@Olmeca_Gold Figured i’d tag you in this since you were asking for stuff like this on reddit a week or so ago.
I’m just going to consolidate a bunch of information i’d like to see discussed (if it happens to be brought up) during the summit regarding battleship balance. I’ll try to make it short as best as I can as key take away points and link to older threads for more in-depth detail.
Increase Scan Resolution by 25-50mm on all Battleships
Older Thread: Battleship QoL Updates
Battleships and Capitals are too close to each other in scan resolution. Some comparison of capitals and battleships have capitals with better or the same scan resolution as some battleships (Rokh/Scorpion Navy Issue being the worst offenders with 93mm scan res).
Buff Warp Speed
In the same thread above, I also listed increasing warp speed by +1AU across the board. If that is too extreme, i’d be fine even bumping them up .2 - .4 and BC’s getting a minor bump as well. Adding hyperspatials helps, but they are % based, and if you start with a low number, the % bonus is going to be low as well, meaning you need multiple hyperspatials to keep up with cruisers, which then reduces your tank, which means you’re more of a super fat cruiser than a battleship (since you lose a lot of buffer not using rigs). Also, don’t get me wrong, i understand sacrificing tank/damage/application for warp speed, but i think its a bit excessive to sacrifice 2-3 rig slots just to keep up with a cruiser (unless its a mach).
T1 Battleship Hitpoint Distribution
Summary is redistribute battleship HP values around to focus more on their primary tank. Such as moving 1000 armor and 500 hull from the Raven into shield. Or moving 1000 shield from the apoc/geddon and putting into armor (not exact numbers, but just examples). In the example i listed in the article, the Raven tank went from 99k EHP to 112k EHP, or roughly a ~12% improvement. With testing of fits, it varies from 6-12% improvements depending on resists. While a small change, it does not induce HP bloat and is still a buff to most battleship tanks without adding additional modules.
Pirate battleships need to be Rarer
The progression of T1 -> Navy -> Pirate battleship is broken, as pirate battleships are too easy to farm and cheaper/better than navy faction. Pirate battleships need to become rarer. I’d propose nerfing their drop rate from DEDs as the simplest method. Ideally, i’d like to nerf their droprate from DED’s and then shift a % of that drop rate into lowsec belts (exactly like Mordus spawns in belts). For example, if drop rate is nerfed 50%, move 25% of that into lowsec,
This moves some nullsec wealth to lowsec, and moves some risk into lowsec belts, instead of being in a site that needs to be probed where the site runner can just warp off/cloak as soon as they see probes.
Navy Ships - Competitive with Pirate
With changes to Pirate battleships, navy battleships also need to be more desirable so people actually want to fly them. The navy geddon won’t be desirable even if the bhaalgorn costs 800m. This also applies to Navy Cruisers in comparison to Pirate Cruisers (just to a lesser extent). You can still have strong Navy ships without making Pirate ships obsolete. You just have to view pirate ships as having unique bonuses that no other ship has that make them strong, while navy ships rely on standard bonuses with good slot layout, fitting and dps. There are examples in the article if curious on what i mean.
Navy Battleship Changes
No article on this one, but just going provide my own thoughts on these as i’ve flown all of them extensively. I’ll provide my idea on changes to each one to make them more attractive and reasoning.
Tempest Fleet Issue:
10% bonus to Large Projectile Rate of Fire per level
10% bonus to Large Projectile Tracking speed per level
Reason: Minmatar do not have a large projectile platform with a tracking bonus that doesn’t cost 2b+ (Vargur). This also follows the same principle as the Firetail, Stabber and Hurricane Fleet Issue (high tracking bonuses with high damage bonus). I chose RoF as it wouldn’t make artillery fit with insanely high alpha (i think with a 10% damage bonus, you get like a 14k alpha in some fits, mach is 12k in comparison).
Typhoon Fleet Issue:
7.5% bonus to Heavy, Cruise and Torpedo missile damage per level
5% reduction to signature radius per level
Reasoning: The gun bonus on the typhoon FI is worthless in comparison to every other projectile ship. It also lacks fitting for larger guns, so its best to just scrap it and replace its bonus with literally any other bonus. A 25% reduction to sig radius on the TyFI would be interesting and could make for some interesting afterburner fits that are hard to hit for capitals. Alternatively, you could give it a target painter bonus or give it the same application bonus as the T1 phoon. I’m not picky, but the gun bonus is useless.
Raven Navy Issue:
5% bonus to Heavy, Cruise and Torpedo damage per level
5% bonus to Cruise missile and Torpedo explosion radius per level
Reason: 8 Launchers use up a ton of fitting and it struggles to fit a decent tank+weapons. It also gains a utility high this way, which makes it a more competent brawler. The range bonus is nice, but not largely needed with cruise missiles (people will just use T1 ravens for sniping anyway) and if brawling, you don’t really need 30km torps. Range bonus didn’t apply to heavy missiles either. I’d also be fine seeing it go to 7.5% bonus to missile damage per level (with 7 launchers) and being a missile brawling powerhouse. The TyFI would be its competitor, but it has 5 heavy drones to compliment its damage, whereas the RNI would be all missile damage.
This would also bring it in line with things like the Navy Drake, where it lost a launcher for a substantial damage bonus for more utility.
Scorpion Navy Issue:
4% bonus to shield resistance per level
5% bonus to rapid heavy, cruise missile and torpedo rate of fire
5% bonus to reload speed of missile launchers per level
+buff scan resolution (120-130mm range)
+buff CPU by 30
Reason: Before you say its not right to give it 3 bonuses, keep in mind, CCP has already set precedent with the new VNI having 3 bonuses on a Navy ship. The extra bonus on this doesn’t change much, but could make for some interesting fits/tactics with RHML that differentiate it from just a standard RoF bonus. To satisfy the 2 bonus OCD, could even change it so something like:
5% bonus to Heavy, Cruise Missile and torpedo Rate of Fire and Reload Speed
The Scorpion Navy Issue is actually a pretty solid Navy Battleship, its just overshadowed by the Rattlesnake since its the same price/cheaper (depending on FW LP). Some minor adjustments is all it needs and a 25% bonus to reload speed makes it slightly more unique than just a tanker/reskinned typhoon or raven.
Armageddon Navy Issue:
10% bonus to large laser damage per level
5% bonus to armor Hitpoint per level
-1 High slot and turret
Brings it in line with the Navy Augoror for progression and gives it a mid it so desperately needs to brawl effectively. The Abaddon buff we received back in March has already dethroned the ANI as the high dps AFK laser battleship and made it even less desirable. The ship also has some fitting issues, but dropping a turret should help resolve those.
I’d also be open to making it a missile battleship, but generally, amarr missile ships are Khanid, which are all T2 ships.
Apocalypse Navy Issue
10% bonus to Large Laser tracking per level
10% bonus to Large Laser Optimal range per level
Reason: Napoc bonuses are solid, nothing really wrong with the ship at the moment, just not a great meta for battleships, especially laser battleships that aren’t nightmares (jags). I increased the default bonuses to give it more range/tracking than T1 Apoc.
Dominix Navy Issue:
10% bonus to Drone hitpoints, damage, and tracking speed
5% bonus to Large Hybrid Turret damage, and tracking speed
7.5% bonus to armor repair amount
Reason: Follows VNI progression, retains the drone+turret damage combo but now gains armor repair and tracking bonuses. Essentially turns it into the drone hyperion.
Megathron Navy Issue:
7.5% bonus to Large Hybrid Turret damage per level
5% bonus to Large Hybrid Turret Rate of Fire per level
Reason: Removing a turret for utility highs with a double damage bonus would turn it into the equivalent of a Gallente Tempest. You could kite or brawl and have plenty of utility for Nos or Neuts and it would be unique compared to the vindi or mega for utility (since neither have utility highs). Its double damage bonuses would also keep it similar to the navy exeq for progression.
Note: I had the hardest time deciding on how to change the N.Mega as there is a lot of overlap between the Vindi and T1 mega. Anyone more experienced with flying with the N.Mega is free to chime in here.
In the end, each race has a tank bonused Navy Battleship and a more combat/Application bonused battleship.
I think that’s the majority of the things i’d like addressed or to have discussions on if at all possible during the summit, or even just through the day to day talks with CCP should battleships ever become a topic.