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Attack frigate changes

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Bouh Revetoile
In Wreck we thrust
#181 - 2012-06-30 15:37:15 UTC
John Nucleus wrote:

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.

He don't agree because he love to have no threat beyond 7km. This is exactly what I'm saying. With such a bonus, beams and pulse are better than any other long range weapon.
John Nucleus
24th Imperial Crusade
Amarr Empire
#182 - 2012-06-30 16:56:54 UTC
Bouh Revetoile wrote:
John Nucleus wrote:

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.

He don't agree because he love to have no threat beyond 7km. This is exactly what I'm saying. With such a bonus, beams and pulse are better than any other long range weapon.


I don't understand your point. With Scorch and medium pulse laser the punisher can hit up to 11km for full damage. That said, I haven't had the time to try the new punisher so I don't know if the lack of the cap bonus is a problem or not. If it's not a problem, or a slight one, I hope we'll see more amarr ship not wasting a bonus on it.

Bouh Revetoile
In Wreck we thrust
#183 - 2012-07-01 10:03:01 UTC
I was speaking about long range weapons. Railguns are better than beam only outside of beam range, which is very long range, relatively to weapon size. Beams also have way better tracking than rails and arty. Arty are usefull because of their alpha, but rails have nothing else than ultra long range which is marginaly usefull.

Hence, hybrid guns have a gap in range : outside blaster range, railgun are plain worst than beams, and outside beam range, it's very long range.
Zhephell
Viziam
Amarr Empire
#184 - 2012-07-01 14:48:21 UTC
Bouh Revetoile wrote:
I was speaking about long range weapons. Railguns are better than beam only outside of beam range, which is very long range, relatively to weapon size. Beams also have way better tracking than rails and arty. Arty are usefull because of their alpha, but rails have nothing else than ultra long range which is marginaly usefull.

Hence, hybrid guns have a gap in range : outside blaster range, railgun are plain worst than beams, and outside beam range, it's very long range.


Ok it's true that rails have worst results that beams, but beams are to hard to fit, and in many ships beams can't be fitted, amarr ships have cpu, cap and power grid problems , only some ships can fit beams and doing that they are paper ships and much worst that other long range ships that use artillery, because arty is much easier to fit and you can put a better tank or speed, and rails are easier to fit too.
ccp isn't interested in ultra long range and ultra long range warfare is over, so artillery that needs less that 150km ll be always better in bs because have more alpha , and can be used with tank and speed in many cases.

In frigates it is the same, a merlin with rails ll have a better fit that a punisher with beams, your weapons have worst tracking, but you should be able to use mwd easier to keep range, and if beams have more dps, np you can fit easier more ehp, so you ll win the battle becuse a ship with beams need a lot of cpu and power grid modules and a booster to shoot, so those weapons have no sense, beams are to hard to fit Cry

And at short range i think that the new punisher is fine, because it has 2 med slots, so if you use speed and scramble you can't use a stasis, and pulses have worst tracking that other weapons, if amarr ships have worst tracking and are the slower ships they need more ehp and dps, because at short range worst tracking and less med solts = less dps, and then you need better stats to compensate it.

Everyone says that they don t need more dps because they have more range, but acs have a good range to, and all ships can be faster that an amarr ship, so "if" amarr ships didn't have a nice range, harass them should be to easy " It would be the same that shoot a pigeon that can't fly"
Actually the cap need of energy weapons is only a handicap, they continue to be the easier weapons to neutralize, and when your ship is fitted it and has worse damage than others, becuse blasters have more dps and many damage bonuses, and some minmatar ships have 2 dps bonuses, you can see that actualy it is true that they are useless in pvp here:

http://at.eve-ic.net/10/?view=statistics

The 1st day of the tournament (30 of june) only 6 amarr ships were used, and one of them with blasters, and 15 pirate ship were used, 53 ships were gallente, 51 minmatar ships, and 51 were caldari, so i think that they need better capacitor in the ship (or to reduce the need of cap for lasers) and more damage bonuses and not useless cap reduction as bonuses that only annoy many playes. " I do not like ships with the role of a stone, at at least i hope that they have a decent damage too, low dps = more time to neut your ship"

I don t think that many gallente playes would have been happy if to have an easier fit, one of its bonuses had been changed by 10% reduction in capacitor need for turrets because they had problems with neuts, instead of the 30% of cap reduction in blasters that ccp have done.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#185 - 2012-07-02 01:33:33 UTC
John Nucleus wrote:
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.


The punisher is bloody useless with its two mids though..

Who thought it would be a good idea to give slow ass ship with terrible tracking two mids?

BYDI recruitment closed-ish

Dr Sheng-Ji Yang
Doomheim
#186 - 2012-07-02 06:30:22 UTC  |  Edited by: Dr Sheng-Ji Yang
In my opinion CCP hates Amarr. Before the patch the Rifter was completely overpowered in comparison to the other T1 Frigates. With the patch they bosted Merlin and Incursus insanely but only Punisher got boosted... yeah they boosted it crappy.
Look at Amarr. The only usefull ships they have are T2 and battleships. Their battlecruisers are the worst of all races.... okay they have one usefull T1 cruiser (Arbitrator) but that was all.
Now they do the same with the attack frigates: I bet the executioner will be worst of all. Then look at Minmatar: Best T1 Frigate before the patch, best T1 cruiser (Rupture) one of the best battlecruisers (Hurricane) and the battleships seem also be good.
Lets better not talk about how op the vagabond is...
At the moment the balancing is totaly junk.
They made a good step with the last patch but Amarr are staying weak in this case. This character is also not training lasers but missilies and rockets to go the Inquisitor->vengeance->sacrilege way. Because the most Amarr laser boats are ready for dirtbag.

EDIT: Oh I forgot the Thrasher... the only one destroyer. In comparison to the other destroyers it seems to be a T3 version...
It is really obvious to ask why winmatar are called winmatar. Every race has a handicap in the balance (okay amarr has more than one): Gallente had crappy T1 Frigates before the patch, Caldari cruisers in PVP are a joke (I have flown caracal and Moa over two months), Amarr have several jokes (battlecruisers for example or even the "superonemidslotdestroyer") but minmatar are fine everywhere.
Galphii
Caldari Provisions
Caldari State
#187 - 2012-07-02 10:45:03 UTC
I hope Ytterbium takes note of the above comments regarding amarr balance for his grand rebalancing project...Attention

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

Harvey James
The Sengoku Legacy
#188 - 2012-07-02 11:37:55 UTC
i hope he removes logi from t1 hulls and gets a move on in general drakes need nerfing now :) and i still dont get why he didny change the skills for destroyer and bc what does rebalancing them have to do with waiting to do them.

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

Dr Sheng-Ji Yang
Doomheim
#189 - 2012-07-02 11:52:43 UTC  |  Edited by: Dr Sheng-Ji Yang
Not only Drakes need a nerf but Hurricanes too. I had a Drake for a long time. It is so slow so that most targets can simply run away.
But Hurricane is in my opinion even more op. Fast as a caldari cruiser and a really hard punch.
Seems so that CCP favours Caldari now. They gave the merlin the biggest boost and now it seems that the condor will have more firepower than the kestrel at the time. 10% firepower bonus for Condor plus free choice of damage type and only 5% for executioner without the range of missiles or even the choice of damage type.
My Caldari character will be happy.

Main problem with Amarr is: Everbody knows that the best way is to neut them. And because they are the slowest race (not caldari because amarr are armor tanked and this slows them even more down) it is not that problem to get in neuting range.
I am not argueing that amarr battleships are some of the best but the rest with the exception of the rocket/ham and the neuting specialized cloaking ships is crap.

Edit:
I really also do not know why CCP needs so much time for it. There isn´t any balancing actual and things can´t get worse as they are. It would be better to throw a new balancing into the room quickly and fix it then.
Fidelium Mortis
Minor Major Miners LLC
#190 - 2012-07-02 14:23:17 UTC
Dr Sheng-Ji Yang wrote:

EDIT: Oh I forgot the Thrasher... the only one destroyer. In comparison to the other destroyers it seems to be a T3 version...
It is really obvious to ask why winmatar are called winmatar. Every race has a handicap in the balance (okay amarr has more than one): Gallente had crappy T1 Frigates before the patch, Caldari cruisers in PVP are a joke (I have flown caracal and Moa over two months), Amarr have several jokes (battlecruisers for example or even the "superonemidslotdestroyer") but minmatar are fine everywhere.


In a straight up brawl the coercer is actually a decent counter to the trasher, primarily because it's applying damage at an effective range sooner, and you can fit a much more effective tank (300dps @ 15km with 10k EHP). Going with a MWD instead of a point is an issue, but isn't the end of the world, since the dps is high enough that you can usually pop frigs and dessies as they align out.

Overall, the amarr T1 frig-bc line is kind of lackluster, except for the arbitrator, harbinger and oracle. Personally, I would like to see the navy omen get a boost so that it gains some of the versatility of the zealot, and an option to convert the prophecy and maller to HAM platforms. In general, if the ship doesn't get an optimal range bonus, a third midslot really would help to make these ships more viable since they generally are on the slow side.

ICRS - Intergalactic Certified Rocket Surgeon

Bouh Revetoile
In Wreck we thrust
#191 - 2012-07-02 15:30:41 UTC  |  Edited by: Bouh Revetoile
Zhephell wrote:

These statistics are very funny indeed : if you look at them better, you can see that most team which fielded amarr ship won. There was even two punisher fielded and they always survived, as opposed to the two rifters who do not. You can also see that the ships which have the worst win ratio are gallente ones.

Alliance Tournament is very specific, and the absence of amarr is absolutely not a proof of them being worst than the others, that just show they where not used. Unfortunately, you can only conclude that players didn't believe in them. Though you can also see that most flagship are Bhaalgorn which is an amarr style pirate ship. The reason may be that AT is a small gang brawling competition, a field minmatar and gallente ships are precisely designed for.

About beam fitting, you seem not to have fitted a lot of railguns : they are *very* hard to fit without big sacrifices if you want your top gun, and that's when you can fit them at all, because most ships just cannot without fitting mods. Amarr ships have more fitting and more low slots for this. Add to this than beam have the best tracking AND the best dps of long range weapons, and you can not really argue that they are weak. Their problem is only scorch being too good so their range it obsolete them. Face it : railguns are only weak beams after you consider ships differences.

About frigates, punisher still can field an amazing tank, and tormentor have some fans. If the punisher have trouble dealing with a merlin or an incursus, it's pulse prevent him to be kited, that's not an insignificant advantage as you can see in the alliance tournament.

And for neutralizer, they are as effective on gallente boats as they are on amarr ones, if not more ; amar have the best capacitor, by far, did you remember ?

Oh, and the Harbinger is anything but a bad ship in fact. And cap neuting ship : curse may be the most hated ship after ecm boats. And no need to speak about their BS... If anything, the problem amarr have is an inability to effectively fit a shield tank, and that is by design...

PS : cruisers are basicaly poor for every race, so I won't do any comparison with them, unless T2, and amarr T2 cruisers are everything but bad ships.
Kuehnelt
Devoid Privateering
#192 - 2012-07-02 21:48:47 UTC  |  Edited by: Kuehnelt
Buoh Revetolle wrote:
It's pulse fitted prevent him to be kited


Sure, you can't kite a Punisher in scram range, and if you tried you'd likely be hurting your DPS much more than the Punisher's (last Rifter v. Punisher I won, pre-buff, I won with Microwave S and T1 guns, after he decided to fight outside Multifrequency range...). You can kite it very easily in long point range, though: the Punisher doesn't have the +50% range bonus that make the Coercer, Slicer, Retribution what they are.

Anyway, you wouldn't want to kite a Punisher. Just fit ACs or blasters and orbit at 500. If you know you're facing a Punisher, you can even drop the web for a TD with a tracking script.

Bouh Revetoile wrote:
And for neutralizer, they are as effective on gallente boats as they are on amarr ones, if not more ; amar have the best capacitor, by far, did you remember ?


And Gallente have the second-best capacitor? While being far from capping themselves out in two minutes after pressing just F1? They need less recharge between neut cycles, and they have more midslots. Anyway, watch the first fight in this video.

Bouh Revetolle wrote:
PS : cruisers are basicaly poor for every race, so I won't do any comparison with them,


Ha! Amarr have a cap-transfer boat, a bait boat, an oversized rookie ship (which is the best miner of the lot, although unbonused), and a cheap knock-off of the Vexor which is the only one ever recommended. They're terrible, just terrible. They're so terrible that Kil2's reaction to tiericide was to worry that making them not be terrible would remove some flavor from the game. Amarr's "basically poor" cruisers are not in the same class as Gallente or Minmatar 'poor' options.
John Nucleus
24th Imperial Crusade
Amarr Empire
#193 - 2012-07-02 23:10:12 UTC
Thinking out loud...

I'd like to see an Amarr frigate specializing in energy neutralizer. Something tanky that neuts the crap of everything around it. With drones... like a mini curse, something along that line anyway.

I know we have the sentinel but the thing is way too costy to have any fun with...
Mechael
Tribal Liberation Distribution and Retail
#194 - 2012-07-02 23:18:55 UTC
John Nucleus wrote:
Thinking out loud...

I'd like to see an Amarr frigate specializing in energy neutralizer. Something tanky that neuts the crap of everything around it. With drones... like a mini curse, something along that line anyway.

I know we have the sentinel but the thing is way too costy to have any fun with...


I don't know how possible this is, considering that tracking disruption is the Amarr primary EWar, and neutralizers/vampires are secondary. Typically it's the T1 version that gets bonused for the primary EWar type, and it's not until T2 that you see both bonuses kick in.

Some design philosophy would have to change. It's doable, imo, but tough.

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

Mira Lynne
State War Academy
Caldari State
#195 - 2012-07-03 05:27:36 UTC
Dr Sheng-Ji Yang wrote:
it seems that the condor will have more firepower than the kestrel at the time. 10% firepower bonus for Condor plus free choice of damage type and only 5% for executioner without the range of missiles or even the choice of damage type.


You dont seem to have flown the ships you are talking about. Kestrel does more damage than Condor in any configuration.
10% Damage bonus for the Condor comes at the Expense of its Second Bonus, and it DOES NOT get a damage bonus to all damage types - only Kinetic.
Its also a larger bonus because Rockets have lower base DPS.
Executioner with only 5% Damage/Level will probably still out DPS the Condor.

John Nucleus wrote:
I'd like to see an Amarr frigate specializing in energy neutralizer. Something tanky that neuts the crap of everything around it. With drones... like a mini curse, something along that line anyway.


You said it yourself - Sentinel.
Just Kite and TD everything Senseless and you shouldnt loose any, thus price isnt an 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

Dr Sheng-Ji Yang
Doomheim
#196 - 2012-07-03 06:00:25 UTC
I have never flown a merlin but I have 2 months experience with the Kestrel. Yes it was probably exaggerated to say (write) that the new condor will have more firepower than the Kestrel but I have flown the Kestrel as Kiter (warp disruptor and stay put of range) and the condor will really outperform it now. Getting the Kestrel to 2mins cap and some speed and firepower is very tricky.
I really loved this ship.
Otherwise I think we will see a good boost for the Kestrel too.
Anyway the rebalancing will be very good, because things cannnot get worse in balancing now.
Otherwise I think that we should not forget something: Range can be the most important thing for an interceptor and one of the best T2 interceptors is the crow. And why? Because of Range and speed.
Connall Tara
State War Academy
Caldari State
#197 - 2012-07-03 07:27:08 UTC
It should also be noted that the kestrel has 4 launchers to the condor's 3. that 4th launcher makes a rather big difference once you apply the 10% bonus.

with no damage mods, faction ammo and all skills at V (assuming a tanky condor with a DC and MSE thanks to a MAPC) you'll get 83 paper dps on a condor with rockets which admittedly does line up with the inquisitor if they were fitting no damage mods to speak of but the quizzie's slot layout does go some way to correcting this issue.

the big point however is that we KNOW that the kestrel/breacher/inquisitor and tristan are all going to get their turn on the buffing tree shortly and to argue the condor being outright superior to them in their current form is a bit pointless surely? we're pretty sure frigates are all going to a 10 slot layout after all. the kestrel will get an extra 1, as well as the inquisitor, and the breacher will get another 2. odds being a lowslot for the kestrel to encourage its long range support layout, a lowslot for the inquisitor because ... amarr and the minnies either getting a 4/3/3 layout or a 4/2/4 layout. We've still got changes to come folks ^_^

all told even a ganky condor will be lucky to scrap up to the 120 dps mark with the current (much appreciated) 10% damage bonus with likely no room for a damage control if the condor wants to get access to a MSE because with the further reduced powergrid this ship WILL want to fit a MAPC leaving it with a single low choice of either a DC or a BCU for a rocket built. and that's not even going near the massive fitting requirements of light missiles.

the new bonus for the condor is perfect imo, not too powerful but damn useful encouraging the idea of an attack frigate rather than just a long range missile prodder :)

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

Bouh Revetoile
In Wreck we thrust
#198 - 2012-07-03 08:11:59 UTC
Kuehnelt wrote:

Anyway, you wouldn't want to kite a Punisher. Just fit ACs or blasters and orbit at 500. If you know you're facing a Punisher, you can even drop the web for a TD with a tracking script.

Anyway, you wouldn't want to be too close from a blaster or AC boat. If you know you're facing a blaster or AC boat, you can even drop a plate for an overdrive injector and kite them.

Everything have a counter. Fit an AB, and you should be fine to track anything.
Kuehnelt
Devoid Privateering
#199 - 2012-07-03 11:20:55 UTC  |  Edited by: Kuehnelt
Bouh Revetoile wrote:
Anyway, you wouldn't want to be too close from a blaster or AC boat. If you know you're facing a blaster or AC boat, you can even drop a plate for an overdrive injector and kite them.


... no.

Punishers are slow. They're slow even with an overdrive. They have two mids. They have two mids even with an overdrive. So they don't have a choice about keeping blaster or AC boats at ranges where lasers have a DPS advantage. Actually, the solo strategy is to not fit useless mods like overdrives so that you can have a strong enough tank to win even while being out-DPSed. Also, lasers have terrible tracking; you do not switch to an AB "so that you can track".

EDIT: but this has nothing to do with the amazing new Executioner, which will be fast and which will have three mids, so I'll leave it at this. Also, there's no stealth "buff Punisher" intended here. Outside of 1v1, lasers have real advantages. Maybe advantages enough that T1 Amarr cruisers will still be terrible post-tiericide, since CCP Ytterbium says he does 3v3s and the like in testing :)
John Nucleus
24th Imperial Crusade
Amarr Empire
#200 - 2012-07-03 12:07:54 UTC  |  Edited by: John Nucleus
Mira Lynne wrote:

John Nucleus wrote:
I'd like to see an Amarr frigate specializing in energy neutralizer. Something tanky that neuts the crap of everything around it. With drones... like a mini curse, something along that line anyway.


You said it yourself - Sentinel.
Just Kite and TD everything Senseless and you shouldnt loose any, thus price isnt an issue.


At 50mil a pop where a single mistake will cost you your ship, cost is an issue.

I was thinking something more fleet oriented: a tanky neut boat, with drones.