These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships

Author
JD No7
Coreli Corporation
Pandemic Legion
#1 - 2013-08-05 14:00:29 UTC
I've been observing the new AHAC, CS and Link changes and keeping an eye on how they affect fleets, and I'm coming away with some very serious concerns.

ATM Tier 3's dominate the 10-30 man roaming gang meta. The changes to AHACs give a solid response to this, which is good. But there's a very important part of the puzzle being missed.

With the changes to links, Recons (notably Rapier and Arazu) are now incredibly weak EHP-wise in an armour config (they were before, but now it's ludicrously low), and will almost always be a single volley wipe from a Tier 3 fleet. Couple with this the Tier 3 fleet's mobility, and the reduction on range of webs and points generally, and you're making Tier 3s from the 'massive advantage' column' to the 'I-win' column in most open space situations.

Whilst you can replace the Rapier and Arazu with Loki and Proteus respectively, the link nerf means their ranges are pitifully small even with faction mods.

So how do we fix this?

Quite simply, I'd suggest the following:

Leave Force Recon as they are (although give the Pilgrim it's Neut range bonus!)

Combat Recon's speciality is now resilience - drop 1-2 high slots and bump up low/medium slots; switch damage bonus to HP or resist bonus and/or EW range bonus. Buff web/point range so that, with links, it matches pre-nerf ranges.

Can anyone confirm what the plan is? Because at the moment, the system is very messed up as of 1.1.
El Geo
Warcrows
THE OLD SCHOOL
#2 - 2013-08-05 17:59:23 UTC
Personally I feel that reconassaince cruisers should be the fastest cruisers available, especially the combat recons.
Cael Autumn
Brutor Tribe
Minmatar Republic
#3 - 2013-08-05 19:23:23 UTC
Currently, there's the paper thin recon that can fit cloaks, and the paper thin recon that can't.

I think force recon should get long range ewar, stronger sensor strength, covert ops abilities, and 'decent' amounts of ewar.

Combat recons, I think should be HAC equivalents, but instead of damage, field ewar.


So, force:

Covops features (cloak/cyno)
15-25k ehp
Long range, normal strength ewar (30 percent range bonus)
Light combat ability (3 no-bonus guns)
Normal cruiser signature radius
Stronger than usual sensor strength


Combat:
No covops
35-50k ehp
Stronger ewar (30 percent strength bonus)
Medium combat ability (4 single-bonus guns)
Smaller base signature radius (between logi and hacs)

Caleb Seremshur
Commando Guri
Guristas Pirates
#4 - 2013-08-05 20:25:48 UTC
Recons are one of the few ships that genuinely interest me. Right now I feel they don't really bring enough to the table in terms of mobility. I've literally had amarr bc outrun me because they can align faster than my rook.

My proposal would be 20% flat improvement to agility and an increase to 4.25 warp speed. The only things that should be outrunning a combat recon are frigates. Anything else runs in contravention to the whole principle of a recon scout.
Harvey James
The Sengoku Legacy
#5 - 2013-08-05 20:32:23 UTC  |  Edited by: Harvey James
I think e-war including webs and points are already too strong nevermind increasing links and recon bonuses more it should be the exact opposite..

On the ships EHP well i think besides buffing HP a little the main issue is slot layout on most ships stop armour tanking to any decent degree.
Shield tanking is more common and not too bad but more speed and lower sigs would help both forms of tanking a great deal.
Also fitting is an issue on many of the ships and the fact that force recons get 1 less slot. and less offensive bonuses

Combat recons don't have a role bonus atm either.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Hulemand
Coreli Corporation
Pandemic Legion
#6 - 2013-08-06 21:53:05 UTC
I find this issue rather relevant. Boost recons for more health please.

Admiral Hulemand Core Operations Overseer

JD No7
Coreli Corporation
Pandemic Legion
#7 - 2013-08-07 08:05:42 UTC
Some good ideas here, I'd propose from them:

A little more speed for the slower ships
Addition of the 50% MWD sig role bonus same as HACs, to give synergy with that fleet (and useful all round)
Alter slot layout - take away high slots and give 1 more low (2 where currently the Force Recon version has more).
Drop the damage bonus; give something such as EW usage cap bonus.
Caleb Seremshur
Commando Guri
Guristas Pirates
#8 - 2013-08-07 10:22:27 UTC
I think its important to remember we have a combat recon as wekl as force recon. Current force recons are definitly fleet vessels whereas combat recons feel like they should be solo boats but they arent really good enougj at that to work. I have killed stuff in rooks before but its situational and the lack of cloak or decent defences would push this vessel back in to a fleet role where it competes with the falcon for utility.

Combat recons should get covops cloqks as well to make them more predatory. The lack of covert cyno capacity is enough to distinguish this ship from a falcon. If necessary give the falcon an ecm range bonus due to role and rook a resist bonus to further delineate their differences
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#9 - 2013-08-07 10:35:02 UTC
JD No7 wrote:
I've been observing the new AHAC, CS and Link changes and keeping an eye on how they affect fleets, and I'm coming away with some very serious concerns.

ATM Tier 3's dominate the 10-30 man roaming gang meta. The changes to AHACs give a solid response to this, which is good. But there's a very important part of the puzzle being missed.

With the changes to links, Recons (notably Rapier and Arazu) are now incredibly weak EHP-wise in an armour config (they were before, but now it's ludicrously low), and will almost always be a single volley wipe from a Tier 3 fleet. Couple with this the Tier 3 fleet's mobility, and the reduction on range of webs and points generally, and you're making Tier 3s from the 'massive advantage' column' to the 'I-win' column in most open space situations.

Whilst you can replace the Rapier and Arazu with Loki and Proteus respectively, the link nerf means their ranges are pitifully small even with faction mods.

So how do we fix this?

Quite simply, I'd suggest the following:

Leave Force Recon as they are (although give the Pilgrim it's Neut range bonus!)

Combat Recon's speciality is now resilience - drop 1-2 high slots and bump up low/medium slots; switch damage bonus to HP or resist bonus and/or EW range bonus. Buff web/point range so that, with links, it matches pre-nerf ranges.

Can anyone confirm what the plan is? Because at the moment, the system is very messed up as of 1.1.


stealth buff pilgrim post???
Terrorfrodo
Interbus Universal
#10 - 2013-08-07 11:32:37 UTC
I hope Recons will get their balance pass soon. They are my favorite ships in theory, but currently so weak that they see little use. Especially Force Recons.

Their "long-range" ewar is not worth much when every second ship they likely face on the battlefield is a lot faster and more agile than they are. They can't run away, with their tiny capacitor and awful recharge they can't even run a MWD for more than a minute.

If you want to have any mobility, you need to shield-tank, and then you can fit only a single module that makes use of their supposed role bonus, i.e. webs, scrams, TD (only Falcon can shield-tank and still have 2-4 ECMs).

Damage is a joke, especially because you cannot apply whatever little damage you have. Force Recons must stay at range, but cannot do any significant damage at range. Falcon and Rapier should have launcher hardpoints and a HML bonus. (Pilgrim is quite ok in this regard.)

A lot of ships received resilience buffs, so maybe something else could be done to Recons. How about they get a lot more speed and agility, vastly improved cap recharge and a big bonus to capacitor use of repair systems? So they would remain very squishy once tackled, but could be very good at moving around and avoid getting tackled in the first place, and able to run a modest but sustained active tank to survive glancing blows and drone damage. Something like a 200-300 dps tank but little buffer. So once caught, they'd still die like flies.

.

Caleb Seremshur
Commando Guri
Guristas Pirates
#11 - 2013-08-07 12:09:02 UTC
An active tank bonus doesn't really feel like it fits their intended role.

I'd opt for more stealth over this suggestion.

It really begs the quesiton of what role do we actually intend for the "covert ops" line of ships, by which I mean ships that can equip EWAR and cloaks. Does changing recons necessitate another black-ops battleship designed for combat? Isn't that called a marauder? Should marauders have EWAR bonuses?
Jerick Ludhowe
Internet Tuff Guys
#12 - 2013-08-07 13:03:39 UTC
And the endless power creep continues.....
Dinsdale Pirannha
Pirannha Corp
#13 - 2013-08-07 13:24:06 UTC
I have a shield tanked Arazu with an 18 km scram, MwD, 45K tank, and DPS around 490 before O/H.

I am fairly certain that ship will get nerfed.
JD No7
Coreli Corporation
Pandemic Legion
#14 - 2013-08-08 12:23:35 UTC
Dinsdale Pirannha wrote:
I have a shield tanked Arazu with an 18 km scram, MwD, 45K tank, and DPS around 490 before O/H.

I am fairly certain that ship will get nerfed.


T1 cruisers are better that that, apart from the scram range...
Caitlyn Tufy
Perkone
Caldari State
#15 - 2013-08-08 12:25:52 UTC
Posting in a stealth "buff Falcons" post. Big smile
Caleb Seremshur
Commando Guri
Guristas Pirates
#16 - 2013-08-08 13:31:46 UTC
Dinsdale Pirannha wrote:
I have a shield tanked Arazu with an 18 km scram, MwD, 45K tank, and DPS around 490 before O/H.

I am fairly certain that ship will get nerfed.



that's pretty good. my rook has less than 10k ehp but gets about 500 to 550 dps depending on configuration. Simple figures like that aren't the key features of the vessel though. It's too slow and doesn't have enough defence for a ship designed to be actually fighting
Templar Knightsbane
Ministry of War
Amarr Empire
#17 - 2013-08-08 14:01:49 UTC
Looking forward to the balancing out of Recons massively!
El Geo
Warcrows
THE OLD SCHOOL
#18 - 2013-08-08 16:40:21 UTC
Caleb Seremshur wrote:
Recons are one of the few ships that genuinely interest me. Right now I feel they don't really bring enough to the table in terms of mobility. I've literally had amarr bc outrun me because they can align faster than my rook.

My proposal would be 20% flat improvement to agility and an increase to 4.25 warp speed. The only things that should be outrunning a combat recon are frigates. Anything else runs in contravention to the whole principle of a recon scout.


Exactly, reconnaissance craft should be maneuverable and fast, giving up defensive/offensive capabilities in order to fill that role more effectively (technically, most interceptors fit this description better), unless they rename the class to Electronic Attack Cruisers and Covert Ops Cruisers then scrap the recon name.
JD No7
Coreli Corporation
Pandemic Legion
#19 - 2013-08-09 13:38:27 UTC
Caitlyn Tufy wrote:
Posting in a stealth "buff Falcons" post. Big smile


Not at all. Force Recons are fine as they are. Combat Recons is what I'm focused on.
Caleb Seremshur
Commando Guri
Guristas Pirates
#20 - 2013-08-09 14:32:49 UTC
what exactly should a comba recon be able to do as a role?
12Next page