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Combat frigate changes for Inferno

First post
Author
MotherMoon
Tribal Liberation Force
Minmatar Republic
#281 - 2012-05-05 07:12:31 UTC  |  Edited by: MotherMoon
please give the non-combat ships 3 turrets. make all ships in eve useful in combat, as long as they don't have combat bonuses why not still let them equip 3 turrets?

This idea that only ships with bonuses to weapons get to equip more weapons, makes no sense.

If the probe had the hp, and turret slots of the rifter, but no combat bonuses that would be reason enough to fly the rifter over it for combat purposes. But let us at least still have something to add in combat when we are in non-combat ships.

In a way... how does the combat bonuses on the rifter make it better than a probe? What I mean is, even without skill points, if you took the ships in a pure stats and fittings with all skills at 0 eviroment I think you would find the rifter still beat out the probe without even breaing a sweat.

The way you've balanced ship now, you could remove all ship bonuses from eve all together and the ship balance would stay about the same. Once you figure this out as a player the game gets really stale.

Why not make bonuses make a real different in the ships you fly? The probe and the rifter for instance at level 1 skills should be on level ground in combat. THEN once skills are trained to 5 the rifter should blow the probe out of the sky no problem.

http://dl.eve-files.com/media/1206/scimi.jpg

None ofthe Above
#282 - 2012-05-05 15:18:43 UTC
CCP Ytterbium wrote:
Here are some changes just baked from the oven.
...
That's all for now, hope that helps! Pirate


Have to say, I actually don't hate this, although couldn't quite bring myself to hit the like button.

Kudos to you Ytterbium, putting your ideas out there withstanding the criticism (constructive and otherwise), and actually using it to refine your ideas. I may not have liked the initial strawman you put out there, but I impressed at your ability to work with the (often difficult) community and evolve your plans.

I am relieved to see the bombardment class rethought.

I do wish you'd consider flexible ships with more launcher and turret hardpoints (and an extra bonus for the second weapon system). Merlin for example with +5% kinetic missile damage perhaps? 4 Highs 3 Turret 3 Launcher. I'd really like to see what people would do with that.

I would rather see the work done on the lesser used ships in the Frig line. Not sure if the continued success of already successful ships after tinkering really proves anything. If you break something though that will be obvious. I hear your reasoning for it, just not sure I agree.

But at any rate, thank you for improving the proposal and listening to dissenting opinions.


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

X Gallentius
Black Eagle1
#283 - 2012-05-05 22:37:14 UTC
CCP Ytterbium wrote:
Here are some changes just baked from the oven.


TORMENTOR:
... or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
I hope one of the Gallente frigates turns into a Gallente version of the Fed Navy Comet.

Quote:

  • GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).
  • The thing that kind of bugs me about this is statement is that the corporation that "favors missiles over drones" puts as many drones in its bays as the other shipyards (see Arazu vs. Lachesis). Impeach Jacques Roden, that missile loving crook! :D




    Pere Madeleine
    The Gentlemen of Low Moral Fibre
    #284 - 2012-05-06 01:41:02 UTC
    Spugg Galdon wrote:
    Or give players the option to select a role (or configuration) for their ship when assembling it which will give it a bonus in that role.

    For Example:
    (New)
    Drake: 5% HML/HAM RoF and 10% Missile flight time per level
    >>>>>Combat role: gives a role bonus of 5% resistances per level
    >>>>>Attack Role: gives 10% missile explosion velocity per level
    >>>>>Bombardment role: gives 10% missile velocity per level

    Each race can have fairly specific role bonuses, some ships are better suited for some roles than others and as stated; ships are not shoe horned in and players CHOOSE their ships role.

    The only way to change a ships configuration would be to repackage and reassemble it.

    Also, there are so many roles as Nova has stated. Not every race should be able to fill every role in their ship class but be spread over many ship classes

    Different races should also favour different roles. Example:
    Amarr favour Combat and Attack
    Cadari favour Combat and Bombardment
    Gallente favour Combat and Attack
    Minmatar favour Attack and Bombardment


    This raises an interesting point. If you look through the ships as they are right now, the ones that are largely accepted as being "fine", i.e. the ones that everyone likes and uses regularly, tend to have 2 good bonuses that both get utilised. For example, the drake has a damage and resist bonus, which are both useful to it, since the base stats for it and its weapon system mean it's slow, and the base DPS isn't great. The fact it can tank counteracts its speed disadvantage (as well as the massive shield sig bloom), and the damage bonus counteracts the low base missile DPS. Or the dual damage bonus on a lot of minmatar ships, like the rupture, hurricane or tempest, makes them excellent damage dealers, which they need to be since they're comparitively fragile.

    On the other hand, most of the ships which seem to be lacking something very often have 1 or more bonuses that either aren't a lot of use in the current mechanics of eve (optimal range for small hybrids for example), or they have 2 bonuses which don't complement each other very well (breacher/kestrel getting bonuses to racial damage and to other damage, when only 1 will ever be used at once), or there is something about the ship's base stats meaning the bonuses are sub optimal (Tristan has 2 bonuses to hybrids, but only half its weapons get any benefit from these)

    Perhaps the key to making every ship "good" is to ensure that all of a ship's bonuses complement each other well, and the slot and fitting layout of the ship allows them all to be used effectively. It should be pretty obvious which ships aren't very well liked, and "best" fits are well known for most ships. Players are good at optimising fits for ships using what they're given, so it's probably a good indicator that there is something up with a ship's bonuses if the currently accepted optimal fits don't make use of one of them (rocket + blaster merlin springs to mind).

    I'm aware there's more to it than just bonuses, but I think this may be a good place to start.
    Mira Lynne
    State War Academy
    Caldari State
    #285 - 2012-05-06 03:29:04 UTC
    TrouserDeagle wrote:
    Stop trying to get me to fit blasters on caldari.


    Stop trying to get me to fit Rails on Caldari.



    Vaju Enki wrote:

    I don't want to fly a bad version of a blaster harpy :(


    I do.



    I always thought that Caldari Range Bonuses (Actually, All range Bonuses) should apply to both Optimal and Falloff. Currently Caldari are punished with a substandard bonus if they want to use blasters (Or Railguns with Javelin) Likewise with Lasers: When using Multifrequency or Conflagration, most of the range is in falloff. Simply using an optimal range bonus is forcing laser users to use Scorch/Aurora, and forcing Caldari Pilots to use Rails, or miss out on half of their ship bonuses.
    Just something to think about. (I'd love to see how much the Eagle 'sucks' with double falloff blasters...)

    Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race, not sure this is something that should stop (Especially considering that the Merlin is the slowest by a considerable ammount - not sure how this will work, considering how easy it is to outrange Blasters and get under Rail tracking) Either give a boost to speed and agility to make blasters more Viable, or Consider what I wrote above.

    [u]I, too, horse frogs.[/u] Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread

    Debir Achen
    Makiriemi Holdings
    #286 - 2012-05-06 09:33:21 UTC
    If pulling the fourth high slot, would it work to give the Merlin 3/2 or 3/3 hardpoints? Even unbonused, it's nice to have the option to fit the merlin out as a rocket brawler, and I don't see it hurting mechanically or thematically to leave that as an option. Go 3/2 if you don't want to see a triple rocket version.

    Aren't Caldari supposed to have a large signature?

    MotherMoon
    Tribal Liberation Force
    Minmatar Republic
    #287 - 2012-05-06 11:28:24 UTC  |  Edited by: MotherMoon
    wait wait wait.

    TORMENTOR

    you gave it a 25% damage bonus and took away the 10% bonus to range...

    which is fine but then you took one of it's turrets away? what? no! go back to the range bonus!!!! The range bonus version of this ship had more dps than the new one that has adamage increase.

    So what you basically did was take it's range and damage, and called it a buff.


    ......

    also explain to me why a ship with only two turrets needs a reduction in cap use? wtf

    maybe of that was a 90% reduction in energy use

    http://dl.eve-files.com/media/1206/scimi.jpg

    Lunkwill Khashour
    Ministry of War
    Amarr Empire
    #288 - 2012-05-06 19:26:22 UTC
    MotherMoon wrote:
    wait wait wait.

    TORMENTOR

    you gave it a 25% damage bonus and took away the 10% bonus to range...

    which is fine but then you took one of it's turrets away? what? no! go back to the range bonus!!!! The range bonus version of this ship had more dps than the new one that has adamage increase.

    So what you basically did was take it's range and damage, and called it a buff.


    ......

    also explain to me why a ship with only two turrets needs a reduction in cap use? wtf

    maybe of that was a 90% reduction in energy use


    +2 drones aswell. -1 reading skills.
    Kahega Amielden
    Rifterlings
    #289 - 2012-05-07 06:28:59 UTC  |  Edited by: Kahega Amielden
    Quote:

    MERLIN:

    Again, good comments regarding the ship general role and range bonus, so it has been replaced with the old good school shield resistance bonus to turn it back into the heavy tackler / brawler you all learned to care about and love fondly.


    New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
    Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s


    In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox. Some would argue this but I would also argue that the Harpy isn't, either.

    You're shitting on Caldari ship philosophy. If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.


    Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are. Three bonused rails could actually be very, very usable in frigate combat
    Alara IonStorm
    #290 - 2012-05-07 11:04:59 UTC
    CCP Ytterbium wrote:
    Here are some changes just baked from the oven.


    TORMENTOR:

    We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).


    • Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
    • Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
    • Fittings: 49 PWG, 130 CPU
    • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
    • Drones (bandwidth / bay): 10 / 10


    I don't like this much. You don't really need 4 Combat Frigates especially when Frig Logi is not addressed. The mini Armageddon is not that good of an idea when the Armageddons major sell point of cheapness is about to be removed with the Tier System.

    That dumb Capacitor Bonus is an ankle weight around Amarr. Look at the Harbinger's stats, but don't go looking for it in space because it is whole sale removed with the Hurricane around. Relegated to camps and station games with Scortch being the only, THE ONLY reason you see them at all over better Brawlers. Sad to say that the Harbie it is the best T1 Medium Pulse Laser Ship in the game thanks to Armor Bonused Ships like the Maller and Prophecy with no Damage Bonus and an unsubstantial Omen.

    Armageddon will die to the Abbadon if you equalize there Tank and cost. Just like this Ship will go by way of the Punisher. Executioner has speed and will probably be the Tackle Ship. The Inquisitor will take range. The Punisher will rule brawl. If you want this to be a combat Frigate and used at the same time it has to do something the other three won't. Just like every other ship that is straddled with the Cap Bonus below Large Lasers which luckily can scorch away the difference this ship will fade into the backround and set a president for a forth combat Frigate for the other three races who's bases are covered by the other three combat frigates that are getting buffed.

    A Cap Bonus will make it subpar in a field covered by the other three. Logi is better. Logi is useful.
    pockitz
    Ammo Supply
    #291 - 2012-05-07 15:30:42 UTC
    MERLIN:

    Again, good comments regarding the ship general role and range bonus, so it has been replaced with the old good school shield resistance bonus to turn it back into the heavy tackler / brawler you all learned to care about and love fondly.


    New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
    Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s



    i really liked the range + resist bonuses of the caldari gun boats. they fixed the problem of using blasters useable at range.
    and with the latest hybrid buff adding a dmg bonus to it would over power them IMHO.
    giving the the merlin another gun while keeping its utility high would more them put it up to par with the rifter
    DONT touch my moa!!

    caldari have always been slow that is why they needed the range for their blasters
    Alara IonStorm
    #292 - 2012-05-07 15:53:08 UTC
    pockitz wrote:

    i really liked the range + resist bonuses of the caldari gun boats. they fixed the problem of using blasters useable at range.
    and with the latest hybrid buff adding a dmg bonus to it would over power them IMHO.
    giving the the merlin another gun while keeping its utility high would more them put it up to par with the rifter
    DONT touch my moa!!

    caldari have always been slow that is why they needed the range for their blasters

    See what you have done CCP. You screwed Medium Rails so badly that in the midst of a rebalance all this poor gentleman can think of is how to keep Blasters on Caldari Ships. He is okay with 200DPS overtanked Railboats because he and no one else will use them with Rails.

    Prove him wrong CCP. Make Caldari Railboats so awesome that if you fit blasters to them you are mocked for the waste of a fine Caldari Rail Ship.

    Make Caldari Medium Railships the scourge of small gangs with mid range deadliness and never let our hulls be Blasterdized by foul Galente Weapons again! We don't need tank, our Guns are our tank!

    Viva La Rail Moa! Via La Revolution!
    Gypsio III
    Questionable Ethics.
    Ministry of Inappropriate Footwork
    #293 - 2012-05-07 16:14:44 UTC
    Unfortunately, Scorch has that mid-range role monopolised, with the extra bonuses of superior tracking and rapid reload to high-damage ammo.

    My ideal Merlin would have optimal and damage bonuses too. Losing the shield resist would be a problem, but you should still be able to whack a MSE on for reasonable EHP. The Merlin's old role of heavy tackle can be transferred to the Kestrel, by giving it a shield resist bonus and an extra medslot.
    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #294 - 2012-05-07 17:34:54 UTC  |  Edited by: Zarnak Wulf
    Gypsio III nails the issue wih rails on the head. Rails + antimatter compete with higher tracking pulse lasers plus scorch. Rails plus other ammo does such anemic damage that they just aren't worthwhile.

    At the frigate level you're not going to find many distance platforms that are used as such. Arty thrasher. Arty Jag. Rail Corm. Rail Enyo. All of the above have tracking bonuses. All have optimal bonuses. All but one have a damage bonus. If you want to promote a pure rail platform at a tech one frigate level you would have to have a very fast ship that could kite with an optimal and tracking bonus. It doesn't matter what your paper dps is - if you can't hit in the first place it's not going to be applied.

    As for Caldari using blasters - it's going to happen. They are shield tankers. You can now fit the largest tier blasters and load the lows with magstabs and tracking enhancers. Optimal + shield? Blasters. Damage + Shield? Blasters. Optimal + Damage? Blasters. The latter is a real threat to Gallente. Caldari blaster boats would have etter EHP even without the resist bonus as well as better range and better damage.
    Nova Fox
    Novafox Shipyards
    #295 - 2012-05-07 19:26:00 UTC
    By the way the only difference betwen a drone and a missile is the number of uses.

    Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

    Fidelium Mortis
    Minor Major Miners LLC
    #296 - 2012-05-07 20:13:28 UTC
    Honestly, the merlin is currently a pretty decent ship, it's primary shortcomings are rooted in the mixed gun/missile combination and the lack of speed for a platform that is generally best geared for close range combat. 3 high slots also really limits the merlins versatility since it currently has the option to sacrifice some DPS for a utility high slot.


    Amarr bonuses - please just stop using the reduced cap requirement for weapons (except for the oracle). If cap management is supposed to be a central mechanic associated with the ship, maximum cap or cap recharge tend to be better options. In respects to the tormentor a tracking bonus would probably be much more beneficial to promote its use as a medium range ship.

    ICRS - Intergalactic Certified Rocket Surgeon

    Malissin
    The Highwaymen's Society
    #297 - 2012-05-07 20:14:49 UTC
    As with any proposed balance change, there are plenty of people in this thread commenting on what they think the numbers mean without truly understanding. In an attempt to help everyone make more informed comments, I've broken down what's changed as well as providing some sample fittings and the stats the ship would have with those. First up is the Incursus, but the rest will be coming throughout the week. Check them out here: http://evefng.blogspot.com/2012/05/frigate-changes-incursus.html
    Seraph IX Basarab
    Outer Path
    Seraphim Division
    #298 - 2012-05-07 21:33:24 UTC
    Mira Lynne wrote:
    [quote=TrouserDeagle]

    Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race, not sure this is something that should stop (Especially considering that the Merlin is the slowest by a considerable ammount - not sure how this will work, considering how easy it is to outrange Blasters and get under Rail tracking) Either give a boost to speed and agility to make blasters more Viable, or Consider what I wrote above.



    Since when?



    Anyway I think the Merlin and the Tristan should have 2 turret slots and 2 missile slots and get bonus in BOTH. Merlin should be long range with rails and missiles, Tristan should be shot range with blasters and rockets. Get the respective bonuses for each and move on. I personally like the idea of having different weapons in high slots and having it work.
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #299 - 2012-05-07 22:15:12 UTC  |  Edited by: Spugg Galdon
    I really do feel that forcing roles onto the ships is a bad idea. I also think this whole balancing thing is happening arse about face. We're trying to give ships roles and we have no idea what the role should be before the ships have even been balanced.

    Maybe a better route would be to buff all the lower tier frigates up to the higher tier frigates by giving them the equivalent number of fitting slots and shield/armour/structure. Then start looking at changing their bonuses.

    Also. As has been pointed out. Trying to squeeze frigates into the suggested roles of combat, attack and bombardment seems to not be working. Most frigates can't really do the bombardment role because of the limitations of small weapons (missiles aside). I also believe there is an unfilled role frigates could fill which is Electronic Support (Remote sensor boosts/Remote ECCM)

    So, to that end; to avoid forcing roles on to ships, as I have suggested before, let the player choose their ships role when assembling their ship. The chosen role will give a "Role Bonus" to that ship. This role bonus can only be changed by repackaging and then assembling the ship.

    Examples:
    [u]Frigates:[u]

    PUNISHER: 10% bonus to Small Energy Turret Capacitor use and 5% bonus to armor resistances per skill level
    Combat Role Bonus: 5% bonus energy turret RoF per level
    Attack Role Bonus: 10% bonus to afterburner speed per level
    Bombardment Role Bonus: 10% Bonus optimal range per level

    MERLIN: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level
    Combat Role Bonus: 5% bonus shield resistanceper level
    Attack Role Bonus: 10% bonus agility per level
    Bombardment Role: 10% bonus optimal per level

    INCURSUS: 5% bonus to Small Hybrid Turret damage and 10% bonus to fall off per level
    Combat Role Bonus: 10% bonus to armor repairer effectiveness per level
    Attack Role Bonus: 7.5% bonus Hybrid Tracking per level
    Bombardment Bonus: 10% falloff per level

    BREACHER: 10% bonus missile explosive damage and 10% bonus missile explosion velocity per level
    Combat Role Bonus: 10% bonus to shield booster effectiveness per level
    Attack Role Bonus: 5% reduction signature radius per level
    Bombardment Role Bonus: 10% missile velocity per level

    As you can see, the player would choose their role bonus and the role bonus is matched to try and max that role out. Some ships are designed to be better at some roles than others which is why some ships are getting double range bonuses for bombardment.
    Role bonuses should also be fairly racial. For example Amarr and Caldari combat role defensive bonuses should be resists or hitpoint bonuses where as Galente and Minmatar should be active tanking bonuses.
    Attack role bonuses should gear the ship for mobility or the ability to hit targets whilst moving fast or hit fast moving targets.

    What do you think?
    Cearain
    Plus 10 NV
    #300 - 2012-05-07 22:16:40 UTC
    Zarnak Wulf wrote:
    Gypsio III nails the issue wih rails on the head. Rails + antimatter compete with higher tracking pulse lasers plus scorch. Rails plus other ammo does such anemic damage that they just aren't worthwhile.

    At the frigate level you're not going to find many distance platforms that are used as such. Arty thrasher. Arty Jag. Rail Corm. Rail Enyo. All of the above have tracking bonuses. All have optimal bonuses. All but one have a damage bonus. If you want to promote a pure rail platform at a tech one frigate level you would have to have a very fast ship that could kite with an optimal and tracking bonus. It doesn't matter what your paper dps is - if you can't hit in the first place it's not going to be applied.

    As for Caldari using blasters - it's going to happen. They are shield tankers. You can now fit the largest tier blasters and load the lows with magstabs and tracking enhancers. Optimal + shield? Blasters. Damage + Shield? Blasters. Optimal + Damage? Blasters. The latter is a real threat to Gallente. Caldari blaster boats would have etter EHP even without the resist bonus as well as better range and better damage.



    T1 vanilla frigates are hard to pull off where you are orbiting outside web range. But that that is good. They would be too powerful if they could.

    The ships that fit rails like the merlin and incursus are superior to the laser ships because they have extra midslots. This allows them to to fit webs so they can keep range and or fit shields which is superior to armor for kiting fits.

    Really I fight solo with all the top tier t1 frigates except the punisher. But 5 punishers would probably beat 5 of any other t1 frigates. Plus the punisher has a larger capacitor and can usualy fit a neut and escape any t1 frigate that might beat them.

    The other faction rail ammo can come in handy. I actually use plutonium more than antimatter in my rail gun fits. The lead and other long range ammo comes in handy when you get the t1 frigates that are going for the really long ranges.

    Really all the top tier frigates and the tristan are great. If ccp gave them a rookie plex in faction war where they won't just get blapped by destroyers and faction frigates, you would see allot of great fights with a variety of fits and strategies.

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