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Suggestions for Tech 1 cruiser changes

Author
Ruareve
Caldari Provisions
Caldari State
#1 - 2012-06-27 17:25:30 UTC
I'm not discussing Amarr ships as I won't fly anything Amarr so I don't feel qualified to accurately assess them.

Cruisers- The work horse of any Navy. These ships are cheap enough to use in a variety of ways but versatile enough to fill a multitude of roles.


Caldari-
Osprey- Shield logistics cruiser but the fitting is so tight it's difficult to really use this ship in combat. So many compromises have to be made for logistics use so let's fix that problem. First get rid of the mining bonus, not needed with the changes to barges and exhumers. Instead how about a role bonus of -40% CPU for shield transfer modules. Combined with the already existing 10% reduction to capacitor use and 500% to transfer range we now have a great tech 1 logistics ship while still not stepping on the Basilisk's toes. Finally add one more low slot to bring the total mids/lows up to 8 like the higher tier cruisers.

Caracal- This is the lone missile boat in the caldari cruiser line up. Even worse the bonus to missile velocity makes this a sniper missile boat. Ew. Remove kinetic boost and add a RoF boost ala drake changes. Change the velocity boost to a damage boost. Add a low slot (bringing up to 8 total mid/low) and boost CPU up to 450. The Caracal is still not a brawling ship, but it is a multi-role tech 1 missile boat, something Caldari desperately needs to make a smooth transition from frigs to BC's.

Blackbird- I honestly can't see any changes to be made here, the BB is just about perfect for it's EW role.

Moa- This is supposed to be the Caldari brawler but it fails miserably. The biggest weakness of the Moa are it's mid slots. Currently it only has four and this is just not enough for a ship that's supposed to close to short range. Move one low up to the middle retaining the 8 slot layout but making more sense for a shield ship. The bonus needs changing as well from hybrid optimal range and make it a 5% bonus to hybrid damage instead. A brawler is all about tank and gank and range is not needed when you are trying to close in tight anyway.

Gallente-
Vexor- The first true drone boat and a fun ship to fly. The biggest problem is the limited drone bay size. Change the hybrid bonus into a 20% bonus to drone bay size per level allowing much better drone options. Add one more mid slot to allow more options for drone boosting. The Vexor will have less damage from it's turrets but the added utility from having additional drone options will let this ship by a multi-role platform.

Celestis- The only change I'd make here is to change the damage bonus to a range increase on damps. As an EW platform the ship should be focused on filling it's role, not adding damage.

Exquoror- First, add another low slot to bring the total to 8 mids/lows. Next dump the cargo capacity boost and instead give the same -40% CPU to transfer (armor) module the Osprey gets. Now you have a dedicated logistics platform that doesn't impinge on the viability of tech 2 logi's.

Thorax- The Gallente brawler and it's almost exactly what it needs to be but the MWD bonus just doesn't fit. Instead of a cap reduction how about a 5% per level boost to MWD speed. Alternately skip the MWD all together and add a 5% bonus to hybrid optimal.

Minmatar-
Rupture- The ship all other brawling ships aspire to become. No changes need to be made.

Stabber- I realize a lot of people won't want this ship changed because they use it as a bumping platform, but I think this should be a multi-role ship instead. Leave the RoF bonus but get rid of the velocity bonus and instead put in a 5% tracking bonus. Next drop a high slot down to the mids and add a low to bring this ship to 8 mids/lows. Ideally suited to fighting smaller ships just like the other multi-role cruisers.

Bellicose- Target painter bonus? Really? Lets make this ship useful like the other EW ships and give a 10% bonus to stasis webifier range and remove the RoF bonus. Toss on an additional mid slot to bring the total to 8 mids/lows and now you have an EW platform you actually want in your gang.

Scythe- Another case of what were they thinking. Tracking links? How about we fit the theme of Minmatar of versatility and make this ship fit the role of a real logistics ship. Dump the mining bonus and we'll leave the tracking as is since some people actually like having the option. Give the role bonus of -40% CPU to shield and armor transfer modules. Then put in a 7.5% reduction to capacitor use for shield and armor transfer modules. Not quite as efficient as other logi's but fully capable of repping for either armor or shield since Minnie's do both. Make the 500% range apply to both tracking links and the transfer modules.


Each empire has a brawling ship, multi-role ship, logi, and an EW platform. There are no tier advantages rather each ship has it's own pro's and con's based on what each pilot wants to fly. No ship should be better than the others hands down, rather each one fills a role and the outcome should be based on piloting. There we go, my take on how Tech 1 Cruisers should be balanced. Tune in next time for a look at Tech 2 cruisers.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Gypsio III
State War Academy
Caldari State
#2 - 2012-06-27 19:48:39 UTC  |  Edited by: Gypsio III
So you think the Caracal needs more CPU but not more PG? Right...

The Moa is not supposed to be a brawler, it's supposed to be a sniper. I know that doesn't work, but making it effectively a shield Thorax is not a good idea. Keep the optimal bonus; switch the resist bonus to damage, mini-Naga-like.

The T1 Minmatar ewar is target painting, not webbing. Complaining that Minmatar T1 ewar is weak is like complaining that Caldari ships are slow - it's supposed to be that way, Minmatar are supposed to have a racial weakness in electronics and ewar, just as they had a racial strength in mobility and sig.

A range bonus for RSDs is close to worthless.

Have you seriously suggested giving the Thorax a hybrid optimal bonus? Can't be bothered to read the rest after that.
Mira Lynne
State War Academy
Caldari State
#3 - 2012-06-27 21:26:17 UTC
Ruareve wrote:
Snip

Simply some ideas:

IMO, T1 Logi is bad - T1 ships are Versatile, T2 are specialised. Logi is a specialisation. Any ship can fit a Remote Repper/Shield Transfer and go to town, but a ship needs major bonuses and specialisation to be good at Logi - with the removal of the Mining Bonus, the T1 Logi ships would become Specialised - something that T1 ships arent supposed to be.
With this in mind, I believe that the T1 Logi hulls should become Combat Hulls. Examples below.

Moa: Hybrid Damage and Hybrid Range
Role: Long Range Rail, Medium Range Blasters.
5 Highs, 5 Turrets
5 Mids
4 Lows
10m3 and 10mb/s

Osprey: Shield Resists and Hybrid Damage
Role: Medium Long Range Rails, Extreme Close Range Blasters
6 Highs, 5 Turrets, 1 Launcher
5 Mids
3 Lows
25m3 and 25mb/s

Osprey would be Slightly Faster, have Slighty Lower Mass and Slightly Better Agility. Better PG but Worse CPU. Larger Base Capacitor, but less Cap/Second Regenerated (Osprey: Short Sprints with MWD to get into Blaster Range, Moa: Extended MWD use to Maintain Railgun Range) Significantly less lock Range, but slightly better scan Res. Moa would have significantly smaller sig

Caracal: Launcher Fire Rate and Launcher Kinetic Damage
5 Highs, 1 Turret, 4 Launchers
5 Mids
4 Lows
10m3 and 10mb/s

Major PG increase, Minor CPU increase.
Significant increase in Capacitor ammount and Major Increase in capacitor Recharge Time (Larger Pool, slower Recharge)
Major Speed increase

Both the Moa and Osprey could work with either Rails or Blasters, simply with different playstyles. Caracal would be Viable as a HAM Brawler, HML Sniper, or RLML Frig Killer.

[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

Idris Mandela
Tribal Liberation Force
Minmatar Republic
#4 - 2012-06-28 02:15:04 UTC
Ruareve wrote:

Caldari
*snip* for space


When I fly my Caracal in PvP its almost always an RML or Heavy Missile Sniper fit, there is no in between. HAMs suck on the Caracal because of the low base speed and lack of shield bonuses means you can get blown away pretty easy, and since in such case MWDs are mandatory the increased sig radius makes BSes one shot you while at the same time low cap makes shield boosting a *****. Before the new mods came out I would be fitting cap boosters for active shield tanking hoping like hell that would keep me alive while the crappy HAMS with thier **** poor fitting dpsed the targets down.

What I would much rather see is a moderate boost CPU and PG together with base speed and the extra low slot, while leaving the bonuses unchanged. This would make it more viable across a multitude of roles.


Moa

The Moa sucks on so many levels - mixed bonuses that supposedly offer versatilty but because of poor fitting rarely do you see anything outside the sniper fit anyway. I agree that the mid slots need a boost but keep the extra low slot with no changes to PG or CPU, but rather than a dmg bonus I think a bonus to speed would be preferable. This way it retains its options as both a decent up close damage dealer with a good tank ( also with the xtra slot means a bit more damage) while the sniper fit can still work with range and tracking mods on the lows.


Vexor

I dont think extra drone space combined with the already existing damage bonus to drones is the way to go. Firstly it loses its versatility and secondly it would be wayyyyy OP for a ship in its class. Rather provide a bonus to its active armor tank (say 5% armor repair) that way it could go for up close and personal with both guns and drones or maintain distance and use its drone along with links to put out more dps or distance.

Celestis- The only change I'd make here is to change the damage bonus to a range increase on damps. As an EW platform the ship should be focused on filling it's role, not adding damage

Agree, EW ships should be the only T1 specialist ships IMO (outside of mining)

Thorax

I see where you are coming from, but optimal? If its going to be a brawler optimals wont count for a lot in close. The Thorax is a decent ship even without the current MWD bonus so my suggestion would be a 5% dmg bonus to drones instead, this would allow players to choose between fitting for drone dps, guns or a mix of both.


Stabber*snip*

Agree there.

Bellicose *snip*

I am not sure what to make of the Bellicose, the TP thing does kinda suck, and I take issue with the idea that the minmatat is "TP EW race"crap because the T2 variants have bonuses to the much more useful Webbing and Scramming anyway. IMO the whole TP thing needs to be redone, making it a generic EW with moderate range after bonuses while giving the minmatar dedicated webbing ships in T1.

Ruareve
Caldari Provisions
Caldari State
#5 - 2012-06-28 03:16:34 UTC
I like the idea of T1 logi because it offers an affordable way to learn the role. Going from no logi use to hopping in a T2 ship to learn how to play is a bad idea. With all other roles you get a chance to practice with cheap fits, but logi is supposed to drop a few hundred million isk every time they make a mistake? By having the T1 ships focused on a single aspect instead of the multirole the T2 offer you still keep T2 better but allow some room to practice what to do.

Saying minmatar EW is supposed to suck and should be left alone is silly. The whole point of looking at the ships is to give the players reasonable options, and forcing minnie's to only have TP's is a travesty. The Recon ships get a bonus to webs which is great and used but how often do you see minmatar fleets sporting TP ships? Give them something useful.

I like the idea of a drone bonus for the Thorax. Optimal might not be the best way to go but I thought it would help make up for the loss of the MWD bonus. I'm not very particular about how to improve the Thorax's brawling ability, I just think MWD cap is a bad choice.

Giving the Vexor a drone bay boost won't increase it's dmg output, in fact my suggestion decrease's total dps while offering flexibility to load up more then a single bandwidths worth of drones.

I could see a speed bonus for the Moa but it should be limited to the same 8 mid/low as all other cruisers and not have 9. I like the resist bonus as it gives the Moa a different flavor compared to the Rupture with it's double dmg bonus. I think the biggest problem is adding an optimal boost isn't really adding a damage boost and there aren't enough mid slots for a shield tank.

For the Caracal I might have got PG and CPU mixed up. It's been awhile since I fit HAM's and I thought CPU was the issue, but if it's PG then by all means boost that. The Caracal is close to good but needs a little tweaking to make it truly versatile enough to suit missile users.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Idris Mandela
Tribal Liberation Force
Minmatar Republic
#6 - 2012-06-28 03:29:31 UTC
Ruareve wrote:
I like the idea of T1 logi because it offers an affordable way to learn the role. Going from no logi use to hopping in a T2 ship to learn how to play is a bad idea. With all other roles you get a chance to practice with cheap fits, but logi is supposed to drop a few hundred million isk every time they make a mistake? By having the T1 ships focused on a single aspect instead of the multirole the T2 offer you still keep T2 better but allow some room to practice what to do.


I dont disagree with you when it comes to Logi and EW as specialist T1 ships, after all, who using mining barges in PvP?

Quote:
Giving the Vexor a drone bay boost won't increase it's dmg output, in fact my suggestion decrease's total dps while offering flexibility to load up more then a single bandwidths worth of drones.


Drone flexibility is not neccesarily a bad thing, but I think if such an idea were implimented, it should be 10% per level rather than 20%. Also maybe lose a highslot to compensate. Just my two cents.

Quote:
I could see a speed bonus for the Moa but it should be limited to the same 8 mid/low as all other cruisers and not have 9. I like the resist bonus as it gives the Moa a different flavor compared to the Rupture with it's double dmg bonus. I think the biggest problem is adding an optimal boost isn't really adding a damage boost and there aren't enough mid slots for a shield tank.


Well then best to do as you said before and get rid of the low slot and maybe drop in a larger drone bay to somewhat compensate for the lower dps, or get rid of one high slot and make it a dedicated turret ship with no launchers.
Ruareve
Caldari Provisions
Caldari State
#7 - 2012-06-28 03:36:01 UTC
Idris Mandela wrote:


Drone flexibility is not neccesarily a bad thing, but I think if such an idea were implimented, it should be 10% per level rather than 20%. Also maybe lose a highslot to compensate. Just my two cents.

Well then best to do as you said before and get rid of the low slot and maybe drop in a larger drone bay to somewhat compensate for the lower dps, or get rid of one high slot and make it a dedicated turret ship with no launchers.



I thought of 10% at first, but that only gives an extra 50m3 of drone bay, 20% moves the drone bay to 200m3 while still only having 100 bandwidth. So you can carry a full set of spares or a few flights of lights or whatever you feel like.

IMO the MOA is a defensive brawler with it's shield resist bonus. So it won't have the same outright dps as the Rupture but the Moa has a stronger tank. So the two ships fill the same role but do so in a different manner. I don't see a brawler as something with massive DPS, rather I see it as a ship designed for nothing but combat whether that combat is a having a strong tank or if it's about melting the other guys face before he breaks a weak tank.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Idris Mandela
Tribal Liberation Force
Minmatar Republic
#8 - 2012-06-28 03:50:27 UTC
Ruareve wrote:

IMO the MOA is a defensive brawler with it's shield resist bonus. So it won't have the same outright dps as the Rupture but the Moa has a stronger tank. So the two ships fill the same role but do so in a different manner. I don't see a brawler as something with massive DPS, rather I see it as a ship designed for nothing but combat whether that combat is a having a strong tank or if it's about melting the other guys face before he breaks a weak tank.


Thing is what concerns me here is that the Moa's DPS which lets face it - isnt exactly stellar to begin with, will not be able to outlast its opponent even with a stronger tank, since the lower dps ratio will mostly mean it would do piddly damage to a moderately dps heavy ship or even one with average dps and an average-ish tank for its class.
Xhaiden Ora
Doomheim
#9 - 2012-06-28 08:42:05 UTC  |  Edited by: Xhaiden Ora
Mira Lynne wrote:

IMO, T1 Logi is bad - T1 ships are Versatile, T2 are specialised. Logi is a specialisation. Any ship can fit a Remote Repper/Shield Transfer and go to town, but a ship needs major bonuses and specialisation to be good at Logi - with the removal of the Mining Bonus, the T1 Logi ships would become Specialised - something that T1 ships arent supposed to be.
With this in mind, I believe that the T1 Logi hulls should become Combat Hulls.


Not quite correct. T1 ships are not "more versatile" so much as they are less specialized. However they are generally preludes to their more specialized T2 versions in order to ease you into a T2 role. T1 Logistics Cruisers all have Logistics role bonuses they just all have a secondary perk is all. For a newer pilot, Logistics is really only viable on a T1 Logi due to the range from their role bonuses and the capacitor bonuses. Unless they want to be starving for cap and riding the ass of individual fleet members on another cruiser hull.

T1 Cruisers should maintain this theme so that lesser skilled pilots can still fly something in the role they're training towards Tech II for. While older pilots can utilize T1 cruisers as a cheaper alternative to T2 that can still generally fill the same role if needed. Homogenizing the T1 Cruisers isn't in anyone's interest. You'll just end up back in the same problem we already have: 1-2 Cruisers for each race being straight up superior to the rest.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#10 - 2012-06-28 09:43:59 UTC
The Caracal has de same problem as the entire Caldari missile line, but even more extended than the other ships, it needs to be a platform for Rappid assault, Heavy Assault and Heavy launchers, just to much and if you look at it, only the Rapid assault fit is a real succes.

No other ship coes in mind that needs to handle 3 weapon styles, sometimes you can use one for both short and long range though most of the time a ship is good for one, I think they should do so with the Caldari missile cruisers as well.

Remove the entire Rappid assault launcher bonus, it's a anti frigate weapon, thats a destroyer role, they already anounched they want to bring missile destroyers, make those rapid assault platforms.

Turn the Caracal in to a speed tanking Heavy assault platform, and maybe fill in a new ship that can handle heavy missiles and long range.

Maybe we should look at bonusses in explosion radius and vellocity, making it more usefull to smaller ships than the Battlecruisers.