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Combat frigate changes for Inferno

First post
Author
Enaria Nightbane
Native Freshfood
Minmatar Republic
#181 - 2012-04-26 15:10:29 UTC  |  Edited by: Enaria Nightbane
Galphii wrote:
Enaria Nightbane wrote:
Reilly Duvolle wrote:


4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.


A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much.


This should be used for a destroyer hull, not a frigate hull.


I could easily see that being workable, though if I were going to do a new med weapon dessie to match the Tier 3 BCs, I'd rather have the boni be to Heavy Assault Launchers or Heavy Launchers. I just think it would be nice to have a frig type that can use, what is essentially, an anti-frigate weapon. The tech 2 version of these ships can already use one type of BS size launcher, makes some sense that the tech 1 version can use one type of cruiser size missile launcher.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#182 - 2012-04-26 16:49:02 UTC
Ogopogo Mu wrote:
CCP Ytterbium wrote:
  • Split and re-purpose frigates into Combat, Attack, Bombardment and Support roles (includes revamping mining frigates into this)
  • Have a look at Rookie frigates to make them more versatile but less efficient than revamped frigates
  • On the power ladder, tech 1 frigates should be less effective than faction / tech 2, but more forgiving and flexible with their fittings


  • You understand that by shoehorning hulls into distinct special-purpose classes (some of which are useless) that you inevitably restrict their fitting choices?



    I had this concern also. I believe a better solution would be to let players choose their ships role which gives a certain role bonus. This role bonus could be the ships "second" bonus or could be a third bonus that is role specific.

    So, how would it work?

    Well when you assemble a ship you are presented with 3 ship configuration choices. These are:
    Combat
    Attack (please rename this role to "Skirmish" or "Strike". Attack is confusing with Combat)
    Bombardment

    The Roles would then give a specific "racial" bonus to the ship that compliments that role. For example:

    Incursus:
    Current Bonuses are a 5% damage and a 10% falloff
    If this ship was configured for Combat Role it could receive the proposed 10% armour repair per level bonus as it's role bonus.
    If it is configured for Attack (Skirmish) Role it could receive a 10% to MWD cap penalty per level bonus
    If it is configured for Bombardment it could receive a 10% falloff per level bonus (yes a double bonus but it's the only way to get a real bombardment frigate)

    Essentially, the configuration of the ship would give you a role bonus like this:
    Combat: Offensive or Defensive bonuses
    Attack (Skirmish/Strike): Mobility Bonus
    Bombardment: Range Bonus

    Obviously, some ships would favour a role over another.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #183 - 2012-04-26 18:48:29 UTC

    There are several things I find very confusing about your approach....

    1.) How did you select those ships?

    Quote:
    In this topic we will focus on Combat frigate rebalancing, which affects:


    * Tormentor: role changed from mining frigate to medium range combat vessel
    * Punisher: improved role to fit close-medium range brawler
    * Merlin: overhauled role to fit medium-long range turret platform
    * Incursus: overhauld role to fit close range brawler
    * Rifter: role untouched, it already is made of win and dipped with awesomesauce


    I think you'll have better success if you approach it more like::
    Step 1.) Defining what roles you want: It sounds like you kind of did this... I think this needs to be more well defined first:
    My off the cuff version would be:

    * close-range brawlers -- Known for good dps, good tracking, good tank, with ok speed, often a utility high, excellent PG, but limited in lock range and damage projection -- Possible bonuses would include Tanking, tracking, & DPS. Balance their damage projection with range control. (4/2/4, 4/3/3, and 4/4/2 slot layouts)

    * medium range vessels -- Designed around a 10ish km optimal, often with a utility mid for ewar, ok speed, ok dps, standard lock range) -- Possible bonuses would be to Tracking/Range. (3/3/4, 3/4/3, 2/4/4, and 3/5/2 layouts)

    * long range vessels -- Designed for a 20ish km optimal, with good speed and a good lock range, but lightly tanked, better lock range, utility lows for TE's and Speed mods, CPU limited. (3/2/5, 3/3/4, 2/3/5 layouts). Speed and Range bonuses...

    * EWAR support -- (ok speed, poor dps, several EWAR mids, EWAR bonus, light tank, long lock range, extra locked targets)

    * Wildcard -- A racial frigate that utilizes racial strengths to give each race an extra flavor... Perhaps a mixture between the classes...

    Step 2.) Do one role at a time:
    * Most close range combat frigates are fairly well balanced at the moment, so while you can start there, I think they will be more difficult, as they often cross the lines between the fits above. Also, I suspect most ships may also have outside-the-box fits that take it out of it's primary role... I wouldn't focus/worry too much about that...
    Reilly Duvolle
    Hydra Squadron
    #184 - 2012-04-26 19:17:08 UTC
    Galphii wrote:
    Enaria Nightbane wrote:
    Reilly Duvolle wrote:


    4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.


    A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much.

    This should be used for a destroyer hull, not a frigate hull.


    That the stealthbombers er all armed with siegelaunchers doesnt necessarly mean that each race should get a missilefrigate. I leave it to CCP to figure out which medium weapon system would benefit this class.
    None ofthe Above
    #185 - 2012-04-26 19:24:54 UTC
    Galphii wrote:
    Reilly Duvolle wrote:
    Stuff

    This.
    I was just about to suggest the Tristan goes over to a full missile frigate like the other three races get Smile



    Oh that would be bad, as its included in the Gallente tutorials and already confuses pilots into training missiles for a very missile light race.

    Could swap the Tristan for an Incursus though.

    But what I would propose instead is that same flexible turret/launcher setup I proposed above for the Merlin, or at least the one the Rifter has now.

    4 Highs, 3 turret hardpoints and 2 or 3 missile hardpoints.

    Preferably adding a bonus to Missiles while keeping its current bonuses. (Unbonused secondary weapon in a split weapons system known to suck.)

    That way it better fills its role in the tutorial and still allows training of missiles for pilots training toward it's tech2 brother the Nemesis.

    Tristan would be an excellent place to start the rebalance, given that its a fairly strong ship that doesn't quite work.

    The only end-game content in EVE Online is the crap that makes you rage quit.

    None ofthe Above
    #186 - 2012-04-26 19:30:50 UTC
    Nalha Saldana wrote:
    Mixed weapon system is a minmatar thing and I really like that you are finally removing it from the others.
    The weak capacitor on many ships can be a problem but also consider that they were talking about ammunition based repairers, maybe the Incursus will be perfect for these.


    Given how schizophrenic Caldari about Hybrids vs Missiles, you don't think that it should happen on Caldari vessels? Or should they just make up their mind and pick one?

    I have conflicting thoughts about either case. I guess that makes me a good Caldari.

    The only end-game content in EVE Online is the crap that makes you rage quit.

    Lunkwill Khashour
    Ministry of War
    Amarr Empire
    #187 - 2012-04-26 20:34:25 UTC
    T1 ships and T1 frigates specifically should be general ships. I'ld try to avoid role boni and provide more launcher/turret slots than highs so players can choose to fit as they see fit. Leave the role boni to more specialized ships.
    Onslaughtor
    Phoenix Naval Operations
    Phoenix Naval Systems
    #188 - 2012-04-26 22:03:42 UTC
    Love the idea about the Tormentor becoming a long range frig. It needs it. My problem tho is (as it is currently) the number of mids on the Punisher. With its current load out you can get 3 guns, a vamp, a prop mod, and a fair tank, but the problem is unlike any of the other ships like it (Rifter, Merlin, Tristan) it lacks a 3rd mid. This prevents it from being a ship you can use for solo work. My suggestion is to take the new Tormentor fitting slots and swap them with the Punisher. This way the Punisher can operate with heavy tackle at close range (Which is good for its new role as brawler) This also makes more sense for the Tormentor as it doesn't need the extra mid slot for tackle it its going to be hitting people from a distance, also the extra high could be used for a neut to counter tacklers that are too close or if it was given another hard point more firepower.

    Another thing for me is the Merlin, I feel that it becoming a guns only ship is perhaps not the best thing for it. With it having only 3 highs now. I think it would be not a unreasonable request to give it 3 missile hard points and the bonuses as well, because you could only effectively use one weapon system at a time. This would give the ship far better fitting potential, and would relieve new caldari players of the old question Missiles or Guns? Also the shield bonus is something that I think should stay.

    So for me:
    Swap the slots for the Punisher and the Tormentor
    Maybe give the Tormentor a extra turret it it becomes under powered
    Remove one of the Merlin's turret bonuses and let it keep the shield bonus
    Give the Merlin 3 missile hard points and a launcher bonus equal to the turret bonus

    Iria Ahrens
    Space Perverts and Forum Pirates
    #189 - 2012-04-26 22:27:18 UTC
    Lunkwill Khashour wrote:
    T1 ships and T1 frigates specifically should be general ships. I'ld try to avoid role boni and provide more launcher/turret slots than highs so players can choose to fit as they see fit. Leave the role boni to more specialized ships.


    Wasn't that what they said would be the point in Fanfest?

    T1 = General non-specialized ships
    T2 = Specialized ships
    T3 = Can be set to fill about any role.


    I think there should be less thought into "roles" and just stick with weapon systems. I.e, Turrets, Drones, or Missile, operating range, and tank. Remember that a cap bonus is a good excuse to fit artillery instead of "lazors" so it isn't a bonus at all.

    My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

    Naara Elein
    Aliastra
    Gallente Federation
    #190 - 2012-04-27 01:00:06 UTC
    The combat, attack and bombardment roles may be more restricting than helpful. It generalizes the ship designs by giving each race pretty much the same things. I noticed that the racial bonuses were very emphasized on the proposed frigates, perhaps as a way to re-introduce the racial flavours when everyone gets essentially the same ships, but that solution is more likely to limit the ways these ships can be fitted and it seems to go against the "forgiving and flexible" intention of the T1 ships.

    Also, the three roles are practically the same thing. Bombardment is just combat or attack but with missile weapons, so it doesn't really count as a role, it's like having laser ships being in a role of their own. Combat ships have tanks, attack ships have speed. This can already be achieved simply by selecting the appropriate modules on a decent hull (rep-rifter, buffer-rifter, nano-rifter). While the proposed roles seem to offer diversity, in actuality, they could end up just inhibiting ships by limiting their fitting flexibility.

    I am far from a frigate expert, but from what I have seen frigates are mainly used as: support to fleets (scouts and tacklers, rarely ewar), as brawlers (fast and agile damage dealers) and as non-combat utility vessels (mining, probing, cyno's, shuttles etc). The frigates already have designs for these roles, the roles doesn't really have to change. The problem is, as you have already pointed out, with the tiers. Just by lifting the restrictions of the tiers, the T1 tacklers and the subpar brawlers should become viable ships to use. Possibly with some additional tweaking for missile ship bonuses, since missiles have real problems with fast moving targets.

    Changes are fun, it prevents stagnation. The ship overhaul made me excited and it is something I look forward to very much. But changing every single ship, even the working ones, will create a needlessly big workload for yourself (you mentioned limited time and resources somewhere). It also destroys much of the accumulated knowledge that players have with those particular ships and how to use them. There is very little gain in changing them. It is a lot to ask for, but couldn't you please look at the tier impaired ships first? And if you still have time afterwards, then tweak the working ones. Having the well known and well researched ships as a reference point might also be of a big help when you are fixing the broken ones.
    Galphii
    Caldari Provisions
    Caldari State
    #191 - 2012-04-27 02:19:54 UTC
    Reilly Duvolle wrote:
    Galphii wrote:
    Enaria Nightbane wrote:
    Reilly Duvolle wrote:


    4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.


    A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much.

    This should be used for a destroyer hull, not a frigate hull.


    That the stealthbombers er all armed with siegelaunchers doesnt necessarly mean that each race should get a missilefrigate. I leave it to CCP to figure out which medium weapon system would benefit this class.

    Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry.

    "Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

    Galphii
    Caldari Provisions
    Caldari State
    #192 - 2012-04-27 02:21:28 UTC
    None ofthe Above wrote:
    Nalha Saldana wrote:
    Mixed weapon system is a minmatar thing and I really like that you are finally removing it from the others.
    The weak capacitor on many ships can be a problem but also consider that they were talking about ammunition based repairers, maybe the Incursus will be perfect for these.


    Given how schizophrenic Caldari about Hybrids vs Missiles, you don't think that it should happen on Caldari vessels? Or should they just make up their mind and pick one?

    I have conflicting thoughts about either case. I guess that makes me a good Caldari.

    I've often thought that caldari should just focus on missiles, as sharing the hybrid weapons with another race (an enemy at that) that uses them in a completely different fashion is complicating the fixing/balancing of hybrids.

    "Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

    Galphii
    Caldari Provisions
    Caldari State
    #193 - 2012-04-27 02:24:13 UTC
    None ofthe Above wrote:
    Galphii wrote:
    Reilly Duvolle wrote:
    Stuff

    This.
    I was just about to suggest the Tristan goes over to a full missile frigate like the other three races get Smile



    Oh that would be bad, as its included in the Gallente tutorials and already confuses pilots into training missiles for a very missile light race.

    Could swap the Tristan for an Incursus though.

    But what I would propose instead is that same flexible turret/launcher setup I proposed above for the Merlin, or at least the one the Rifter has now.

    4 Highs, 3 turret hardpoints and 2 or 3 missile hardpoints.

    Preferably adding a bonus to Missiles while keeping its current bonuses. (Unbonused secondary weapon in a split weapons system known to suck.)

    That way it better fills its role in the tutorial and still allows training of missiles for pilots training toward it's tech2 brother the Nemesis.

    Tristan would be an excellent place to start the rebalance, given that its a fairly strong ship that doesn't quite work.

    Tristan and Merlin currently have split weapon bonuses, which suck. If the bombardment role stays as it is now, then every race is going to get one or two of them anyway, so the 'gallente don't use missiles' thing would change. But if bombardment is changed to represent sniping, whether it's missiles or guns, then the Tristan and gallente in general could stay away from missiles, yeah.

    "Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

    Reilly Duvolle
    Hydra Squadron
    #194 - 2012-04-27 06:01:57 UTC  |  Edited by: Reilly Duvolle
    Galphii wrote:
    Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry.


    Merely the ability to mount larger sized weaponry is in itself not a specialization. The current Tier 3 battlecruisers are also Tech 1 ships.

    What makes stealthbombers specialized is not the siege launchers itself, but the combination of battleship sized firepower, the covert ops cloaking device and the bomb launcher. This makes it able to mount surprise attacks in packs, quicly overwhelm its foes and disappear into the dark afterwards. It makes it able to be inserted covertly into enemy space. Finally, Its bonuses also means that rigged for range it can achieve extreme ranges in excess of 140 km, making it a far more specialized bombardement vessel than a proposed bombardement frigate will ever be, even with cruiser sized weaponry.
    Galphii
    Caldari Provisions
    Caldari State
    #195 - 2012-04-27 06:21:05 UTC  |  Edited by: Galphii
    Reilly Duvolle wrote:
    Galphii wrote:
    Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry.


    Merely the ability to mount larger sized weaponry is in itself not a specialization. The current Tier 3 battlecruisers are also Tech 1 ships.

    What makes stealthbombers specialized is not the siege launchers itself, but the combination of battleship sized firepower, the covert ops cloaking device and the bomb launcher. This makes it able to mount surprise attacks in packs, quicly overwhelm its foes and disappear into the dark afterwards. It makes it able to be inserted covertly into enemy space. Finally, Its bonuses also means that rigged for range it can achieve extreme ranges in excess of 140 km, making it a far more specialized bombardement vessel than a proposed bombardement frigate will ever be, even with cruiser sized weaponry.

    Battlecruisers are to cruisers what destroyers are to frigates. Therefore one of the new destroyer hulls should be able to fit cruiser weapons for symmetry. Smile

    Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming Smile

    Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought.

    "Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

    Cardano Firesnake
    Fire Bullet Inc
    #196 - 2012-04-27 10:05:17 UTC  |  Edited by: Cardano Firesnake
    I think that the only way to balance the whole frigates, you should modify the frigates by role.

    1- Long range attack fregate (30 - 50 km).
    Bonus to Standard missiles, Beam lasers, Small artillery or Small railgun range or damage
    Bonus to Beam lasers, Small artillery or Small railgun tracking or Bonus to Standard missiles velocity.

    2- Brawler frigate (0 - 15km) or Heavy Takler
    Bonus to Rocket launcher, Small pulse, Small blasters or Small Autocanons damage
    Bonus to Rocket launcher velocity or Bonus Small pulse, Small blasters or Small Autocanons tracking
    Bonus to defence

    3- Mid range combat ( 15 -30 km)
    Bous to small weapon damage or range
    Bonus to defence


    4- Fast transport or Mining or Salvage
    Bonus to cargohold and 4 low slots minimum
    Bonus mining laser yield
    Bonus to salvage

    5- Ewar support
    Bonus to remote sensor booster or target painter
    Bonus to remote repairer

    6- Scout /Probe
    Bonus to probe strengh
    Bonus to afterburner speed


    And their T2 version:

    1- Long range assault
    With better range bonus or with the capacity to fit medium waepons....

    2- Brawler + Heavy tackler
    Best resists than the T1 version

    3- Fast Tackler
    Bonus to damage
    Bonus to ship speed
    Bonus to scrambler range

    4- Stealth bomber

    5- Ewar attack
    Bonus to sensor dampening or tracking disruption

    6- Reco / Cyno
    Bonus to probes strengh
    and the capacity to use combat probes to find cloacked ship.

    7-Drone destroyer (with Smart Bombs bonus)

    Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

    Tanaka Aiko
    Ministry of War
    Amarr Empire
    #197 - 2012-04-27 10:44:14 UTC
    concerning the mining bonus ; don't remove it for now, it's only for 1-5 days old noobs, not like having this role bonus for us will change anything, but for trial users it may be very important. you'll remove the role when you have finished all the frigates changes, not before, that's way better that way.
    Ken Kyoukan
    #198 - 2012-04-27 14:03:54 UTC  |  Edited by: Ken Kyoukan
    Just going to say one thing: INCARNA DEBACLE!!!

    Attention The CQ situation was exacerbated because only the Minmatar CQ was ready and forced into the game,
    CCP apologised for this when releasing the other 3 CQ's 1 major patch later, and promised it would NOT happen again.

    http://community.eveonline.com/devblog.asp?a=blog&nbid=2672

    Attention Partially tweaking the Frigates whilst fine for testing does NOT constitute a full Frigate patch.

    Idea Please hold off releasing Frigate changes until they are all iterated on the test server and then every Frigate can be changed at once on the live server.

    Tanaka Aiko wrote:
    concerning the mining bonus ; don't remove it for now, it's only for 1-5 days old noobs, not like having this role bonus for us will change anything, but for trial users it may be very important. you'll remove the role when you have finished all the frigates changes, not before, that's way better that way.
    Attention Do NOT go the incarna route of 1 CQ with 1 set of Frigate changes then wait until the next patch to do the rest.

    The same then goes for Destroyers, Cruisers, Battlecruisers, etc.
    X Gallentius
    Black Eagle1
    #199 - 2012-04-27 18:30:46 UTC
    Galphii wrote:


    Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming Smile

    Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought.

    A current local repping AB-fit tristan is cap stable with CCC's as rigs. Hopefully it will be the same with the new Incursus (which I think is replacing the Tristan as the top tier Gallente T1 frig). New incursus should be a beast that kicks some tail but also dies in a fire to neuts.

    Andy Landen
    Deep Core Mining Inc.
    Caldari State
    #200 - 2012-04-27 18:43:28 UTC
    Is the T3 frigate on the drawing table then?

    Has anyone discussed enabling cov ops cloak for the EAF? I would also like to see another medium slot or two to make them relevant.

    "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein