Well, CCP Fozzie sure has been busy with the great deal of feedback given both in the forums and out of CCP’s network regarding the planned battlecruiser changes. In a follow up manner, we are posing a FAQ post in which Fozzie directly addressed several pression questions:

I’ve been reading all the feedback here and everything I can find on other websites, thanks for the help so far. I’m going to pick out a few common questions to answer today.

Are the Battlecruiser skills being split into racial version at the same time as these changes?

We have been planning to split the Battlecruiser and Destroyer skills into racial variations for a while, but we’ve been vague about the when. Originally I had hoped to get the changes into this point release, but we’ve seen an opportunity to both build better tools to help players understand the changes (communicating the mechanics involved is something we could have done better so far) and also combine the skill changes with some other adjustments that fit together well. So I now have permission to let you all know that the skill change is scheduled for our Summer expansion 2013 (which most of you know tends to fall in the late spring). We’ll be working to make sure that as many people as possible understand the changes beforehand. I know that some of you may feel that we’ve been stringing you guys along since the changes were first proposed so long ago, but we’re working to make sure a huge change like this is done in the most responsible way possible.

To repeat, the skill split is scheduled for the big Summer 2013 expansion.

Why aren’t there Tier 3 BC changes in this thread?

This thread is focused on the Combat line of Battlecruisers, which are the former Tier 1 and Tier 2 ships. The Tier 3 BCs will be rechristened Attack Battlecruisers and will have their own thread when we’re ready to start gathering feedback.

What about armor tanking? The imbalances caused by the mass of plates, the speed penalty on armor rigs and the weakness of armor reps in pvp situations are a problem that becomes more pronounced for these ships than for any of the smaller classes and should be fixed as soon as possible!

I completely agree. ~Working on it~. However since we want to be very careful about what we promise and when that’s all I can say at this exact moment.

Even if active armor tanking gets better, Gallente don’t need two ships with a active armor bonus! Why not give them more variety in bonuses?

This is a very legitimate concern and is something I am open to changing, we have other options being looked at and are always interested in all your ideas. However I want to wait a bit before switching the design around.

Why is the Ferox keeping the optimal range bonus? A damage bonus would be stronger for blasters and nobody snipes with a Ferox!

There’s a couple of things going on here. I completely think that PVP Ferox fits will continue to be mostly blaster fit after these changes, I want to be clear that we are not trying to force people into rails with the optimal bonus. However there are a few reasons we decided on keeping the optimal bonus:

1) The Blaster Ferox works quite well with the current stats, and the optimal bonus is in fact useful with blasters (especially with Null or Void ammo, as well as alongside a TE module) and creates a nice (if subtle) gameplay distinction between the Ferox and other blaster ships. We were weighing the option of switching the bonus to damage, but chose to add the extra turret instead. This way the blaster Ferox fits get more DPS while also keeping their range benefit (at the expense of tighter fittings).

2) We have metrics on how people are fitting their ships, and many of you may be surprised to know that the most common highslot modules fit to Ferox in the game are named 250mm rails. There is actually a significant number of people using the Ferox for turret based PVE that many veteran players can easily overlook.

3) The issue of balance between long range fit Combat BCs and Tier 3 BCs is an important one. In the end the solution will likely revolve around making sniping with medium weapons and sniping with large weapons more distinct. I’m not expecting people to use RailFerox fleets in pvp after this point release, but while also keeping a strong BlasterFerox alive I want to put the ship in a place where it can benefit from any changes we make to both help medium rails specifically, and the balance between medium and large long-range weapons in general.

I thought the Drake was going to get missile range and RoF bonuses?

That rumor stems from a discussion that was made during a previous CSM summit, and represented an early idea rather than a completed design. I have always been of the opinion that the Drake was actually decently balanced other than the problems with the weapon system, and now that we have taken our shot at balancing heavy missiles in Retribution the changes the drake needed are smaller.
There has also been a feeling expressed that we had been planning to remove all single damage type missile bonuses. It is true that we switched a few ships to omnidamage in Retribution, but we also specifically left the kinetic bonus on the Condor, as well as adding new racial damage bonuses to the Corax and Talwar. We do not consider the single damage bonus to be obsolete. Both RoF and damage missile bonuses are valid tools to use, and I prefer having a variety. Both have their advantages and disadvantages and provide different interesting gameplay in different situations.

Why is the Cyclone getting just 5 launchers and why does it keep 2 turrets?

Creating effective balance between the Cyclone and the Drake is tricky business. We are aiming for a useful tradeoff between the ships, with the Cyclone significantly faster and more maneuverable and with two utility highs vs the Drake’s extra missile damage, with the shield boost bonus vs resists. If it turns out that the Cyclone needs more damage to be competitive, then changing it is not off the table, but we’re going to be careful here.
As for the turrets, we consider these slots to be utility highs. The existence of the turrets is simply to provide people more room to do creative things with fits and go max gank if they feel the need. A vast majority of the time we expect those remaining highs to be filled with Neuts, Smartbombs, Gang links, Probes, Salvagers or other handy highslot modules. Having two unbonused weapons available as an option for utility highs is not the same thing as split weapons, and the Cyclone is no more a split weapon ship than the Raven is. Examples of split weapon ships are the Typhoon and Naglfar, both of which are designs that I consider obsolete and worth changing when we get to them.

Why are you removing so many empty high slots from BCs when they keep the Gang link bonus?

This is a very legitimate concern, and I’m going to be working to see if we can ensure that each race has at least one T1 BC that can fit a gang mod without giving up too much from the highslot. Even though gang links on T1 BCs are not incredibly common at the moment, it would be great if it became more common so we’ll see what we can do to help.

- CCP Fozzie

[Eve-O forums Discussion thread]

Send us Intel/Corrections via dropbox or shoot us an e-mail

Send us Intel/Corrections via dropbox or shoot us an e-mail

  • Uncle__Bob

    I take a Switzerland stance on this one. Once all this is done and the fits can be tried out in battle, only then can a real "scientific" opinion be given.

    Oh and btw – 1st in!

  • cBOLTSON

    The best bit of that post was when he commented on 'Split weapon systems'.
    Not only the ones he mentioned, personally I think the Huginn really would benefit from a dedicated weapon choice.
    As the man says, that idea is "obsolete."

    • BntyHunter

      I can`t wait for the new Phoon and phoon navy.

      • Sync Vir

        fuck the phoon, Alpha Nagifar for the win.

    • Silentskills

      Agreed, that restored faith in his rather impulsive re balancing tactics

  • The Observer

    I'm seeing a problem with the Caldari BCs with these changes. The rail Ferox will get similar, if not the same, tank as an HML Drake and do more DPS as well as have FAR better range. Now, I may be wrong, but shouldn't the Tier 2 BCs be better than the Tier 1 BCs?

    • http://gamingmod.blogspot.co.uk/ Versuvius Marii

      Fucking idiot, they're getting rid of the Tier bullshit and replacing the ships with specific roles. Has your head been in the sand for the last… I don't know, nearly a year now?

      • Duh

        angry little kid, aren't you ? Time to take your pill

  • http://gamingmod.blogspot.co.uk/ Versuvius Marii

    Of course their stats are going to tell them that Ferox pilots all use 250mm named rails – that's what it can currently do. There's no incentive to switch it up into something else so that's obviously why it's not being used much with other items, CCP. Also people have been crying for medium rails to be fixed; why would you when your demographics say lots of people use them, therefore they must be fine?
    Same thing with the ganglink. Use it as a utility high, or not? I'd rather go for the utility, and besides if this BC is on-grid(as I imagine it would be in a small/medium sized gang, larger would use OGB CS) then it's fairly obvious which one is boosting and will become the primary(clue: it only does its flashy effects once it's come out of warp…). I'd rather not compromise a fleet for the sake of a single fleet booster, especially when in their current form you're only really going to stick a ganglink on something tanky like a Drake or Prophecy.

    Theorycrafting time?

    • http://www.stratcomuk.com Shingorash

      I have an alt who uses a Rail Ferox to do level 3's, I also use Blaster Ferox's already for PVP and they are fantastic, these changes quite frankly will improve the Ferox no end, the extra turret is great with the optimal bonus and Null M.

      With the extra low slot tracking shouldnt be a problem and you should be dishing out 600 DPS with Ion Blasters, I dont see a problem…

    • Lugalbandak

      Ye love my blaster ferox already , the x-large anci (even at last nerf) & buffer fit is a nice solo boat , if you can keep distance your optimal is good and your opponent loose a lot of dps agains you.

      look forward how it will fly after patch.

  • 2.4

    Thanks CCP Fozzie for another batch of "balancing" ships…

    When you get to the BS's, caps, titans, don't forget to let all your CFC friends have a hand in the changes…..again!

    • Really?

      Fozzie is connected with the CFC? Please tell me more!!!

      • Goonsrvirgins

        Most devs are.

        • gameon

          fozzie was pl so that hbc not cfc

    • APR6J

      Imagine if he did. However would we cope? I mean it's not as if the CFC have ships that nobody else can buy/fit/pilot/welp.

  • kevin___

    Fozzie did a marvelous job with the re-balance last year. Thanks to that, I am keeping a positive attitude towards the upcoming changes.

  • Kiyohime Ronuken

    CCP surprised me this time around… I really expected to see the BC follow the Crs footsteps where the Tech I variants could fill the Tech II roles. It seems there's a theme change, which I really don't mind. Still – how about adding the following add to each Tier I BC?

    Able to use 2 gang warfare links.
    *Racial* (when it's time) BC Bonus XX 2% bonus to (racial) warfare link effectiveness per level.

    The lower overall T1 tank should keep the 'proper' tech II bc's in business – and 5% is nothing to sneeze at when it's fleet wide. Too, the 3-module ships are pretty well dedicated boosters that can also shoot. These would have to give up DPS right away if the 2nd module was desired and of course, two would be the max without command processors.

  • DarthNefarius

    The Reactive Armour hardener is not only shit when compared to the Anci Shield Booster in PvP but it is shit in both Sleeper & Incursion PvE. One quick thing CCP Fozzie could do right now is to give the Faction Plates the same HP bonuses that theT2 plates got in addition to the lower mass ( right now faction plates are as unused as the T2 plates were 6 months ago )

  • ROFL

    Wouldn't it just be simpler to give ships with command link bonuses dedicated slots for them? It would give far more flexibility when reworking the fits then the current design affords. You would still have to have the skill training for the links so it would not take away from the ship fittings in any way, and would still allow the use of high utility slots keeping the ships pvp capability while also using the links.

  • init. Grunt

    the rebalancing of the Tech1 cruiser was a step forward to a better balanced game. The work of CCP fozzie is quite impressive and i'm sure the Battlecruiser, former Tier1-2 will result in the same, impressive balancing. Even though
    all these bitter vets don't like any changes, as a new player i think changes gives the player (besides the bitter-vets) new
    opportunities. I'm eagerly awaiting the change!

  • Ashesofempires

    CCP should have rebalanced active and passive armor/shield tanking before they went through the ships, or at the very least alongside the cruisers. While frigates don't generally have the slots for much tank, what style of tanking and how thoroughly can dictate a lot of the capability of larger ships. I get the feeling that any changes in tanking are going to necessitate a second round of balance changes to a lot of ships. Even if the only balance changes are some tweaks to the max speed penalty, there probably be mass, agility, and base speed changes to something like half of the ships in EVE: Amarr and Gallente ships, and possibly a few Minmatar will need some changes.

    If CCP is more thorough at setting shield and armor tanking on parity with each other, then there will probably be a whole host of changes needed, again.

    As for the BC's, they present a unique problem to CCP, in that they are the first ship class in the game designed around a gameplay concept that is entirely passive in nature, penalizes the player flying it, while providing a bonus to the group he's flying with. If I were CCP, I would probably build each BC with one utility high, so that they could fit a warfare link. At the same time, I would change the fitting and cap requirements so they weren't such a burden to wedge onto a ship. For command ships, I would take a page from Marauders and reduce the number of guns they could fit, but give them a bonus to damage that would keep their dps roughly the same. This would provide the utility highs necessary for 3 warfare links, and a dps platform that's not crippled by fitting those links. I would also make some changes so that they were more survivable, so that they couldn't be easily alpha'd off the field in fleet warfare situations, but that would risk making them too sturdy in smaller confrontations, so maybe not.

  • BillC

    Thanks for the reply Fozzie – still doesn't address most of the main issues with the proposed re-balance.

    a) It's mostly a nerf to Tier 1 Battlecruiser which might be fine in itself however with the buff to cruisers there will really be no reason to fly a Tier 1 Battlecruisers any more instead of a T1 cruiser or a T3 Battlecruiser. Simply moving the useless award from T1 cruisers to T1 Battlecruisers is poor design.

    b) Please stop making Minmatar into Caldari missile boats. Seriously. Otherwise there is really no reason to have a Minnie race.

    c) Why do admittedly needed buffs like the sad state of active armor tanking, medium rails or drone mechanics overhall always take ages to consider but for example a pretty massive nerfs to drone usefulness in PVE just went through in a matter of weeks?

    c) The bonus to the ferox is still silly. Yes any beginning player unfortunate enough to have chosen Gallente may have some medium railgun boats in their hangers. That just means they had limited choices and hadn't experienced or couldn't use missiles, artillery or even lasers in pve.

    Nothing here that can't be adjusted to – had already switched to T1 cruisers and frigates for low end PvP uses after the recent buffs, it's just it would have been nice to have left T1 battlecruisers with a reason to be used, like better designed balancing would have. No they won't be undocked for links either, groups using links are min/max experienced players.