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Attack frigate changes

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Author
Bouh Revetoile
In Wreck we thrust
#81 - 2012-06-20 17:57:45 UTC
Seishi Maru wrote:
[quote=Mira Lynne]

For all eve history minamtar shps were lighter. THEN at the nano nerf CCP made minmatar ships heavier than gallente and caldari even whiel statign that the relative differences between ships would. But was OK because minamtar were mosre agile.. then later they made gallente more agile.

They kept passign minmatar indentity to gallente because they failed to adress the real issues of gallente ship. Just a fail in game balance vs cohesion on the lore concepts.


You forgot the part when minmatar projectiles gun were buffed so that their autocanons became blasters with way better damage projection...

Slightly less mass and more agility make gallente better sprinters than minmatar, and minmatar having more speed are better runners than gallente. That is a good theoretical balance. Minmatar keep their speed flavor and Gallente can catch some oponents and hope to shoot them with their blasters.

For the condor, it seem to be designed as a robust long range kiter : 50% to missile range and more than 30km targeting range. And its base speed is 45m/s more than the one of a rifter ; fited for speed, only interceptors will catch this ship, but they will have less ehp than this thing. Give it more anything, and it will be a little tengu...
Scatim Helicon
State War Academy
Caldari State
#82 - 2012-06-20 20:22:52 UTC  |  Edited by: Scatim Helicon
Duchess Starbuckington wrote:
I have to say, I agree with this:

Quote:
As I said in the dev blog comments thread, if these ships are intended to fit into the 'Tech 1 interceptor' niche, why are they all being given double weapon bonuses, with a prop jamming role bonus thrown in on top? These are fast tacklers, their raison d'etre is to go fast and point/scram/web something, not be solo death machines. These things look for all the world just as offensive as, and not much less defensive than, the already-buffed 'combat' frigates (not least with the plethora of extra slots for tanking options and damage mods if desired).


I would say change one of their weapon bonuses for the cap use one, rather than have it as a role bonus.
Otherwise this looks pretty good. But care really should be taken over keeping these from treading on the toes of the heavy combat frigates.


I feel like we're starting to unveil an underlying problem here, that the frigate range is simply too crowded and if you try to make nearly all of them a) general all round combat platforms, and b) internally balanced, there isn't really room for all these T1 frigates to find a niche of their own. We're already seeing toes being trodden on here, and the missile platforms and the ex-mining hulls (Tormentor aside) haven't even been touched yet, never mind what might happen with the e-war or probing platforms - in the Devblog Ytterbium talks of making the ewar hulls better able to inflict damage by, for example, giving the crucifier a droneboat role and the Vigil getting a launcher/painter synergy theme.

Are we really going to see 16 'general all rounder' T1 combat frigate hulls all with dual weapon bonuses and distinguished only by which racial weapon system they use, minor variations in their speeds or EHP, or slightly shuffled slot layouts, and with the non-combat frigates getting nudged into the mix too? That sounds like a mess. This is part of the reason that I liked the suggestion of making one of the existing frigate ranges into destroyers - it solves two problems at once (too many frigates and not enough destroyers) without requiring completely new ship models (although the upgrades would need some art department work to account for rescaling and the altered weapon hardpoints). That, and scrapping the missile frigates as a niche since the only real difference between a missile-based combat frigate and a turret based combat frigate is that missiles are laughably terrible, and I'd assume that will be fixed at some point anyway.

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

Mira Lynne
State War Academy
Caldari State
#83 - 2012-06-20 21:11:56 UTC  |  Edited by: Mira Lynne
Bouh Revetoile wrote:
For the condor, it seem to be designed as a robust long range kiter : 50% to missile range and more than 30km targeting range. And its base speed is 45m/s more than the one of a rifter ; fited for speed, only interceptors will catch this ship, but they will have less ehp than this thing. Give it more anything, and it will be a little tengu...

Condor is inferior to the others in all ways that make a significant impact.
About condor having a great Tank: It will have the exact same (If not worse) tank than the slasher, considering the slasher can downgrade guns to fit a T2 MSE.
As i said before: Condor (and by extension Exequtioner) need something to set them apart from the slasher and Atron.
Slasher is going to be the disposable tackle of choice.
Atron is going turning into a mini-ranis
Condor and Executioner...
I guess executioner will see some use with Scorch Pulses and Range Mods.
That leaves the condor as useless in both fleets and solo pvp/damage.
EDIT: I suppose one could maybe make a 50 DPS out to 60KM light missile Condor

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Zyress
Caldari Provisions
Caldari State
#84 - 2012-06-20 21:15:36 UTC  |  Edited by: Zyress
Seishi Maru wrote:
Bouh Revetoile wrote:
Seishi Maru wrote:

again check speed after you have a MWD ON. Atron has less mass therefore receives more speed bonus from MWD.


You can do this too. 25t is not a lot at all : a 100mm plate is 27t and almost don't slow your ship at all. 200mm plate is 137,5t and this one start to slow the ship, but it's more than 10% of its total mass. Really, 25t really won't make the Atron faster, and I already sayed that the Atron is prone to armor tank as opposed to the slasher which will mostly shield tank ; and that's even before considering the rigs...

Don't know about the condor though, is rocket damage that low ? Ship should be considered in regards with other lines of ships though, because caldari slowness is natural, and here, the condor is able to field an amazing shield tank, that's not somethink to overlook when talking about tackle.



Condor is not unbalanced because its uniqueness is on being able to lock at a MASSIVE range advantage over other frigates. That allows it to use an overheated warp disruptor. (PS. not saying its not in need of balance.. jsut that its advantage is "special" type)


Rockets won't reach even to 20 kms with Frigate 5 skills and maxed rocket/missile skills and even a overheated WD is meaningless at that range "advantage" as well, missiles could hit from that distance though not reliably against moving targets and aganst fast targets they will do minimal damage. To do any effective damage or to tackle the condor will have to move in from this "sniping" range and it doesn't have the speed to dictate range. I wouldn't use it over any of the other possibilities.
Aglais
Ice-Storm
#85 - 2012-06-20 23:39:48 UTC
Bloodpetal wrote:


On the Condor, I think the Kinetic bonus would help remind Caldari pilots that they are meant to be kinetic DPSers, so I think it's interesting that you put a generic 5% damage bonus. Is this going to be a pattern of removing the kinetic bonus from caldari ship as you continue to rebalance?


Lol


I know it's a bit late in the thread to be responding to things from like the first page, but to be entirely honest the whole "Caldari only do kinetic missile DPS" is an unimaginable crippling to Caldari ships. Kinetic damage is very often a damage type that is ridiculously well defended against (the only real exception being Minmatar T2 and even then, they're so fast and have small sig radii that missiles don't do loads of damage to them anyways), and that might be part of why currently if Drakes are doing decently, a fleet can just fit kin hardeners and the Drakes just drop. Branching out to an increase in missile damage in general I think is a good thing because not only does it show that their racial weapon is in fact all missiles in general, but it'll make these ships not inherently worse off against others. It'll depend more on how each pilot actually USES their ship, rather than rock paper scissors bullshit.
Scatim Helicon
State War Academy
Caldari State
#86 - 2012-06-21 05:38:37 UTC
Kinetic-only bonuses bug me as well - it's like having an Amarr ship which gets an energy turret bonus but only when using Ultraviolet crystals.

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

Bouh Revetoile
In Wreck we thrust
#87 - 2012-06-21 11:56:12 UTC
Mira Lynne wrote:

Condor is inferior to the others in all ways that make a significant impact.
About condor having a great Tank: It will have the exact same (If not worse) tank than the slasher, considering the slasher can downgrade guns to fit a T2 MSE.
As i said before: Condor (and by extension Exequtioner) need something to set them apart from the slasher and Atron.
Slasher is going to be the disposable tackle of choice.
Atron is going turning into a mini-ranis
Condor and Executioner...
I guess executioner will see some use with Scorch Pulses and Range Mods.
That leaves the condor as useless in both fleets and solo pvp/damage.
EDIT: I suppose one could maybe make a 50 DPS out to 60KM light missile Condor


Condor is not slow in any way, it's the slowest frig of this bunch, but that only make it the slowest of the fastest T1 frigates. It's way faster than all combat frigate, and its shield tank allow him to field prop mods in lows. 50 dps at 15km is more than most frigates can do. And I'm pretty sure it can fit a T2 MSE.

And about the border of missile range : if you kite your ennemy, it's either running at you, reducing the relative distance, or trying to escape and is not in good position.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#88 - 2012-06-21 13:26:00 UTC
Scatim Helicon wrote:
Kinetic-only bonuses bug me as well - it's like having an Amarr ship which gets an energy turret bonus but only when using Ultraviolet crystals.


Isn't this usual on missile ships? It's probably because missiles do pure damage types - the bonus is making you consider whether to go with your racial damage bonus or whatever might be the target's lower resist, and what might do more damage. Makin' you think.
Mira Lynne
State War Academy
Caldari State
#89 - 2012-06-21 18:30:26 UTC
Condor is not slow in any way, it's the slowest frig of this bunch, but that only make it the slowest of the fastest T1 frigates. It's way faster than all combat frigate, and its shield tank allow him to field prop mods in lows. 50 dps at 15km is more than most frigates can do. And I'm pretty sure it can fit a T2 MSE.

And about the border of missile range : if you kite your ennemy, it's either running at you, reducing the relative distance, or trying to escape and is not in good position.[/quote]

Im not saying its slow - im saying its the slowest and largest in a group of ships that need to move fast and hae a small sig to succeed.
Slasher is also Shield tanked and can fit prop in the lows, but it also has a higher base speed and lower mass.
It could fit an MSE II, but it will be more difficult than on a slasher once you consider how Easy ACs are to fit
3 125s Take all of 3 Grid. 3 Rocket Launchers take 12PG. Condor only has 5 More PG than Slasher)
Also when you consider the Tracking bonus, slasher is better at killing drones.
50 DPS at 60km, while impressive range-wise, is still only 50 DPS. It would have trouble killing a webbed, scrammed, and painted pod. 90 DPS at Rocket Range is still sad considering what other short range weapons can do.

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Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#90 - 2012-06-22 00:38:57 UTC
No useless ******* frig with two mids!

Horrah!

I don't care about the rest, as long as a frig has three mids it can work.

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#91 - 2012-06-22 08:04:21 UTC
There will always be a largest and slowest ship in a category unless all ship are equals in this matter. Speed and nimbleness is not a caldari thing, their thing is damage application over range and tank.

I concede rocket damage is a bit low, though it's the mightest weapon at 10km and beyond with this missile velocity bonus. Your slasher will not hit anything beyong point blanc range with its 125mm gatling gun, and those guns will not have a better dps than rocket beyond 2km. Rockets are barely a short range weapon system with this bonus.

Put a missile range rig on this ship, and you have the ultimate kiter with rockets, a little 100MN tengu in the realm of frigates.

But indeed, rocket could benefit from a slight damage buff.
Connall Tara
State War Academy
Caldari State
#92 - 2012-06-22 13:01:32 UTC  |  Edited by: Connall Tara
While I don't actually mind the way the condor is layed out at the moment I do think it needs a little more to help it stand up with its counterparts. the long range damage projection is awesome but the fitting requirements of light missiles pretty much exclude the addition of anything else particularly meaningful as we'd need at least a MAPC to fit them and then still be DAMN tight if we want to look at getting a mwd on to hold range.

which in turn begs the question why fly one over a kestrel? the role bonus would go some way to this but even then the extra launcher and significantly better damage bonuses of the kestrel kind of make the 3 launcher condor a little... eh?

as a pure tackler it serves pretty well admittedly with its superior locking range letting it make better use of a T2 long point against slower opponents but thanks to being the slowest of the attack frigates its the most vulnerable to counter attack from other fast frigates such as the rifter or the other attack frigates.

the core concept is good, the condor will most certainly look awesome as a missile boat akin to its big brother the crow but it needs a bit more love for people to have any reason to fly it over the kestrel for long range combat or the merlin for closer under 10km range fighting.

of course the kestrel will be getting a revamp as well but we can only assume to get more missile bonuses much like how the condor is currently designed with the exception of having an extra launcher and most likely a better/ the same slot layout for the job. you of course get rocket kestrels as well which admittedly don't have access to the 4 mids needed to make a real rocket kite boat work but will do 150dps to the condor's 70 or so.

it leaves the condor in a curious niche where it can't fight close up anywhere near as well as a merlin or fight at range anywhere near as well as a kessie. while slotting into a little spot inbetween perhaps as a rocket kite ship the significantly low dps will often leave it outclassed by a good number of potential opponents, Scorch amarrian frigates alone would be a no win engagement. (which admittedly should be a hard fight due to EM damage but not a near impossible one)

an obvious solution would be to maybe swap the range bonus in favour of a RoF bonus to boost the damage output of the rockets/missiles to be closer to that of the kestrels launchers, but the distinct difference of the condor's superior slot layout (for caldari at least) compensating for the 1 less launcher. (4/4/2 as opposed to the kestrel's 4/3/2)

a kestrel currently gets around 155 dps on a single BCUII fit with its 10% damage bonus and rage rockets.
the condor would be looking at around 115-120 or so with the boost from a 5% damage to a theoretical 10%*

of course this is rage rockets we're talking about with their large splash and significantly reduced effective range down to a "perfect" 9.1km optimal which probably works out closer to 7-8km when you account for targets moving and the like which is admittedly a damn nice sweet spot to work in for a kite ship, at the hard edge of meta scrams without overheat.

its just a suggestion of course but it would give more the impression of an "attack" frigate focused on offense and taking the fight to the enemy.

as it is, the condor will see use at most as an inexpensive interceptor for people who can't fly the other races offerings yet and thats kind of sad, we've all seen the awesome inferno vid where the condor/crow was screaming into combat at high speed to meet the enemy in glorious combat for the state! give us a reason to barrel roll our lopsided manchild of a frigate into the jaws of death!

(numbers asspulled from on evefit with all skills V)

*this is still assuming a BCUII on there mind

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Harvey James
The Sengoku Legacy
#93 - 2012-06-22 13:33:34 UTC  |  Edited by: Harvey James
you guys seem to be talking about frig fights only 1v1 with high skills and experienced pilots and t2 fits...
when you have such skills you fly AF's or bc's.
These attack frigs are designed more for noobs tackle so say in a merc corp you put noobs in cheap t1 fitted t1 frigs as befits there sp's and experience so atm normally a merlin or incursus..combat frigs for quick lock and tackle after that there range dps and tank are of little consequence if they get targeted by a fleet of drones or an AF /dessie they will die fast.
point being the lock speed and ability to point and tackle are more important after that its orbit under guns apply dps and live as long as you can then try to escape if you take a lot of punishment.
these are perfect for that no need to use combat frigs to do the job anymore..

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

Connall Tara
State War Academy
Caldari State
#94 - 2012-06-22 14:25:41 UTC  |  Edited by: Connall Tara
Quote:
you guys seem to be talking about frig fights only 1v1 with high skills and experienced pilots and t2 fits...
when you have such skills you fly AF's or bc's.
These attack frigs are designed more for noobs tackle so say in a merc corp you put noobs in cheap t1 fitted t1 frigs as befits there sp's and experience so atm normally a merlin or incursus..combat frigs for quick lock and tackle after that there range dps and tank are of little consequence if they get targeted by a fleet of drones or an AF /dessie they will die fast.
point being the lock speed and ability to point and tackle are more important after that its orbit under guns apply dps and live as long as you can then try to escape if you take a lot of punishment.
these are perfect for that no need to use combat frigs to do the job anymore..


I don't think Its too unreasonable to plan for higher end levels of combat for these revamped hulls personally. I can only speak from an RvB perspective where these ships often find themselves being used a lot more regularly than in low and null and for typically more jobs than most in our more frigate -> cruiser heavy fleets (for cheap lulz don'tchaknow)

all told I'd hope it'd be an ideal that eventually there won't be any "duff" hulls like we have at the moment, its a fairly wild dream but one ccp is having a crack at either way with the plans for tiericide.

but to make these ships SPECIFICALLY as tacklers? nah. while the role bonus certainly sets them up as superior tacklers to the combat frigates I don't think it should be the only thing they should do, that's what interceptors are for after all. the T2 ships being specialised for specific jobs. the assault frigates specifically for frontline combat, the interceptors for high speed tackle, the bombers for.... bombing...

you get the idea ^_^

if you can think of combat frigates being say; 30% damage oriented, 25% tackle oriented, 30% tank oriented and 15% speed oriented I don't think it'd be unreasonable to say that attack frigates are more intended to be layed out as 25% damage, 30% tackle, 15% tank and 20% speed in their conception; while the T2 frigates would polarise these numbers a good deal more, say 70% tank/gank while 30% tackle/speed for assault ships. these random percentages aren't accurate of course and more conceptual, you don't use harpies specifically as tacklers after all but you might very well want to try it with the new slashers.

i'm just pulling these numbers out of my ass for the sake of a description here but to have the attack frigates as "noob tackle frigates" seems a bit, I dunno, unimaginative? While they will indeed be more tackle oriented than the combat frigates I'd like to think of them more as the "first wave" of attack rather than just the initial point who's job is only to hold on and not die long enough to others to turn up. give the noobs a chance to get their teeth in after all.

What I suppose i'm getting at is I don't think that T1 ships should not outright say "THIS DOES THIS!" but have inclinations to steer you towards styles of play but not outright lock you in them with particular hulls. that's what the T2 ships are for. T1 gives you more options than T2 but T2 is significantly better at those specific things.

Its all just spitballing on my part of course, should probably save these ideas for the next podcast ^_^

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Mira Lynne
State War Academy
Caldari State
#95 - 2012-06-22 18:02:08 UTC
Harvey James wrote:
Snip

Plenty of Experienced pilots still fly in T1 Frigs. Plenty of said pilots do so solo.
Just because I can fly an AF or a Ceptor, doest mean im going to.

Also, keep in mind that the Condors already bloated sig and anemic speed is further worsened by loading T2 Rockets/Light Missiles - Which are needed to gain any meaningfull DPS/Range out of Rockets.

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Harvey James
The Sengoku Legacy
#96 - 2012-06-22 21:25:33 UTC  |  Edited by: Harvey James
yeah i never wrote that :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

RavenTesio
Liandri Corporation
#97 - 2012-06-22 23:01:56 UTC
In my opinion the ship changes while I will agree this new stance on not having some arbitrary artificial limitations because of the Tier they are suppose to be is awesome, the problem is they are all becoming far too good at far too much.

While I do agree the Frigates do need to be rebalanced to make sure that they are all useful in their own way, instead the reality is that they are all becoming far to damage and tank orientated. As such it will be a case of what you like the look of rather than what will be the most useful in a given situation.

Realistically the Rookie Ship, should be the only "Jack-of-all-Trades" ship in EVE.
The rest should have a focus to them.

For example Bantam, Burst, Navitas and Tormentor should be Frigate Logistics Ships, with a Tech 2 Dedicated Variant.
Dedicated "Long-Range" platforms instead should be Inquisitor, Kestrel, Tristan and Breacher. This would bring them in-line with the Tech 2 Stealth Bomber variants.

Really this is a case of looking at the Tech 2 variations, most of them are used for very specialised needs; the Tech 1 shouldn't be quite as good at the dedicated task, to provide a little better versitility in that respect but should still be more focused.

I would also recommend that the Navy Issue Frigates (Hookbill, Comet, Firetail and Slicer) instead of simply being "better" ships they are given a Tier 3 role... look at it like this, the Tier 3 Battleships (Rokh, Abaddon, Hyperion and Maelstrom) are fantastic at their jobs as "Jack-of-all-Trades" Battleships. Tier 3 Battlecruisers are incredibly good and useful as Battlecruiser-size Destroyers.

If we look at the Navy Issue ships in the same way, they could be simply well rounded ships that could be used for any given role. This wouldn't make them AS useful as the dedicated T2 platforms, but would make them far more useful as very generalised ships allowing them to fit more roles on the battlefield.

I would also argue this should the be same for the Pirate Faction ships as well, right now the whole thought of Tech 1 < Navy < Pirate is stupid and leads to a massive gap in terms of usability. It also doesn't really provide a good focus for if / when these pirate factions become their own entities (something ALOT of players want)

Instead these ships should have their own focus, be it being pure damage, speed, e-war or tanking platforms to suit how that given Pirate Faction operates. Most of the pirate faction ships are alright, but the Dramiel, Cynabal and Macherial frankly do everything better than every other ship in their class.

I will also add, FRIGATES SHOULD NOT USE DRONES. Now putting aside my own person irriatation with nearly every damn ship in the game using drones, when they should be on specialised platforms ... from a Lore stand-point a Frigate using drones makes no damn sense. The Gallente developed them as a means to combat Frigates, now I'm not against specialised Frigates holding them (i.e. Worm) but this should be at the expense of Cargo Hold.

In-fact I would go as far to say that Drone Bays should be a High-Slot Module that has a fitting cost similar to launchers, but also an additional cost of Cargo Bay. We should be choosing between Weaponry OR Drones, not having both as an option.
Mira Lynne
State War Academy
Caldari State
#98 - 2012-06-23 02:11:41 UTC  |  Edited by: Mira Lynne
Harvey James wrote:
yeah i never wrote that :P

I was referring to this:
Harvey James wrote:
you guys seem to be talking about frig fights only 1v1 with high skills and experienced pilots and t2 fits...
when you have such skills you fly AF's or bc's.

The part about the condor wasnt directed specifically at you. Should have clarified that.

RavenTesio wrote:
1:For example Bantam, Burst, Navitas and Tormentor should be Frigate Logistics Ships, with a Tech 2 Dedicated Variant.

2:Dedicated "Long-Range" platforms instead should be Inquisitor, Kestrel, Tristan and Breacher. This would bring them in-line with the Tech 2 Stealth Bomber variants.

3:If we look at the Navy Issue ships in the same way, they could be simply well rounded ships that could be used for any given role. This wouldn't make them AS useful as the dedicated T2 platforms, but would make them far more useful as very generalised ships allowing them to fit more roles on the battlefield.

4:Instead these ships should have their own focus, be it being pure damage, speed, e-war or tanking platforms to suit how that given Pirate Faction operates. Most of the pirate faction ships are alright, but the Dramiel, Cynabal and Macherial frankly do everything better than every other ship in their class.

5:I will also add, FRIGATES SHOULD NOT USE DRONES. Now putting aside my own person irriatation with nearly every damn ship in the game using drones, when they should be on specialised platforms ... from a Lore stand-point a Frigate using drones makes no damn sense. The Gallente developed them as a means to combat Frigates, now I'm not against specialised Frigates holding them (i.e. Worm) but this should be at the expense of Cargo Hold.


1: Have to disagree: Logi is a SPECIALIZATION. T1 Ships are Versatile (Can fit RR/Shield Transporters) While T2 Ships are Specialised (Logi ships are nigh on useless at anything that doesnt involve Remote Armor Reps/Shield Transporters/Energy Transfers/Tracking Links) As such, I can't agree with T1 Ships having Logi bonuses (Note: Includes T1 Logi Cruisers - turn them into Combat Cruisers) Though I fully agree with a T2 Logi Frigate.

2: Please dont shoehorn my Missile ship into long range. I want to brawl with rockets. Try and stop me from doing so.

3: Disagree. They are currently pretty versatile.

4: No. This would kill versatility and make these ships too predictable - though there needs to be some dignificant balancing between these faction ships (See: Daredevil vs. Succubus)
And yes, Angel ships are still overpowered.

5: Tell me how a frig using Drones makes no sense. Though I agree that Using drones should come at the expense of Turret/Launcher DPS, and that too many ships have too many drones.
While I dont use drones, statements like this irritate me. Drones are a weapon system, and weapon systems are meant to be used. Why should someone that wants to specialize in drones be completely boned when it comes to Frigates?
From a Caldari Missile user, all we and our Gallente DroneBros want is alittle equality between the different weapon systems.
(Ill admit, our DroneBros have it slightly worse than we do ATM)
But thats a post for another thread.

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Aglais
Ice-Storm
#99 - 2012-06-23 05:13:10 UTC
RavenTesio wrote:


I will also add, FRIGATES SHOULD NOT USE DRONES. Now putting aside my own person irriatation with nearly every damn ship in the game using drones, when they should be on specialised platforms ... from a Lore stand-point a Frigate using drones makes no damn sense. The Gallente developed them as a means to combat Frigates, now I'm not against specialised Frigates holding them (i.e. Worm) but this should be at the expense of Cargo Hold.

In-fact I would go as far to say that Drone Bays should be a High-Slot Module that has a fitting cost similar to launchers, but also an additional cost of Cargo Bay. We should be choosing between Weaponry OR Drones, not having both as an option.


How high do you even have to be.

Drones ARE weapons, sir. Consider them bonus turrets that you launch out of your ship that can move independently of you, not extra tiny ships or something. What you are advocating would KILL drones. It makes even less sense from a lore standpoint than what you mentioned. It's not like you have to 'install' a drone bay like you would a missile bay; it's an area already built within the ship that is a specialized holding zone for drones. Besides, non-specialized frigates only really hold one or two drones anyways, so what's the big deal? Also, the last time I checked the Worm already doesn't have a stunning cargo hold. Nor do any drone boats often have loads and loads of CPU to spend frivolously. Gurista ships, actually, are very tight on CPU. You don't need to nerf their cargo holds as well for some kind of new "balance" to take place, because all you'll do is wreck the ships. Apologies for the fact that this post doesn't actually have anything to do with attack frigates.
Nova Fox
Novafox Shipyards
#100 - 2012-06-23 08:08:29 UTC  |  Edited by: Nova Fox
While I have to agree the role bonus is a bit 'touchy' its really hard to make that bonus any more generic without overstepping into other roles. However then comes problem 2 tech 2 speicalization roles that further break this bonus down into somethings peicfic such as range bonus or effectiveness.

Now then lock range should be adjusted against lock speeds so the longest locking ship should have the slowest of all the lock speeds. Adjust it so that the fastest ship naturally has the largest signature of the four. Becuase art limits the numbe rof guns try to adjust the damages to be near on par with each other if no wepaon changes are planned. It is probably much easier to adjust ships to compensate for a weapon change than to wait on one but then agian im not QA or a dev.

Cargo Space, should be also a consideration for balances as well we dont need players stuffing thier cargo holds ful of cap batteries to run thier ships longer than the intended 'strike.'

Overal HP Grid CPU and slot boost is welcome. However we're now dangerous approaching stepping on tech 2 ship's toes It should be highly considered to do the tech 2 frigates adjustsments before moving onto crusier sized hulls as many of these newer hullls could almost put a tech 2 version to shame at times.

Please consider naming these strike frigates they're only designed to go in smack the enmy and not do it for long. attack infers (as a former military) much heavier damage against unlike targets in eve's case a non-frigate ship.

Also are any of these ships getting thier descriptions updated to the teir 3 BC format?

Finally military versions of the starter frigates? are we ever going to get them?

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