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Combat frigate changes for Inferno

First post
Author
Vilnius Zar
SDC Multi Ten
#401 - 2012-06-05 12:01:45 UTC  |  Edited by: Vilnius Zar
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  • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role.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.


Sorry for being so harsh but how can you be happy about a 175dps 8k EHP Merlin with full tackle? How is that balanced in any way shape or form?

On another note, wouldn't it be smarter to FIRST introduce the new newbie mining ship before you remove the racial mining frigates, I mean right now Amarr newbie miners are pretty much fcked. I really don't understand your logic to do it in this order.
JamesCLK
#402 - 2012-06-05 13:30:28 UTC
Vilnius Zar wrote:
Sorry for being so harsh but how can you be happy about a 175dps 8k EHP Merlin with full tackle? How is that balanced in any way shape or form?

That particular setup uses Blasters and can be kited to death due to the low speed of the Merlin and terrible range of Blasters. Straight
It can be countered and it performs its role well (Caldari Hybrid Brawler); it is balanced.

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skye orionis
No Bull Ships
#403 - 2012-06-05 14:04:31 UTC
When the bantam gets reworked into a combat ship you better give us the missile launcher hardpoint it clearly had back in 2001:

http://community.eveonline.com/download/videos/default.asp?a=download&vid=58
Vilnius Zar
SDC Multi Ten
#404 - 2012-06-05 16:26:20 UTC  |  Edited by: Vilnius Zar
JamesCLK wrote:
Vilnius Zar wrote:
Sorry for being so harsh but how can you be happy about a 175dps 8k EHP Merlin with full tackle? How is that balanced in any way shape or form?

That particular setup uses Blasters and can be kited to death due to the low speed of the Merlin and terrible range of Blasters. Straight
It can be countered and it performs its role well (Caldari Hybrid Brawler); it is balanced.


And how does it compare to other brawlers like, I dunno, the Punisher which can NOT have full tackle to begin with and does a lot less dps while being much slower, less agile and has less tank (that won't regen)?
Daneel Trevize
Give my 11percent back
#405 - 2012-06-05 17:27:18 UTC  |  Edited by: Daneel Trevize
Andy Landen wrote:
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.
I do not wish to detract from sorting the tier issues for frigates, but:

Frigates need to be viable against:
The neuting power of 2xmedium neut Canes, because they have too much PG and can fit them them without issue. (Arties and their need for PG should require a bit more fitting compromise, and perhaps a reduction in PG cost).
The dual webs that a Drake can fit because it has so much tank to spare. Modern gameplay dictates that tank won't save you, mobility and dealing with tacklers will.
The speed of tier3 BCs, that will actually be tricky to run down without being 2-shotted before you're under their guns. Again, speed tank, best tank. They happily trade the EHP of a BC or BS to pack more dps and yet end up more survivable.

You can certainly make small changes to massage the weaknesses of each individual frigate hull while not diluting the racial variance, but you could also similarly be tweaking each racial weapon's dps/ranges/tracking by 5% and still have 5x as Drakes and Canes being encountered by almost everyone in almost all space because they're OP by a much larger varience.
Picking OP ships with just flat out more tank/dps/speed and otherwise equal stats is not a smart tactic that should be praised or protected, it's a sign that the game is sick and in need of more directed attention than starting from the smallest cheapest weakest ships first. IMHO.

Let us see both sorts of changes, a handful of frigates->cruisers->etc done right, at the same time as 1 or 2 most prominent complains addressed simply by changing some basic ship/weapon number values. Crucible was well received not just because of the AF changes or the Gal boost, but also spot things like nerfing the Dram so it didn't **** all over every other frigate that our beloved noobs might try to fight one in.
Vilnius Zar
SDC Multi Ten
#406 - 2012-06-05 18:15:31 UTC
Daneel Trevize wrote:
Frigates need to be viable against:
The neuting power of 2xmedium neut Canes, because they have too much PG and can fit them them without issue. (Arties and their need for PG should require a bit more fitting compromise, and perhaps a reduction in PG cost).
The dual webs that a Drake can fit because it has so much tank to spare. Modern gameplay dictates that tank won't save you, mobility and dealing with tacklers will.
The speed of tier3 BCs, that will actually be tricky to run down without being 2-shotted before you're under their guns. Again, speed tank, best tank. They happily trade the EHP of a BC or BS to pack more dps and yet end up more survivable.


How about no, instead of making everything so that it can tackle the few ships that are too good lets actually rebalance those ships so they're more in line. Cane needs to lose its ability to field 2 neuts and tier 3 BC speed is silly.
Harvey James
The Sengoku Legacy
#407 - 2012-06-05 20:29:02 UTC
(the bombardment role was removed as feedback shown it wasn't great to start with)

ah thats a shame as i was hoping attack ships would be mobile turret platforms like vaga's
so bombardment described missile boats well as spewing out missiles and if they become rather mobile it could be hard to counter them and makes them seemingly OP slow/ weak defence in exchange for plenty of dps and range seems a fair exchange.
also a note on why use a caracal / cerberus instead of drake could be resolved with giving drakes dmg and rate of fire bonus for assault missiles only 30k doing 700-800dps with range assaults is pretty nice role for them instead of drakes being tanky 100k Heavy missile spewing ships doing similar dps to cerb this would give the drake and cerb specific roles thus worth using both ships.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Mira Lynne
State War Academy
Caldari State
#408 - 2012-06-06 01:23:25 UTC  |  Edited by: Mira Lynne
Harvey James wrote:
(the bombardment role was removed as feedback shown it wasn't great to start with)

ah thats a shame(1) as i was hoping attack ships would be mobile turret platforms like vaga's (2)
so bombardment described missile boats well as spewing out missiles and if they become rather mobile it could be hard to counter them and makes them seemingly OP slow/ weak defence in exchange for plenty(3) of dps and range seems a fair exchange. (4)
also a note on why use a caracal / cerberus instead of drake could be resolved with giving drakes dmg and rate of fire bonus for assault missiles only 30k doing 700-800dps with range assaults is pretty nice role for them instead of drakes being tanky 100k Heavy missile spewing ships doing similar dps to cerb this would give the drake and cerb specific roles thus worth using both ships.(5)

1: No it Isnt
2: I'd love it if the Eagle was as fast as a Vagabond. Sadly, thats not Happening.
3: You seem to be mistaken: Missile Ships dont have 'plenty' of DPS. I'd say its closer to 'Lacklustre' DPS
4: So Slow-Moving, Weak Tanked, Massive Sig, Low DPS ships that have halfway decent Range are OP?
What does that make Winmatar? What with their Fast moving, decently tanked, microscopic sig, great DPS and Great Damage application ships?
5: Caracal/Cerb arent used for a whole lot of reasons. The Drake is only one of them. Also, how did you get 'Caracal/Cerberus/Drake' from 'frigate balancing'?

Back on topic -
CCP: Just something to think about: You CAN have a Bombardment ship that uses Turrets.
This would make the Ship Roles look something Like:
Combat: Damage and Tank
Attack: Speed and Damage
Bombardment: Range and Damage
With Combat, Attack, and Bombardment Roles having both Turret and Missile ships. Not sure where drones would fall in.

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Galphii
Caldari Provisions
Caldari State
#409 - 2012-06-06 03:40:59 UTC
Mira Lynne wrote:
(the bombardment role was removed as feedback shown it wasn't great to start with)

Back on topic -
CCP: Just something to think about: You CAN have a Bombardment ship that uses Turrets.
This would make the Ship Roles look something Like:
Combat: Damage and Tank
Attack: Speed and Damage
Bombardment: Range and Damage
With Combat, Attack, and Bombardment Roles having both Turret and Missile ships. Not sure where drones would fall in.

I agree with this 100% - bombardment can be long ranged specialists, and combat the close range brawler, regardless of weapon systems.

I suggest putting drone ships into the combat role, as I see attack ships as kiters that might not want to wait for drones to travel to and from the target (hit and run).

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

JamesCLK
#410 - 2012-06-06 04:13:13 UTC
Vilnius Zar wrote:
And how does it compare to other brawlers like, I dunno, the Punisher which can NOT have full tackle to begin with and does a lot less dps while being much slower, less agile and has less tank (that won't regen)?


You may be surprised to know that the Punisher has a higher base speed than the Merlin; if you forgo the armour buffer, you can create something akin to a Navy Slicer setup. This will absolutely shred Passive Blaster Merlins (as Slicer pilots know).
Not quite as fast as a Slicer, or with as much 'oomph' but you were specific about the ship(s). P

The stats might look unbeatable in EFT, but that never survives first contact with the enemy; how you fly the ship is always more important because there isn't an 'I win' setup.

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Vilnius Zar
SDC Multi Ten
#411 - 2012-06-06 07:43:43 UTC
JamesCLK wrote:
Vilnius Zar wrote:
And how does it compare to other brawlers like, I dunno, the Punisher which can NOT have full tackle to begin with and does a lot less dps while being much slower, less agile and has less tank (that won't regen)?


You may be surprised to know that the Punisher has a higher base speed than the Merlin; if you forgo the armour buffer, you can create something akin to a Navy Slicer setup. This will absolutely shred Passive Blaster Merlins (as Slicer pilots know).
Not quite as fast as a Slicer, or with as much 'oomph' but you were specific about the ship(s). P

The stats might look unbeatable in EFT, but that never survives first contact with the enemy; how you fly the ship is always more important because there isn't an 'I win' setup.


A non range bonused frigate can't use the exact same fit and strategy as a range bonused one that's much faster. A Scorch punisher will be dangerously close to scram range and with beams you run into other issues. Not saying it can't work but it's hardly ideal for it. And when faced with similar tactic rail Merlin.... the Merlin wins again.

Merlin can also dual prop while retaining 7+k EHP and its speed is so dangerously close to a nanoed Punisher it will easily either get out of point range or grab it into scram range, long before the 7k EHP runs out.
Harvey James
The Sengoku Legacy
#412 - 2012-06-06 12:18:46 UTC
3: You seem to be mistaken: Missile Ships dont have 'plenty' of DPS. I'd say its closer to 'Lacklustre' DPS
4: So Slow-Moving, Weak Tanked, Massive Sig, Low DPS ships that have halfway decent Range are OP?
What does that make Winmatar? What with their Fast moving, decently tanked, microscopic sig, great DPS and Great Damage application ships?

5: Caracal/Cerb arent used for a whole lot of reasons. The Drake is only one of them. Also, how did you get 'Caracal/Cerberus/Drake' from 'frigate balancing'?


Mira Lynne you have clearly misunderstand what i wrote, the point was to give drakes higher dps in exchange for having a weaker tank and less mobility and the massive sig is largely to do with t2 missiles adding 5.4% sig rad per missile, missiles do have strange penalties for using the t2's they need to be looked at.

And i felt like talking about it :P

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

JamesCLK
#413 - 2012-06-06 13:31:19 UTC  |  Edited by: JamesCLK
Vilnius Zar wrote:
words


Just out of curiosity; what is it in particular that makes you think the Merlin is overpowered?

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Mira Lynne
State War Academy
Caldari State
#414 - 2012-06-06 16:52:30 UTC
Harvey James wrote:
Mira Lynne you have clearly misunderstand what i wrote, the point was to give drakes higher dps in exchange for having a weaker tank and less mobility and the massive sig is largely to do with t2 missiles adding 5.4% sig rad per missile, missiles do have strange penalties for using the t2's they need to be looked at.

And i felt like talking about it :P


By making Drakes bonuses only apply to HAMs, you are Shoehorning the Drake into Close Range, and by that Forcing the Caracal and Cerb into Long Range. I Agree about the Missile Penalties, however, no ship gets damage bonuses specifically to Autocannons or Blasters - Both long and Short Range systems are bonused.
And like i said before, Cara and Cerb arent used for multiple reasons - drake is only one of them.

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Harvey James
The Sengoku Legacy
#415 - 2012-06-06 17:58:52 UTC  |  Edited by: Harvey James
mm.. true then maybe there needs to be a larger difference in dps between heavies and hams if you compare blasters to rails there is a large difference in dps of about 300dps.
hams to heavy missiles is about 100 dps, so nerf heavies dps and range in line with other long range systems like rails to get same range needs spike which reduces dps even more severely to 440 dps on a brutix more than half of its dps with blasters using void and buff hams dps.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Vilnius Zar
SDC Multi Ten
#416 - 2012-06-06 23:29:25 UTC  |  Edited by: Vilnius Zar
JamesCLK wrote:
Vilnius Zar wrote:
words


Just out of curiosity; what is it in particular that makes you think the Merlin is overpowered?


Compare it to other t1 frigs and see who wins. Gviing it 3 turrets slots was already good but giving it ALSO a damage bonus was too much. Its tank/dps combo is just miles better than any other t1 frig while still being mobile and able to do dps within kiting scram range. How is that difficult to understand?
Mira Lynne
State War Academy
Caldari State
#417 - 2012-06-07 00:31:01 UTC
Vilnius Zar wrote:
JamesCLK wrote:
Just out of curiosity; what is it in particular that makes you think the Merlin is overpowered?


Compare it to other t1 frigs and see who wins. Gviing it 3 turrets slots was already good but giving it ALSO a damage bonus was too much. Its tank/dps combo is just miles better than any other t1 frig while still being mobile and able to do dps within kiting scram range. How is that difficult to understand?


Merlin is still the slowest by a significant margin - not only that, but its also significantly less agile. Null hits out to about 5/6km with any sort of reliable DPS - outside that its nigh on useless. So yes, it gets great DPS/Tank. But consider what happens when you add in its slow speed and extremely limited Range?

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Reaver Glitterstim
The Scope
Gallente Federation
#418 - 2012-06-07 04:44:47 UTC
I don't understand why the Incursus is being made into the close range brawler/tanky frigate for Gallente. Shouldn't the Tristan fill that role? Based on the ships' sizes, hit points, and speed, the incursus made more sense as a heavy hitter like the missile ships of other races. Also, it looks as though if it came at you fast enough it could impale you. The Tristan looks bulky. If you look at it close enough, it looks like a guy in a power suit.

I think the mining bonuses should be kept on frigates. Why not have a frigate that is both a combat frigate and a mining frigate at the same time? If it has 2 turret hardpoints, you can either fit it for mining or combat, not both, so giving it 2 skill bonuses for combat and one for mining isn't going to make it overpowered in any way. Also I'd probably reduce the 20% mining bonus to a 10% bonus because those mining frigates mine too fast and newer players don't want to switch to a new ship because of it, until they get a retriever anyway.

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JamesCLK
#419 - 2012-06-07 10:43:11 UTC  |  Edited by: JamesCLK
Vilnius Zar wrote:

Compare it to other t1 frigs and see who wins. Gviing it 3 turrets slots was already good but giving it ALSO a damage bonus was too much. Its tank/dps combo is just miles better than any other t1 frig while still being mobile and able to do dps within kiting scram range. How is that difficult to understand?


All the other brawling frigates get 3 turret slots and a damage bonus; so if DPS is an issue it comes from the fact that it uses Hybrids, not the bonuses or number of turrets. The tanking bonus isn't unique to the Melin either, both the Punisher and Incursus have one (either as resistance or rep bonus). All the brawlers bar the Punisher get at least 3 mid slots too.

If the Merlin provides the best tank/DPS + heavy tackle combo for tech 1 frigates, then that's op success for CCP; that's what the bonuses and slot layout give it the ability to do. You can't fit all the ships similarly and expect them to perform equally, that would be boring and remove all the nuance from the races; some ships are better at specific tasks than others.
The new goal is tiericide. Combined with racial nuances this means that while the overall role of two ships could be the same (racial brawler), their tactics and fittings could be completely different; understanding how each one is usually fit lets you predict and counter it.

In other words, I still don't see where there is a problem. Smile

e: also see Mira's post above.

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2manno Asp
Death By Design
#420 - 2012-06-07 15:59:00 UTC  |  Edited by: 2manno Asp
The Punisher can do 170+ dps like a Merlin, but as I said before, and I'll keep on saying it, combat ships with 2 mids are fatally flawed because you have no way of controlling range. The Punisher, Coercer and Retribution are victims of this. All are tie or lose ships in "good" fights.

I don't see anything wrong with starting wtih Frigs, in fact I think it's an excellent starting point. Once those are sorted, then you can decide what should be better, then what's better than that, etc.

It also meshes with current changes in FW, caters to the #1 PVP corp (RVB), helps induce new players into EVE by giving them a good experience... Unless i'm mistaken, isn't this is a focus on the #1 ship category in terms of kills and losses, and overall use? Seems like the right place to me.