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#1 Daringpear

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Posted 30 August 2015 - 11:48 AM

Is it just me, or does the CPV have absolutely no use in mid game? Most people (including myself) hardly build any of them, as we only research them as a requirement towards the sweet, sweet CCS. They take basically as much time to build, and don't even have an energy projector. In short, they are under-powered and not worth it. It would be nice for them to actually have a purpose mid to late-game. Perhaps they could utilize the ion cannon (pink mist from haven star bases) as a "stepping stone" towards the energy projector as the covenant discover more Forerunner goodies.

Also, "The CAR Covenant Frigate is the smallest ship-of-the-line boasting defensive shields and much needed fleet support." -http://sotp.wikia.com/wiki/CAR-class

Wait... there's a ship SMALLER than a CRS!? It would be funny to see this in game compared w/ Seraphs. :P


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#2 SternuS

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Posted 30 August 2015 - 01:38 PM

I've been debating the role of the CPV for months now.

 

I'll tell you this: it got some love. But it's still just a "have-to-do" before the next ship. As soon as you get that, you scrap the CPV. Which is nigh unacceptable.


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#3 Daringpear

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Posted 30 August 2015 - 01:41 PM

Agreed. It would be a shame for the devs to waste their textures on a ship nobody really uses.


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#4 SiRD31M0S

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Posted 30 August 2015 - 02:24 PM

I like to think of the CPV as a character in a visual novel, and he's just one of the more bland characters that introduces plot devices for the actual characters. Makes me cry every time.


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#5 Riftis

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Posted 30 August 2015 - 02:27 PM

I disagree, I use the CPV a lot in both the public and the dev build. In the public build it's normally my second most used non-cap ship due to the cost of CCS-class. It's got nice stats at a more affordable price, admittedly it's a bit of a glass cannon, but it brings a good punch to a fight.

 

What changes do you feel would improve the ship? It might be that I'm looking at it from the wrong angle.



#6 SternuS

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Posted 30 August 2015 - 02:36 PM

I disagree, I use the CPV a lot in both the public and the dev build. In the public build it's normally my second most used non-cap ship due to the cost of CCS-class. It's got nice stats at a more affordable price, admittedly it's a bit of a glass cannon, but it brings a good punch to a fight.

 

What changes do you feel would improve the ship? It might be that I'm looking at it from the wrong angle.

If you prefer it to the CCS you're looking at the whole Covenant from a wrong angle.

 

Sure, as long as you don't have the resources, the CPV is fine, but as soon as you can build a CCS, it's just better. The CPV offers nothing more but a better version of the CRS, with slightly better stats, but that's it. It doesn't have a role in the fleet.

 

I suggested making it a capital-focused destroyer, useful against the massive capital numbers of the UNSC and the ship to bring in the right numbers, not too many nor too few, in a late game.

 

In the internal build, it's just crap.


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#7 Daringpear

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Posted 30 August 2015 - 03:09 PM

If you prefer it to the CCS you're looking at the whole Covenant from a wrong angle.

 

Sure, as long as you don't have the resources, the CPV is fine, but as soon as you can build a CCS, it's just better. The CPV offers nothing more but a better version of the CRS, with slightly better stats, but that's it. It doesn't have a role in the fleet.

 

I suggested making it a capital-focused destroyer, useful against the massive capital numbers of the UNSC and the ship to bring in the right numbers, not too many nor too few, in a late game.

 

In the internal build, it's just crap.

How would this work in-game? A ship with a high-alpha energy projector (or ion cannon) and nothing else?


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#8 Riftis

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Posted 30 August 2015 - 03:47 PM

If you prefer it to the CCS you're looking at the whole Covenant from a wrong angle.

 

Sure, as long as you don't have the resources, the CPV is fine, but as soon as you can build a CCS, it's just better. The CPV offers nothing more but a better version of the CRS, with slightly better stats, but that's it. It doesn't have a role in the fleet.

 

I suggested making it a capital-focused destroyer, useful against the massive capital numbers of the UNSC and the ship to bring in the right numbers, not too many nor too few, in a late game.

 

In the internal build, it's just crap.

Sorry, I meant that I use the CPV as a fleet filler due to the cost of the CCS. The CCS obviously makes the centerpiece of most fleets.



#9 Lord Stark

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Posted 30 August 2015 - 03:52 PM

If I may suggest a use for the CPV it could be related to how it performed during Halo Wars.  Its anterior plasma cannons could be used to get in close and engage in knife fight with the enemy. 


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#10 Aunt Gruntie

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Posted 30 August 2015 - 05:23 PM

Gonna be giving the CPV an ability to help it tank damage. Atm it's a more cost effective tank than the CCS, giving it an ability will help reinforce that role late game.


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#11 Crisiss

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Posted 30 August 2015 - 05:58 PM

If I may suggest a use for the CPV it could be related to how it performed during Halo Wars.  Its anterior plasma cannons could be used to get in close and engage in knife fight with the enemy. 

I've suggested this before and I personally like the idea. I think a really short ranged plasma barrage type ability would be cool. Multiple targets, substantial damage. Mmm, yeah.


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#12 Daringpear

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Posted 30 August 2015 - 06:22 PM

That sounds like it would need a substantial escort to deal with long-ranged threats however. It would be a good fleet ship considering ships close to close distance automatically anyway.

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#13 Sev

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Posted 30 August 2015 - 09:00 PM

On higher difficulties you need them to recover quickly from the frequent attacks, though as soon as you've gotten several planets dedicated to industry specialisation I move over to the CCSs and CRSs in my fleets.

I've got a few ideas for them. Since they are known to deploy prefabricated bases, you can allow them to issue debuffs on the enemy's planet, due to your foes trying to coordinate a dual attack. Maybe even emphasis an antistructure attack. In the base game, AI like antistructure cruisers (TEC always spams that at me...)

You could make it an offensive support cruiser. If it has weapons that rival the CCSs, then surely it would have an array of other surprises onboard (goes against the combat though). I do like it being able to deal with multi-targets though.

EDIT: Could it operate as the fleet's repair cruiser?

#14 TheHippie

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Posted 30 August 2015 - 09:34 PM

Gonna be giving the CPV an ability to help it tank damage. Atm it's a more cost effective tank than the CCS, giving it an ability will help reinforce that role late game.

I actually like this idea most so far. Make the CPVs mini-tanks, and give them really "Fat" stats for their price range, maybe even a shield quick-recharge/Huragok hull repair burst ability.

This would make it so the CPVs would make for great walls/stalls once your income becomes to slow to rely on CCS production alone, while also giving it a unique role in large production fleets by offering a ship that can't just be off'd by stray fire in large engagements along with the credit/pop cost effectiveness, enemy players would be more mindful to focus fire on them on occasion out of fear of the sustained fire they'd be putting out from not just being shredded by crossfire.

As they stand in the public build they're just the poor man's CCS and can be all-out ignored in the late-game, and it sounds like that hasn't changed. 
Giving them a slight niche role would bring use to what is otherwise the third most common warship in the Covenant Navy.



#15 Whitehalomango

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Posted 30 August 2015 - 11:50 PM

The idea of it being a tank ship isn't that bad but I prefer the short range barrage as it sounds better. Not to mention fits in better, seeing as the CPV is a destroyer. After doing a bit of research, i came up with another idea to equip them with a thruster burst kinda thing that allows it to catch up to ships, chase fleeing enemy vessels or charge head first into battle. Looking at the sites, it seems CPVs are deployed aggressively, often being the first ships in a fleet to engage the enemy.

 

Having this, coupled with the short range barrage would make a quite useful ship, maybe being somewhat over powered. Maybe having one of these abilities unlocked later in the game, maybe after the CCS research? I'd say it would probably be better to give it the barrage straight off then unlock the thruster burst later to keep the ship useful. Only problem with this might be that the barrage could be OP early game but you could just switch the abilities around.


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#16 SternuS

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Posted 31 August 2015 - 12:33 AM

How would this work in-game? A ship with a high-alpha energy projector (or ion cannon) and nothing else?

No, that's basically the Adjudicator. I was thinking at something more like what Crisiss and Stark suggested. A high-dps-tanking muthafucka. Something that hits frequently and hard. A destroyer.

 

Sorry, I meant that I use the CPV as a fleet filler due to the cost of the CCS. The CCS obviously makes the centerpiece of most fleets.

Yeah now I can understand that, I also use it as a filler when I need to build a fleet fast.


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#17 TheHippie

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Posted 31 August 2015 - 08:06 AM

I like it. It would give the ship some viability late-game, which is what I want most for it. It also sounds like it would be a great counter for a retreating enemy fleet and could be really punishing in the hands of a player who knows what he's doing to an unprepared one.
It also makes me think of the level in Halo Wars with the mid-air collision between the CPV and the Spirit of Fire. The CPV began sending raiding parties almost instantly, as if it were a planned tactic, maybe a close-range "Raiding Party" that does minor periodic damage to spice things up a bit?



 


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#18 Riftis

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Posted 31 August 2015 - 09:28 AM

 

I like it. It would give the ship some viability late-game, which is what I want most for it. It also sounds like it would be a great counter for a retreating enemy fleet and could be really punishing in the hands of a player who knows what he's doing to an unprepared one.
It also makes me think of the level in Halo Wars with the mid-air collision between the CPV and the Spirit of Fire. The CPV began sending raiding parties almost instantly, as if it were a planned tactic, maybe a close-range "Raiding Party" that does minor periodic damage to spice things up a bit?



 

 

 

A boarding ability that does DoT would be interesting and fits with the lore. The TECs Corsev Battlecruiser from base Sins has some abilities that perform in a similar way, so it's definitely possible to code. I don't feel like the CPV would be specialized for this role as opposed to other Covy ships however.



#19 Centurian128

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Posted 31 August 2015 - 11:01 AM

I'm actually really for this idea of re-specing the CPV as a CQB ship.  Personally I've never liked the thing, the look of it never flowed well enough into the Covenant design standard for me, but should this happen I don't think I would be able to ignore the ship any longer.

 

I would also argue that the boarding ability would fit the CPV better than the other Covenant ships as the others are focused on either straight up ship to ship combat (CCS, CRS, etc.) or carrier/planetary invasion combat (CAS, DDS, etc.) Covvies, don't have a CQB/Tank ship and I think the CPV is perfect for the role.


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#20 TheHippie

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Posted 31 August 2015 - 12:41 PM

Hmm, and if not a DOT ability, would it be possible to make it a targeted slow?

 

This would help ensure the ship would stay close to it's target while also emphasizing it's ability to potentially be a "Oh no you don't you get the fuck back here right now" retreat/guerrilla counter.






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