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Attack frigate changes

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Bloodpetal
Tir Capital Management Group
#161 - 2012-06-28 13:07:30 UTC


Rockets > Turret weapons when DPS is not equal.


100 DPS in rockets = 150+DPS in Turrets.

The reason is simple, when **** goes down those 150+DPS turrets really do a lot more like 80DPS. You'll get a critical hit or two that will make up for it, but trust me, go into a fight with a rocket boat with 1.5 times more DPS and the rocket boat will kick your teeth in.

So if you're asking for 10% more on rockets, you're just not going out there and fighting them with rockets and turrets in real situations. Not to mention on most rocket boats you can put a dual web setup and just keep the target pinned and work in FallOFF+ Tracking penalties on the turret which really screws up the turret boat.

Rockets don't really need more DPS.

Light missiles obviously do, but I think the REAL issue with them is that they have a really long cycle time compared to other turret weapons in the same class. This means that despite having a great salvo/alpha damage when hitting, you end up really struggling in the duration to do enough. In 10-12 seconds, a frigate can kill another frigate. Even if you have the higher DPS, you really won't even get your next shot off.

Where I am.

Madbuster73
State War Academy
Caldari State
#162 - 2012-06-28 14:50:12 UTC
I am fighting with frigates on a daily bases and I found that:

Merlin and Incursus are WAY overpowered at the moment.

I have been in situations where a dual medium ancillary shield merlin can tank over 330 dps (without bonuses) and do more then 150 dps. Even a buffer tanked merlin can have almost 8k tank (with web-scram-ab) with over 210 dps overheated wich is insane.
Same goes for dual rep Incursus wich can tank 150 dps capstable without a problem.
As it stands now those two frigates can easily beat any Faction frigate and even T2 Assault ships.
As for the Rifter that is completely useless now with it's pathetic 130 dps and 4.5k tank compared to the Merlin and Incursus mentioned above.

I have not trained all my skills to see my Faction Frig or T2 Assaultship be pwned by a T1 frigate
Thelron
Science and Trade Institute
Caldari State
#163 - 2012-06-28 15:30:56 UTC
Just wondering, is there an official crusade against having >1 type of hardpoint on ships? First the merlin, now the condor... yes, it's nice to be able to tell new players "concentrate on guns OR missiles" when they start on the Caldari lineup, just like you can tell people starting out with the Amarran or Minmatar ships can be told to concentrate on guns... but that's already somewhat possible and it feels like a lot of the flavor is being taken out of the ships. Are the drone boats going to see their hardpoints largely go away? (for that matter, why do drones as a secondary weapon seem so much like a given, when on-ship secondary weapon types seem so much like they're being written out)

On rocket/missile tweaks-

Rockets are indeed not far from insane on a couple platforms (hookbill seems to be the favorite example), I'd caution against trying to keep those ships in line by knocking hardpoints off though... It would be better to tweak the bonus to leave them in about the same place while making rockets more attractive as unbonused "can't fit a neut" options (assuming we have anything left to put them on that won't have a related bonus...). That way you don't have to worry about grid/cpu tweaks especially if you want to keep Lights a viable alternative (especially if they become an actual viable alternative...), and you're not giving a discount on guaranteed strong damage (33% less cost in launchers and ammo, while not bank-breaking when we're talking rockets, is still a pretty nice boost especially if you're firing faction).

Light missiles... I think I agree with the folks asking for the change to be to explosion radius (they ARE pretty sloppy) and then to light launchers, rather than building a base damage increase into the missile. That way AMLs can get a slight tweak and Light launchers can get a bigger tweak... as people have said, damage per missile isn't the problem, it's the rediculous wait for the next missile that makes them generally unpleasant to use (and is why old-style light launchers were generally for chucking one big missile at someone from your frigate, while light missiles were fired from rocket launchers). And, again, it means you don't have to fret as much about damage-bonused hulls being nudged into 1-shot damage ranges if they aren't changed in addition to the missiles.
Harvey James
The Sengoku Legacy
#164 - 2012-06-28 15:57:32 UTC  |  Edited by: Harvey James
here's a question why do missile cruisers like caracal get a bonus to light missiles?
when that is supposed to be a frigate weapon system which uses too much cpu btw especially RML's.
When you look at turret cruisers they get med turret bonus only not a small turret bonus aswell and on this topic heavy missiles are too far ranged and do too much damage at least the t2 dmg missile and T2 assaults make a drake the size of a battleship.

Surely the penalty should be to the missile not the ship like it is with turrets i.e. range/tracking ROF

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#165 - 2012-06-28 18:47:34 UTC
I don't know about damage, but rockets need to reload far too often compared to other weapons, same goes for torpedoes. Increase launcher capacity and/or decrease rocket volume.
Mira Lynne
State War Academy
Caldari State
#166 - 2012-06-28 20:02:41 UTC
Kalaratiri wrote:
Interesting idea, but the hookbill currently has a 20% bonus to kinetic rocket damage per level, and 3 launchers. All the other navy frigates have a 20% weapon damage bonus per level and 2 turret slots. Rockets are already pretty solid dps as stated above, due to no tracking requirements and easily increased range with rigs. So, I wouldn't mind a rocket damage buff (I do fly some rocket ships P ) but I really don't want the hookbill becoming more imbalanced compared to the other navy frigs than it already is.


Imperial Navy Slicer has 25% Bonus to Small Energy Turret Damage/Level.

Current Hookbill: 3 Base Launchers with a 100% Damage Bonus at Level 5 works out to 6 effective Launchers.
Proposed Hookbill: 2 Base Launchers with a 20% Base Damage buff and a 125% Bonus to Damage:
2 x 1.2 = 2.4 (Base Damage Increase, before Caldari Frigate Skill)
2.4 x 2.25 = 5.4 Effective Launchers, Less than the Current Hookbill, hence, minor Hookbill Nerf (10% Loss in DPS)
Kestrel and other Missile Ships with a 10%/Level Damage Bonus have the Damage bonus reduced to 5%/Level. Exact Same Damage at Max Skills, more Damage at lower Skils:
Current: 1 x 1.5 = 1.5
Proposed: 1.2 x 1.25 = 1.5

Bloodpetal wrote:
100 DPS in rockets = 150+DPS in Turrets

Proof?

[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

Fidelium Mortis
Minor Major Miners LLC
#167 - 2012-06-28 20:20:48 UTC
Madbuster73 wrote:
I am fighting with frigates on a daily bases and I found that:

Merlin and Incursus are WAY overpowered at the moment.

I have been in situations where a dual medium ancillary shield merlin can tank over 330 dps (without bonuses) and do more then 150 dps. Even a buffer tanked merlin can have almost 8k tank (with web-scram-ab) with over 210 dps overheated wich is insane.
Same goes for dual rep Incursus wich can tank 150 dps capstable without a problem.
As it stands now those two frigates can easily beat any Faction frigate and even T2 Assault ships.
As for the Rifter that is completely useless now with it's pathetic 130 dps and 4.5k tank compared to the Merlin and Incursus mentioned above.

I have not trained all my skills to see my Faction Frig or T2 Assaultship be pwned by a T1 frigate


I don't see anything wrong with giving a T1 ship a fighting chance against other faction/T2 frigs. The new T1s are much more effective than they were but in a straight up brawl the T1 ship will loose to a similarly fit T2 version. Think of a Merlin going head to head against a Harpy. Some of the faction frigs are feeling a bit on the anemic side in comparison, for instance the firetail.

Rockets:

They could use a slight boost to damage, but honestly the selectable damage and no tracking/falloff penalty makes them a pretty under-rated weapon. I wouldn't go much higher than a 3-5% bonus to damage or they could easily overtake other shortrange turrets in desireabliity.

ICRS - Intergalactic Certified Rocket Surgeon

Mechael
Tribal Liberation Distribution and Retail
#168 - 2012-06-29 00:40:07 UTC
Benny Ohu wrote:
e: But thinking about it, that's not really 'long range offensive', is it? :( I don't understand how that can be done when desties are around, which are so close in training and use the same guns. I'm nub I guess :P


Dessies are very vulnerable to medium sized weapons, due to slower speed and larger sig radius. This compensates for their ultimate long-range pwnage with small weapons, and leaves room for smaller frigates to also have a longer range role (because they'll be significantly safer from medium turrets than dessies will, while admittedly doing less damage.)

The question of whether or not any kind of long range weaponry that isn't large or extra large is actually viable ... well ... I'd say the turret damage formula needs some looking into.

Whether or not you win the game matters not.  It's if you bought it.

Mechael
Tribal Liberation Distribution and Retail
#169 - 2012-06-29 00:46:37 UTC  |  Edited by: Mechael
Harvey James wrote:
here's a question why do missile cruisers like caracal get a bonus to light missiles?
when that is supposed to be a frigate weapon system which uses too much cpu btw especially RML's.
When you look at turret cruisers they get med turret bonus only not a small turret bonus aswell and on this topic heavy missiles are too far ranged and do too much damage at least the t2 dmg missile and T2 assaults make a drake the size of a battleship.

Surely the penalty should be to the missile not the ship like it is with turrets i.e. range/tracking ROF



Rapid Light Missile Launchers are actually a medium-sized weapon system that uses small ammunition (light missiles.) They're intended to be fit on cruisers as an anti-frigate weapon. Hence the Caracal's bonus. Rapid Light Missile Launchers are not intended to be fit on frigates.

Here, have this.

Whether or not you win the game matters not.  It's if you bought it.

Mechael
Tribal Liberation Distribution and Retail
#170 - 2012-06-29 00:59:04 UTC
The thing that confuses me here is that I would have assumed that Attack Vessels would be all about damage and speed (to close and keep range.) A tackler is more about EWar (specifically of the propulsion jamming variety) than anything else, and I wouldn't have guessed that any Attack Vessels would come with EWar bonuses. I'm also confused why so many of the Combat Vessels have no tanking bonus when they're supposed to be about tank and sustained fire.

Whether or not you win the game matters not.  It's if you bought it.

Dr Sheng-Ji Yang
Doomheim
#171 - 2012-06-29 05:09:21 UTC
The new combat vessels have all a tanking bonus: merlin and punishers have resistances, incursus has a bonus to active armor tank and rifter has a speedtank.
In my opinion CCP is on the right way. It makes all sense: combat vessels with resistance bonuses and attack vessels with speed and bonus for propulsion jamming.
Hope CCP will hurry up with cruisers and destroyers. In PVP I only see Thrashers and Ruptures.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#172 - 2012-06-29 11:20:49 UTC
TrouserDeagle wrote:
I don't know about damage, but rockets need to reload far too often compared to other weapons, same goes for torpedoes. Increase launcher capacity and/or decrease rocket volume.



I support this.. really annoying.

BYDI recruitment closed-ish

Harvey James
The Sengoku Legacy
#173 - 2012-06-29 12:08:09 UTC  |  Edited by: Harvey James
nice link mechael i still think its strange that missiles have such an emphasis on killing frigs all the t2 missiles have a precision variant surely instead of wasting dps on a frig you should kill something your own size the t2 ammo should have the same emphasis as turrets have dmg or range mean you wouldnt see a brutix trying to kill frigs.
Destroyers come to mind that's their purpose is to kill frigs and they will soon have missile variants.

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

Thelron
Science and Trade Institute
Caldari State
#174 - 2012-06-29 15:00:53 UTC
Well, for one, when the Caracal was designed Light Missiles were to Heavy Missiles what Rockets are to Light Missiles. How many turret-ships do you see with a bonus to Artillery, or Pulse Lasers? It was also designed before anyone had even thought of Destroyers, and additionally while no you wouldn't expect to see someone pick a Brutix specifically to kill frigates, a Myrmidon certainly could (as can a Vexor, which has the added advantage of comparing cruisers to cruisers). Why does a Caracal get a bonus involving light missiles? Why do the Vexor/Myrm get bonuses involving light drones?

As for T2 precision,

1) Missiles != Guns, which don't need as much help getting their full damage off a frigate once you've webbed it (or have it at a distance). Missiles *have* T2 damage versions, and when dealing with undersized targets -range for guns is somewhat similar to the effect precisions have for launchers, in result if not in execution.

2) Missiles != Guns, which means they don't follow the same damage-for-range trading rules for their ammo types. Thus, there's no reason the T2 ammo should alter/exaggerate the same stats, rather than addressing more missile-specific concerns (missiles do consistent damage throughout their entire range, with the target's size and motion being the only factors which alter that damage. So, one version ups damage at the cost of being more heavily effected by the target, the other reduces the impact of the target at the cost of a lower maximum impact (at least compared to the high-impact version)).
Harvey James
The Sengoku Legacy
#175 - 2012-06-29 15:54:04 UTC  |  Edited by: Harvey James
mm.. makes you wonder about drones then maybe they should be bonused in same fashion so lights for frigs meds for cruisers although they might need a bigger bonus or maybe the drones themselves should do more damage and heavies/sentries for battleships.
And the t2 drones should get t2 resists as all t2 ships should even though some don't atm.and maybe extra ehp in general for drones.
perhaps racial drones should be bonused also by their respective races ships so vexor would get bonus for hammerheads only.
It would of course mean drones would have to be rebalanced especially amarr drones they are almost worthless atm, its all about gallente drones mostly.

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

Thelron
Science and Trade Institute
Caldari State
#176 - 2012-06-29 21:31:17 UTC
Or, you know, they could go ahead and not screw up things that work about as well as anything else in the game. Ships aren't intended to be effective solely against their size grouping and higher... generally if you're a frigate you *should* be a bit concerned about trying to solo a cruiser, just like a cruiser should be concerned about going 1-on-1 with a battleship. Sure, a lot of common fits mean you're good to go if you can get close, but a lot will just eat you alive no matter what range you try.

So, really, I don't wonder about drones, they shouldn't be restricted they way missiles and guns are (IMO missiles and especially guns should be adjusted so they're closer to drones... where you want a mix instead of every ship just trying to cram a full rack of the biggest varient on). I wonder about how boring it would be if you *knew* you were safe just because you're smaller than your target without even having to care about what hull you're up against, let alone what they've fit.
Mechael
Tribal Liberation Distribution and Retail
#177 - 2012-06-29 23:55:09 UTC  |  Edited by: Mechael
Thelron wrote:
Or, you know, they could go ahead and not screw up things that work about as well as anything else in the game. Ships aren't intended to be effective solely against their size grouping and higher... generally if you're a frigate you *should* be a bit concerned about trying to solo a cruiser, just like a cruiser should be concerned about going 1-on-1 with a battleship. Sure, a lot of common fits mean you're good to go if you can get close, but a lot will just eat you alive no matter what range you try.

So, really, I don't wonder about drones, they shouldn't be restricted they way missiles and guns are (IMO missiles and especially guns should be adjusted so they're closer to drones... where you want a mix instead of every ship just trying to cram a full rack of the biggest varient on). I wonder about how boring it would be if you *knew* you were safe just because you're smaller than your target without even having to care about what hull you're up against, let alone what they've fit.


I'd like to see it set up so that a cruiser is just as concerned about going up against a frig as the frig is about going up against the cruiser. The cruiser should be asking himself, "Does this frig have enough DPS to break my tank before I get enough lucky shots off to kill it?" and the frig should likewise be asking, "Do I have enough DPS to break his tank before he gets enough lucky shots off to kill me?"

Currently, this is only the case at close ranges. At long ranges, the cruiser wins every time without much of a contest.

Edit: Basically, when two ships meet where one isn't a clear counter to the other, it should never be certain who the winner is. Destroyers counter frigs, and so you can be 90% certain that a destroyer will beat a frig one-on-one. Not so with cruisers and frigs.

2nd edit: And in extreme cases, where the two ships in question are of drastically different sizes (a la frigs vs battleships) neither should be able to destroy the other unless they get very luck (battleship has no booster/repper so that the frig can wear it down after a very long time, or battleship gets a very lucky shot or two off, or sacrificed raw damage power in order to bring light drones) This gives frigates their natural role of being pests against large and extra large ships even if they don't directly counter anything in particular.

Whether or not you win the game matters not.  It's if you bought it.

Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#178 - 2012-06-30 06:50:59 UTC  |  Edited by: Crellion
Mechael wrote:
Thelron wrote:
Or, you know, they could go ahead and not screw up things that work about as well as anything else in the game. Ships aren't intended to be effective solely against their size grouping and higher... generally if you're a frigate you *should* be a bit concerned about trying to solo a cruiser, just like a cruiser should be concerned about going 1-on-1 with a battleship. Sure, a lot of common fits mean you're good to go if you can get close, but a lot will just eat you alive no matter what range you try.

So, really, I don't wonder about drones, they shouldn't be restricted they way missiles and guns are (IMO missiles and especially guns should be adjusted so they're closer to drones... where you want a mix instead of every ship just trying to cram a full rack of the biggest varient on). I wonder about how boring it would be if you *knew* you were safe just because you're smaller than your target without even having to care about what hull you're up against, let alone what they've fit.


I'd like to see it set up so that a cruiser is just as concerned about going up against a frig as the frig is about going up against the cruiser. The cruiser should be asking himself, "Does this frig have enough DPS to break my tank before I get enough lucky shots off to kill it?" and the frig should likewise be asking, "Do I have enough DPS to break his tank before he gets enough lucky shots off to kill me?"

Currently, this is only the case at close ranges. At long ranges, the cruiser wins every time without much of a contest.

Edit: Basically, when two ships meet where one isn't a clear counter to the other, it should never be certain who the winner is. Destroyers counter frigs, and so you can be 90% certain that a destroyer will beat a frig one-on-one. Not so with cruisers and frigs.

2nd edit: And in extreme cases, where the two ships in question are of drastically different sizes (a la frigs vs battleships) neither should be able to destroy the other unless they get very luck (battleship has no booster/repper so that the frig can wear it down after a very long time, or battleship gets a very lucky shot or two off, or sacrificed raw damage power in order to bring light drones) This gives frigates their natural role of being pests against large and extra large ships even if they don't directly counter anything in particular.


So when a Rifter meets an Erebus [insert Machariel or Bhaalgorn here if you want to be pedantc] it should be unclear who will kill the other...

No that's absurd ... instead whay CCP tries to do (with all its failings) is allow a little bit of the cost comparison to trickle in the rock paper scisors straight comparison..

Esentially it means that you need 2 or 3 iron scisors or 2 silver scisors to kill a golden paper, if you catch my drift... and that's a good approach tbh.
Mechael
Tribal Liberation Distribution and Retail
#179 - 2012-06-30 12:13:49 UTC  |  Edited by: Mechael
Crellion wrote:
Mechael wrote:
Thelron wrote:
Or, you know, they could go ahead and not screw up things that work about as well as anything else in the game. Ships aren't intended to be effective solely against their size grouping and higher... generally if you're a frigate you *should* be a bit concerned about trying to solo a cruiser, just like a cruiser should be concerned about going 1-on-1 with a battleship. Sure, a lot of common fits mean you're good to go if you can get close, but a lot will just eat you alive no matter what range you try.

So, really, I don't wonder about drones, they shouldn't be restricted they way missiles and guns are (IMO missiles and especially guns should be adjusted so they're closer to drones... where you want a mix instead of every ship just trying to cram a full rack of the biggest varient on). I wonder about how boring it would be if you *knew* you were safe just because you're smaller than your target without even having to care about what hull you're up against, let alone what they've fit.


I'd like to see it set up so that a cruiser is just as concerned about going up against a frig as the frig is about going up against the cruiser. The cruiser should be asking himself, "Does this frig have enough DPS to break my tank before I get enough lucky shots off to kill it?" and the frig should likewise be asking, "Do I have enough DPS to break his tank before he gets enough lucky shots off to kill me?"

Currently, this is only the case at close ranges. At long ranges, the cruiser wins every time without much of a contest.

Edit: Basically, when two ships meet where one isn't a clear counter to the other, it should never be certain who the winner is. Destroyers counter frigs, and so you can be 90% certain that a destroyer will beat a frig one-on-one. Not so with cruisers and frigs.

2nd edit: And in extreme cases, where the two ships in question are of drastically different sizes (a la frigs vs battleships) neither should be able to destroy the other unless they get very luck (battleship has no booster/repper so that the frig can wear it down after a very long time, or battleship gets a very lucky shot or two off, or sacrificed raw damage power in order to bring light drones) This gives frigates their natural role of being pests against large and extra large ships even if they don't directly counter anything in particular.


So when a Rifter meets an Erebus [insert Machariel or Bhaalgorn here if you want to be pedantc] it should be unclear who will kill the other...

No that's absurd ... instead whay CCP tries to do (with all its failings) is allow a little bit of the cost comparison to trickle in the rock paper scisors straight comparison..

Esentially it means that you need 2 or 3 iron scisors or 2 silver scisors to kill a golden paper, if you catch my drift... and that's a good approach tbh.


You quoted my second edit, but did you read it?

And no, faction ships should not equal outright better. Price should not affect balancing to such an extent, but it should provide for more specialized (or versatile in the sense that more options are available, as in the case of T3 or Faction) setups. This way you can pay extra to get a ship that does exactly what you want it to do, even if it will do nothing else.

Whether or not you win the game matters not.  It's if you bought it.

John Nucleus
24th Imperial Crusade
Amarr Empire
#180 - 2012-06-30 12:27:58 UTC  |  Edited by: John Nucleus
Bouh Revetoile wrote:
John Nucleus wrote:

Is the cap bonus a legacy thing that used to be necessary and no longer is or is it still a very important balance fix? It kinda sucks to always lose a bonus for it.

Laser turrets are the mightest outside of short range. Capacitor usage is basically their only drawback at these range, with non selectable damage type. Even without a damage bonus, they are close from other bonused weapons. The capacitor bonus allow them to not cap out themselves while fireing. Without this cap usage, they would completely obsolete railguns which already suffer from the comparison.


The new punisher doesn't seem to agree with that: 5% damage and 5% resistance per level. I just hope we will see more amarr ship with those fun bonuses and not the cap one.