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Drake changes from CSM minutes.

Author
Soldarius
Dreddit
Test Alliance Please Ignore
#221 - 2012-01-29 10:42:12 UTC  |  Edited by: Soldarius
Tippia wrote:
Malcanis wrote:
On the other hand, its "DPS tank" will be significantly improved. And it's range tank. NewDrake will actually be much more effective against EM rats because it'll be able to use Thunderbolts at full efficiency instead of taking a 20% DPS hit for using non-Kinetic, and it'll be able to use them far outside the effective range of the Sansha/Blood lasers anyway. Put a 10MN AB/2x LSE/ Invuln II/2x Photon II in the mids, rejoice in your 33% DPS boost, and you'll be just fine doing Pirate Invasion or Sansha Blockade or whatever.

God forbid that missioners actually have to spend a few minutes per mission actually piloting their damb ship in return for a whopping ISK/hr boost. Roll
Pretty much.

Active-Drake was a hell of a lot better than passive-Drake before for missions, and if this change makes people switch over to those kinds of fits, they'll discover the joys of not sitting still. Hell, if you dump the extenders and go for a shield-booster fit (because why not — you're stuffing it full with cap-drawing equipment anyway, so you might as well go all the way), you'll notice that it's actually small enough a ship to speed-tank NPC battleships, even before you even consider trying to outrange them. It seems people have gotten so used to it being a 4-500m sigres turtle that those aspects of the ship have gone almost completely unnoticed.

The more I think about it, the more obvious the buff status of the proposed change becomes. Big smile


I tried using a Drake to shoot Bloods in a Sanctum once. They damn near melted me in a couple volleys, even with EM and Thermal hardeners on a full-on passive fit. And I have nearly perfect Drake skills.

After warping out and repairing armor, I thought about what had happened, looked at my fit (full T2 with appropriate hardeners, purger rigs, and 2x SPR IIs), I decided to try kiting/speed tanking with an AB. Strangely, it worked. But it was still a lot harder than any other sanctum I've over done.

tl;dr: I agree that speed-tanking a Drake is both possible and viable.

While I would not be opposed to replacing the Kinetic bonus with a RoF bonus, nerfing the Drake's tank to make the Nighthawk better is ignorant at best. Nighthawk needs way more grid. I also don't think a range/missile velocity bonus is a great idea. I can already hit out to 80km (better than locking range w/o sebo) w/HMLs. I really don't need more range on my Drake. It would make HAMs somewhat better. But HAMs are freakin' useless vs frigates. Thank CCP for the 25m3 drone bay.

I'm most concerned about nerfing the Drake and having nothing but Hurricane's in shield BC fleets. Why would you fly the HAM drake when you can fly a Cane? Caldari have few enough useful PvP ships as it is. Funny thing is that the proposed nerf to tank would hurt PvE more than PvP. Is that really what CCP wants?

http://youtu.be/YVkUvmDQ3HY

Shade Millith
Tactical Farmers.
Pandemic Horde
#222 - 2012-01-29 13:27:48 UTC  |  Edited by: Shade Millith
No changes needed. Caldari gets screwed over for PVP with many ship classes it isn't funny.

HAC? Don't make me laugh, they're both beyond terrible compared to other races. Slow, with pitiful tank.
BS's? Rarely used for PVP
HIC? Worst of the bunch
Capitals? The only viable shield caps, thus everyone uses armor, thus shield caps do poorly.

We get a solid PVP ship and the CSM screams nerf because it has a heavy tank, thus is popular? Why not nerf the Hurricane/Vagabond speed while your at it?

The intention of giving it a tiny damage boost along with a useless missile velocity bonus is laughable. Because it's so useful on the Cerberus /s.

Edit: Hell, this change would make the problem Drake Armies (I think this is what started the 'NERF DRAKES' thing?) worse! Now instead of having a 'Drake Army' having a predictable damage profile (Kinetic), it's going to be completely random. And it'll still be abused because of the range.

I honestly don't know what you're trying to achieve with this.
Shade Millith
Tactical Farmers.
Pandemic Horde
#223 - 2012-01-29 13:29:08 UTC  |  Edited by: Shade Millith
How the heck do I delete accidental double posts?
Katalci
Kismesis
#224 - 2012-01-30 07:26:36 UTC  |  Edited by: Katalci
Hungry Eyes wrote:
im telling you the nerf is coming, because no cruiser should be able to fit 100mn AB's. the Tengu is a stupidly OP and broken ship, and it's only a matter of time before CCP sees it.

Maybe consider adding a rapier/huginn/loki/interceptor to your stupid gang?
Quote:
Vagas dont exist any more as they've been replaced by the Cynabal faceroll.

There is this thing called remote repair. Perhaps you could try looking at their resistances.
ITTigerClawIK
Galactic Rangers
#225 - 2012-01-31 02:48:43 UTC
i can not belive so many people are pissed off that there beloved drake is getting a BUFF rather than a nerf, what is WRONG with you people ????
Mfume Apocal
Brutor Tribe
Minmatar Republic
#226 - 2012-01-31 04:56:09 UTC
ITTigerClawIK wrote:
i can not belive so many people are pissed off that there beloved drake is getting a BUFF rather than a nerf, what is WRONG with you people ????


Well, wrt to PvP it's a hands-down buff that will basically obsolete a lot of other ships at a clip. But for easy PvE, it's a definite nerf.
Shade Millith
Tactical Farmers.
Pandemic Horde
#227 - 2012-01-31 05:03:59 UTC
ITTigerClawIK wrote:
i can not belive so many people are pissed off that there beloved drake is getting a BUFF rather than a nerf, what is WRONG with you people ????


Using it for mass drake armies it's a buff. A massive buff.

As a solo PVP ship, it's a massive nerf.
Spineker
#228 - 2012-01-31 05:14:18 UTC
Drake already melts to so many ships it is silly. Don't need a nerf just bandwagon nonsense.
Spineker
#229 - 2012-01-31 05:15:05 UTC
If you are getting blobbed by drakes do what the normal advice from Epeens in Null sec is "cry more"
Malcanis
Vanishing Point.
The Initiative.
#230 - 2012-01-31 14:28:40 UTC
Soldarius wrote:
Tippia wrote:
Malcanis wrote:
On the other hand, its "DPS tank" will be significantly improved. And it's range tank. NewDrake will actually be much more effective against EM rats because it'll be able to use Thunderbolts at full efficiency instead of taking a 20% DPS hit for using non-Kinetic, and it'll be able to use them far outside the effective range of the Sansha/Blood lasers anyway. Put a 10MN AB/2x LSE/ Invuln II/2x Photon II in the mids, rejoice in your 33% DPS boost, and you'll be just fine doing Pirate Invasion or Sansha Blockade or whatever.

God forbid that missioners actually have to spend a few minutes per mission actually piloting their damb ship in return for a whopping ISK/hr boost. Roll
Pretty much.

Active-Drake was a hell of a lot better than passive-Drake before for missions, and if this change makes people switch over to those kinds of fits, they'll discover the joys of not sitting still. Hell, if you dump the extenders and go for a shield-booster fit (because why not — you're stuffing it full with cap-drawing equipment anyway, so you might as well go all the way), you'll notice that it's actually small enough a ship to speed-tank NPC battleships, even before you even consider trying to outrange them. It seems people have gotten so used to it being a 4-500m sigres turtle that those aspects of the ship have gone almost completely unnoticed.

The more I think about it, the more obvious the buff status of the proposed change becomes. Big smile


I tried using a Drake to shoot Bloods in a Sanctum once. They damn near melted me in a couple volleys, even with EM and Thermal hardeners on a full-on passive fit. And I have nearly perfect Drake skills.

After warping out and repairing armor, I thought about what had happened, looked at my fit (full T2 with appropriate hardeners, purger rigs, and 2x SPR IIs), I decided to try kiting/speed tanking with an AB. Strangely, it worked. But it was still a lot harder than any other sanctum I've over done.

tl;dr: I agree that speed-tanking a Drake is both possible and viable.

While I would not be opposed to replacing the Kinetic bonus with a RoF bonus, nerfing the Drake's tank to make the Nighthawk better is ignorant at best. Nighthawk needs way more grid. I also don't think a range/missile velocity bonus is a great idea. I can already hit out to 80km (better than locking range w/o sebo) w/HMLs. I really don't need more range on my Drake. It would make HAMs somewhat better. But HAMs are freakin' useless vs frigates. Thank CCP for the 25m3 drone bay.

I'm most concerned about nerfing the Drake and having nothing but Hurricane's in shield BC fleets. Why would you fly the HAM drake when you can fly a Cane? Caldari have few enough useful PvP ships as it is. Funny thing is that the proposed nerf to tank would hurt PvE more than PvP. Is that really what CCP wants?


The Drake would still be easily the tankiest tier2 BC, and being able to do 500 DPS at 110Km is awesome no matter how many iditos try and claim it isn't

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

Grath Telkin, 11.10.2016

Vile Coyote
Deep Space Legacy
#231 - 2012-01-31 14:38:18 UTC
Malcanis wrote:

The Drake would still be easily the tankiest tier2 BC, and being able to do 500 DPS at 110Km is awesome no matter how many iditos try and claim it isn't


No matter how many "iditos" claim that the future drake will be equal / better for their uses, people who used to rely on it know how much they will be screwed.
(I was one of those for a few months before I felt confident enough to bring something else into my wh.)
Mike Whiite
Deep Core Mining Inc.
Caldari State
#232 - 2012-01-31 14:52:44 UTC
Malcanis wrote:

The Drake would still be easily the tankiest tier2 BC, and being able to do 500 DPS at 110Km is awesome no matter how many iditos try and claim it isn't



If I wanted to do DPS at long ranges the Caldari have two other battlecruisers that are quite capable of doing that and worse, with the capabillity of actualy staying at that range and not moving like a slug.

But wether this change is a buff or a nerf isn't realy important.

What does CCP and CSM actualy want acomplish by changing the drake and will this change make that happen?

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#233 - 2012-01-31 15:07:23 UTC
I don't know if with just the changes proposed if its PvE ability would be reduced as much as clamed. If it still keeps its other stats(same shield HP, recharge, and six mid slots) a change of tactics and fitting ( keeping transversil up, controlling range more, nano's & a MWD or AFB) with its new found ability to push more DPS faster to and towards further targets could more than make up for the loss of resist. No one here has any to "fly" and find out.


Also it is almost 2 month old table talk at a CSM meeting.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Tanya Powers
Doomheim
#234 - 2012-01-31 16:04:50 UTC
Mike Whiite wrote:
Malcanis wrote:

The Drake would still be easily the tankiest tier2 BC, and being able to do 500 DPS at 110Km is awesome no matter how many iditos try and claim it isn't



If I wanted to do DPS at long ranges the Caldari have two other battlecruisers that are quite capable of doing that and worse, with the capabillity of actualy staying at that range and not moving like a slug.

But wether this change is a buff or a nerf isn't realy important.

What does CCP and CSM actualy want acomplish by changing the drake and will this change make that happen?



This Drake "rebalance" if it's really ever done will make it just the next cheapest pownmobile, and there will not be that much counters other than very long range sniping to kill a gang of those, bring some ML cerberus in and they will never ever get a warpin or able to jam.

You people don't use missiles? -+missile speed +rof?

"wooohooo I shoot you from here, thxbay"
Ehn Roh
#235 - 2012-02-01 20:14:43 UTC
NewDrake seems as if it should clearly be better regardless of whether you active or passive tank.

I'm looking forward to the changes now.
ReptilesBlade
Science and Trade Institute
Caldari State
#236 - 2012-02-02 01:06:26 UTC  |  Edited by: ReptilesBlade
Max Von Sydow wrote:
What do you think of the drake changes mentioned in the CSM meeting minutes.


"CCP is considering giving it a more offensive role like Raven or Caracal where it would lose the shield resistance bonus and the 5% Kinetic damage bonus instead gain a rate of fire and a missile velocity bonus."


Actually if they kept the shield resistance bonus but changed the 5% kinetic damage to just Rof or velocity that would be perfect.

That is what they should do.
Her Innocence Lost
Doomheim
#237 - 2012-02-02 03:21:35 UTC
ReptilesBlade wrote:


Actually if they kept the shield resistance bonus but changed the 5% kinetic damage to just Rof or velocity that would be perfect.

That is what they should do.


Double resist bonus bro.
Vile Coyote
Deep Space Legacy
#238 - 2012-02-02 12:10:33 UTC
ReptilesBlade wrote:
Max Von Sydow wrote:
What do you think of the drake changes mentioned in the CSM meeting minutes.


"CCP is considering giving it a more offensive role like Raven or Caracal where it would lose the shield resistance bonus and the 5% Kinetic damage bonus instead gain a rate of fire and a missile velocity bonus."


Actually if they kept the shield resistance bonus but changed the 5% kinetic damage to just Rof or velocity that would be perfect.

That is what they should do.


That would be an outright buff and the drakes does not need it. If it must be changed (I think there are other more pressing priorities in the "ship rebalancing" section) I vote for stealing the Cyclone's active tanking bonus.

-this would be largely suboptimal for drake blobs, which I guess are the target,
-this would get carebears to know about active tanking before flying a raven,
-the drake has the capacitor to back it up, active setups with the current bonus are working fine,
-the Cyclone OTOH have a sucky cap as all matar ships, not enough med slots to field a proper active tank and anyway the buffer cyclone is already as popular as the active one.

Firh
Duct Solutions
#239 - 2012-02-02 12:33:18 UTC
How about CCP adress BCs that actually are in need of fixing, like the Myrmidon?

I don't see why every BC needs to be streamlined, do we really want a Hurricane with missiles? A slower Hurricane at that and which can't fit medium energy neutralizers.

Changing the resistance bonus on the Drake isn't gonna remove blobbing from the game either, at best it'll make people replace their Drakes for something else and of what use would that be?

The Drake is an excellent ship for entry level PvE and it can be put to good use in solo PvP as well as small, medium and large fleets. Lets also not forget that the Caldari line of ships doesn't exactly provide a lot of options for PvP pilots for those who lack proper skills in ECM, missiles AND gunnery. There's especially little to be found in the solo PvP department, where the Drake currently is one of the few entries.

- My 2 isk.
Noisrevbus
#240 - 2012-02-02 13:59:58 UTC  |  Edited by: Noisrevbus
I don't understand why this discussion have simmered out so much over the last few pages.

The proposed changes are bad because it takes from an underutilized side of the game (heavy shield tanking) and give to an overutilzed side of the game (100-150km mobile sniping), resulting in a thinner game a whole.

It will achieve nothing in terms of the overpopulation and profileration of BC-hulls in fleet scale PvP, since the main reason people use Drakes now have everything to do with resources and insurance.

What it will do is continue to streamline the game to contain less variation and potential counters, by usurping existing ones and presenting them in a more affordable and accessible pakage. The same criticism i've given time and time again to the introduction of Tier 3 BC.

The existing Drake may be a good and popular ship, but you can counter it by applying sniping tactics that outrange it, rush tactics that tank over it's KN-peak and exploit it's relative immobility, as well as sig-speed tactics that exploit the simplistic accuracy equations of missiles.

That's three separate tactical archetypes, encompassing a multitude of different gang concepts - races, hull-sizes, classes and tech levels.

The proposed changes also take away part of those weaknesses, resulting in marginalising those counters and replace them with the weakness of less staying power. That means more Drakes will go pop, but when they don't cost anything to replace the only effect is that you buff the numerical advantage that such concepts already rely on. A weaker tank is easily supplanted by more able bodies, so it's a self-fulfilling inflation (more blobs, pets, afk-empires, bots, ISK hoarding and RMT) . Remove the prey and it's predators will disappear as well (no Falcons - no Cerbs, existing Drakes - counters).

The existing Drake also only hit top performance in an environment that allow it to devote all it's slots to the things it does well, while avoiding modules that rely on functions the ship is less proficient at. For example, if you void yourself of the necessity to tackle, you don't have to give up midslots crucial to it's abundant tank, nore is it as impeding to be relatively slow. Hence, most "issues" with the Drake only manifest themselves in the (by necessity) stale environment of complex resource juggling that is large scale fleet PvP fighting over static objects on a given grid.

The more you scale down the size of a gang, the more demands are put on ships to perform allround roles and functions.

Thus, the only nerf the Drake "needs" is a nerf to it's relatively free cost-efficiency: it's insurance return. The same go for every BC and to some degree tech I as a whole. Insurance is the problem, not HML, not resistance bonuses and not running missions or mining in empire.

What the game as a whole need the most is changes to the "stale, large scale, fleet PvP fighting over static objects on a given grid" paradigm which feed the blob, that Drake-blobs are a symptom of.

The biggest problem EVE as a game is facing is that for the past 4 years our designers have continued to struggle with this problem and unbeknown to them made continued choices that has driven the game in this direction (both in terms of changes they have done and by choosing not to do changes that has let trend run rampant). They are still doing it (tier 3 BC, these proposed Drake-changes, et. al.). The only continued trend of 0.0 is less and less actors living there, resulting in less gameplay related to the buzzwords (sandbox, emergence etc.) CCP hold as their ideal. It's quite conflicting.

In a game like this... trend is afterall the result of framework, which also means that when attention have been given to the game, changes that have been made have gone against sandbox content and away from emergent gameplay.