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Combat frigate changes for Inferno

First post
Author
Alice Katsuko
Perkone
Caldari State
#201 - 2012-04-27 19:48:40 UTC  |  Edited by: Alice Katsuko
I like the overall direction, but am concerned about some of the specifics.

(1) Bombardment ships.

If I understand correctly, you are defining "Bombardment" ships based on their use of missiles. This is a bad idea.

First, missiles are not a role, they are a weapons system; while choice of weapons influences how a ship is used, it does not dictate a ship's general role. We have missile-using brawlers (i.e. Vengeance) and missile-using snipers (Cerberus). Their role is defined by their slot layout and bonuses, not so much by the fact that they use missiles. That certain platforms are not well-suited for certain roles (missile-based snipers) is a different matter.

Second, not all factions should have missile ships. Missiles are a Caldari specialty, and are one of the things that sets Caldari apart from other factions and makes them unique, much as lasers do for Amarr and artillery does for the Minmatar. Similarly, Rockets and HAMs (but not long-range missiles) are the Khanid specialty. It makes no sense to give other factions a line of ships based around missiles when we already have a faction that specializes heavily in missile use. It would be akin to giving the Caldari a laser-based line of ships. So building a role around missiles seems rather odd.

Third, extending from the second point above, by defining a "role" of ships based around missiles, you risk becoming entangled in pointless symmetry, where each faction gets a missile-using "bombardment" ship in each class regardless of negative effects, solely to ensure that each faction has its own bombardment ship.

Rather, it may make more sense to ask what a particular ship or tier of ships should do, and then work around that. In some cases it may not make much sense for all factions to have a particular ship pseudo-role. For example, I'm not sure how much sense it makes to give the Amarr a drone-based battleship like the Dominix, or give the Minmatar an e-war battleship like the

(2) Defining roles.

Please do not forget about the different racial styles, or try to homogenize ships based on role across factions.

(3) Piecemeal balancing.

As has been pointed out in previous posts, it may make more sense to balance all the frigates at once, rather than balance individual ships. Changes to one frigate will effect all other frigates. And there is no point in changing a handful of frigates, only to have to come back and rebalance them a month or two later because changes to other frigates have created a new balance issue. I don't think anyone will complain about having to wait for a month or two, or more, for a full frigate rebalance that is properly tested.
Iria Ahrens
Space Perverts and Forum Pirates
#202 - 2012-04-27 19:52:05 UTC  |  Edited by: Iria Ahrens
Cardano Firesnake wrote:
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


etc. You forget drones entirely. The above discussions shows that the concept of roles should be abandoned for T1 Frigates. It kills the sandbox and dis-empowers the players. If anything, T1 frigates should be modified to be LESS role specific and more flexible. True balance is not the goal according to Fanfest, and we don't want to eliminate the difference between the races. So Different races should stay focused at having a "best" range and staying in that range. Otherwise the racial ships will become homogenized even though they all have a different look. So we have to keep in mind the RACIAL profiles THEN concentrate on fixing the holes within these profiles, not working on the ship classes irrespective of the races flying them.

So lets remember Racial profiles first please. One race might have 4 Mid range frigates and 2 long. Another race might have 2 short, 3 medium and 1 long. Let's not homogenize the races. The focus of flying a ship is getting onto and staying in the preferred range. Thus the way to balance the ships is not to homogenize them but to look at ways for ships to control the range better.

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

Shin Dari
Covert Brigade
#203 - 2012-04-27 21:16:03 UTC  |  Edited by: Shin Dari
I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.

Amarr & Gallante bombardment -> Drones

Caldari & Minmitar bombardment -> Missiles
Bouh Revetoile
In Wreck we thrust
#204 - 2012-04-28 02:05:03 UTC
Infact, I'm going to think that bombardment role is a confession of failure for not being able to give role to missile OR the visible part of the fact that role are based on new skills more than on role to give to vessels.

Bombardment role is, according to Ytterbium himself, not a role in itself, it's only for missiles. That way of balancing things is odd, for the least. Skills don't require to dictate the role of ships. If anything, bombardment must be long range damage for medium defence/mobility ships.

And gallente need a drone boat as a combat ship, full dot. Drone boat with low grade blasters is the icon of gallente warfare,you cannot make them kiters ; and yes, a fast, less robust but powerfull ship would become a kiter at the end, and if the navitas is going to become a drone boat, it have to be a combat ship, just to be a gallente ship. If blaster boat need speed, hence they may be attack ship, but there need to be a drone combat ship. Drones are not good at range ; don't make them like missiles where they can be so good in complement of blasters !

And there must not be a missile gallente boat. Even bombers would be better using Mega Blasters instead of torp, but whatever, you can justify it with tech2 and bomb ; but a tech1 gallente ship being a missile platform ? LOL ! You'd better thrash this ship ! You'll have more for your money ! If anything, make bombardment role a sniper role, for both missiles and guns. Don't link role and skills just because missiles and guns are so different, and consider drones.

Last idea (considering drones for amarr and gallente bombardment) may be a good idea though if you really need to stick to this "a skillset need a specific role" way of thinking.
Galphii
Caldari Provisions
Caldari State
#205 - 2012-04-28 02:24:11 UTC  |  Edited by: Galphii
X Gallentius wrote:
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.


The problem with that setup is getting into blaster range with an afterburner... If it's got enough pg to dual-prop then it'd be awesome. And all frigates die in a fire to neuts so there's nothing unusual there Smile Certainly the improved agility and cap numbers make it work a lot better than now.

As for the discussion on the bombardment role, I believe that missile's time of flight is the restricting factor. Artillery definitely fits the description of 'bombardment', but they're trying to differentiate between instant damage and having to wait for the missiles to get there. Having said that, I'd love to know just how fast the missiles can be made to travel, in terms of server restrictions; perhaps this delay can be reduced, at least.

My view is that long range weapons, for sniping etc, are bombardment regardless if they're missiles or rails, arty etc.

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

Zarnak Wulf
Task Force 641
Empyrean Edict
#206 - 2012-04-28 04:55:42 UTC
For me the role I'm most interested in seeing developed is the Caldari Hybrid boat. No matter what bonuses you pick out for these boats you will never force everyone to see them as a pure rail platform. As it stands right now - the hybrid changes make them ideal blaster boat platforms. They can:

Fit Nuetron and Ion Blaster fits with hefty tanks. Gallente are often forced into Ion and Electron fits while fitting a tank.
Fill the lows with Magstabs and tracking enhancers.
Have incredible range with Null. Really - compare the DPS curve of any caldari blaster boat to it's Minmatar counterpart. If you don't include drones the Caldari boat will easily due more damage out to scramble or point range.
Have one of the best tanks in the game.

Why is the Naga a great rail platform? The optimal and damage bonus compared to it's speed make it a winner. It's slow compared to the other tier 3 BC, but it is just as fast as the Moa - which says alot. If you could split the Caldari gunboats the same way every other race does, it would be easy.

Optimal and damage, brisk speed, no drones - rail.
Shield and damage, brick speed, drones - blaster.

Brick speed is ok. The eagle, for example, has around 50k - 55k EHP, moves 1350ish m/s, and pushes 515 DPS overheated with Null out to an optimal of 16km, falloff of 11km. Give it a flight of light drones and you're playing with power. Caldari have the worst drone bays in the game. You can make an argument as to why that would be bad for missile ships - but gun boats??

Lastly - Bombardment ships:
Every race has a frigate missile ship. And a stealth bomber. Amarr have a few T2 HAM and rocket ships. But if you're going to pigeon hole the cerb, drake, and caracal into kinetic damage - why can't you create other racial missile boats? If you're going to have a "bombardment class" it's the only way to do it.
Cardano Firesnake
Fire Bullet Inc
#207 - 2012-04-28 06:01:28 UTC
Bombardment , I think it is not weapon type option but a style of combat:
Static or near Static, and powerful.
A bombardement frigate could perharps fit large weapons like a stealth bomber but without cloacking.
It could have a siege option like a Dreadnought...

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

Mather Odile
The spice MUST flow
#208 - 2012-04-28 09:47:30 UTC
I feel like every race should have a frig which sports one(gallente probably 2) light drone. New players should be able to try out if they like drones, regardeless of the race they might cling to during triall.
Depending on the overhaul approach at industials, there shoud be a frig with comparatively more cargospace. If one dedicated mining frig pops up, that one might take over from industrials(which trials are not allowed to fly anyway) in case of cargo space.
Lunkwill Khashour
Ministry of War
Amarr Empire
#209 - 2012-04-28 13:53:37 UTC
I don't like role boni, not on T1 ships at least and especially not on T1 frigs which should be versatile rather than specialized. Moreover, if you need to give extrem boni (10% armor rep, mwd sig reduction, cap use) then the modules in question should be looked at. (Same with 60MW tormentor, it's the modules not the ship)

Below I've tried to rework the T1 frigs. I've listed slots, boni and some design philosophy for each. I hope this can help you redesigning them all.

Amarr

TORMENTOR (Combat, minipoc)
As proposed apart from module changes needed.

PUNISHER (Combat, minibaddon)
As proposed but bigger cap with similar peak recharge. = Minibaddon

CRUCIFIER (E-war, mini arbi)

  • 5% to TD, 10% drone HP, DMG
  • 2H, 4M, 3L, 2turrets, 2launchers
  • 15 bandwith, 30 bay
  • better stats but subpar compared to combat frigs


EXECUTIONER (Attack, minigeddon)

  • 10% cap use, 5% ROF
  • 3H, 2M, 5L, 3 turrets
  • 5 bandwidth, 5 bay


MAGNATE (Probe)
+1 mid

INQUISITOR (Attack)

  • 5% rocket ROF, 10% EM missile damage
  • 3H,3M,4L, 3launchers
  • Good armor and good speed.



Caldari

MERLIN (Combat)

  • 5% kinetic missile and hybrid DMG, 5% shield resists
  • 3launchers, 3turrets
  • versatile Merlin is versatile


HERON (Probe)
+1 low

GRIFFIN (E-war)
2H,5M, 2L, 2launchers

KESTREL (Combat)

  • 10% kinetic missile dmg, 10% missile velocity
  • 4H, 3M, 3L, 4launchers
  • It shouldn't have great speed


CONDOR (Attack)

  • 5% missile ROF, 10% missile explosion radius (or explosion speed)
  • 3H,4M, 3L, 3launchers
  • Fast


BANTAM (Attack)

  • 10% optimal, 5% hybrid damage
  • 3H, 4M, 3L, 3turrets
  • More rail sniper than anything else



Gallente

ATRON (Attack)

  • 5% hybrid damage, 5%MWD cap
  • 3H, 4M, 3L, 3turrets
  • mid heavy to tackle


IMICUS (Probe)
+1 low

INCURSUS (Attack)

  • 10% falloff and 7.5% tracking
  • 4H, 3M, 3L, 4turrets
  • 5 bandwidth, 5bay


MAULUS (E-war)

  • 5%RSD, 10% (or more) scan resolution
  • 2H,4M,3L, 2turrets


NAVITAS (Combat, minimyrm)

  • 10%drone DMG, HP, 7.5% Armor rep amount from local AND remote reppers
  • 2H, 4M, 4L, 2turrets
  • 20 bandwidth, 20 bay


TRISTAN (Combat)

  • 5% hybrid damage and therm missile, 15% hull hp (dunno really)
  • 4H, 3M, 3L, 3launchers, 3turrets
  • 5 bandwidth, 5 bay



Minmatar

BREACHER (Combat)

  • 7.5% shield boosting AND being remote shieldboosted, 10% explosive missiles dmg
  • 4H, 4M, 2L, 3launchers, 2turrets


BURST (Attack)

  • 10% falloff, 10% optimal
  • 4H,2M, 4L, 4turrets
  • armor arty aka minimuninn


PROBE (Probe)
+1 mid

RIFTER (Combat)
Rifter be Rifter

SLASHER (Attack, miniphoon)

  • 5% ROF proj, 5% ROF missile
  • 4H, 3M, 3L, 3turrets, 3launchers
  • 5 bandwidth, 5 bay


VIGIL (E-war)

  • 5% TP, 5%velocity
  • 2H, 5M, 2L, 2turrets, 1launcher




The general philosophy is that combat frigs are versatile and reasonable to fit. Attack frigs are easy to fit if you sacrifice a slot to fitting mods, very hard to fit for all slot gank and impossible to fit for tanking. Also, the general differences between the races (hull, armor, shield, cap, speed, sensors, ...) should still hold.

Moreover the lack of utiity highs in most new ships translates into an extra mid or low slot. This might be too strong. In that case, I'ld favour attack frigs with only 3highs having 9slots total.
Gevlin
Pator Tech School
Minmatar Republic
#210 - 2012-04-29 01:30:14 UTC
With the introduction of each retooled ships. a Prefit option with only meta 0 modules should be available for players to purchase with minimal skills.

Lets call them "Used Ships"

These Used Ships would be ideal for new players who have not fully grasp the concept of fitting your own ship. In games like World of tanks, you base tank comes with basic modules attached so you can just get out and start shooting stuff. Unfortunately in eve you are left with a ship that has no modules.
By providing the player with a prefit ship option their need to learn how to fit the ship can be delayed till after they have had a few fights. They will naturally start experimenting with other modules that drop off of rats or do research to make themselves stronger.

Since the Default ship layout would be the same the player could put such a ship on the market fully fitted. When looking on the market the new players can then choose to buy the hull or a Prefitted Used Ship as the option will be right next to each others.

I would recommend this option for all T1 Ships. By the time they hit T2 or T3, Faction or Pirate Faction ships they should have an understanding to how to fit a ship.

By taking the need to know how to fit a basic ship out of the learning equation 1/2 the slope is removed from the learning curve.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Lubomir Sakato
Sakato Engineering Services
#211 - 2012-04-29 17:18:07 UTC  |  Edited by: Lubomir Sakato
After heaving read the OP and all 11 pages I really get a very uncomfortabe feeling in my stomach.

I highly aprechiate the whole "tiericide-" and rebalancing-efforts that were anounced and brought to us at Fanfest and in the corresponding devblog.
In fact, they are long overdue. But the more I read and think about it the more concerned I get.

Concerned about the actual timeplan, the current approach and the manpower thrown at this huge and without any doubt highly critical project.

Without having any doubt about Ytterbiums talents and best intentions I think the manpower CCP devoted to this project is inadequate. I think it makes absolutely no sense to "balance" a tiny fraction of the current Figate lineup at a time, then approaching the next batch of them and so on. They all have to be in a well defined and balanced level to each other within one Faction and compared to their opponents. Doing that in discrete little batches is utter nonsens and will multiply the needed effort and time considering the later inevitably necessary rebalancing and reiterations after getting each new batch online.
The only way to go is to do them all at once and then release them. They may be done in batches ofc for SiSi, but let them all be done, evaluated and tested there and once ready release them in one step on TQ.

The more I read about the proposed Roles of the new shipline the more I get the impression that this will not only lead to much more restrictions in the fits that will be feasible and possible but also towards a tendency to make all the Factions similar. Eve isn´t about making everything the same. It never was, and it never should be!!
Eve is about differences, about giving each pilot the tools at hand to counter something with creativity, skill and knowledge. I as Gallente don´t want to have a full line of Missileboats, or Bombardment-ships how you might call them. Give Gallente instead of this Bombardment-thingy for example a(n) (additional) doneboat, or a second brawler or whatever fits the lore and the bill. No need to make everything the same and thus taking away much of EVE´s flavour.
If Lubomir thinks missileboats are great - OK! Then he´ll train for Caldari vessels and sooner or later fly them. It deserves dedication, time and patience. THAT is what EVE IS about!

The up till now described roles seem much to artificial for my taste. That all sounds like a total overhaul for the complete combat system! That is absolute overkill. Or maybe just a communications problem.
The roles in Eve´s combat environment are allready defined by the pilots & FC´s out there on the battlefields of TQ. The Ship-rebalancing has to take existing roles into consideration, not define new ones that might look nice on paper but don´t exist out there on TQ.
For example I don´t see a real Bombardment-role for Frigates at all. Let´s be honest, in an fleet engagement this role does not exist, even in small gang pvp a frig gets blown away by snipers (think cruisers, hacs) - if it sticks to that what bombardment role implies: low mobility, low tank, some long range dps - or simply blown up by it´s highly mobile brethren. To be of some effectiveness it has to get close and personal, under the tracking of it´s opponents or stay faaar out of gunrange like the reworked ewar-frigs might do.

I think a huge pile of work is to do before the devs even can begin to really lay hands on the actual ships as this whole role-concept seems not thought to the end.

TL;DR:
1. Balancing small subsets of the frigs makes no sense. Ballance them all, start with the really broken ones, let these iterations be tested on SiSi and release the whole family once finished. Even if that means no reworked frigs for Inferno release:(

2. Reconsider the presented Role-concept. Roles have to be defined according to the needs out there on the battlefields of TQ not on nice sounding but nonsignificant theorycrafting.

3. Roles should define useful bonii but not squeeze ships into cookiecutter fits (e.g 10% rep bonus for incursus while loosing fallof bonus)

4. Preserve the uniqueness of the different factions! Making everything the same will ruin eve on the long run.

I hope the feedback in this thread stays numerous and focused because eve is in the unique situation to have a playerbase of exceptional knowledge and dedication to their beloved game - and CCP hopefully the consequence to stick to the things that were learnt and promised after the INCARNA-desaster.
I have absolutely no doubt that this rebalancing effort has the potential to fill the game with new live for years, but also to create an uproar that makes the Jita protests of last summer feel like a mild breeze compared to that - if done wrong. Even more so after the promises of the leadership after this fiasco.

I´m sure we all are eagerly awaiting this rebalancing to make many ships that are never flown enjoyable and fun to fight, win and die in!
But in gods name, please do it right!

kind regards
Lubo
Mizz Wolf
Native Freshfood
Minmatar Republic
#212 - 2012-04-29 21:46:26 UTC
Lubomir Sakato wrote:


I´m sure we all are eagerly awaiting this rebalancing to make many ships that are never flown enjoyable and fun to fight, win and die in!
But in gods name, please do it right!



This, please.

As to defining roles, a better idea might be to do away with roles AND tiericide and simply balance the frigs against each other not some role. Take the Rifter, Punisher, Tristan, and Merlin, all of these boats have use as is, comparing them, get a baseline for slots, cap, boni, HP/EHP, etc, and balance around THAT. If you figure all Tech 1 frigs should have 10 total slots then you can divvy those up in 2/4/4 or 3/3/4 or 5/2/3 or however you'd like for each frigate. The boni given to each frigate can then define it's role somewhat as well as the slot layout, while still allowing general flexibility.
ValentinaDLM
SoE Roughriders
Electus Matari
#213 - 2012-04-29 22:27:08 UTC
Shin Dari wrote:
I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.

Amarr & Gallante bombardment -> Drones

Caldari & Minmitar bombardment -> Missiles

+1
I totally agree with this.
Aren Dar
EVE University
Ivy League
#214 - 2012-04-30 01:09:27 UTC
Just one more related thought. If the idea is to remove tiers altogether, are you going to be doing anything to change the mineral requirements needed to manufacture each ship ?

If you do, then there are going to be all sorts of ripple effects on the market.

If you don't, then you are going to create things that are very overpowered relative to their price (Tormentor as a kiting Punisher at a 1/5th to less of the price).
Veshta Yoshida
PIE Inc.
Khimi Harar
#215 - 2012-04-30 03:13:42 UTC
This the first step towards Abbadonification of the Amarr resist hulls per chance? \o/ (can't wait for the Maller to be unbricked!)

Why opt for diminutive capacitor with fast recharge rather than the larger pool as seen on the Slicer? 300 base is a whopping 30% lower than current and I fear no amount of recharge will be able to compensate for that considering frigate fights rarely last more 30-40s to begin with .. the capacitor profile is one of the reasons why the Slicer is so effective .. just sayin'

On the others:
Tormentor is included as an example I take it as it is the only non-tier3?
Why range on the Merlin? Does that mean the Kestrel will be the brawler (ie. buffed mobility)?
Repairer bonus on a frigate .. :notsureifserious: .. can only mean you are looking at revising the buffer/active tank paradigms right? *wink*wink*nudge*nudge*
Gevlin
Pator Tech School
Minmatar Republic
#216 - 2012-04-30 07:11:37 UTC  |  Edited by: Gevlin
Shin Dari wrote:
I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.

Amarr & Gallante bombardment -> Drones

Caldari & Minmitar bombardment -> Missiles


I agree. A bonus to not only done damage and Hit points but also drone control range so the control ship can sit back at range. Limiting secondary direct damage options.

Though minmitar and Amarr should be a mix combo of both missils and Drones.
Amarr focus on smaller and faster targets, Minmitar focus on pure DPS

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#217 - 2012-04-30 11:20:27 UTC
If you have to delay the feature so be it.

But seriously do this right or not at all..

(Doing a part of the frig lineup at a time is stupid and will create a massive imbalance until the rest is changed)

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#218 - 2012-04-30 13:18:24 UTC  |  Edited by: Bouh Revetoile
Garviel Tarrant wrote:
If you have to delay the feature so be it.

But seriously do this right or not at all..

(Doing a part of the frig lineup at a time is stupid and will create a massive imbalance until the rest is changed)


There are already massive imbalance ! When was the last time you seen an Atron ? Do you remembered the Breacher or the Navitas ?

If these frigs are obsolete one or two more months, who will notice ? There is already really a few frigates used for combat so even if there is only five of them usable after the patch, that would almost be an improvement infact !

These frigate changes were not so terrible infact, except for the merlin which is controversial more than bad unless there is another shieldy tanky frigate.
Problem is this bombardment role which is not a role and hence is silly, but designing frigate to use "long range" weapons actually make sense. Not all frigates are designed for huge fleet and a kiting frigate could make a lot of sense ; remember : room for creativity require some ship to be able to do things even with no clear practical use at first. What matter is that every frigate should have a *theoretical* role in some warfare beyond a first step to something else. Even a cheep something could find some use, and the rookie frigates could become this one cheap ship. If no frigate is designed to use small long range weapons, then we would lack something.

Infact, proposed role with the exception of bombardment are pretty good : heavy combart, attack and support role can translate to almost any doctrine : attack class give fire support or raid ability ; heavy combat make the backbone of an attack force ; support is logistic and EW.

Bombardment though is, as I already said, a failure to include missiles in the other roles, at best. If you tweak it to be long range firesupport, then you have to make sure it does not conflict with the attack role. For exemple, tier3 BC would be attack or bombardment ships ?

As proposed, the best for bombardment would be to include drones in it, to be more "special firesupport" than "bombarding". You could place here droneships, missile ships and even neut ships ; but then, one more time, you are excluding missile ships from the normal ships. Infact, I think youd better have to get rid of this role.
Calistai Huranu
School of Applied Knowledge
Caldari State
#219 - 2012-04-30 13:43:29 UTC
Some sensible prioritisation with regard to these changes would of gone a long way to making what's been inferred so far acceptable over getting all the frigates done at the same time.

Some reasoning that made sense in reference to the ship's Ytterbium has chosen to start with would of helped, seeing a much needed rebalancing of frigates started with those that don't need much doing to them as yet and only one faction's mining frigate rebalanced as a combat vessel is just a bit half arsed tbh.

Either devote the resources required to do it properly or at least prioritise which frigates to iterate on first.. So start with the mining frigate changes and the release of the ORE frigate, then give us the new improved tier 1 combat's (atron, slasher, etc.), work through them properly.

P.s. Guard has a present for you from me.. I even offered him multiple beer's in payment, but he said he'd happily do it for free Ytterbium Twisted


Cearain
Plus 10 NV
#220 - 2012-04-30 15:22:15 UTC
X Gallentius wrote:
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.




The t1 vanilla frigates are likely the best balanced ship class in eve. IMO they do not need much tweaking.

The problem is they were *all* made completely obsolete after the destroyer buff.

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