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Combat frigate changes for Inferno

First post
Author
Krell Kroenen
The Devil's Shadow
#381 - 2012-06-04 15:07:03 UTC
CCP Ytterbium wrote:


  • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)


  • It will be interesting to see if this leads to some of the barges being more resistance to ganking.
    Callic Veratar
    #382 - 2012-06-04 15:11:09 UTC
    CCP Ytterbium wrote:
    Hey folks,

    Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon.


    What we would like to do next:


    • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

    • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

    • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



    Thanks for your feedback people, it helped a lot for the Inferno release.


    I don't want to seem impatient, but do you have a tentative time frame for the bullets? I'm really hoping the first two are soon (Inferno dot releases) and expecting that the 4 new destroyers and ORE frigate (or frigates) are winter expansion material.
    Bienator II
    madmen of the skies
    #383 - 2012-06-04 15:50:19 UTC
    CCP Ytterbium wrote:



  • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
  • [/list]

    don't forget "the retribution effect". Please give the coecer another medium slot (and adjust the other destroyers accordingly).

    how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

    Mira Lynne
    State War Academy
    Caldari State
    #384 - 2012-06-04 18:31:00 UTC
    CCP Ytterbium wrote:


    • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



    Can we get a rough timeframe for when we'll get some 'In-the-oven' info on these (like what was done on page 1)?

    Also: Will T2 and Navy/Pirate Ships be at all touched upon by Tiericide? It seems as though the Sansha line of ships could use some loving, even without considering Tiericide.

    [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

    Elijah Craig
    Trask Industries
    #385 - 2012-06-04 18:49:32 UTC
    CCP Ytterbium wrote:

    • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)




    OMG YES A THOUSAND TIMES YES
    Alain Colcer
    Nadire Security Consultants
    Federation Peacekeepers
    #386 - 2012-06-04 19:09:44 UTC
    Dear CCP Ytterbium

    If you are going to introduce a specific "frigate-sized" ORE hull, be aware you have the following skills already published that are related specifically to ORE designs:

    -ORE Industrial (for Noctis)
    -Industrial Command Ships (for Orca)
    -Capital Industrial Ships (for Rorqual)
    -Mining barges
    -Exhumers

    Please try to cannibalize or re-use the first skill, as this new ORE frigate would indeed be an industrial-focused ship.


    On the talk about mining barges and exhumers, in my view they only require two changes:
    -Covetor should only need mining barge 4 as requirement
    -All barges and exhumers should have a large ore bay
    JamesCLK
    #387 - 2012-06-04 19:11:28 UTC  |  Edited by: JamesCLK
    Based off the Tormentor, can we assume that the old mining frigates are going to be turned into split weapon system ships that use both the primary and seconday weapons for a race? What?

    The Navitas could be pretty awesome with a 5% small hybrid- and 10% drone dammage/ewar-strength/yield bonus! Idea

    Think of it as a micro Dominix/Vexor but with more reliance on its Hybrid weapons. Bandwidth for 2-3 light drones and storage for 4-6 (respectively) would make drones a sizable portion of its arsenal without making hybrids undesirable. 2 turrets would then round off the offensive capabilities. The Navitas needs at least 3 mid-slots and some extra lows along with the standard buff in stats. Either a 3/3/4 or 2/4/4 layout would be great; each has benefits and drawbacks in fitting flexibility but the latter would be more interesting (IMHO!).

    With the bonus to ewar drone strength as an option, the spare drone space would become very useful for something like a flight of web drones (at level 5 gallente frigate, these drones would each have a -7.5% effect on target speed) to help you get in on the target if you were going for a blaster setup, then you could switch to Hobgoblins once you have your web on the target before applying blasters to the face at point blank range in true Gallente fashion! Twisted

    -- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #388 - 2012-06-04 19:36:06 UTC
    Bienator II wrote:
    CCP Ytterbium wrote:



  • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
  • [/list]

    don't forget "the retribution effect". Please give the coecer another medium slot (and adjust the other destroyers accordingly).

    Please ignore what that man just said Smile The new AFs and current Dessies are dangerously close to max tier cruiser performance .. imagine what will happen if the newly buffed dessies all get more slots Shocked

    Coercer is the single most effective fire support platform in Eve .. range, tracking and ample mobility with very few sacrifices needed. What is it with the ludicrous insistence that all ships must be able to tackle/solo?

    @Ytter: You seriously want to buff/nerf destroyers again .. you just gave them a massive bump in power by removing RoF penalty and they don't actually need anything further. Fittings tweaks here and there, but not much else.
    Daneel Trevize
    Give my 11percent back
    #389 - 2012-06-04 19:50:41 UTC  |  Edited by: Daneel Trevize
    TL;DR:
    Tweaking tech 1 frigates is myopic, there are bigger, low-hanging fishy fruits to fry (to madly mix metaphors). Even new & future players care more about the larger playerbase being happy with the general mechanics in the longer term than just the tech1 frigs they can fly next. Please again reconsider throwing new assets into the complex equation when you've plenty of existing ones that need some quick loving, especially when you've only just done things like buff the existing destroyers and thrown in overpowered tier3 BCs.
    The big EVE issues: ECM, Drakes, Canes, Tengus, Angels, Tech/moongoo, RR modules, Sensor Damps, Info links, Railguns, Marauders, etc
    From one of the people you might remember as promptly raising your awareness to the mis-step of the bombardment role concept.

    Wall-o-poast:

    Must we start with T1 frigates, amongst the most diverse class of ships/bonuses? They're also all trying to achieve the same basic ability at the same time, they'll never tackle, scan or EWAR like the T2 ships, instead they're like T1 cruisers and battlecruisers, just trying to fit towards an averaged level of gank & tank. T1 frigs are cheap tacklers on the grand scheme of things. Sure new players start in them but they are still limited to the usual frigate targets no matter what reasonable changes you make within this class of T1 ships. You're just reshuffling which races/ships are particularly good within this 1 narrow category, while there are more pressing low hanging fruits IMHO.

    Medium railguns are terrible at range, tracking and basic damage. Smalls work on our beloved frigates & dessys because PvP tackle modules don't scale with hull size, so you can kite with unbonuses web & scram on a frigate, while a cruiser is always better off with blasters + null ammo, and a rails BS will not be solo but outsource the tackling. Poor railguns affects 2/4 races plus people wishing to consider off-racial weapons on rare setups (think when people put ACs or Lasers in utility slots on drone/missile boats).

    Marauders could do with un-nerfing aka actually receiving T2 resist profiles, decent sensor strength and scan res (let people PvP in more ~1bil isk ships, Pirate BSs get to exist already so nothing new there). No one will complain if you do this, and they will hardly become unbalanced at ratting. Some may even become viable compared to said pirate BSs + Noctis.

    The base range of remote rep modules is stupid w.r.t. scale, in that they don't. Logisics ships have an unmatched magnitude of bonus to solve this issue, and are almost the only reasonable ship to fit such modules on. The Tengu is an expection because it has an unabalanced ability to project damage from range and thus ignore the positioning restrictions of un-range-bonused RR modules. The other T3s are near worthless for RR, as are the modules on any unbonused ships, especially outside of very niche roles such as RR BSs.

    ECCM could do with at least a quick buff like halving the jam time of received ECM in addition to the current probabilty of being jammed (claimed) effect.
    I note this year's AT cruiser prize is not following the theme of HAC + racial EWAR bonuses probably because everyone hates the ECM mechanic and yet still no action is seen to iterate upon it. Reduced effect duration would still leave ECM viable for disrupting fleet logistics but less likely to ruin the fun of small gang & solo PvPPPers.

    Again, new players may start out concerned with T1 frigate balance, but very soon they will join the rest of us in being affected by the many larger mechanics problems that seem to have simple iteration options to try and find improvements for.

    • Damps being weak (hello you nearly buffed TDs on TQ with Inferno before improving damps?!)
    • Exequror needing a midslot moving to a low position just like the T2 version correctly had in Crucible. Fruit... so... low...
    • Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
    • Tier 3 BCs. Do you really thing you got them perfect first go, with that speed & agility? Be honest.
    • The Drake
    • The Hurricane
    • Projectiles alpha being far out of step compared to any other 'long range' varient weapon (it could be rebalanced by 1/3 to 1/2 less for the same effective DPS and still provide the most alpha/highest RoF on the flip side for ACs with a similar tweak)
    • Info links
    • Tengu, cloaky & neut Legions, EAFs (hello we are frigates too like those AFs that got love),etc
    Fidelium Mortis
    Minor Major Miners LLC
    #390 - 2012-06-04 20:24:50 UTC  |  Edited by: Fidelium Mortis
    CCP Ytterbium wrote:
    Hey folks,

    Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon.


    What we would like to do next:


    • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

    • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

    • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



    Thanks for your feedback people, it helped a lot for the Inferno release.


    Bleh ... the draft nuked my text.

    ICRS - Intergalactic Certified Rocket Surgeon

    Nevigrofnu Mrots
    Goonswarm Federation
    #391 - 2012-06-04 20:24:56 UTC  |  Edited by: Nevigrofnu Mrots
    CCP Ytterbium wrote:
    Hey folks,

    Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon.


    What we would like to do next:


    • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

    • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

    • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



    Thanks for your feedback people, it helped a lot for the Inferno release.


    Since you are making a new frigate for mining, please consider making also a version of that frigate for cyno purposes or maybe even a new frig. Frigs are used alot for cyno purposes. We lack a small ship dedicated to this. Its time to have something dedicated with specific bonus for that activity.

    Thanks
    DragonOfTheArmory
    #392 - 2012-06-04 20:43:35 UTC
    CCP Ytterbium wrote:
    Hey folks,

    Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon.


    What we would like to do next:


    • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

    • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

    • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



    Thanks for your feedback people, it helped a lot for the Inferno release.



    Or continue to fix the currently broken assets before introducing new assets that will be broken.
    Skye Aurorae
    Viziam
    Amarr Empire
    #393 - 2012-06-04 21:42:43 UTC
    CCP Ytterbium wrote:
    Hey folks,



    • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles




    The Ibis *NEEDS MISSILE HARDPOINTS* I have dealt with literally hundreds of caldari pilots who buy drakes and then tell me they haven't trained missile skills yet.

    Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21 - oh well.

    Pattern Clarc
    Citeregis
    #394 - 2012-06-04 21:55:55 UTC
    Eta for the above +/-6 months? So we might see bc balancing sometime in 2015?

    Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

    Scatim Helicon
    State War Academy
    Caldari State
    #395 - 2012-06-04 22:12:40 UTC  |  Edited by: Scatim Helicon
    CCP Ytterbium wrote:
    Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

    Will non-combat frigates be getting combat roles as happened with the Tormentor, or will they be getting alterations to make them able to actually carry out their existing or new non-combat roles? Obvious example is the probing frigates (and, for that matter, their covert-ops variants)with combat/probing split bonuses when for the most part players would be mad to fit weapon systems on them.

    Quote:
    Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

    Velatorswarm will ride again!

    Quote:
    Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

    Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

    Isn't this dependant on what happens with mining as a whole? there's been much talk of the entire profession being reworked at some point in the not-so-distant future, it would seem odd for the balance team to be working on them separately from the team working on "Mining 2.0".

    Quote:
    Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.

    I just want a gallente droneboat in a destroyer sized package.

    Every time you post a WiS thread, Hilmar strangles a kitten.

    JamesCLK
    #396 - 2012-06-04 23:08:16 UTC
    Scatim Helicon wrote:
    I just want a gallente droneboat in a destroyer sized package.


    Gallente droneboats for all the sizes! Big smile

    -- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

    Jame Jarl Retief
    Deep Core Mining Inc.
    Caldari State
    #397 - 2012-06-04 23:30:48 UTC  |  Edited by: Jame Jarl Retief
    JamesCLK wrote:
    Scatim Helicon wrote:
    I just want a gallente droneboat in a destroyer sized package.


    Gallente droneboats for all the sizes! Big smile


    Would be nice. Up to and including a Marauder. Seriously, drone masters with a Marauder being a turret ship? Come on!

    Pattern Clarc wrote:
    Eta for the above +/-6 months? So we might see bc balancing sometime in 2015?


    Certainly looks like it. I feel like a total horse's behind for burning a neural remap to train BC V now... Cry
    Galphii
    Caldari Provisions
    Caldari State
    #398 - 2012-06-05 03:18:56 UTC
    When adding more destroyers, I suspect you're going to have to take away the 'destroyer role bonus' or all the new destroyers are going to be the same as the current ones. Looking forward to seeing a missile destroyer for caldari, a drone destroyer for gallente, and some mix-and-match types for the other two races. A tech 2 variant could be a fast, tough command-ship for small, high-speed fleets too Big smile

    Glad to hear the barges and exhumers are getting rebalanced. Interested to see what the procurer turns into! May I suggest a drone mining specialist Smile

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

    Sister Lumi
    Doomheim
    #399 - 2012-06-05 07:30:03 UTC
    Daneel Trevize wrote:

    • Damps being weak (hello you nearly buffed TDs on TQ with Inferno before improving damps?!)
    • Exequror needing a midslot moving to a low position just like the T2 version correctly had in Crucible. Fruit... so... low...
    • Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
    • Tier 3 BCs. Do you really thing you got them perfect first go, with that speed & agility? Be honest.
    • The Drake
    • The Hurricane
    • Projectiles alpha being far out of step compared to any other 'long range' varient weapon (it could be rebalanced by 1/3 to 1/2 less for the same effective DPS and still provide the most alpha/highest RoF on the flip side for ACs with a similar tweak)
    • Info links
    • Tengu, cloaky & neut Legions, EAFs (hello we are frigates too like those AFs that got love),etc


    This.

    Ships using sensor damps should receive a stronger bonus, and the damp module cap usage needs to be decreased.

    I'd also like to add classic balancing issues, that have been brought up countless of times:

    - Armor rigs (where did this suddenly disappear from the list?)
    - T1 cruisers need to be looked at, too weak against BCs (BCs too powerful?)
    - Tier 1 BCs are meh (Brutix missing a slot, useless rep bonus)
    - Tier 2 BCs too cheap
    - Drone boats are still not correctly receiving strength bonuses to EWAR & Combat Utility Drone effects
    - Eos, wtf
    - Electronic Assault frigs


    I think these should be looked at first before introducing new problems.
    Andy Landen
    Deep Core Mining Inc.
    Caldari State
    #400 - 2012-06-05 11:06:02 UTC  |  Edited by: Andy Landen
    Sister Lumi wrote:
    Daneel Trevize wrote:

    • Damps being weak (hello you nearly buffed TDs on TQ with Inferno before improving damps?!)
    • Exequror needing a midslot moving to a low position just like the T2 version correctly had in Crucible. Fruit... so... low...
    • Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
    • Tier 3 BCs. Do you really thing you got them perfect first go, with that speed & agility? Be honest.
    • The Drake
    • The Hurricane
    • Projectiles alpha being far out of step compared to any other 'long range' varient weapon (it could be rebalanced by 1/3 to 1/2 less for the same effective DPS and still provide the most alpha/highest RoF on the flip side for ACs with a similar tweak)
    • Info links
    • Tengu, cloaky & neut Legions, EAFs (hello we are frigates too like those AFs that got love),etc


    This.

    Ships using sensor damps should receive a stronger bonus, and the damp module cap usage needs to be decreased.

    I'd also like to add classic balancing issues, that have been brought up countless of times:

    - Armor rigs (where did this suddenly disappear from the list?)
    - T1 cruisers need to be looked at, too weak against BCs (BCs too powerful?)
    - Tier 1 BCs are meh (Brutix missing a slot, useless rep bonus)
    - Tier 2 BCs too cheap
    - Drone boats are still not correctly receiving strength bonuses to EWAR & Combat Utility Drone effects
    - Eos, wtf
    - Electronic Assault frigs


    I think these should be looked at first before introducing new problems.

    Sister and Daneel,
    I hear you both on the wish list and agree 100%, but I think that we should probably keep this thread focused on frigates per the OP's initial post instead of hi-jacking the thread for our own desired topics. That said, the EAF for sure needs more love. And on a side note, just because you found a great ship or a ship which most players have figured out how to fly effectively does not mean that it needs to be nerfed. We are not trying to punish players and alliances for figuring out effective tactics by making every ship a pile of meh within the current and past tactical contexts.

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