spot-on now. People have a hate on ECM, but it has been nerfed to the point where it’s only useful in exactly this kind of scenario.

The Huginn’s bonuses don’t really lend towards interference so much as application, but they also by and large see the most use of the combat recons in your average HAC fleet. So apart from a touch more tank, the Huginn’s perfect.

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Yea they are way to squishy atm, used to get laughed at for asking if I could bring a curse: “LOL you will be primared first and die horribly.” type of response.

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I always wondered about the sig radius on those especially - compared to the Guardian with its 70m or whatever sig they are easily twice as much not sure if there is a reason/equation game mechanics wise but I’d have thought the combat recons should revolve around ~90m for the Curse.

In my experience a lot of people flew with logi cap chains that were only just stable between a mixture of people’s skills and/or poor fitting discipline depending on how the corp/alliance approached it making neuting potentially viable - in a lot of cases it just didn’t happen because getting things like Bhaalgorns on top of logis just doesn’t really happen except in forced range scenarios - though can be offset with a “starfish” energy logi doctrine.

EDIT: As an aside never been in favour of hard nerfs or hard counters to logi or to some extent the new stacking penalties for repairs with capitals - in my experience a lot of corps I’ve either been in or fought against tend to have a lot of people who won’t even undock/leave POS without atleast 10 logi already in fleet and would otherwise go do another activity like PVE or just quit the game - you can’t really force people to behave against instincts/behaviour like that, many of them aren’t entirely willing PVP participants, and it is better to have them active and potential targets even if they aren’t necessarily easy to kill.

We need more fun small ships so I vote frigate

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We’re actively a group that won’t undock without sufficient logi; feeding is bad. Logi are on every single scale from t1 frigates all the way up to titans, exactly the same.

It’s always the same design mantra, and I hate it.

  • Bring enough logistics that they can’t kill your ships
  • Bring enough alpha to volley them before they can repair the ships

I don’t fault them for having the mantra, that’s the meta that wins the most fights. But it’s frustrating. The fax changes help, but like I said it’s true for every level of logistics. Active counters such as recons would negate this in a much more positive way than just nerfing logistics.

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Please remember that the best part about the change is not the nerf to logistics rep but the creation of the ship stat called “% of reps received” the future of eve might be much more exciting :].

Definitely… but remote support impedence has been a thing for a long time. It’s generally always jacked up to 100% (bastion, siege, triage), but it’s not really new… just finally being implemented.

And honestly, for faxes, it’s good. But for subs, I’d MUCH rather see active counters. Yes, reward a fleet that brings logistics with improved survival. But, let another group counter that with something viable. Recons can do it now, they just can’t do it for long enough to be worthwhile; you’re better off just bringing another dps or logi. Giving combat recons the ability to hold in a fleet fight, as much as any similarly priced HAC, would be a tremendous boon to active counter-play against logistics.

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anything but battleships as long as CCP haven’t properly TLCed Marauders and BlOps, especially Marauders that had their “unique” trait obsoletted by MTUs.