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Attack frigate changes

First post First post
Author
Scozzy
Center for Advanced Studies
Gallente Federation
#121 - 2012-06-25 13:40:51 UTC
Galphii wrote:
I don't find frigates to make great snipers - damage at range is typically pretty poor, and having only 2 or 3 guns reduces it to laughable levels. It shouldn't even be a consideration for a ship class that's supposed to be ideal for scouting and tackling.


I see your points, but frigate-on-frigate would be like BC on BC, they have less overall HP but the guns are weaker, even laughable. this would make for a decent engagement duration. Much as I'd rather not, I know you're right. I think ti should be a consideration as anything could change if CCP makes it viable. In any case, I'm just looking to help with the Tormentor suggestion pool and that's all I could think of feasibly for now. Thanks for the feedback~
Deena Amaj
Native Freshfood
Minmatar Republic
#122 - 2012-06-25 17:12:39 UTC
Bloodpetal wrote:
"Strike Frigates" or something might work better and overall in the naming Scheme

Combat Ships VS Strike Ships (or something like that). Attack and Combat are very close to being synonymous.


Other than that ::

The role bonus really caught me off guard!

The changes look pretty decent for the T1 setups. They do seem to really look on par with the T2 interceptors- asking that they get a healthy boost when you get there.

The extreme targeting range variance seems to be a bit imbalancing. I understand 5-7 km locking range difference, but 12.5 km from top to bottom? That's a 30% difference. That means 1 Sensor Booster in the mid would get a Slasher to a Condor. You're essentially forcing a slot to be used for a sensor booster.

For the Slasher it seems like you're going for an Artillery platform with the tracking bonus (or really good at killing drones with the autocannons), but I find that at the upper end of 3,000m/s Artilleries aren't going to hit anything, pretty much no matter what! So, I wonder if a respectable falloff bonus would be preferred to get Autocannons (t2 barrage at least) to reach closer to 15+KM or so.

I think it's a healthy change to these ships, and it really is taking me some time to accomodate the idea that these ships aren't going to suck anymore! It's hard to really draw a good balancing point with these frigates because they feel a lot better on paper than they have ever been before, and I think there's some great potential here.

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



Yo :D.
You and me both, bro. Hehe.

I had posted a similar posting to the respective names like you did here just now; focusing roles of frigates on the specific tagged prefix.

STRIKE frigate allows us to give specific roles and differentiate (spelling/doesthiswordexist?!) from other ones, say a "Scout Frigate" like the Minmatar Probe.

I thought I'd tag this eve forum link of mine to what you said:
https://forums.eveonline.com/default.aspx?g=posts&m=648436#post648436

But to save the time of clicking, here is an excerpt what I said in that post - ignore the bad diction please :) :

Quote:

The ships found under the current FRIGATE category [Rifter, Slasher, Condor, Etc] could be re-categorized into separate general terms of ship classes that would hold key aspects respectively. The mentioned ship hulls as imagined examples would be representative in several sorts of naval umbrella terms.
In short, we would see the Rifter hull in class/market dropdowns found across specific ship classes like Corvette, Skirmisher, Raider etc -- yet no longer in FRIGATE.

Also, we could play with general ship class names and terms. When using the dropdown. The specific combination would appear also as the ship's "ROLE:" in the ship's info/description.

So A (Role) + B (Class) = AB
Example 1 : Like "Escort + Frigate", "Scout + Frigate", "Strike + Frigate" etc ->
The first term describes its key role and also defines their general aspect. This also brings specific virtues regarding survivability.

Sticking to the current Eve-frigate term of Rifter in this example:
We'd have a Rifter with several role variants as an Escort Frigate; Scout Frigate; Strike Frigate etc
Instead of the two-in-one ship bonus "Dmg and Tracking Speed", we would see some 3 or 4 pairs including the "Role Bonus" aspect based on their primary role name.
Better would be to have different categories regarding bonuses to maintain overview. Perhaps even as a separate tab; meaning to have separate "Description/Lore" and "Ship Bonuses" tabs.






As for the Slasher, the stats etc look solid and since it is a T1-ceptor after all, I find these changes fitting.

Of course, there are always things to suggest.

As said just now, the "light frigates" here are obviously t1-ceptors, but I find it imperative that not all role bonuses should be the same across the board.
The awesome of eve ships was always their respective differences and not equality (let's ignore 1:1 ship balancing for now).

To keep it short, Slasher should have something different. A weak yet different role bonus than the 4x prop-jamming.

Give it ~5% range to jamming, give Condor -5% signature radius etc - these are wild suggestions.


OR

Feature the Afterburner Speed Bonus across all four frigates.


Just saying :).


On the side note,
I wanted to suggest splitting Ship bonuses from the "Description/Lore" tab and introduce an extra info tab called "(ship) Bonuses".


Likewise, the other small suggestion I had was that these specific light frigates - Slasher, Condor, etc - could deal MODULE dmg (like when overheating too long) when engaging enemy cruiser-size and larger ships.
Would/Could raise the significance of a subsystem-targeting yet fragile frig as well as the need for Nanite Toothpaste Paste.

But I will open a separate idea thread.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Dilly Dallyer2
Ministry of War
Amarr Empire
#123 - 2012-06-25 19:01:48 UTC
Liking the fact that Gallante are now almost as fast as mini BUT their ship is lighter ( prop mods have more effect so might actually be faster in MWD) and more agile.

Could this be the first step in larger hybrid hulls no longer sucking.
Jenn Ji'e'toh
Native Freshfood
Minmatar Republic
#124 - 2012-06-25 19:20:41 UTC  |  Edited by: Jenn Ji'e'toh
I personally think that most of the changes are quite nice. The only real complaint i have is that the executioner needs a tracking speed bonus. Laser naturally have a low tracking speed and can easily be out maneuvered.

The slasher (projectiles have good tracking, but still nothing to a blaster) The 7.5% bonus to tracking is invaluable i would honestly rather loose the damage bonus then the tracking bonus.
the executioner needs some decent tracking
the condor ( well rockets never miss)
the atron is either a kite or it's blasters have good tracking, and they pack a punch.


As for the slasher 4 mids well that is actually makes sense. It lets the slasher dual prop, dual web, or though on a td. Seeing as mimatar are the speed tanks this mid would be a very good addition allowing it to dictate the fight better.
Mira Lynne
State War Academy
Caldari State
#125 - 2012-06-26 01:45:28 UTC
Bouh Revetoile wrote:

125mm have a bad range and have low damage. Rockets outdps them beyond 2 or 3 km.

Rocket with this bonus have a range of 15km so you have very good chance of hitting your target at 10km, out of scram range. At this range, scorch only is able to outdps you, and that's not even considering missile rigs. I bet you can achieve a 20km range with rockets in this ship, which is around 15km effective range a lot more if your target is burning at you.

Problems you are referring to are light missiles and rockets problems, not condor ones



Yes, 125s have poor Range. Not such a big issue when your #1 Threat orbits you at 500. Their Increased Tracking before the tracking bonus is also helpful.
If youre fitting your slasher for Tackle, then 125 would be the best choice for the reasons above. Also, 3PG Use in total for guns means its that much easier to fit Dual Prop.
Have to disagree - its not entirely Missile Problems, its also 'Caldari ship' Problems (Namely, all the disadvantages I stated before)
Problem being that 'Caldari Ship' Disadvantages, while not a HUGE issue (Emphasis on huge, incase you missed that) on other ships, it IS on a ship with the intended role of the Condor, where those 'minor' disadvantages are a huge issue.

[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

Galphii
Caldari Provisions
Caldari State
#126 - 2012-06-26 04:00:25 UTC  |  Edited by: Galphii
Scozzy wrote:
Galphii wrote:
I don't find frigates to make great snipers - damage at range is typically pretty poor, and having only 2 or 3 guns reduces it to laughable levels. It shouldn't even be a consideration for a ship class that's supposed to be ideal for scouting and tackling.


I see your points, but frigate-on-frigate would be like BC on BC, they have less overall HP but the guns are weaker, even laughable. this would make for a decent engagement duration. Much as I'd rather not, I know you're right. I think ti should be a consideration as anything could change if CCP makes it viable. In any case, I'm just looking to help with the Tormentor suggestion pool and that's all I could think of feasibly for now. Thanks for the feedback~

I'm of the opinion that the mining frigates would make great logi ships, capable of keeping up with a frigate fleet and providing light support. Anything bigger than a frigate would slow that fleet down, so I think it's a nifty idea.

At the moment, I see the Tormentor as straddling the line between the Punisher and what the Crucifier will be (drone frigate), with partial laser and drone capabilities. It's popular because of its three mid slots, something the Punisher sorely needs, but until it does the Tormy will be stepping on its toes.

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

Bouh Revetoile
In Wreck we thrust
#127 - 2012-06-26 08:28:49 UTC
Mira Lynne wrote:



You cannot compare a weapon with 15km range with a weapon with 4km range and hope the long range one to be as powerful and easy to fit ; moreover when this weapon don't lose one point of dps between 0 and 15km. And you forgot the very low dps of 125mm. Reading you, 125mm seem OP ; they are not, or not more than any other projectile turret.

If caladari advantages don't suit your playstyle, play another race ; you seem to envy a lot minmatar. Merlin is quite good I heard ; as are the Tengu and the Drake, and Caldari EWAR is often regarded as OP, and they are the best shield tanker and have the best damage application over range.

As I said, this ship is a little 100MN tengu. It's not the fastest nor the more resilient nor he have the hardest hitting weapons, but damage application of missiles, very good shield and very good speed make it one the best kiter in the world of T1 frigates. It's not invincible, nor OP, but it have everything it need to be very good. The only way to kill this frigate will be to catch it at close range, and that will be hard if it's fitted for kiting. This frigate don't have OMG stats, but it doesn't need so.
X Gallentius
Black Eagle1
#128 - 2012-06-26 17:53:42 UTC
Dilly Dallyer2 wrote:
Liking the fact that Gallante are now almost as fast as mini BUT their ship is lighter ( prop mods have more effect so might actually be faster in MWD) and more agile.
Don't MWD's have a set percentage increase in speed? Doesn't less mass affect afterburner speed?
Kuehnelt
Devoid Privateering
#129 - 2012-06-27 01:07:16 UTC  |  Edited by: Kuehnelt
1. These ships have always had 'double weapon bonuses'. Look at them today, on TQ. Although historically the Punisher out-damaged the Executioner even without the Executioner's damage bonus; the new Executioner will do the same damage as the Punisher, letting every Amarr pilot decide if he wants tank vs. speed and agility and versatility...

2. 20km target does not discourage the use of long points. It encourages training of Long Range Targeting. The Malediction, which has a point range bonus, also has a base targeting distance of 20km.

3. Three locus rigs and DLP+Scorch let the Executioner kite at 15km. 5km less than the Slicer, but with more EWAR or a better tank and much better cap due to the role bonus. I'd like to try out a TD Executioner, or a slingshot-resistant web Executioner.

I'm very happy that my go-to frig for shuttling/skulking/BMing/scouting will receive such a generous slot allotment :)
John Nucleus
24th Imperial Crusade
Amarr Empire
#130 - 2012-06-27 01:31:27 UTC
My tormentor 2c:

I'm using it as a brawler and I'm having a lot of fun.

I like that it has only 2 turrets. It frees up resources to fit other module and it doesn't need to waste a bonus to improve its capacitor. It also has a great slot layout, it gives a high utility slot+good range control+good tank with decent damage.

Also, the fact that it use drones makes flying it a more challenging and rewarding experience.

You did a fine job with this ship CCP. Iterating over it is fine but please don't rush changing it completely.
Moonaura
The Dead Rabbit Society
#131 - 2012-06-27 01:54:38 UTC
Hey CCP Ytterbium,

My main issue with both the Condor, and the T2 Interceptors, is their lack of speed combined with their very slow agility. Combine that with the second largest signature, and only two low slots, and you end up with an interceptor and T1 variant Condor, that can't really compete speed wise to the other race, or anywhere near as close.

Having the lowest speed is fair enough, Caldari aren't meant to be fast, but Caldari are supposed to have very good agility, but here, they are bottom on the stats, and frankly, this double combo, really hurts.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Sine DeusNomine
Chimera Guardians
#132 - 2012-06-27 02:28:54 UTC
I agree with most people condor is getting a major short end of the staff.

Anyone who says that it gets a 32 km lock range as a bonus gives them a huge advantage well not really.

As a tackle ship your flying yourself between 10km to 24km depending on if you are going disrupter or scram web style 32 km lock on range gives you **** here really.

So really every ship here is able to easily reach the 24km targeting range needed to tackle successfully if they put there skills in the right area.

Alot of people talk about the MSE tech 2 but to fit that your giving up so much no new player can even think about putting that on. And for the tech 2 small shield extender any experienced player knows that does crap.

My Ideas for a condor.

Caldari is that ship that is a warp dissrupter user. they need to operate in that 18km to 24km range to be successful in there intercepters

1 there speed agility should be messed with 2.85 agility with around 420 speed.

Now caldari frigate role bonus needs to be changed. so there rockets hit from that range I think. Light missiles should not even be on there role bonus. Kestrel is getting revamped and that should be the caldari Light missile boat of frigates.
I think a 15% velocity bonus with a 3% damage/flight time bonus would be great for these.


Not going to lie but you really screwing Tech 2 incerceptors as a whole here. I personally look at the past 3 week I have spent training my interceptor skills and go damn guess I am not touching them now. You are going to have to do a speed/agility boost to the current interceptors in one way or another to give a reason for people to use them anymore.
Alticus C Bear
University of Caille
Gallente Federation
#133 - 2012-06-27 10:30:03 UTC
Are these on the test server yet?
John Nucleus
24th Imperial Crusade
Amarr Empire
#134 - 2012-06-27 12:15:57 UTC
John Nucleus wrote:
My tormentor 2c:

I'm using it as a brawler and I'm having a lot of fun.

I like that it has only 2 turrets. It frees up resources to fit other module and it doesn't need to waste a bonus to improve its capacitor. It also has a great slot layout, it gives a high utility slot+good range control+good tank with decent damage.

Also, the fact that it use drones makes flying it a more challenging and rewarding experience.

You did a fine job with this ship CCP. Iterating over it is fine but please don't rush changing it completely.


Wow I must have smoked something, I really thought the tormentor had a bonus for drones damage instead of capacitor bonus...

CCP Ytterbium
C C P
C C P Alliance
#135 - 2012-06-27 15:22:19 UTC
Update:


EXECUTIONER:

  • Powergrid: reduced from 45 PWG to 42 PWG


CONDOR:

  • Frigate skill bonuses: changed to +10% kinetic damage to rocket and light missile damage per level (original thread post forgot to mention the damage was only applying to kinetic, apologies for the unintentional trolling people Blink)
  • Powergrid: reduced from 40 PWG to 34 PWG
  • Targeting range: reduced from 32.5km to 30km


ATRON:

  • Powergrid: reduced from 42 PWG to 37 PWG
  • Targeting range: increased from 22.5km to 25km


SLASHER:

  • Targeting range: increased from 20km to 22.5km


TORMENTOR:

  • Fittings: increased turret slot amount from 2 to 3. No changes to powergrid and CPU however. Plan is to have it as the most damaging variant of the Amarr combat frigates, while the Punisher favors resilience (comparison can be made with the Armageddon versus the Abaddon on a battleship level). We'll keep on eye with this change (along with the Merlin) to determine if they are over the top.


MISSILE CHANGES:

  • Rockets: damage increased by 10%
  • Light missiles: damage increased by 10%, explosion radius decreased from 50 to 40m
Kalaratiri
Full Broadside
Deepwater Hooligans
#136 - 2012-06-27 15:37:29 UTC  |  Edited by: Kalaratiri
CCP Ytterbium wrote:

MISSILE CHANGES:

  • Rockets: damage increased by 10%
  • Light missiles: damage increased by 10%, explosion radius decreased from 50 to 40m


Just to clarify this for myself, is this all rockets?

Because if it is, I think thats a bit of a badly thought out idea. In terms of applied damage, the hawk and hookbill are already among the best frigates in the game, with the hookbill getting a 100% bonus to kinetic damage rockets at caldari frig 5, so it hits like it has 6 launchers instead of 3. This is the best damage bonus of the faction frigs already, due to having 3 weapon slots instead of two like the rest. And you're planning to increase this further by making rockets do more damage?

As for increasing light missile damage, I rather approve of that idea Big smile

Edited to add:

A simple way to get around the hookbill problem would just be to drop it to 2 weapon slots like all the other navy frigs. Rockets are not the feeble crap they used to be, and the hookbill really doesn't need the extra weapon to make up for it's ammo.

She's mad but she's magic, there's no lie in her fire.

This is possibly one of the worst threads in the history of these forums.  - CCP Falcon

I don't remember when last time you said something that wasn't either dumb or absurd. - Diana Kim

John Nucleus
24th Imperial Crusade
Amarr Empire
#137 - 2012-06-27 15:52:13 UTC
CCP Ytterbium wrote:

TORMENTOR:

    Fittings: increased turret slot amount from 2 to 3. No changes to powergrid and CPU however. Plan is to have it as the most damaging variant of the Amarr combat frigates, while the Punisher favors resilience (comparison can be made with the Armageddon versus the Abaddon on a battleship level). We'll keep on eye with this change (along with the Merlin) to determine if they are over the top.



So a 4-3-4 slot layout? This looks damn good... plus 2 drones...

Was about to ask for a bigger drone bay but I feel bad asking for more...
Bloodpetal
Tir Capital Management Group
#138 - 2012-06-27 15:56:51 UTC  |  Edited by: Bloodpetal
I agree rockets are solid DPS now.

There used to be a day and age when rockets were scoffed at, but those are LOOONG gone. The reliable and effectively consistent DPS of rockets is perfect at the moment.

Light Missiles I agree can be more potent. I don't know if they really need more DPS or just a higher rate of fire. 15 to 12 Second Rate of Fire on Light Missiles is the same as Heavy Missile Launchers. You figure they should fire a LITTLE bit faster than their larger counterpart?

A lot of the time by the time your first light missile reaches the target, the other target has shot you, reloaded ammo, pulled up his boot straps, warped in another 20 guys, etc.

12 seconds is a looong time for frigate combat.

Where I am.

CCP Ytterbium
C C P
C C P Alliance
#139 - 2012-06-27 16:10:08 UTC
That's good points regarding the rockets; the missile changes are most likely to be delayed until after the Attack Frigate overhaul anyway, but thought it wise to bring it to the discussion now to see what the player base thinks about it. If it's crazy over the top it won't make it past this thread.
Kalaratiri
Full Broadside
Deepwater Hooligans
#140 - 2012-06-27 16:17:25 UTC
CCP Ytterbium wrote:
That's good points regarding the rockets; the missile changes are most likely to be delayed until after the Attack Frigate overhaul anyway, but thought it wise to bring it to the discussion now to see what the player base thinks about it. If it's crazy over the top it won't make it past this thread.


Glad to hear it Smile

Like Bloodpetal said, a ROF bonus to light missiles would actually not go amiss. Don't get it at low as the 2/3 seconds the rockets have, but maybe 6 or 7?

She's mad but she's magic, there's no lie in her fire.

This is possibly one of the worst threads in the history of these forums.  - CCP Falcon

I don't remember when last time you said something that wasn't either dumb or absurd. - Diana Kim