These forums have been archived and are now read-only.

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

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[December] Balance Smorgasbord

First post First post
Author
Ares Desideratus
UNSAFE SPACE
#301 - 2015-10-21 12:49:25 UTC
Seriously? How does having a full drone bay stop the crucifier from being an ewar frigate?
Paladin Genghis Khanid
Imperial Academy
Amarr Empire
#302 - 2015-10-21 14:53:39 UTC  |  Edited by: Paladin Genghis Khanid
CCP Fozzie wrote:


Punisher:
Let's talk about the Punisher.
[...]


As a new Amarr player I'm currently flying a Tormentor and I was planning on "upgrading" to a Punisher. I ran some fittings in the Eve Fitting Tool prior to playing EVE and ran the numbers to see which ship would win in a perfect sterile fighting situation. On paper the Punisher, as I fit it, defeated the Tormentor by virtue of its superior tanking ability. However, that is merely on paper in a sterile situation assuming uniform damage and ignore other factors. Having actually flown the Tormentor for a little bit I'm not seeing how the Punisher can be considered an upgrade. The two drones alone give me 25 km range projection in addition to 16 or so extra DPS. The third mid slot allows me to fit the Tormentor to be practically cap stable and offers a PvP fitting alternative. In practice, I cannot see how the Punisher's extra defensive strengths will prove worthwhile when the Tormentor performs so well with a weaker resist profile and the added DPS and utility.

I'd like to make some observations.

"+1 Turret slot" and "Replace the 5% damage bonus with -10% laser cap use per level"

The supposed "bonus" of reduced laser cap usage is, in my humble opinion, a bogus bonus. Not just with the Punisher, but all Amarr ships which have such a bonus. This "bonus" is merely compensating for a design flaw. It doesn't directly add anything to a ship's offensive or defensive capabilities like a tracking, damage or range bonus. It simply aims to correct a negative attribute which is exclusive to Amarr weapon systems. Given the greater capacitor drain of laser weapons compared to other weapon types, the far more logical choice would be to simply use a turret type that requires less cap. Coupled with the lack of any offensive bonus to laser turrets this is the only rational choice. I can achieve greater damage, tracking, and capacitor use with blasters vs. pulse lasers. Screw a -10% cap usage "bonus" when I can have -69% with blasters or -100% with projectiles. Even now (with my current skills) antimatter blaster DPS on a Punisher is 2 DPS higher than with multifrequency pulse lasers and the ship is genuinely cap stable with an energy vampire vs. practically cap stable with lasers. I'm not saying it is worthwhile to use blasters, but I just wanted to point out how weak the damage bonus is currently.

Consider your statement, "we currently aren't huge fans of dropping a missile T1 frigate into Amarr's stable without having solid support all along the T1 lineup for a missile-focused skillplan". Do hybrid and Projectile turrets currently have solid support all along the T1 lineup of an Amarr based skillplan? Because there is absolutely no way I'd fit lasers on a Punisher with the changes you proposed.

Another issue is capacitor stability or, at least, practical capacitor stability. Without an energy vampire this ship cannot field an active armor repair module. Armor plates simply will not cut it in a PVE environment. This effectively makes the ship suitable for solo/small gang PVP only. And given the lack of a third mid slot it would suffer in that role (especially solo). This ship is currently designed for PVE in my humble opinion. PVP requires a propulsion module for speed, a stasis webifier for control and a warp jammer to keep the target on the field (and for control in the case of scramblers vs. MWD). This is by your game design. I honestly cannot understand how three mid slots is not a standard bare minimum number of mid slots across the board on all ships.

What does this mean? I cannot afford to fit the fourth turret. I absolutely need the energy vampire. Which equates to a decrease in DPS because now I'm stuck with the same three turrets, but no damage bonus. A 10% decrease in laser capacitor use is not going to make this ship stable enough to even complete a "Refuge" anomaly. Projectile weapons are the only real option if I want to have four turrets. So much for Amarr pride. But fitting missiles on an Amarr T1 frigate is somehow a source of confusion? At this point the Punisher become just as "skill-intensive" as the Tormentor. About that...

Some other things of note.

"We also think that the "laser tank and gank" archetype deserves to be represented in Amarrian T1 frigates, especially to provide a less skill-intensive alternative to the Tormentor."

The Tormentor fills this roles and does it better than the Punisher. Also, what is so skill-intensive about the Tormentor over the Punisher? I went from an Impairor to a Tormentor. Drones III and light drone operation I is not by any means "skill-intensive" compared to training up small projectile or hybrid turrets. A dragoon is the first skill-intensive Amarr ship that I see upcoming and it has missiles. But apparently that isn't a point of confusion for our little pea brains.

"it will continue to be extremely good as a newer player PVE boat and to strengthen its (quite niche) existing role in T1 frigate gangs. The two midslot layout definitely hurts the ship's power and flexibility, but that can be an interesting tradeoff if compensated for in other ways."

Compensated for in other ways like? *cricket noises* PVE boat? It can't even run a repairer! I'll admit I'm new. I don't have a lot of experience. Can someone who likes these changes explain to me where I've gone wrong in my appraisal of these changes?


P.S. If you are intent to intentionally sabotage one of the T1 Amarr frigates my suggestion would be to swap the Tormentor stats with the Punisher. I'd rather fly the attractive Punisher over the fishing hook with the big smiley face. I can't be the only person to see the front windows as a big yellow toothed smile, the armor engraving directly above it as large nose and the two flashing lights on either side as eyes. Add turrets and you have ears. Looks silly.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#303 - 2015-10-21 15:28:51 UTC
When your weaknesses are that you cap yourself out just by shooting, are inherently very slow and your guns tracking badly it's pretty hard to compensate when you have no medslots to fit the modules that are actually necessary to do that.

CCP still seems to be clinging on to the ancient and wrong notion that lasers are inherently better than other types of turret so ships with laser damage bonuses must be horribly disadvantaged in some way.

You could double the laser damage bonus on the Punisher and it would still see less use than every other combat frigate hull.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#304 - 2015-10-21 17:25:12 UTC
Ares Desideratus wrote:
Seriously? How does having a full drone bay stop the crucifier from being an ewar frigate?

how does giving it a full drone bay make it a combat frigate?

Amarr Militia Representative - A jar of nitro

Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#305 - 2015-10-21 18:01:15 UTC
Been asked to explain my 'midslots are king' comment.

Things you can do with lowslots......

-armor tank
-damage mods
-damage control (only need one)
-hull tank
-tracking enhancer type modules
-speed mods
-fitting mods
-varied inferior modules compared to midslot options

Things you can do with midslots

-shield tank
-mwd
-afterburner
-scram
-long point
-web
-injector
-ecm
-damps
-tracking disruptors
-lolpainter
-mjd (doesn't matter for frigates)
-sensor boosters (which are much better than the lowslot option)
-eccm (again, much better than the lowslot option)
-tracking computer (yet again better)

I'm sure I've missed some things here and there, but that's the gist of it.

Now, imagine two ships. One has 8 mids, and 1 low. The other ship has 1 mid and 8 lows.

The midslot ship has tons of options. It can do pretty much anything you want. The lowslot ship has to buffer tank and doesn't so much as have a point.

7/2 split on both. The midslot ship gained a damage mod. Now the lowslot ship can fit a point. The midslot ship still has TONS of flexibility, the lowslot ship can't active tank and can't bring a web/eccm/etc

A pvp ship in this game requires a minimum number of mids. You could get away with zero lows, but never zero midslots.

1 mid = stupid
2 mids = shoehorned role of just being shooty
3 mids = the standard, can tank on shield or armor or active armor, with drawbacks
4 mids = where the **** gets real



Stitch Kaneland
The Tuskers
The Tuskers Co.
#306 - 2015-10-21 18:28:21 UTC
Templar Dane wrote:
Been asked to explain my 'midslots are king' comment.

Things you can do with lowslots......

-armor tank
-damage mods
-damage control (only need one)
-hull tank
-tracking enhancer type modules
-speed mods
-fitting mods
-varied inferior modules compared to midslot options

Things you can do with midslots

-shield tank
-mwd
-afterburner
-scram
-long point
-web
-injector
-ecm
-damps
-tracking disruptors
-lolpainter
-mjd (doesn't matter for frigates)
-sensor boosters (which are much better than the lowslot option)
-eccm (again, much better than the lowslot option)
-tracking computer (yet again better)

I'm sure I've missed some things here and there, but that's the gist of it.

Now, imagine two ships. One has 8 mids, and 1 low. The other ship has 1 mid and 8 lows.

The midslot ship has tons of options. It can do pretty much anything you want. The lowslot ship has to buffer tank and doesn't so much as have a point.

7/2 split on both. The midslot ship gained a damage mod. Now the lowslot ship can fit a point. The midslot ship still has TONS of flexibility, the lowslot ship can't active tank and can't bring a web/eccm/etc

A pvp ship in this game requires a minimum number of mids. You could get away with zero lows, but never zero midslots.

1 mid = stupid
2 mids = shoehorned role of just being shooty
3 mids = the standard, can tank on shield or armor or active armor, with drawbacks
4 mids = where the **** gets real





This is also an MMO where its expected that you have friends. Not every ship needs to have 3-4 mids to be viable. Does it help? Certainly, but homogenizing all the ships just so they are all viable for solo pvp is boring. There are actually a few ships that work well even with only 2 mids.

Navy slicer
Kitey beam coercer
Arty wolf and ac wolf (mainly in null)
catalyst (not just for ganking)

The punisher and retribution seem to be geared towards pvping with a gang/logi. A 400mm punisher gang with some resist mods and inquisitor/navitas support is going to be mean. Its also not quite as slow as people make it out to be.

Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.

Caldari suffer similarly. Yes you have mids but are very slow. Almost on par with an armor plated ship.

Amarr = Armor fleet orientated (ships generally follow an armor fleet doctrine)
Caldari = Shield fleet orientated (ships generally follow a shield fleet doctrine)

As mentioned already, the tormentor and executioner are strong ships with 3 mids. Why do you need a third laser boat with similar slot layout. This at least gives armor gangs a cheap tanky ship for tackle in FW. I already see retribution/wolf armor gangs on occasion. This is no different.
Cearain
Plus 10 NV
#307 - 2015-10-21 18:34:25 UTC  |  Edited by: Cearain
Whether mids or lows are better depends on the size of the pvp. For solo pvp I agree mids are almost always better (but then again that coercer with 1 mid and 4 lows was great.) The fact that you can only get damage from a low slot is pretty important. And likely the most used module is a dcu which is a low slot mod.

Caldari ships have the most mids and I don't think they are overpowered.

edit:
That said they should just give the punisher more cap and give it a better bonus then the cap reduction bonus.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Xequecal
Ministry of War
Amarr Empire
#308 - 2015-10-21 19:08:05 UTC
Quote:
Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.


You're talking about fleet doctrine and then mentioning tackle? What? Of course you don't need tackle in fleet doctrines, the whole point is to alpha the other guy off the field. Tackle is pointless, if they live long enough to catch reps they don't need to warp out because they're not going to die anyways. If you need tackle in a fleet you bring 2 guys in bonused T3s or recons, the 200 other guys in your fleet that are there to shoot stuff don't need it.

Armor tanking sucks. I mean it just flat out sucks. That's not to say that all armor ships are bad, but the good ones are good despite their armor tanks not because of them. Every single one of them would be far superior if you swapped their low/mid slot counts and swapped armor bonuses for shield ones. There's pretty much only two cases where armor is better than shield:

1. You're flying battleships in nullsec and are worried about getting bombed.
2. You're performing a role where literally absolutely nothing matters except your EHP total. (HICtor)

In small scale PvP, range and speed are king, and that means shield tank. In large-scale PvP, you don't need tackle and DPS is king, so again shield tank is the best because it frees up all your low slots for damage mods. Then there's the fact that shield capitals have more than double the EHP of armor capitals once you start fitting deadspace modules to them, so shield is better there too. It's pretty much just battleships where armor tanking is still worthwhile.

You mention Zealot/Muninn, but when those were good, they were good because no shield tanked medium gunship existed. The Tengu didn't exist, the Vulture and Ishtar had completely different stats, (as well as DDAs not existing) and the Eagle was literally the worst ship in the game, it was so bad.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#309 - 2015-10-21 19:13:03 UTC
Xequecal wrote:
Quote:
Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.


You're talking about fleet doctrine and then mentioning tackle? What? Of course you don't need tackle in fleet doctrines, the whole point is to alpha the other guy off the field. Tackle is pointless, if they live long enough to catch reps they don't need to warp out because they're not going to die anyways. If you need tackle in a fleet you bring 2 guys in bonused T3s or recons, the 200 other guys in your fleet that are there to shoot stuff don't need it.

Armor tanking sucks. I mean it just flat out sucks. That's not to say that all armor ships are bad, but the good ones are good despite their armor tanks not because of them. Every single one of them would be far superior if you swapped their low/mid slot counts and swapped armor bonuses for shield ones. There's pretty much only two cases where armor is better than shield:

1. You're flying battleships in nullsec and are worried about getting bombed.
2. You're performing a role where literally absolutely nothing matters except your EHP total. (HICtor)

In small scale PvP, range and speed are king, and that means shield tank. In large-scale PvP, you don't need tackle and DPS is king, so again shield tank is the best because it frees up all your low slots for damage mods. Then there's the fact that shield capitals have more than double the EHP of armor capitals once you start fitting deadspace modules to them, so shield is better there too. It's pretty much just battleships where armor tanking is still worthwhile.

You mention Zealot/Muninn, but when those were good, they were good because no shield tanked medium gunship existed. The Tengu didn't exist, the Vulture and Ishtar had completely different stats, (as well as DDAs not existing) and the Eagle was literally the worst ship in the game, it was so bad.


yeah because who needs warp disruptors warp scramblers stasis webifiers remote sensor boosters remote eccm target painters sensor dampeners ecm or tracking disruptors right?
Anabella Rella
Gradient
Electus Matari
#310 - 2015-10-21 19:47:37 UTC
The proposed Rifter changes are just blah. Giving it the (flex)ability to be a poor arty ship hardly makes up for the fact that it's totally outclassed by the other T1 frigs. The Rifter needs a fundamental rethink to bring its DPS up to par with its contemporaries.

When the world is running down, you make the best of what's still around.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#311 - 2015-10-21 19:47:54 UTC
The specific advantage of armor tanking is that it frees up your medslots for utility modules. Which is something the Amarr Laser damage + armor resist hulls fail at dramatically. They have all the disadvantages of armor tanking, being horribly slow and their tank and damage mods sharing slots without any of the normal advantages.

This would make sense in some magical world where a 5% per level laser damage bonus was a huge deal, but it's not. It's the same bonus every other combat frigate gets to its guns and none of those have slot layouts anything like as gimped.

You can't even compensate for these problems with the lowslots because there's literally nothing you can fit that compensates for not being able to fit a web or a cap booster, or a tacking computer or any of the other medslot modules that a necessary to compensate for the fact that everything is faster than you, tracks better than you, has better damage types than you and can shoot its guns without capping out.

The entire line of ships is badly designed, the punisher just has it the worst because it's the smallest.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#312 - 2015-10-21 20:49:33 UTC
Stitch Kaneland wrote:


This is also an MMO where its expected that you have friends. Not every ship needs to have 3-4 mids to be viable. Does it help? Certainly, but homogenizing all the ships just so they are all viable for solo pvp is boring. There are actually a few ships that work well even with only 2 mids.

Navy slicer
Kitey beam coercer
Arty wolf and ac wolf (mainly in null)
catalyst (not just for ganking)

The punisher and retribution seem to be geared towards pvping with a gang/logi. A 400mm punisher gang with some resist mods and inquisitor/navitas support is going to be mean. Its also not quite as slow as people make it out to be.

Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.


As mentioned already, the tormentor and executioner are strong ships with 3 mids. Why do you need a third laser boat with similar slot layout. This at least gives armor gangs a cheap tanky ship for tackle in FW. I already see retribution/wolf armor gangs on occasion. This is no different.


If I had a nickel for every time an amarr gang lost tackle on an oversized AB target because nobody had a web......

3 mids is better than 2, every single time.

3 mids and 3 lows > 2 mids and 6 lows

And as I've said earlier, even in the logi gangs the tormentor is the better choice because the logi/ewar are going to be shot first. The tormentor brings more projection and dps, applies it better, and has that magical 3rd mid. All that extra tank on the punisher matters not until you're the one being shot at. And if you're being shot at, odds are the logi is all dead and tank isn't going to matter much.
Estella Osoka
Cranky Bitches Who PMS
#313 - 2015-10-21 21:24:48 UTC
Xequecal wrote:
Quote:
Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.


You're talking about fleet doctrine and then mentioning tackle? What? Of course you don't need tackle in fleet doctrines, the whole point is to alpha the other guy off the field. Tackle is pointless, if they live long enough to catch reps they don't need to warp out because they're not going to die anyways. If you need tackle in a fleet you bring 2 guys in bonused T3s or recons, the 200 other guys in your fleet that are there to shoot stuff don't need it.

Armor tanking sucks. I mean it just flat out sucks. That's not to say that all armor ships are bad, but the good ones are good despite their armor tanks not because of them. Every single one of them would be far superior if you swapped their low/mid slot counts and swapped armor bonuses for shield ones. There's pretty much only two cases where armor is better than shield:

1. You're flying battleships in nullsec and are worried about getting bombed.
2. You're performing a role where literally absolutely nothing matters except your EHP total. (HICtor)

In small scale PvP, range and speed are king, and that means shield tank. In large-scale PvP, you don't need tackle and DPS is king, so again shield tank is the best because it frees up all your low slots for damage mods. Then there's the fact that shield capitals have more than double the EHP of armor capitals once you start fitting deadspace modules to them, so shield is better there too. It's pretty much just battleships where armor tanking is still worthwhile.

You mention Zealot/Muninn, but when those were good, they were good because no shield tanked medium gunship existed. The Tengu didn't exist, the Vulture and Ishtar had completely different stats, (as well as DDAs not existing) and the Eagle was literally the worst ship in the game, it was so bad.


W.T.F.??? Armor tanking is bad? No need for tackle? Where are you pvping that you don't need tackle? Magical rainbow and ponies land?
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#314 - 2015-10-21 21:31:19 UTC
Templar Dane wrote:
Stitch Kaneland wrote:


This is also an MMO where its expected that you have friends. Not every ship needs to have 3-4 mids to be viable. Does it help? Certainly, but homogenizing all the ships just so they are all viable for solo pvp is boring. There are actually a few ships that work well even with only 2 mids.

Navy slicer
Kitey beam coercer
Arty wolf and ac wolf (mainly in null)
catalyst (not just for ganking)

The punisher and retribution seem to be geared towards pvping with a gang/logi. A 400mm punisher gang with some resist mods and inquisitor/navitas support is going to be mean. Its also not quite as slow as people make it out to be.

Yes the punisher has 2 mids. But your friends have all the tackle you will need. This trends similarly into HACs as well. Zealot/muninn used to be very good fleet doctrines before legion/loki/mach/TFI became the norm. Both suffer from "not enough mids" to be viable in solo pvp (outside a couple niche fits) in the same way. They are fleet orientated. Hell the zealot doesnt even have drones.


As mentioned already, the tormentor and executioner are strong ships with 3 mids. Why do you need a third laser boat with similar slot layout. This at least gives armor gangs a cheap tanky ship for tackle in FW. I already see retribution/wolf armor gangs on occasion. This is no different.


If I had a nickel for every time an amarr gang lost tackle on an oversized AB target because nobody had a web......

3 mids is better than 2, every single time.

3 mids and 3 lows > 2 mids and 6 lows

And as I've said earlier, even in the logi gangs the tormentor is the better choice because the logi/ewar are going to be shot first. The tormentor brings more projection and dps, applies it better, and has that magical 3rd mid. All that extra tank on the punisher matters not until you're the one being shot at. And if you're being shot at, odds are the logi is all dead and tank isn't going to matter much.


eh not always. you often need to bring the deeps and have the tank. being able to hold tackle on lots of things, you can worry about that when your ships aren't instapopping. and oversized prop ships? having 2 mids doesn't mean everyone fits a scram, that's stupid.
Ares Desideratus
UNSAFE SPACE
#315 - 2015-10-21 22:13:23 UTC
Flyinghotpocket wrote:
Ares Desideratus wrote:
Seriously? How does having a full drone bay stop the crucifier from being an ewar frigate?

how does giving it a full drone bay make it a combat frigate?

Are you using your brain? The Arbitrator must be a combat cruiser then, because it has a full drone bay and a damage bonus :(

The crucifier is an "electronic warfare" frigate, which, believe it or not, is meant for combat. If it had a full drone bay it would actually be usable for legitimate combat, but right now it's really only good for ewar because it doesn't pose much of a threat to anyone, even other frigates.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#316 - 2015-10-21 22:59:37 UTC
You cant say mids>lows. Thats simply not true in many cases.
Xequecal
Ministry of War
Amarr Empire
#317 - 2015-10-22 06:43:15 UTC
Quote:


W.T.F.??? Armor tanking is bad? No need for tackle? Where are you pvping that you don't need tackle? Magical rainbow and ponies land?


In a 200 man fleet, do you really think the line members in ishtars or apocs or domis or whatever are fitting tackle? Of course they aren't.

In small scale PvP range and speed are absolutely king so you MUST shield tank even though you have limited slots available due to a need to fit tackle. In large scale PvP you don't need tackle so you want to use those slots on a shield tank in order to max out on damage mods.

I mean seriously, pretty much 100% of Ishtar fleets were shield tanked when it had the 5/5 layout despite the fact that it had the option to do both. The reason is that armor tanking sucks and you don't do it if you have a choice.
xXxNIMRODxXx
Arial Enterprise
Sigma Grindset
#318 - 2015-10-22 07:20:06 UTC
CCP Fozzie wrote:


Punisher:
Let's talk about the Punisher.
Quite a few people have asked about missile Punishers, but we currently aren't huge fans of dropping a missile T1 frigate into Amarr's stable without having solid support all along the T1 lineup for a missile-focused skillplan. With only Khanid T2 ships (and unbonused launchers on the droneships) further along the path, we feel this would act as a confusing set of breadcrumbs for a new player to follow.
We also think that the "laser tank and gank" archetype deserves to be represented in Amarrian T1 frigates, especially to provide a less skill-intensive alternative to the Tormentor. We don't expect it to become a dominant solo powerhouse for veterans, but it will continue to be extremely good as a newer player PVE boat and to strengthen its (quite niche) existing role in T1 frigate gangs. The two midslot layout definitely hurts the ship's power and flexibility, but that can be an interesting tradeoff if compensated for in other ways.
These changes give the Punisher one more slot than most T1 frigs, and increase damage slightly (4 effective turrets instead of 3.75) while reducing weapon cap use and adding the significant buff of an extra lowslot. In exchange it loses its utility high.

  • +1 Turret
  • +1 Lowslot
  • +10 PWG
  • +13 CPU
  • Replace the 5% damage bonus with -10% laser cap use per level

  • We really want to hear your feedback on these proposals. Let us know what you think!


    The Punisher never had issues with cap (actually has a better stable cap than the Retribution, also), the 2 working fits for it are an active tank+nos fit and a passive tank+neut fit.
    It has a lot of issues applying the damage though, cause the tracking is really, really bad; the lack of a third M slot to bring a web really makes it difficult to apply the damage properly. Even with Skills at 5 and implants, its 130 dps are like 40 or 50 at best during a fight, because it misses a lot. It lacks the speed to even try to intercept a kity frig, it lacks the tracking to even brawl around another Punisher, or anything else.
    Let's see what these changes will bring... but seriously: A THIRD MIDSLOT!P
    Trinkets friend
    Sudden Buggery
    Sending Thots And Players
    #319 - 2015-10-22 09:02:26 UTC
    Templar Dane wrote:

    Just want to point out that the rifter was meant to fit autocannons. The real problem is that there isn't a tech 1 vanilla frigate designed to use artillery.

    *snipped*

    I admit that the rifter may be in a strange place, but it's not so strange if you realize it was only meant to fit autocannons. I'd also like to point out that it is one of only three tech 1 vanilla frigates to have a weapon projection bonus (atron/kestrel/rifter) and while it may not have flexibility in choosing what type of weapon it brings to bear it does have options (shield or armor, damage types, utility high). Options the proposed punisher doesn't. Though I suppose the damage type selection strength is moot since people are likely going to put autocannons on it like in the old days.



    Patently, no Amarr frigate was designed to fit beams, either. No Gallente frigate was designed to fit rails. *massive skull-destroying eye-roll*

    The Rifter was not designed for anything. it was kludged together by CCP whoever, back in the day, before a real mathematical model of the game was really well understood by more than one or two guys, and the Devs just made stuff up by drawing random numbers out of a hat.

    You doubt me? Look at the various iterations of Tiercide, which have levelled out hitpoints and capacitor levels to round 100's from the bespoke lunacy that came before. The problem being, CCP Fozzie and current balane Devs are unwilling, unable, or not courageous enough to really deconstruct the lineup of modules and ship fitting capacities to rework them to a logical framework.

    You know, you might be right. Let's just assume that Minmatar frigates were never meant to fit long range weapons. This then means that Minmatar are forever at a disadvantage in terms of play style, tactics and meta-gaming with respect to every other race. It also means small artillery was only designed PURELY for the Thrasher (and megathrons, it seems).

    What a great example to take to the Devs, if you are correct, and drive hom the point that artillery needs to be reformed, or Minmatar frigates need drastic - utterly visceral - reformation to give them the capabilities that they deserve - or forever be useless.

    It is a ridiculous assertion, but one which really does in fact drive home the crux of my argument: either redesign artillery PG costs to make fits viable, or give the hulls the capacity to fit both long and short range guns.

    In a metagame where you have faster ships with gankier short-range weapons (Incursus, Atron) and faster ships with more efficient long-range weapons, it is disastrous to keep the Rifter held in check because back in 2008 it was the only frigate which was put together well as an AC brawler (remember Frigates pre-tiercide, when the Bantam has mining lasers? no?)

    Nevyn Auscent
    Broke Sauce
    #320 - 2015-10-22 10:34:31 UTC
    Paladin Genghis Khanid wrote:


    As a new Amarr player I'm currently flying a Tormentor and I was planning on "upgrading" to a Punisher.

    And there is your issue. Both are T1 frigates, neither is meant to be an upgrade to the other, they are different tools for different jobs of roughly equal overall power level all things considered.