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[Odyssey] Faction Navy Frigates

First post
Author
Alek Row
Silent Step
#241 - 2013-03-19 21:37:49 UTC
Bouh Revetoile wrote:

On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?


Maybe because webs affect all ships the same independent of their weapon system?

Veshta Yoshida
PIE Inc.
Khimi Harar
#242 - 2013-03-19 23:49:02 UTC
CCP Fozzie wrote:
I definitely understand the frustration...

Reason why people want it is because frigate mids are insanely powerful .. "fix" it by re-evaluating cap consumption on all mid-modules Twisted and/or go back to the drawing board and reduce the number of frigs with 3+ mids (or their ability to utilize them without gimping something).
In the meantime, why not move the utility high to the low-rack? Make it Amarr through and through. Gives it option of adding tank, range, speed, whatever thus allowing it to fill roles similar to what the 3rd mid does (albeit not as effectively).

PS: Actually just want the low to maximize abuse of the SAAR on my brawlers Big smile
Bouh Revetoile wrote:
On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?

Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Smile
Bouh Revetoile
In Wreck we thrust
#243 - 2013-03-20 00:50:58 UTC
Veshta Yoshida wrote:
Bouh Revetoile wrote:
On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?

Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Smile

Web ? Situational ?! This module a frigate is considered unapt to brawl if unable to fit it ? You can't be serious !

As for TD, a module only working against turrets (hence useless against about 40% of combat ships), useless without speed superiority, counterable with long range weapon or speed (not to mention tracking/range modules), neutering is not the right word.

I may understand the anti ECM crowd, because of the mecanic of ECM and the only counter being useless for almost any other cases, but TD ? That's only childish cries... Moreover when you consider what is actually needed to stop these cries (same as ECM) and what that would do to the metagame.
Alek Row
Silent Step
#244 - 2013-03-20 02:26:28 UTC
Webs can also be countered with speed and long range weapons, even at a frigate level, the TDs are the cherry at the top of the cake. TDs should be compared with their counterparts, ECM, Damps and TPs. TDs are also the only race specific EW that works in all ships, all the others need specialized ships.

It was NOS, it was webs, ECMs, Damps, there is a never ending list of nerfs since 2003, and they will continue for sure. I think the TDs at the current state are indeed too powerfull, they should be much less powerfull and they should also affect missile time of flight and explosion velocity. Make them work in specialized ships affecting all weapon systems like the other races EW.

On the other side of the coin, the loss of module variety makes all ships the same and all fits become somehow more predictable. After TD there will be another medium slot module that will take is place, next in line will be dual prop, or dual webs, or ~insertyourfavouritehere~, etc. And tbh, as a Minmatar, the "jack of all trades", this loss of modules is a bit of a killer, I really don't know how to engage certain targets without a TD in my slasher per example, but I'll figure out something.






Boris Amarr
Viziam
Amarr Empire
#245 - 2013-03-20 06:25:03 UTC
IMPERIAL NAVY SLICER need much max targeting range. SLICER has bonus on optimal, but have targeting range less then CALDARI NAVY HOOKBILL. Why? When somebody will use one Sensor Dumper on SLICER, it will be not able to fire on full optimal range, but other navy ships can. It is not honest.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#246 - 2013-03-20 07:33:26 UTC
Bouh Revetoile wrote:
Veshta Yoshida wrote:
Bouh Revetoile wrote:
On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?

Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Smile

Web ? Situational ?! This module a frigate is considered unapt to brawl if unable to fit it ? You can't be serious !

As for TD, a module only working against turrets (hence useless against about 40% of combat ships), useless without speed superiority, counterable with long range weapon or speed (not to mention tracking/range modules), neutering is not the right word.

I may understand the anti ECM crowd, because of the mecanic of ECM and the only counter being useless for almost any other cases, but TD ? That's only childish cries... Moreover when you consider what is actually needed to stop these cries (same as ECM) and what that would do to the metagame.



You wouldn't suggest scrams are OP just because everyone has them..

Webs simply aren't comparable to TD's. But anyhow, i've let myself get baited into this argument quite enough, especially considering that i'm arguing against someone that uses dual rep incursi.. =/

Unbonused Td's are a balance issue right now, webs are not and thats that. ^^

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Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#247 - 2013-03-20 09:11:48 UTC
Garviel Tarrant wrote:
Bouh Revetoile wrote:
Veshta Yoshida wrote:
Bouh Revetoile wrote:
On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?

Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Smile

Web ? Situational ?! This module a frigate is considered unapt to brawl if unable to fit it ? You can't be serious !

As for TD, a module only working against turrets (hence useless against about 40% of combat ships), useless without speed superiority, counterable with long range weapon or speed (not to mention tracking/range modules), neutering is not the right word.

I may understand the anti ECM crowd, because of the mecanic of ECM and the only counter being useless for almost any other cases, but TD ? That's only childish cries... Moreover when you consider what is actually needed to stop these cries (same as ECM) and what that would do to the metagame.



You wouldn't suggest scrams are OP just because everyone has them..

Webs simply aren't comparable to TD's. But anyhow, i've let myself get baited into this argument quite enough, especially considering that i'm arguing against someone that uses dual rep incursi.. =/

Unbonused Td's are a balance issue right now, webs are not and thats that. ^^

No one is comparing webs to TDs, we have said that the COMBINATION is lethal.

Anyway, I didn't really feel that TDs were that OP, but I can see that theyvare a little too effective while unbonused.

Is it possible to make TDs work in reverse with regards to their optimal and falloff? Have them be weak close up but stronger from far away?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#248 - 2013-03-20 10:42:50 UTC
Hakan MacTrew wrote:
Garviel Tarrant wrote:
Bouh Revetoile wrote:
Veshta Yoshida wrote:
Bouh Revetoile wrote:
On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ?

Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Smile

Web ? Situational ?! This module a frigate is considered unapt to brawl if unable to fit it ? You can't be serious !

As for TD, a module only working against turrets (hence useless against about 40% of combat ships), useless without speed superiority, counterable with long range weapon or speed (not to mention tracking/range modules), neutering is not the right word.

I may understand the anti ECM crowd, because of the mecanic of ECM and the only counter being useless for almost any other cases, but TD ? That's only childish cries... Moreover when you consider what is actually needed to stop these cries (same as ECM) and what that would do to the metagame.



You wouldn't suggest scrams are OP just because everyone has them..

Webs simply aren't comparable to TD's. But anyhow, i've let myself get baited into this argument quite enough, especially considering that i'm arguing against someone that uses dual rep incursi.. =/

Unbonused Td's are a balance issue right now, webs are not and thats that. ^^

No one is comparing webs to TDs, we have said that the COMBINATION is lethal.

Anyway, I didn't really feel that TDs were that OP, but I can see that theyvare a little too effective while unbonused.

Is it possible to make TDs work in reverse with regards to their optimal and falloff? Have them be weak close up but stronger from far away?



Double web + TD is a lethal combination. Otherwise the web is largely irrelevant for optimal range distruption. If neither had a web it would just be the faster that controlled distance like before.

The only fights where webs are really relevant to TD effectiveness are brawls, and in a brawl both sides generally have a web when speaking frigates so it equals out.

If you for some reason have more webs than your opponent and have a TD, yes it will make abusing the web easier, but its NOT the reason TD's are too powerful.. They are too powerful because... they are too powerful...

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Bouh Revetoile
In Wreck we thrust
#249 - 2013-03-20 11:31:01 UTC  |  Edited by: Bouh Revetoile
Garviel Tarrant wrote:
Unbonused Td's are a balance issue right now, webs are not and thats that. ^^

Authority argument from the renowed Garviel Tarrant, Beholder of Truth !

Are you sure a frigate is large enough to hold your ego ?

TD OPness is a perception.

Only effect of TD is to convert a speed supremacy into a short range turret invulnerability shield. Counters exists : for example, the slicer could use beams instead of pulse, and then be allowed to use long range cristals to negate the effect of the TD at the price of lower damage ; but then, it's suboptimal compared to a pulse slicer when not facing TD. People could adapt, but when it comes to EWAR, that's always "unfair". People want optimal fits, and because EWAR ruin their optimal fits, it's unfair.

There is absolutely no more argument supporting "TD is OP" than "web is OP" or "blasters are OP" or "scram is OP". TD are only an effective module with the particularity to add very well to speed superiority modules, because it exarcebate their effect. It's simple : what speed superiority gives is the ability to outrange or outtrack the ennemy, or the negation of these ; TD only help doing it. If that works well at frigate level, it's because of speed and ranges involved. Frigate speed, even webed, is enough to fool the tracking of almost any turret or quickly put enough distance with the enemy.

TD is not more OP than web or scram or MWD or anything else. It's only a useful module people consider fitting on their ships, and mid slots desperatly more modules like this, because the trio "prop+scram+web" is boring.

Garviel Tarrant wrote:
Double web + TD is a lethal combination. Otherwise the web is largely irrelevant for optimal range distruption. If neither had a web it would just be the faster that controlled distance like before.

The only fights where webs are really relevant to TD effectiveness are brawls, and in a brawl both sides generally have a web when speaking frigates so it equals out.

If you for some reason have more webs than your opponent and have a TD, yes it will make abusing the web easier, but its NOT the reason TD's are too powerful.. They are too powerful because... they are too powerful...

Double web + TD is only possible on the hookbill. That's more of a hookbill problem than anything else.

For frigate brawl, if you remove TD, the one with the more speed will still dictate range and tracking of the fight. What will be the difference from now ? And what will be fitted instead of the TD ? What do you hope from a TD nerf ?

If any, TD promote the use of small LR weapons.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#250 - 2013-03-20 15:12:44 UTC
Better way to promote the use of LR weapons would be to make them good/fittable. You seem to think i think TD's should be completely gutted. Thats not what i think at all. I just feel that unbonused ones should be nerfed down to say 40% range reduction. Would still be a very good module.

I didn't actually read your post other than that last lines so i'm not sure what you argued but i'm sure it was fascinating.

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Rynnik
Evasion Gaming
The Ancients.
#251 - 2013-03-20 15:24:03 UTC  |  Edited by: Rynnik
Garviel Tarrant wrote:
I didn't actually read your post other than that last lines so i'm not sure what you argued but i'm sure it was fascinating.


I would encourage you to go back and read it, because you are basically making your argument irrelevant by not explaining your perspective within the context of controling range. Bouh has outlined a huge flaw in your general whining about TDs.

So, Garviel pretend I am stupid for a minute and explain to me how I can use an overpowered TD to win in a situation where I don't have range control.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#252 - 2013-03-20 15:52:47 UTC
Rynnik wrote:
Garviel Tarrant wrote:
I didn't actually read your post other than that last lines so i'm not sure what you argued but i'm sure it was fascinating.


I would encourage you to go back and read it, because you are basically making your argument irrelevant by not explaining your perspective within the context of controling range. Bouh has outlined a huge flaw in your general whining about TDs.

So, Garviel pretend I am stupid for a minute and explain to me how I can use an overpowered TD to win in a situation where I don't have range control.


You can't..

Quite sure i never claimed TD's worked without range control.. What i said is that they amplify the benefits of range control a bit too much. And believe me, i'm not just talking here from the perspective of someone getting killed by TD's.. I've used td's a LOT myself and a lot of my favorite ships are largely able to handle td's.

TD's aren't a method of control, they amplify control. So obviously if you don't have any control they do jack **** for you. Doesn't mean they aren't too good though.

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Rynnik
Evasion Gaming
The Ancients.
#253 - 2013-03-20 16:18:53 UTC
Garviel Tarrant wrote:

You can't..

Quite sure i never claimed TD's worked without range control.. What i said is that they amplify the benefits of range control a bit too much. And believe me, i'm not just talking here from the perspective of someone getting killed by TD's.. I've used td's a LOT myself and a lot of my favorite ships are largely able to handle td's.

TD's aren't a method of control, they amplify control. So obviously if you don't have any control they do jack **** for you. Doesn't mean they aren't too good though.


Dude, thanks for taking the time to outline your perspective within that context, because I personally come away from that post with an attitude of ‘agree to disagree’. There is no correct or easy answer to whether TDs are overpowered or not because there is no correct or easy answer to if range control has a healthy amount of influence on the outcome of a frigate engagement right now. Arguments can be made for or against that premise with equal legitimacy, depending on where you happen to fall on the spectrum of opinion, and perhaps that is a type of ‘balance’ that CCP is content to maintain for the time being. Tough to say.

I think cap usage would be an interesting way to change the employment of TDs (and other EWAR) on unbonused frigs (with the caveat that EWAR hulls were adjusted to compensate). A problem being that it obviously doesn’t scale well as anything balanced around frigate cap usage will be trivial for larger hulls, and if it is balanced for EWAR cruisers or something then it could be completely unworkable for small ships.

Just changing the effectiveness like you are advocating (I think) to something around 40% for a scripted TD might swing it to far away from being an effective 1-mid counter to turret damage in a fit with range control. Maybe if TDs worked on missiles as well that might be a good number, but I think that level of nerf (to unbonused usage) would mean you would never see a TD chosen for a utility mid pushing the choice even farther towards ‘moar range control’ (tackle or dual-prop), and that leads to a dull meta imo.
chatgris
Quantum Cats Syndicate
Of Essence
#254 - 2013-03-20 16:26:56 UTC  |  Edited by: chatgris
CCP Fozzie wrote:
Why can't we move the utility high to a mid on the Slicer to make it more effective, especially in non-kiting roles?
I definitely understand the frustration that can come from having to work around having only two mids on a ship, but I also don't think the answer is to give every ship the full set of three. The Slicer has an effective niche with its optimal bonus that it serves well, and outside the box fittings are quite possible thanks to the element of surprise. I don't expect that we will give it a third mid in this pass.


Having an effective niche role with the optimal is fine, however the utility high is COMPLETELY useless for a kiting role.

How about another turret mountpoint, or another low slot?

The slicer is really a 9 slot faction frigate with good bonus's right now. If the slicer had another lowslot, it would still remain very vulerable to ewar (no cap booster to counter neuts, no web to help against td's etc, no eccm mods in the mid (low one isn't as effective and can't be heated) etc).
X Gallentius
Black Eagle1
#255 - 2013-03-20 21:07:33 UTC
chatgris wrote:

How about another turret mountpoint, or another low slot?
Turret might be OP, but a launcher slot like the firetail might work.
Alticus C Bear
University of Caille
Gallente Federation
#256 - 2013-03-20 21:32:05 UTC
Another low slot on the slicer would probably be overpowered, I can see an extra mid with the limited CPU it has although it would more than likely be used for a TD on the kite fits.

It could brawl with two mids but the DPS is a bit low so a launcher may make sense in fact given the drone based overhaul of amarr ships giving it a small bandwidth say 10mbit may be appropriate.

Still get a sneaky suspicion the proposed firetail is going to be overpowered.
Michael Harari
Genos Occidere
HYDRA RELOADED
#257 - 2013-03-21 02:09:16 UTC
TDs are OP enough that you can run around killing most frigates in a heron, which has precisely 0 bonuses related to combat. (Just a lot of mids)
Veshta Yoshida
PIE Inc.
Khimi Harar
#258 - 2013-03-21 02:20:56 UTC
Alticus C Bear wrote:
...It could brawl with two mids but the DPS is a bit low so a launcher may make sense in fact given the drone based overhaul of amarr ships giving it a small bandwidth say 10mbit may be appropriate...

NO! Not more of those infernal drones/missiles, we have so few gun boats left.

It brawls fine, just requires 2-3 rig slots for tracking and makes MWD use a dicey proposition Big smile
Goldensaver
Maraque Enterprises
Just let it happen
#259 - 2013-03-21 06:14:42 UTC
Veshta Yoshida wrote:
Alticus C Bear wrote:
...It could brawl with two mids but the DPS is a bit low so a launcher may make sense in fact given the drone based overhaul of amarr ships giving it a small bandwidth say 10mbit may be appropriate...

NO! Not more of those infernal drones/missiles, we have so few gun boats left.

It brawls fine, just requires 2-3 rig slots for tracking and makes MWD use a dicey proposition Big smile

...? What? Who? ...What?

So few gunboats left in game?

They make up at least half the ships (which actually use weapons instead of Ewar) still in game.

T1 alone we have

Frigates:
Merlin
Executioner
Tormentor
Punisher
Atron
Incursus
Slasher
Rifter

Making it 8/24 frigates are gun ships, but it's more along the lines of 8/16 if you remove exploration ships and Ewar boats. (neither meant to use guns beyond *maybe* shooting drones)

4/8 Destroyers are gun ships.

6/16 Cruisers are, but since 5/16 don't use weapons at all (logi + BB) it's like 6/11. (same as at the frigate level)

8/12 BC's are gunships.

8.5/12 BS's are gunships. ('Phoon is the .5)

Out of all the ships that are actually in the role of dealing damage in the tech 1 (non-faction) bracket, 34.5/59 are gun ships. A majority. Admittedly, the other 24.5 split 2 weapons between them, as opposed to the 34.5 splitting 3. But the fact remains that a majority of damage dealing ships are turret based.

But I also agree that I don't think drones/missiles would be the fix for the Slicer. Giving it drones would make it step on the toes of the Comet. Giving it missiles... well, an unbonused launcher doesn't do much DPS at all. And it would require a large addition of fitting space for a light missile launcher, because it definitely won't be in range to use a rocket launcher.

And that utility high isn't helping it at all. I'm not sure what they could do. I don't mind it being forced into a kiting role, I just wish that it did it well enough that it warranted using it over any other ships that do the same.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#260 - 2013-03-21 07:38:01 UTC
Michael Harari wrote:
TDs are OP enough that you can run around killing most frigates in a heron, which has precisely 0 bonuses related to combat. (Just a lot of mids)


Can't kill dual rep incursuses =< They are to good at killing drones and end up permatanking you =<

Its pretty amusing though

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