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Combat frigate changes for Inferno

First post
Author
XjimbobX
Free Mining Alliance
#301 - 2012-05-07 23:48:37 UTC
CCP Ytterbium wrote:
Hello folks,



INCURSUS:

  • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level
  • Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launchers
  • Fittings: 45 PWG, 135 CPU
  • Defense (shields / armor / hull) : 400 / 450 / 500
  • Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.55
  • Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
  • Sensor strength: 9 Magnetometric
  • Signature radius: 42



02/05 UPDATE HERE!


I'm sorry but am I the only one who despises bonuses like armor/shield repairing on pvp oriented ships? Normally you fit a buffer tank when you pvp and, in my experience most frigs pop before you would even get any reps off anyway.
S'totan
Republic Military School
Minmatar Republic
#302 - 2012-05-08 00:31:27 UTC
WHILE YOU ARE AT IT.
PLEASE CHANGE THE Merlins camera center. ITs WAY TOO LOW when you zoom all the way in.

the same applys for all its variants.

When you zoom in all the way the camera centers UNDER THE SHIP!

its really annoying and i love these ships.

PLZ FIX
Eenin Pserad
Ministry of War
Amarr Empire
#303 - 2012-05-08 07:00:58 UTC
Sizeof Void wrote:
There are too many possible "roles" and attempting to shoehorn a handful of ships into a subset of the roles is going to result in one or more roles being left without a ship.

Given the limited dev resources, CCP isn't likely to add a hundred or so new ships to fill all of the possible roles, so multi-role or general-purpose ships would seem to make more sense.

Also, assigning specific and limited "roles" to ships is an attempt to tell the players how to play the game - ex. you are supposed to use the "attack" frigate for 1v1 PVP, but not the "support" frigate. So, if I *can* fit a "support" frig to consistently pwn the Rifter, is it going to get nerfed 'cause it doesn't fit its "role"? Hmm....

So, rather than completely redesigning all of the ship specs, the devs should consider focusing on the "least possible" minor adjustments to PG, CPU, cap, etc. which would allow most, if not all, of the under-utilized ships to be more useful and/or flexible. This is what "balancing" is all about, and not the wholesale changes which have been proposed.

Making wholesale changes should only be done when all ships can be adjusted simultaneously, as was done with the speed rebalancing (which was a damn fine job, IMHO). Thus, in this case, minor adjustments are much more feasible, given the admittedly limited dev resources. If we're going to be limited to five (5) updated ships per release, it is going to take 3 years just to update the frigates - and another 3 years to do the cruisers. Ouch.

I second that. After a quick read through of most of the posts, the three major things that pop out are the fact that



1. Trying to re-balance T1 frigates into roles is not such a good idea as they are limited in what they can achieve.
Eg. Limitations of small weapons, mid slots

And like SizeofVoid pointed out, if the support frig is consistently outperforming in another role such as combat, is it going to get nerfed/rebalanced due to not fitting in its role? Sounds like a lot unnecessary work for T1 frigates which are generalist and flexible for new players and as entry level ships. Perhaps focus on adjustments to PG, CPU, cap, etc?


2. If CCP are only going to be balancing 5 ships, it might be best to start with the least used and most under-performing ships rather than the most popular ones. Therefore it would be easier to verify if the changes are good by simple criteria such as player use and efficiency of role if you really want to shoehorn T1 frigs into roles.

Although a better idea would be to balance all T1 frigates across the board. I'm all for careful planning and small monitored tweaks than a bull rush of knee jerk changes. However simple math puts it this way. 5 ships per update is going to take 1-2 years just to finish T1 frigates. Then CCP is left with faction frigs (some of which need attention) and T2 frigs, its going to take 3-4 years or more to roll out and complete destroyers. What about battlecruisers? 6-8 years from Inferno?


3. Mixed ship bonuses are not as useful as complementary bonuses hands down. Mixed weapons ships with only a bonus to half its highs are not so hot. And finally, laser cap reduction bonuses for Amarr really should go down the toilet for most of its ships. Eg. The current Punisher, see how most fits actually use Autocannons instead of lasers?

For this point, I haven't thought or read any good suggestions. Except for the laser cap reduction, perhaps tag it with a small damage or rate of fire, or remove the bonus and give better cap recharge/battery?


Sunviking
Doomheim
#304 - 2012-05-08 12:38:06 UTC
I don't like the idea of removing the spare turret/launcher slots from launcher/turret ships respectively.

For example, I want the Merlin to keep its launcher slots on top of its turret slots, it provides for more flexibility in ship fittings, and allows me to max out my DPS if I so choose.

A Dev recently stated that to be a good all-round Caldari pilot, you need to have good Missile, Hybrid AND ECM skills. So why remove the ability of ships to fit more than 1 weapon type in their high slots? The same obviously goes for the other races too.
Sunviking
Doomheim
#305 - 2012-05-08 12:50:35 UTC
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.
Fidelium Mortis
Minor Major Miners LLC
#306 - 2012-05-08 14:13:04 UTC
XjimbobX wrote:


I'm sorry but am I the only one who despises bonuses like armor/shield repairing on pvp oriented ships? Normally you fit a buffer tank when you pvp and, in my experience most frigs pop before you would even get any reps off anyway.


Actually, I think this is the perfect argument for adding a wider variety of bonuses on ships, so that active tanking can be a viable alternative, rather than having a homogonized mass of similar fits. Personally, I've had pretty good success with active tanked ships in PvP ranging from a dual repped Sacs, to active shield Cyclones, Merlins, and Machs. Especially, in solo or small skirmish fights, active tanks can be very powerful. Remember... variety is good!

Does this mean that minmatar will also get a frig with a bonus to shield boosting? A medium shield repped frig with 3 turrets and a utility high slot would be pretty fun to play around with.

ICRS - Intergalactic Certified Rocket Surgeon

Fidelium Mortis
Minor Major Miners LLC
#307 - 2012-05-08 14:21:10 UTC
Sunviking wrote:
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.


The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).

ICRS - Intergalactic Certified Rocket Surgeon

Cearain
Plus 10 NV
#308 - 2012-05-08 14:38:18 UTC
Sunviking wrote:
I don't like the idea of removing the spare turret/launcher slots from launcher/turret ships respectively.

For example, I want the Merlin to keep its launcher slots on top of its turret slots, it provides for more flexibility in ship fittings, and allows me to max out my DPS if I so choose.

A Dev recently stated that to be a good all-round Caldari pilot, you need to have good Missile, Hybrid AND ECM skills. So why remove the ability of ships to fit more than 1 weapon type in their high slots? The same obviously goes for the other races too.



Yeah I agree. This would do away with fun fits like the dual neut merlin. Again there is no balance problem between the top tier frigates. If they aint broke don't fix em.

The balance problem is with the other ship classes. Destroyers and Assault ships got big buffs that make the t1 frigates obsolete.

Balance the scan res destroyers so people aren't afraid to take t1 frigates out anymore.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Vilnius Zar
SDC Multi Ten
#309 - 2012-05-08 21:38:08 UTC
Rifter having the same cap/s as Punisher, Merlin and Incursus sounds a bit weird as it doesn't use cap for doing damage.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#310 - 2012-05-08 23:07:20 UTC
Seraph IX Basarab wrote:
Mira Lynne wrote:
[quote=TrouserDeagle]

Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race



Since when?


Since about 2007. Well, maybe not "most agile", but certainly "quite agile". Caldari was formerly the slowest and least agile race, which resulted in predictably horrible mobility and huge disparity between races' ships' average accelerations, as calculated by 0.75 * [top speed] / [align time]. in 2007ish CCP changed Caldari's agility across the board, in a rare example of a good blanket change, such that Caldari align times were broadly close to that of Minmatar - although the lower top speeds meant that Minmatar acceleration was still quite superior.

There's been quite a bit of fiddling with speeds and align times since then but the general rule of good Caldari agility has been maintained.
Mira Lynne
State War Academy
Caldari State
#311 - 2012-05-09 04:48:31 UTC  |  Edited by: Mira Lynne
Seraph IX Basarab wrote:

Anyway I think the Merlin and the Tristan should have 2 turret slots and 2 missile slots and get bonus in BOTH. Merlin should be long range with rails and missiles, Tristan should be shot range with blasters and rockets. Get the respective bonuses for each and move on. I personally like the idea of having different weapons in high slots and having it work.


Currently, Caldari sorely lack Brawling ships. Every Race other than Caldari has ships that have bonuses to and are geared around both Brawling and Kiting/Sniping. Caldari is shoehorned into Sniping. Its time for CCP to get rid of 'Caldari is Snipe Because of Caldari' and give us some ships geared towards brawling.




Kahega Amielden wrote:
In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox(1). Some would argue this but I would also argue that the Harpy isn't, either.

You're shitting on Caldari ship philosophy(2). If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.


Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are(3). Three bonused rails could actually be very, very usable in frigate combat


1. Maybe its time for this to Change?
2. Caldari Hybrid ship design philosiphy was shat on a long time ago... (So was missile ship, but thats off topic)
3. Because Caldari Resist/Range gunships are sooo Awesome Roll

Edit: TL;DR: CCP, PLEASE Embrace the Blastardisation of Caldari Ships!

[u]I, too, horse frogs.[/u] Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread

Eenin Pserad
Ministry of War
Amarr Empire
#312 - 2012-05-09 05:35:25 UTC
Fidelium Mortis wrote:
Sunviking wrote:
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.


The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).


There are a fair bit of people in Battleclinic who advocate Amarr ship? Fit laser or get out. This is quite a silly mentally I must say.

That is hardly a case for many of the Amarr line with only a "Reduce Laser Cap Usage" with NO damage/tracking/optimal range bonus. With no other bonus, there is no difference between fitting Projectiles, Missiles, Blasters limited to the ships high slot layout. Why fit Laser, even with the bonus? It still consumes more cap then Projectile/Hybrids/Missile with about same damage just with different range/optimal/tracking?

Not forgetting that short range Pulse turrets have a lot higher Powergrid and higher CPU usage then their counterparts within the same size class of AC's and Blasters, Missiles too in cases. With the long range side of Beams, Arti, Rails, Lasers have either higher CPU or Powergrid then the others.

End verdict.. Lasers with cap reduction bonus only = more cap (higher then Hybrids), higher PW/CPU usage for what? Longer optimal? Worth using over something else? No.
Sunviking
Doomheim
#313 - 2012-05-09 09:14:58 UTC
Fidelium Mortis wrote:
Sunviking wrote:
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.


The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).


To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles.
Maddaxe Illat
Kerberos Inc.
#314 - 2012-05-09 11:03:38 UTC
CCP **** us over again
Lunkwill Khashour
Ministry of War
Amarr Empire
#315 - 2012-05-09 14:12:29 UTC
Sunviking wrote:
Fidelium Mortis wrote:
Sunviking wrote:
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.


The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).


To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles.


Lasers are underpowered. Scorch makes up for this somewhat. It's especially hard for frigs:
The lowest grid of any pulse is higher than the highest grid of any AC.
The best tracking of any pulse is lower than the worst tracking of any AC or blaster.
The best cap use of any pulse with cap use bonus is worse than the worst cap use of any blaster or AC.

So yes, lasers do need attention and yes, they need a bonus that makes them better compared to another weapon system rather than 'less worse but still worse' but this isn't the point of discussion in this thread.

N.B.: MWD sig penalty also needs to be look at and small/medium armor/shield repping. A 10% rep bonus is ridiculously large and only serves to hide the problem with the module (similar with the role MWD bonus)

IMO, role boni are a bad idea for generalist ships i.e. T1 ships. It signals the modules need work rather than the the ships (bc's excepted)
Gainard
Aliastra
Gallente Federation
#316 - 2012-05-09 16:06:55 UTC
Blakslabeth wrote:
CCP Ytterbium wrote:
Hello folks,
  • There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now


  • Glad to see you're balancing ships but... But I dropped my current skill plan on all my toons and was rapidly training all races to frig 4/cruiser 3/ destroyer 4&5/bc 4&5. I want a month of training back... Total waste of my training time. And not all the toons where perception/willpower but I didn't want your changes to prevent my progression in the future.

    You guys should really get your story straight before you publish - as us peons have to pay for it.




    THIS

    Man, I train for certain goals and then the related skills / modules / ships get nerfed. I hate to be addicted to EVE.

    Sizeof Void
    Ninja Suicide Squadron
    #317 - 2012-05-09 16:55:08 UTC
    Gainard wrote:
    Blakslabeth wrote:
    CCP Ytterbium wrote:
    Hello folks,
  • There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now

  • Glad to see you're balancing ships but... But I dropped my current skill plan on all my toons and was rapidly training all races to frig 4/cruiser 3/ destroyer 4&5/bc 4&5. I want a month of training back... Total waste of my training time. And not all the toons where perception/willpower but I didn't want your changes to prevent my progression in the future.

    You guys should really get your story straight before you publish - as us peons have to pay for it.

    THIS

    "You guys should really get your story straight before you publish"

    Utter nonsense. Some of you need to learn to read the dev blogs - and the follow-up dev posts on the forum threads - more carefully, esp. before you whine.

    CCP Ytterbium has been very careful to state that all changes under discussion are a "work in progress" and "subject to change". Until you see such changes implemented in-game on Tranquility (and not Sisi), this is always the case - up to the actual distribution of the new release (and occasionally even after the release).

    If you changed your training plan, prior to any actual changes in the game, then you did so based upon speculation on your own part and thus are solely responsible for your own actions. Please try to refrain from blaming CCP for your own decisions.

    It would be equally foolish to start building thousands of Tormentors, based solely on this thread discussion. Note that this particular thread is in "Features & Ideas Discussion", which makes it more of a research discussion than an implementation discussion, at this time (although the lines sometimes do get blurry).
    Fidelium Mortis
    Minor Major Miners LLC
    #318 - 2012-05-09 17:50:04 UTC
    Lunkwill Khashour wrote:
    Sunviking wrote:
    Fidelium Mortis wrote:
    Sunviking wrote:
    I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.


    The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).


    To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles.


    Lasers are underpowered. Scorch makes up for this somewhat. It's especially hard for frigs:
    The lowest grid of any pulse is higher than the highest grid of any AC.
    The best tracking of any pulse is lower than the worst tracking of any AC or blaster.
    The best cap use of any pulse with cap use bonus is worse than the worst cap use of any blaster or AC.

    So yes, lasers do need attention and yes, they need a bonus that makes them better compared to another weapon system rather than 'less worse but still worse' but this isn't the point of discussion in this thread.

    N.B.: MWD sig penalty also needs to be look at and small/medium armor/shield repping. A 10% rep bonus is ridiculously large and only serves to hide the problem with the module (similar with the role MWD bonus)

    IMO, role boni are a bad idea for generalist ships i.e. T1 ships. It signals the modules need work rather than the the ships (bc's excepted)


    It doesn't suggest that lasers are underpowered, it does suggest that the reduced capbonus for turrets is in many respects a non-bonus. There are plenty of viable laser platforms for instance the: harb, zealot, slicer, coercer, geddon, abbadon, apoc, retribution and oracle. So the laser isn't the culprit.

    Honestly the damage bonus on the punisher would be a welcome change, but if they want a real brawler, I would suggest either going with a bonus to rockets (mini-vengeance) or go with a armor % bonus. With that utility high, a tracking bonus is a little less useful since you can easily fit a neut. Maybe even consider 4 high slots with 3 turret and 3 launcher hard points - which would add considerably to the versatility of the ship.


    ICRS - Intergalactic Certified Rocket Surgeon

    Andrea Griffin
    #319 - 2012-05-09 18:04:59 UTC
    I'm still sad that the Merlin is losing its rockets, but with these changes it is still looks worth flying. Thank you for taking our input into consideration. ♥
    Lunkwill Khashour
    Ministry of War
    Amarr Empire
    #320 - 2012-05-09 19:45:23 UTC
    Fidelium Mortis wrote:

    It doesn't suggest that lasers are underpowered, it does suggest that the reduced capbonus for turrets is in many respects a non-bonus. There are plenty of viable laser platforms for instance the: harb, zealot, slicer, coercer, geddon, abbadon, apoc, retribution and oracle. So the laser isn't the culprit.


    It's possible to argue about those ships, how they fare etc. but that'ld be useless here. I'ld like to mention that all of them have at least one bonus to lasers different from the cap use bonus. The new punisher looks great exactly because it gets a bonus that's actually a bonus rather than a lesser malus.