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Ships & Modules

 
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New ships and modules - what do you think of them ?

Author
Tanya Powers
Doomheim
#21 - 2011-10-26 15:58:03 UTC  |  Edited by: Tanya Powers
Grimpak wrote:
Alara IonStorm wrote:
I love the new fitting stats on the Blasters.

still not enough tbh.



The weapon it self changes in conjunction with ammo changes might has well give some boost but like you I think it's not enough since all other T2 ammo like projectiles also loose that drawback, they will til have the best dmg application in all ranges.

We'll win some tracking with the removal or penalty on T2 ammo (long range so rails but seems blasters ammo doesn't) and this will now improve overall dps because we will miss/half hit less, some tracking and base dmg modifier but still not range.

Will this be enough to make Blasters work better in the fall off after all fitting mods/implants/skills whatever, I'm not sure but it's a very good first step if you add agility speed and bonus modifications for the hulls.

Let's give it a try on SISI, might well bring blasters competitve, witch is exactly what I wanted, instead of omgpown witch is what we never asked for.


Edit: Also lowering the fitting requirements for the guns like PG Cap or CPU means We can now admit the possibility active tanking becomes an interesting option, while I agree the rep cycle/amount doesn't cover the buffer of a single plate for the average fight this change might well open a new vision and tactics for the whole gallente line up.

Unortunately I still can't see web bonus on blaster hulls other than the new BC
Magosian
Center for Advanced Studies
Gallente Federation
#22 - 2011-10-26 16:29:09 UTC
I don't mean to stir the hornet's nest, but seriously, is this a joke?

Blasters get a tracking buff, but a web is pretty much necessary to make them effective in the first place, thus the tracking bonus is moot. The range stats on blasters remain untouched, so CCP completely ignores THE LARGEST CONTRIBUTING FACTOR which makes blasters ineffective: range. Speed and agility bonuses to blaster ships is a step in the right direction, but from what I can tell, Minmatar ships will still be able to outrun them, and considering autocannons still provide more than triple the effective range of blasters (as does Scorch, but I'll get to that), I don't see how anything really changes. In addition, changes to ship stats does nothing in terms of getting the most out of tracking enhancers and tracking computers. At present, hybrids get the least out of these fittings because THE BASE STATS OF HYBRIDS IS FUNDAMENTALLY BROKEN!

Railguns get their damage increased from "crap" to "slightly above crap," which I guess is a good thing, but the problems by railguns wasn't only damage. First and foremost, railguns do not bring anything unique to the table. Artillery dons the alpha crown and lasers don the ammo-free, instant-reload crown. Railguns have nothing like this. In addition, railguns [and blasters for that matter] receive a fairly even split in their optimal and falloff stats, whereas projectiles are primarily falloff and lasers are primarily optimal. This may not seem like a big deal at a glance, but what this means to a seasoned pilot is a hybrid user must boost TWO stats to match the effective range of projectile counterparts (who only need falloff) and laser counterparts (who only need optimal). This is illustrated best when looking at T2 ammo for short-range turrets. Null does not hold a candle to the effective ranges of Barrage and Scorch, and it is primarly because the bonuses applied don't have to be split between optimal and falloff. Splitting the bonuses from other range-increasing fitting mods and having to chase down twice as many rigs and implants to match effective range simply MAGNIFIES the problem.

Ultimately, with the proposed changes, hybrids still hold the most negatives in terms of fundamentals:

-requires cap: let's face it, a cap-usage reduction is really just sugar-coating on a rotten egg. Cap use is cap use.
-requires ammo/reload
-fixed damage type

Honestly, I really do appreciate the effort, but I find myself wondering if devs/testers who implemented these changes actually PLAY Eve. My money would be on "not really."
Haleuth
Peoples Liberation Army
Goonswarm Federation
#23 - 2011-10-26 17:16:02 UTC
Magosian wrote:
I don't mean to stir the hornet's nest, but seriously, is this a joke?

Blasters get a tracking buff, but a web is pretty much necessary to make them effective in the first place, thus the tracking bonus is moot. The range stats on blasters remain untouched, so CCP completely ignores THE LARGEST CONTRIBUTING FACTOR which makes blasters ineffective: range. Speed and agility bonuses to blaster ships is a step in the right direction, but from what I can tell, Minmatar ships will still be able to outrun them, and considering autocannons still provide more than triple the effective range of blasters (as does Scorch, but I'll get to that), I don't see how anything really changes. In addition, changes to ship stats does nothing in terms of getting the most out of tracking enhancers and tracking computers. At present, hybrids get the least out of these fittings because THE BASE STATS OF HYBRIDS IS FUNDAMENTALLY BROKEN!

Railguns get their damage increased from "crap" to "slightly above crap," which I guess is a good thing, but the problems by railguns wasn't only damage. First and foremost, railguns do not bring anything unique to the table. Artillery dons the alpha crown and lasers don the ammo-free, instant-reload crown. Railguns have nothing like this. In addition, railguns [and blasters for that matter] receive a fairly even split in their optimal and falloff stats, whereas projectiles are primarily falloff and lasers are primarily optimal. This may not seem like a big deal at a glance, but what this means to a seasoned pilot is a hybrid user must boost TWO stats to match the effective range of projectile counterparts (who only need falloff) and laser counterparts (who only need optimal). This is illustrated best when looking at T2 ammo for short-range turrets. Null does not hold a candle to the effective ranges of Barrage and Scorch, and it is primarly because the bonuses applied don't have to be split between optimal and falloff. Splitting the bonuses from other range-increasing fitting mods and having to chase down twice as many rigs and implants to match effective range simply MAGNIFIES the problem.

Ultimately, with the proposed changes, hybrids still hold the most negatives in terms of fundamentals:

-requires cap: let's face it, a cap-usage reduction is really just sugar-coating on a rotten egg. Cap use is cap use.
-requires ammo/reload
-fixed damage type

Honestly, I really do appreciate the effort, but I find myself wondering if devs/testers who implemented these changes actually PLAY Eve. My money would be on "not really."



These changes are well thought out, when you consider that most gallente ships have a superior slot layout that gives the pilot many fitting options+drone damage or larger bays. Anything more and they'd be overpowered hence the overhaul of the deimos.

And to answer your question about devs playing this game, most of them do pve, the reason is because if they do pvp/join an alliance etc someone finds out and starts calling "hacks" or "unfair advantage" everytime they get shot at.
Magosian
Center for Advanced Studies
Gallente Federation
#24 - 2011-10-26 17:32:10 UTC
Quote:
These changes are well thought out, when you consider that most gallente ships have a superior slot layout that gives the pilot many fitting options+drone damage or larger bays. Anything more and they'd be overpowered hence the overhaul of the deimos.

And to answer your question about devs playing this game, most of them do pve, the reason is because if they do pvp/join an alliance etc someone finds out and starts calling "hacks" or "unfair advantage" everytime they get shot at.


I'm not seeing any significant change to the Deimos, aside from the slight increases in speed and agility, but this is the same as all of the other hybrid turret ships. I DO see a "Deimos Old," so there's some implication that it's being changed, but as to those details, I have no idea. Do you have a link with more info?

Also, I hope you're not suggesting speed and agility increases to the Deimos makes it a powerhouse. Even with the fitting requirements lessened for blasters, I'd still take a Vagabond/Zealot/Muninn/Sacrilege/Ishtar over it. Blaster range is the Deimos shortcoming, as is the case presently with any other hybrid ship. Still, I'll admit my partaking in supposition here; I'd like to see proposed changes to the Deimos if you have them.

Thanks BTW
Nimrod Nemesis
Doomheim
#25 - 2011-10-26 17:51:06 UTC
I agree on both sides, tbh. The work-in-progress seems to be on the right track, but what's being submitted thus far still doesn't do much to dethrone the almighty minmatar for skirmishing or amarr for raw mid-range dps. I can see some gallente ships going from joke to viable. What I don't see are most gallente or ANY caldari hybrid platforms going from joke/viable to competetive. Certainly a step up for the likes of the rokh, but nothing close to what is required for that ship to deserve that high material cost.

Looking forward to more information as it becomes avalible.
Kaaeliaa
Tyrannos Sunset
#26 - 2011-10-26 18:18:58 UTC
It's a step in the right direction, but I still think that rails and blasters need some extra mojo, some reason to actively choose them instead of just saying, "Ah @#$% it, I trained hybrid skills and don't wanna cross-train right now so let's go with it."

It's time to get creative. Maybe weapon systems should have certain effects that go beyond damage, although NOT random-chance effects. Something like rails doing 0.1% of their damage directly to the hull of subcaps. Blasters increase the cycle time of their targets' weapon systems by 5% to counter the damage the blaster boat took while getting in range. Sure, they're ridiculous ideas; I know that. But my point is that CCP should make us want to use rails and blasters in certain setups, instead of just making them slightly less crappy and less vomit-inducing than they are now.

"Do not lift the veil. Do not show the door. Do not split the dream."

Tefries Lurgoyf
Republic University
Minmatar Republic
#27 - 2011-10-26 18:39:48 UTC
Tanya Powers wrote:


You're wrong.

They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.



No, i am not. Give an explaination perhaps.

The oneiros had a niche role of supporting other logis before. With those changes it removes that.
Now what is it? A ship that is inferior the guardian in every possible way and without that niche role.

Its really not hard to understand.

Post an oneiros fit you've flow before for lols.
Jacob Stov
#28 - 2011-10-26 18:56:02 UTC  |  Edited by: Jacob Stov
Oh joy, the Naga gets only range and precision bonuses in a shipclass that is made for full out gank and papertank. Ugh
But hey, there is a choice between failing with hybrids or failing with torps. P

Edit: missed the part about 8 launchers. So the torp variant may be not hat bad at all.
Tanya Powers
Doomheim
#29 - 2011-10-26 19:28:45 UTC  |  Edited by: Tanya Powers
Tefries Lurgoyf wrote:
Tanya Powers wrote:


You're wrong.

They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.



No, i am not. Give an explaination perhaps.

The oneiros had a niche role of supporting other logis before. With those changes it removes that.
Now what is it? A ship that is inferior the guardian in every possible way and without that niche role.

Its really not hard to understand.

Post an oneiros fit you've flow before for lols.


Where does the simple fact of having more pg and better tank makes you think sutch silly things? sriously?

PS: haven't seen blasters T2 ammo get rid of tracking penalty? -T2 missiles, crystals and projectiles yes...
Gabriel Karade
Coreli Corporation
Pandemic Legion
#30 - 2011-10-26 19:31:51 UTC
Not convinced on the blaster changes - #1 : Since when has fitting been the primary issue?.

As far as #2 goes, the 20% tracking buff, to put it into context you have to recall the 400% change that occured with QR in 2008 and the way the tracking formula works up close. Once you do that, you see it really doesn't change much at all...

*sad face*

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Jill Antaris
Imperial Academy
Amarr Empire
#31 - 2011-10-26 19:41:52 UTC  |  Edited by: Jill Antaris
Gabriel Karade wrote:
Not convinced on the blaster changes - #1 : Since when has fitting been the primary issue?.

As far as #2 goes, the 20% tracking buff, to put it into context you have to recall the 400% change that occured with QR in 2008 and the way the tracking formula works up close. Once you do that, you see it really doesn't change much at all...

*sad face*


+1 even the lesser people do deserve more(j/k I love people that willingly come to my tackle range, I really do)

I did a write up on the new BCs in the feedback official thread.

Overall the blaster changes are not really impressive on gallente hulls and is still somewhat useless on caldari hulls, the Oneiros change is pretty subpar and should focus a lot more and capacitor, speed, fitting and drones(a lot more like 75m or even 125m drone bandwide).
Magosian
Center for Advanced Studies
Gallente Federation
#32 - 2011-10-26 19:42:19 UTC
Gabriel Karade wrote:
Not convinced on the blaster changes - #1 : Since when has fitting been the primary issue?.

As far as #2 goes, the 20% tracking buff, to put it into context you have to recall the 400% change that occured with QR in 2008 and the way the tracking formula works up close. Once you do that, you see it really doesn't change much at all...

*sad face*


It'd be pretty hilarious if the speed and agility increases on hybrid ships outweighed the increase to blaster tracking, making blasters even worse than they are now. And this is NOT some far-fetched theory once MWDs are in play....
Brynhilda
Chimp Hoons Export and Expo Service
Scary Wormhole People
#33 - 2011-10-26 20:00:05 UTC
Zarnak Wulf wrote:
Zoe Alarhun wrote:
I love this:

Destroyers receive increased HP and capacitor, and significantly decreased sig radius
Destroyers no longer have a rate of fire penalty


The easier fittings for rails and blasters will make the Caldari and Gallente destroyers worth a revisit.


Now if we could only buff the Coercer...

How may I drug you with drugs?

Dessau
The Scope
#34 - 2011-10-26 20:03:52 UTC
Interesting proposals. Better still, the commentary here.

Too soon to dust off all those Tristans I've amassed, but Destroyers V looks like a worthy goal.
Zoe Alarhun
The Proactive Reappropriation Corporation
#35 - 2011-10-26 20:17:37 UTC
uh - why wouldn't you fly a tristan even as is ? That little thing is crazy insane at friggin killing stuff. I should know, it's my mainstay ship.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#36 - 2011-10-26 21:30:18 UTC
Tanya Powers wrote:


PS: haven't seen blasters T2 ammo get rid of tracking penalty? -T2 missiles, crystals and projectiles yes...


Tiny correction....

One shortrange ammo was changed, hail.

It was the longrange gun ammo that was changed, except for that.

IE. Conflag/scorch/null/void/barrage unchanged, though I am sure they are working hard to buff barrage as we speak.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#37 - 2011-10-26 22:02:30 UTC
You people are overlooking the best part of this: T2 remote hull repair.

Hull tanking spider fleet of DOOOOOOOM.

Founding member of the Belligerent Undesirables movement.

Carmen Martino
Federal Navy Academy
Gallente Federation
#38 - 2011-10-26 23:54:43 UTC
Gabriel Karade wrote:
Not convinced on the blaster changes - #1 : Since when has fitting been the primary issue?.

As far as #2 goes, the 20% tracking buff, to put it into context you have to recall the 400% change that occured with QR in 2008 and the way the tracking formula works up close. Once you do that, you see it really doesn't change much at all...

*sad face*



Have you ever flown ANYTHING that uses hybrids? My guess is no.
Dro Nee
#39 - 2011-10-27 00:55:46 UTC
T2 ganglinks....

So a BoosterLoki now gives a 49% increase to tackle range? Hopefully my math is off. Otherwise: WTB Booster Alt
Cunane Jeran
#40 - 2011-10-27 01:47:48 UTC
Looking forward to the hybrid changes in there, should open up some interesting new PvE and PvP fits for Gallente.

Happy they went with a damage increase and the fitting reduction on Rails instead of tracking increase

Also all the Gallente getting a speed and Agil boost, very tasty.

Though I suspect this is all very subject to change.