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[IMPERATIVE] Fix the AF bonus!

Author
Tethys Atreides
The Audacity of Huge
#1 - 2011-09-06 17:25:02 UTC
How long can it take?
Vertisce Soritenshi
The Scope
Gallente Federation
#2 - 2011-09-06 20:24:03 UTC
2-5 decades. Please hold your breath.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Yvan Ratamnim
Republic Military School
Minmatar Republic
#3 - 2011-09-07 04:13:51 UTC
There working on balance supposedly yet this simple 4th bonus we can't get a single F*cking word from ccp on
Hirana Yoshida
Behavioral Affront
#4 - 2011-09-07 10:33:49 UTC
Yvan Ratamnim wrote:
There working on balance supposedly yet this simple 4th bonus we can't get a single F*cking word from ccp on

Simple? Have you been following the ongoing debates that were started when they tried the AB Boost idea?

Problem is that any 'universal' bonus inevitably makes the already useful AFs downright OP while only slightly boosting all the others, which leaves individual bonuses as the only viable solution. Once you go there you have to look at the impact a given bonus has when up against all other ships and not just the AFs themselves plus you'll likely have to redesign some hulls from scratch to avoid obvious overlap and potential OPness .. something as "simple" as a tracking bonus will make most of the AFs indestructible by anything other than multiweb gimmick fits or actual gangs, imagine being able to apply all damage regardless of speed.

Simply put, using the word "simple" is wrong.

Personally would like them split into two distinct flavours, one being dps/tank as we have currently with an extra oomph bonus and the other being able to use either gang-links or RR.
The former would work really well when (no longer 'if' as far as I am concerned P) gang boosting is made an on-grid only affair in cases where lugging T3's or BCs around is counter productive.
The latter would finally add a small ship logistics options which has been missing for ages .. cruiser RR covers cruisers through BS and Carriers cover BC through capitals .. but beyond the Scimitar there is not really any logistics ship that can ride with a frigate/destroyer crew which of course excludes anything armour based.
Yvan Ratamnim
Republic Military School
Minmatar Republic
#5 - 2011-09-07 18:13:32 UTC
Need to dredge up the old post they had on old forums, but there was a wel thought out recommendations eyons ago with recommendations for the 4th bonus, that was pretty darn good... The AB bonus across the board was a lame idea.

AF's need gank/tank bonuses
Tethys Atreides
The Audacity of Huge
#6 - 2011-09-07 19:01:07 UTC
Yvan Ratamnim wrote:
AF's need gank/tank bonuses


Agreed. Even a fitting bonus for hardeners/reppers would be appropriate...
FloppieTheBanjoClown
Arcana Imperii Ltd.
#7 - 2011-09-07 22:31:36 UTC
On the subject of AFs, the Retribution badly needs a second mid slot. It's a joke that the only laser AF in the game can't run a prop mod and a cap booster. The fictional engineer who designed that ship should be biomassed as an example to future generations.

Founding member of the Belligerent Undesirables movement.

jacob2471
Caldari Provisions
Caldari State
#8 - 2011-09-08 06:05:56 UTC
Add 500% damage bonus against supercaps. 'Fix' 2 problems at once.
Laechyd Eldgorn
Avanto
Hole Control
#9 - 2011-09-08 18:04:47 UTC
assault frigates are generally pretty good at what they do, which is generally not very useful, but they're good at it.

i'd see it would be better to stop thinking about AF's and buy real ships.
Malcanis
Vanishing Point.
The Initiative.
#10 - 2011-09-08 18:16:11 UTC
Tethys Atreides wrote:
How long can it take?


Given how long it has taken to not change a "3" to "3.75" for the logistics warp speed, I'd guess that it will take infinity months to get the AFs their 4th bonus.

However, there is no consensus on exactly what the 4th bonus(es) should be.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#11 - 2011-09-08 18:36:59 UTC  |  Edited by: Malcanis
Yvan Ratamnim wrote:


AF's need gank/tank bonuses


100% agreed. My personal choices would be to give the ones that don't have a tanking bonus a +5% resist bonus or something similar, and the ones that do an extra damage bonus:

Harpy:

Caldari Frigate Skill Bonus:
10% bonus to Small Hybrid Turret Optimal range per level
5% bonus to shield resistance per level

Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
5% bonus to Small Hybrid Turret Damage per level

Hawk:

Caldari Frigate Skill Bonus:
10% bonus to Missile Kinetic Damage per level
5% bonus to Missile RoF per level

Assault Ships Skill Bonus:
10% bonus to Missile Velocity per level
7.5% bonus to Shield Boost Amount per level

Vengeance:

Amarr Frigate Skill Bonus:
5% bonus to Rocket Damage per level
5% bonus to Rocket Rof per level

Assault Ships Skill Bonus:
5% bonus to Armor Resistances per level
5% bonus to Capacitor Recharge Rate per level

Retribution:

Amarr Frigate Skill Bonus:
10% bonus to Small Energy Turret Cap Use per level
10% bonus to Armor Hit Points per level

Assault Ships Skill Bonus:
10% bonus to Small Energy Turret Optimal Range per level
5% bonus to Small Energy Turret Damage per level

Ishkur:

Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret damage
7.5% bonus to Armour Repair amount

Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
5m3 Drone Bay Capacity per level

Enyo:

Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret Damage per level
10% bonus to Armor Hit Points per level

Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
7.5% bonus to Small Hybrid Turret Tracking Speed per level

Jaguar

Minmatar Frigate Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
5% bonus to Shield Hit Points per level

Assault Ships Skill Bonus:

5% bonus to Small Projectile Damage per level
10% bonus to Small Projectile Falloff Range per level

Wolf

Minmatar Frigate Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
5% bonus to Armor Hit Points per level

Assault Ships Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
10% bonus to Small Projectile Turret Optimal Range per level

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#12 - 2011-09-08 20:30:26 UTC
I chose less good bonuses for the Ishkur, Jag an Wolf, because those 3 ships already work quite well and don't need so much love as the other 5. On a related note, I think that as long as we're asking CCP to look at the AF bonuses, then we might as well ask them to look at swapping the optimal/falloff bonuses for the Jag/Wolf at the same time. Since the Jag is pretty much exclusively an AC boat, the optimal bonus is worthless so it effectively only has two bonuses!

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2011-09-08 21:22:14 UTC
Malcanis wrote:
I chose less good bonuses for the Ishkur, Jag an Wolf, because those 3 ships already work quite well and don't need so much love as the other 5. On a related note, I think that as long as we're asking CCP to look at the AF bonuses, then we might as well ask them to look at swapping the optimal/falloff bonuses for the Jag/Wolf at the same time. Since the Jag is pretty much exclusively an AC boat, the optimal bonus is worthless so it effectively only has two bonuses!


Why would you put a shield bonus on a ship with two mids?
Malcanis
Vanishing Point.
The Initiative.
#14 - 2011-09-09 11:42:21 UTC
Danika Princip wrote:
Malcanis wrote:
I chose less good bonuses for the Ishkur, Jag an Wolf, because those 3 ships already work quite well and don't need so much love as the other 5. On a related note, I think that as long as we're asking CCP to look at the AF bonuses, then we might as well ask them to look at swapping the optimal/falloff bonuses for the Jag/Wolf at the same time. Since the Jag is pretty much exclusively an AC boat, the optimal bonus is worthless so it effectively only has two bonuses!


Why would you put a shield bonus on a ship with two mids?


Because if Minmatar pilots don't have something to complain about, they won't have any fun now will they?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016