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Attack frigate changes

First post First post
Author
Benny Ohu
Royal Amarr Institute
Amarr Empire
#41 - 2012-06-19 05:01:29 UTC  |  Edited by: Benny Ohu
Veshta Yoshida wrote:
If they are to be tackle focused, then why not give them the Interceptor MWD signature bonus instead of the rather useless cap bonus for tackle?

I like it. (edit: the point activation bonus) It means you're less likely to lose the point while you're low on cap, which is great for newbies.

I also don't see shame in using a Tormentor over the Punisher for tackle?
Mortimer Civeri
Aliastra
Gallente Federation
#42 - 2012-06-19 06:00:38 UTC  |  Edited by: Mortimer Civeri
Prometheus Exenthal wrote:


look at the market again, and ignore EFTs stupid estimations.
total fitting cost is ~10m which par for the course when T2 fitting any T1 frigate.

if you still think those are loot pinatas, then you and i are playing very different games.
ignore the implants, as they arent required for fitting.
~2 mil is pushing it for fitting out a CHEAP frigate for tackling, so yea they are loot pinatas. Why are you T2 fitting a DISPOSABLE tackler to begin with? Some lucky guy is going to strike it rich looting your wreck. You are in a frigate, and no amount of pimpage is going to save you from a hurricane, or even a damn destroyer.

"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin

Scatim Helicon
State War Academy
Caldari State
#43 - 2012-06-19 06:04:18 UTC
Hans Jagerblitzen wrote:
Scatim Helicon wrote:
All of these should drop the across-the-board role bonus, switch at least one and maybe both of the gun bonuses for something that actually helps them in the interception role (velocity/prop mod cap usage/agility/sig radius/scan res/prop jamming cap usage/etc), and remove a highslot or two.


They could do that, except that's the entire design philosophy behind tech 1 ships vs tech 2 ships. Tech 1 are generalist ships that are solid but don't excel at one thing or another, Tech 2 ships are pushed further into a specialized role (such as interception).

Dropping the generalist bonuses and giving them stuff designed for tackle just turns them into, well, interceptors. That's not to say these don't need further tweaking, but they're off to a good start. I'm glad to see CCP is bringing weak ships into line with stronger ones, rather than applying the nerf bat to all the ships that function well.


If they're general all rounders, why the need for a double weapon bonus? Wouldn't a mix be more appropriate?

And if we're bringing the weaker ships into line, wouldn't it be a good start to not obsolete the ones that have only just been buffed in the previous round?These things show every sign that they'll hit just as hard as the just-boosted range of 'combat' frigates (condor aside), as well as fly much faster, and with enough free slots and fitting to be able to put in a decent basic buffer (not that tank is relevant in a t1 frigate, because you still explode the moment anyone sneezes at you).

artificial 1v1 honour duals at the sun aside, why would anyone fly an Incursus with this version of the Atron available? Why would anyone fly a Rifter when they could be in a 4-midslot Slasher with much more speed and essentially the same damage output?

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

Galphii
Caldari Provisions
Caldari State
#44 - 2012-06-19 06:35:33 UTC
Callic Veratar wrote:
Galphii wrote:
There's plenty of frigate hulls to go around, so consider giving the ex-miners the logistics support role, as that is such an important part of eve combat as the player progresses through the game, and it'd be extremely useful for frigate fleets. Give them a range and cap use bonus to remote reppers, decent defensive slots and a drone or two. Simple as that Smile


Given that frigates are so fragile, I'd prefer to see a logistics destroyer that can have 4 small shield transfers and 4 small guns at the same time.

I was thinking about that this week as well, but destroyers are bigger, slower (half the warp speed of frigates) and you might as well use a cruiser like the osprey if that's the case. I don't see any battlecruiser sized logi ships, I see no value in destroyer hull logi.

And the stats on the attack frigates do need to be better balanced, the condor definitely looks weak on paper.

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

Mira Lynne
State War Academy
Caldari State
#45 - 2012-06-19 06:42:52 UTC
Ever tried an Osprey with 2 LSTs, 2 Light Neutrons and a flight of warriors? nasty surprise for ceptor pilots. And it can actually tank.
I'd be OK with the Condor as it is if It gets Major DPS Increase. Otherwise it needs to be competitive in speed/sig/agility/lock speed.

[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

Cardano Firesnake
Fire Bullet Inc
#46 - 2012-06-19 07:24:55 UTC  |  Edited by: Cardano Firesnake
Alx Warlord wrote:
CCP Ytterbium

Good changes!!!! this was really a good Idea to meke every ship usefull..

but How about that concept of cloak hunting ship.... that was commented in the lpast CSM meeting??? or any other thing related to remove those unwanted players from your sov? that stays cloaked for weeks waiting your millitary/ industrial levels to become crap??


This is not the good Thread . Finding a solution against afk cloakers is really important but here, we talk about the T1 frigs.

These T1 Interceptors are great. But be careful to not make them better than T2 versions, because of the price difference.
Interceptors oftenly die so why using 25 Million ISK T2 ships if a 2 Millions ship can do the job

EXECUTIONER:
Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
Fittings: 45 PWG, 140 CPU
Defense (shields / armor / hull) : 250 / 400 / 350
Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2
Mobility (max velocity / agility / mass / align time): 455 / 2.85 / 1090000 / 2.91s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km / 920 / 4
Sensor strength: 8 Radar
Signature radius: 31
Cargo capacity: 115

CRUSADER:
Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret capacitor use and 5% bonus to Small Energy Turret damage per level
Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Energy Turret Tracking Speed per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Slot layout: 4 H, 2 M, 4 L, 4 turrets, 0 launchers
Fittings: 40 PWG, 100 CPU
Defense (shields / armor / hull) : 246 / 597 / 597
Capacitor (amount / recharge rate / cap per second): 375 / 281 s / 1.33
Mobility (max velocity / agility / mass / align time): 410 / 3.1 / 1050000 / 3s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 20 km / 975 / 4
Sensor strength: 9 Radar
Signature radius: 32
Cargo capacity: 135

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

Nova Fox
Novafox Shipyards
#47 - 2012-06-19 07:28:12 UTC
Razgriz Shaishi wrote:
Delucian wrote:
If you would only give the Rifter back some of the guts you ripped out of it....


..not a lot, just a little lower intestine so its not such a sphincetr cincher to fly now.

Are you talking about inferno 1.0? I was pretty sure they didnt touch the rifter in that one, just the other combat frigs.

I am more sure they added more guts not took any out.

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

Varg Krugar
Republic Military School
Minmatar Republic
#48 - 2012-06-19 08:28:45 UTC
a design question that should be answered by a dev:
in a 1vs1 setting, how confident should an attack frigate feek when engaging a combat frigate?
i know this is a multiplayer game and all that, but its an important question nonetheless. if you were forming a wolf pack, and the attack frigates were about as dps-heavy as the brawler types, why would anyone need to fly the latter?
Ponder Yonder
Strategic Exploration and Development Corp
Silent Company
#49 - 2012-06-19 09:40:30 UTC
I like the proposed changes. Specifically:

1. The symmetry between the races are clear.
2. No split weapon systems
3. Speed / Agility balance retained.
4. Falloff bonus. Yumm.
5. Utility highs.
6. Sufficient EHP and DPS to be taken seriously.

Possible issues:

1. As some posters above have mentioned, the Atron's scan res seems out of whack.
2. Targeting range is a bit on the low side.
3. Only the Slasher has a tracking bonus, and it is not applicable to the Condor. Do blasters and pulse lasers have sufficient tracking to work as weapons on close-orbiting, high-speed ships?

Ponder Yonder
Strategic Exploration and Development Corp
Silent Company
#50 - 2012-06-19 09:59:03 UTC
Prometheus Exenthal wrote:
Soo, the Atron is in a completely different class than the rest of these.

Here are some stats utilizing all slots (utility nos);
eHP scales from 3200 (Atron w/ Neutrons) to 4450 (Executioner w/ DLPs)
dps scales from 90 (Rocket Condor) to 207 (Atron w/ Neutrons)
speed scales from 2900 (Exec) to 3737 (Slasher)

Fits used w/ adjusted stats (no tackle cap bonus);
http://i.imgur.com/VaFgL.jpg
http://i.imgur.com/Ih1FE.jpg
http://i.imgur.com/frYHw.jpg
http://i.imgur.com/MpF54.jpg

These are just example fits, but basically the Atron is amazing and the rest are pretty crap.
Doesn't matter how you fit them, the Condor is crap, and the Atron is boss.

Condor -> much bigger damage bonus (~150 kinetic rocket dps)
Executioner -> I'd swap turret cap bonus for range bonus (or do that for the Tormenter)
Slasher -> More grid/cpu, but will mean it outperforms both Interceptors (claw/stilleto), the Rifter, & Firetail.
Atron -> Scales well with the other Gallente frigates, but hugely outperforms the other 3 listed here

That about sums it up.



I don't see this as a problem. The shield tankers (Condor, Slasher) have much larger EHP but lower DPS. Conversely, the armour tankers have less EHP but higher damage.

In your example above, you have put plates and armour rigs on the Executioner and Atron, giving them more EHP but slowing them down. The wisdom of that is debatable, but the point I am trying to make is that armour tankers have to choose between tank or gank+speed.

Mund Richard
#51 - 2012-06-19 10:08:26 UTC  |  Edited by: Mund Richard
Hans Jagerblitzen wrote:
Scatim Helicon wrote:
All of these should drop the across-the-board role bonus, switch at least one and maybe both of the gun bonuses for something that actually helps them in the interception role (velocity/prop mod cap usage/agility/sig radius/scan res/prop jamming cap usage/etc), and remove a highslot or two.


They could do that, except that's the entire design philosophy behind tech 1 ships vs tech 2 ships. Tech 1 are generalist ships that are solid but don't excel at one thing or another, Tech 2 ships are pushed further into a specialized role (such as interception).

Dropping the generalist bonuses and giving them stuff designed for tackle just turns them into, well, interceptors. That's not to say these don't need further tweaking, but they're off to a good start. I'm glad to see CCP is bringing weak ships into line with stronger ones, rather than applying the nerf bat to all the ships that function well.

But having a role bonus on a T1 frigate already pushes them from generalist to specialised, does it not?
I for one could see something like the role bonus being turned into one of the two skill-scaling hull bonuses instead of the current double damage.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Bouh Revetoile
In Wreck we thrust
#52 - 2012-06-19 12:11:27 UTC  |  Edited by: Bouh Revetoile
Without this double damage bonus, these frigates would only be bad interceptors ; they are not meant to be bad interceptors, they are attack ships. The whole point of this class is to put combat ship like dps, but sacrificing tank for speed.

Hence they should make good cheap interceptors or kiters.

In regards to the previous combat ship rebalance, this will be very interesting I think.

PS : warp disruptor are very cap hungry on T1 frig, way more than warp scrambler ; freeing this cap will give them more options for using warp disruptor.
Misspi en Divalone
University of Caille
Gallente Federation
#53 - 2012-06-19 12:13:01 UTC
Nice to see some more work, there are a few points I would like to point out though.

Lock range on Slasher and Atron is very low as mentioned. It would be nice to have it at 24 km minimum so even low skilled players can lock up to T2 warp disruptor point without the need for gang bonus.

Slasher got +2 med, +1 low but only a 35 cpu increase. That is pretty low. Haven't run the numbers yet but I guess it will have a hard time getting either a bit of tank or e-war fit on it's 4 med slots. Maybe a little cpu increase to make it easier to fit those? Not as much as the condor has but a small increase would be nice.

Atron is the speediest of the bunch. Base speed is lower then the slasher but with three low slots it will outrun a Slasher when going for a speed fit. Executioner has the same issue. Change the tracking bonus to a speed bonus on the Slasher?
Prometheus Exenthal
Aliastra
Gallente Federation
#54 - 2012-06-19 13:10:50 UTC
Mortimer Civeri wrote:
Prometheus Exenthal wrote:


look at the market again, and ignore EFTs stupid estimations.
total fitting cost is ~10m which par for the course when T2 fitting any T1 frigate.

if you still think those are loot pinatas, then you and i are playing very different games.
ignore the implants, as they arent required for fitting.
~2 mil is pushing it for fitting out a CHEAP frigate for tackling, so yea they are loot pinatas. Why are you T2 fitting a DISPOSABLE tackler to begin with? Some lucky guy is going to strike it rich looting your wreck. You are in a frigate, and no amount of pimpage is going to save you from a hurricane, or even a damn destroyer.


You're missing the point. Fit them cheaply and you'll achieve the same massive gap in performance Straight

https://www.youtube.com/user/promsrage

DO YOUR JOBS, CCP DEVS. FIX THE GAME INSTEAD OF FKING IT

Wenron
Sebiestor Tribe
Minmatar Republic
#55 - 2012-06-19 13:12:15 UTC
I'd like to see the agility and mass of the atron and slasher modified, or a little bit more information about proposed performance.

I was thinking the slasher with less mass for greater prop mod boosts, the atron with greater agility for maneuvering/acceleration. Right now, a 10 m/s speed difference seems negligible.

Without being able to test them; they look very close in performance and the blaster falloff bonus may provide better dps application versus the tracking bonus on the slasher.

I foresee shield-gank atrons blotting out the dark skies.
Fidelium Mortis
Minor Major Miners LLC
#56 - 2012-06-19 13:45:24 UTC
Mortimer Civeri wrote:
Prometheus Exenthal wrote:
Soo, the Atron is in a completely different class than the rest of these.

Here are some stats utilizing all slots (utility nos);
eHP scales from 3200 (Atron w/ Neutrons) to 4450 (Executioner w/ DLPs)
dps scales from 90 (Rocket Condor) to 207 (Atron w/ Neutrons)
speed scales from 2900 (Exec) to 3737 (Slasher)

Fits used w/ adjusted stats (no tackle cap bonus);
http://i.imgur.com/VaFgL.jpg
http://i.imgur.com/Ih1FE.jpg
http://i.imgur.com/frYHw.jpg
http://i.imgur.com/MpF54.jpg

These are just example fits, but basically the Atron is amazing and the rest are pretty crap.
Doesn't matter how you fit them, the Condor is crap, and the Atron is boss.

Condor -> much bigger damage bonus (~150 kinetic rocket dps)
Executioner -> I'd swap turret cap bonus for range bonus (or do that for the Tormenter)
Slasher -> More grid/cpu, but will mean it outperforms both Interceptors (claw/stilleto), the Rifter, & Firetail.
Atron -> Scales well with the other Gallente frigates, but hugely outperforms the other 3 listed here

That about sums it up.
Wow! Those fits are just loot pinatas waiting to happen. Try again with T1 or low meta stuff for cheep tacklers, also no implants. That is how they will normally be fitted, for cheep low skilled tacklers, not the pimped out fittings that really push the envelope as you have done.


YOU might fit them with T1 or low meta stuff, but there are many who won't. Even with those fits it's considerably cheaper than the typical interceptor. Personally, I've flown in merlins (with HG crystals) and rifters (with HG snakes) that topped 200m ISK so basic T2 fitted frigs isn't too far out of the question.

ICRS - Intergalactic Certified Rocket Surgeon

Seishi Maru
doMAL S.A.
#57 - 2012-06-19 15:13:25 UTC  |  Edited by: Seishi Maru
Sincere question why in hell over the last few years CCP has moved more and more away the minmatar main characteristics as the SPEED race. The more changes are made on last 3 years the more minmatar ships are closer to other races in speed. Up to the point we have negligible differences! Minmatar although kept their native disadvantages as inferior capacitor reserves...

Don't want to get into the balance merit here, but more on the flavor that is being lost more and more. And its not only on minmatar side.. most racial characteristics have been slowly being eroded and that is plain ... SAD.


When any balance is made a few things are sicerely expected and minmatar being clearly faster (not irrelevantly faster), amarr being clearly more sturdy, caldary being clearly range advantage and gallente clear damage advantage.
Seishi Maru
doMAL S.A.
#58 - 2012-06-19 15:26:38 UTC
ATRON:

Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret fallof per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
Fittings: 42 PWG, 147 CPU
Defense (shields / armor / hull) : 300 / 350 / 400
Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
Mobility (max velocity / agility / mass / align time): 420 / 2.8 / 1050000 / 2.75s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 900 / 4
Sensor strength: 8 Magnetometric
Signature radius: 35
Cargo capacity: 145


SLASHER:

Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
Fittings: 35 PWG, 135 CPU
Defense (shields / armor / hull) : 350 / 300 / 300
Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 20km / 940 / 4
Sensor strength: 7 Ladar
Signature radius: 30
Cargo capacity: 120


Let me see.

Atron has more HP, more agility, same speed after you use a propulsion mod due to mass, more sensor strenght more lock range more cargo , easier to fit, more capacitor. Better bonus ( to hell with tracking when being able to fire further enacts same result).

Slasher has 1 less signature radius and 4% more resolution? Even the extra mid is not that great since its hard to fit anything useful there.

Yeah.. really?
X Gallentius
Black Eagle1
#59 - 2012-06-19 15:56:51 UTC
Ponder Yonder wrote:

Possible issues:

1. As some posters above have mentioned, the Atron's scan res seems out of whack.
2. Targeting range is a bit on the low side.
3. Only the Slasher has a tracking bonus, and it is not applicable to the Condor. Do blasters and pulse lasers have sufficient tracking to work as weapons on close-orbiting, high-speed ships?


I think targeting range may be on the low side to encourage using warp scramblers and not warp disruptors.
Wenron
Sebiestor Tribe
Minmatar Republic
#60 - 2012-06-19 15:57:59 UTC
Seishi Maru wrote:
ATRON:




Let me see.

Atron has more HP, more agility, same speed after you use a propulsion mod due to mass, more sensor strenght more lock range more cargo , easier to fit, more capacitor. Better bonus ( to hell with tracking when being able to fire further enacts same result).

Slasher has 1 less signature radius and 4% more resolution? Even the extra mid is not that great since its hard to fit anything useful there.

Yeah.. really?



This doesn't make sense to me either.