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Which Recon is about to be the most used recon in the game?

Author
Torothin
Crimson Dawn Enterprises
#1 - 2014-12-31 23:12:01 UTC
With the up coming changes to Recons the Curse, Hug, Lach, and Rook are not going to show up on d-scan. As several of us know, having a Curse on the field can be a major game changer during a fight. Therefore, I am going to have to say the Curse. Being able to hide your neuting power is just going to be way to valuable for small scale PvP.

Discuss.
Garrett Osinov
Doomheim
#2 - 2015-01-01 00:32:31 UTC
Never seen curses in gangs.

But I see often minmatar recons, because of long range webs. Inty puts a point, recon webs = 100% dead target
Jaysen Larrisen
Caldari Provisions
Caldari State
#3 - 2015-01-01 01:13:38 UTC  |  Edited by: Jaysen Larrisen
I think the Lachesis and Huginn will vie for the top spot and the Curse will come up shortly after them. Those ships are in a good to decent position now and will only get better.

If the currently announced changes go through the Rook will get left behind quite a bit...it's in the worse spot of all the Combat Recons and the changes aren't getting after the real issues. The thin tank, kinetic only damage bonus, and not well matched ECM bonus will make it tough to come up to par with the Lach and Huginn in particular.

"Endless money forms the sinews of War" - Cicero

Biomassed - Dust & EVE Podcast

Twitter - @JaysynLarrissen

Ralph King-Griffin
New Eden Tech Support
#4 - 2015-01-01 03:21:30 UTC
rook, fekin baxterds
Chainsaw Plankton
FaDoyToy
#5 - 2015-01-01 08:31:29 UTC
Garrett Osinov wrote:
Never seen curses in gangs.

But I see often minmatar recons, because of long range webs. Inty puts a point, recon webs = 100% dead target


because as soon as you see a curse on d-scan you run away P

I'm a wee bit worried about the rook, but I feel like the falcon already does that anyways.

webs and painters are dangerous for sure, but you can still at least fight in some ways.

long range point/scram and damps from the gallente recons is pretty strong, but depends a bit on gang size and how they are used.

@ChainsawPlankto on twitter

Jaysen Larrisen
Caldari Provisions
Caldari State
#6 - 2015-01-01 15:12:35 UTC
They could do a lot for the Caldari recon line by simply swapping some bonuses around.

1) Take the spilt range / intensity bonus to ECM from the Blackbird and put it on the Falcon. The Falcon has the thinnest tank; uses range and stealth for survivability and should be the furthest away from direct combat if possible. With the small hull buffs noted in Rise's OP it will be in excellent shape.

2) Take the intensity bonus from the Falcon and put that on the Blackbird. Very solid ECM capability and T1 cruiser hull performance.

3) Keep the current Rook bonus but beef up the eHP to legit T2 levels. If not at current HAC levels I would say roughly 90% of them. Consider upping the proposed kinetic damage bonus of 7.5% per level to 10% per level or perhaps a slight buff to drone bandwidth and bay (25 / 25 up to 30 / 30). The D-scan immunity isn't going to be overpowered in conjunction with these ships...there are two very specific hard counters you can bring to the table in the form of ECCM and kinetic dmg resist mods.

I think this gets you value and equally important differentiation from each of the ships in this chain from T1 to Combat Recon to Force Recon.

"Endless money forms the sinews of War" - Cicero

Biomassed - Dust & EVE Podcast

Twitter - @JaysynLarrissen

Stitch Kaneland
The Tuskers
The Tuskers Co.
#7 - 2015-01-01 15:27:03 UTC
I think rapier will be favored more than the huginn. Huginn bonuses dont work with its limited PG. Barely has enough grid for 3 720's, let alone 4. Even if you could get 4 720s on it, the PG left over would only be good enough for a single LSE tank (maybe). And its stupid to use acs. Lets get in brawl range with long webs. 650s may work, but the alpha and dps is just not worth imo.

Rapier on the other hand has the same ewar bonuses, but gets a missile damage buff. Meaning i can do a 400dps, double web 30-50kEHP frig destroyer. Plus cloak and warp, immune to combat probes, can avoid all the spooky dscan immune stuff, and cant be td'd by the curse.

Think we will be seeing more rooks, at least initially.
Jon Joringer
Republic University
Minmatar Republic
#8 - 2015-01-02 19:26:18 UTC  |  Edited by: Jon Joringer
Curse, Lachesis, Rook, Huginn. At least, that's how I'd fly them. If you're going to be alone in one, you need damage mitigation. Extreme neuting + tracking disruption means not many things can touch a Curse for long. Damps means.. well, damps -- same with ECM. Both the Lachesis and Rook have great ways of more of less ensuring the damage stays off them. Long range webs hold targets away from you, but a lot of things can still apply their damage at least somewhat (limiting the Huginn's solid engagement options) and target painters don't mitigate anything.

Gang's a different story though. All the EWAR is useful there.
Alaric Faelen
Republic Military School
Minmatar Republic
#9 - 2015-01-03 16:24:36 UTC
Gallente first- long range tackle is critical, especially in kiting fleets. Damping is arguably better than ECM at this point as well.
Minmatar second- long range webs are extremely useful.
Caldari third- ECM is still very strong, especially given the reliance on logi for most fleets today.
Amarr last- cap warfare is handy, but remains difficult to employ at will, and cap-chain logi makes damping or jamming them easier than trying to overcome their cap.

If you look at it from an FC perspective...."I have xxx number of bodies in fleet, what is the best composition I can squeeze out of that?" Then tackle (point or web) is likely to be the highest priority, to the point of not caring much about their DPS contribution. With ECM and cap warfare coming in as 'nice to have along' if it doesn't hurt your damage potential too much.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#10 - 2015-01-03 17:17:57 UTC
suddenly, rooks.
Malcanis
Vanishing Point.
The Initiative.
#11 - 2015-01-03 19:23:22 UTC
Tsukino Stareine wrote:
suddenly, rooks.


Now I'm imagining a fleet of Rooks.

Hundreds of Rooks Shocked

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

Grath Telkin, 11.10.2016

FT Diomedes
The Graduates
#12 - 2015-01-03 20:04:37 UTC
Malcanis wrote:
Tsukino Stareine wrote:
suddenly, rooks.


Now I'm imagining a fleet of Rooks.

Hundreds of Rooks Shocked


Yeah, I've been waiting for this as well. With the T2 resists they were originally planning, I think this had a real potential to be a "thing."

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mizhir
Devara Biotech
#13 - 2015-01-03 23:25:26 UTC
Alaric Faelen wrote:
Gallente first- long range tackle is critical, especially in kiting fleets. Damping is arguably better than ECM at this point as well.
Minmatar second- long range webs are extremely useful.
Caldari third- ECM is still very strong, especially given the reliance on logi for most fleets today.
Amarr last- cap warfare is handy, but remains difficult to employ at will, and cap-chain logi makes damping or jamming them easier than trying to overcome their cap.

If you look at it from an FC perspective...."I have xxx number of bodies in fleet, what is the best composition I can squeeze out of that?" Then tackle (point or web) is likely to be the highest priority, to the point of not caring much about their DPS contribution. With ECM and cap warfare coming in as 'nice to have along' if it doesn't hurt your damage potential too much.


It depends on the scale of engagements you want to commit in. For non blob warfare you shouldn't shrug the curse off that easily. Neuts offer a wide range of utility when used correctly. First of all, they counter logis as you somewhat mentioned. While guardians have cap transfers they are less threatened, but still vulnerable to neuts. Scimitars on the other hand stand little chance against neuts. Secondly, your neuts can switch off the hardeners and propmod of the primary target putting even more stress on them. Neuts also play a defensive role as you can use them to prevent fast targets with mwd to catch your friends. On top of that you can easily squeeze one or two TDs on each curse which gives each curse the option to render one or two enemy turret ships useless. Unlike ECM or damps, then you only need 1 bonused TD pr. ship you counter. So all this together makes the curse a very powerful ship and if it had kept the full t2 resist it would be a capaple fleet ship. As it can bring a decent amount of dps and bring bonused neuts and counter 1-2 turret boat each.

And for longrange sniping the heavy neut curse can cap out cruiser targets at 90km range in one cycle.

❤️️💛💚💙💜

Justin Zaine
#14 - 2015-01-05 20:10:48 UTC
Amarr for solo/small gang and Gallente for small gang and up, me thinks.

But...I'll continue to avoid the Gallente Recons for as long as they look like turds.

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

SFM Hobb3s
Perkone
Caldari State
#15 - 2015-01-05 21:16:47 UTC
The new d-scan gimmick will probably cause some more of these ships to be used in small gang or camping. I doubt we'll be seeing them show up on big fleets, with the exception of lachesis/hugin (these are probably the two most heavily used and its not going to change). Given how not-tanky these ships are they just get blapped off the field too quickly. You could argue huginn/lachesis being a necessity, but the others are not and just serve to add to your lossboard.

Average life expectancy of recons in a big fleet battle is usually one second.
Dream Five
Renegade Pleasure Androids
#16 - 2015-01-06 09:06:06 UTC  |  Edited by: Dream Five
x
Lugia3
Federal Navy Academy
Gallente Federation
#17 - 2015-01-09 22:39:35 UTC
What are recons?

Those things that still get instapopped whenever someone shoots them?

"CCP Dolan is full of shit." - CCP Bettik

Mysa
EVIL PLANKTON
#18 - 2015-01-11 16:30:31 UTC
Rooks sitting on medium fw plexes waiting for whatever future perma jammed target, and hugins! I bet Arty, dual web 36km Point and painter fitt. Blapp anyone really!
Maeltstome
Ten Thousand Days
#19 - 2015-01-12 10:09:29 UTC
Curses hard counter basically everything. In a small gang they can be devastating.

Huginn will probably see more use though, simply because it's an actual Combat ship, unlike the other 3 which are slightly tankier T2 versions of the T1 ships with no major combat advantages to boast.
PastyWhiteDevil
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#20 - 2015-01-18 06:55:08 UTC
lachesis. same way it was the most used before. long point in large fleet is simply too good. although i will say i think the lach was better the way it was in regards to its weapons layout.
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