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Attack frigate changes

First post First post
Author
Lili Lu
#281 - 2012-07-19 22:15:29 UTC  |  Edited by: Lili Lu
Yabba Addict wrote:
Lili Lu wrote:

Condor - If I'm reading the intent of this ship role it is meant to be fast and inconguruously close range damage. So limiting the Condor's pg pushes a pilot away from making it another light missile sniping ship. It appears to be rockets and kiting with the rocket range bonus is the intent. Also, the light grid use of shield tanking mods mean grid should be limited. On the flip side have fun dealing with cpu poverty on Gallente ships.

Sorry, another light missile sniping ship? Where's the other one? There are no kiting light missile setups at all that get used. Also there is no range bonus atm, it seems the condor has been given a single bonus while the others have 2


I did not state that clearly. What i should have typed was - another sniping ship, but with light missiles.

You see I'm not so impressed with the current iteration of ship rebalances as they are being displayed with frigates. I think someone(s) in the dev team is still viewing racial characteristics as a straightjacket. So basically all new or reworked Caldari ships are getting range bonuses (which btw whose stupid idea was single and double 10% per level bonuses on the longest range guns What? while other races live with 5% range bonuses a la apoc).

This presents a problem as then all Caldari ships could/will be turned into long range snipers. The most extreeme example being sniper corms (which have ridiculous range that no other destroyer can approach btw). I think part of their problem in this is their propensity to give 10% range bonuses. And now that they are bowing to pressure by giving damage bonuses on top of it (naga) instead of tanking bonuses the temptation is to make every Caldari ship a sniper. So in order to restrict the condor from treading on a sniper role they limit grid to induce rocket fits and thus limit the ability to make it another sniper - only with light missiles.

Really what they should be doing is cutting the 10% range bonuses on Caldari ships down to 5%, or giving other races 10% range bonuses as well and thus the ability to create snipers. Since they are already dipping their toes into the pool of removing the 5% kinetic missile damage bonuses, and thus harming Gallente tech II resists, they could do us all the further favor of removing the amarr 10% cap use bonuses, etc. And, please don't make Caldari ships the only competent snipers, or that is all they will be made into and noone else will be able to compete with them in that role.

It helps neither Caldari, nor other races, if a whole combat role is wholly the property of one race. There can still be propensities because homogenization sucks just as badly. But they have to tread a fine line between not locking whole races into and out of a roles, while at the same time not diluting racial flavor into bland even distribution. I hope they are aware of the conundrum, but from what I'm seeing so far I am not confident that this is so.

edit - and in case you're still reading this thread Ytterby I'll direct you to this again https://forums.eveonline.com/default.aspx?g=posts&t=122188&find=unread Take a look at the eve-kill stats again http://eve-kill.net/?a=top20 Drakes and Tengus online as ever before. The tech moon problem is getting an interim fix (although I fear too weak of one). Still wondering how a simple change to tier 2 BCs would not further, in the interim, your present goals.Smile Oh, and no Gallente in the top 20 (well except for the Lach which is there for the long point), and you have to get to number 16 before you find a ship that is armor tanked (even Zealots get shield tanked at least half the time). You have some real stark problems to address.
Alticus C Bear
University of Caille
Gallente Federation
#282 - 2012-07-19 22:59:49 UTC
Lili Lu wrote:
[quote=Yabba Addict][quote=Lili Lu]
edit - and in case you're still reading this thread Ytterby I'll direct you to this again https://forums.eveonline.com/default.aspx?g=posts&t=122188&find=unread Take a look at the eve-kill stats again http://eve-kill.net/?a=top20 Drakes and Tengus online as ever before. The tech moon problem is getting an interim fix (although I fear too weak of one). Still wondering how a simple change to tier 2 BCs would not further, in the interim, your present goals.Smile Oh, and no Gallente in the top 20 (well except for the Lach which is there for the long point), and you have to get to number 16 before you find a ship that is armor tanked (even Zealots get shield tanked at least half the time). You have some real stark problems to address.


What I find a littl odd is that there are a number of Hybrid weapons in the top 20 but no ships that use them. Any theories?
Kuehnelt
Devoid Privateering
#283 - 2012-07-20 01:24:10 UTC  |  Edited by: Kuehnelt
Lili Lu wrote:
(which btw whose stupid idea was single and double 10% per level bonuses on the longest range guns What? while other races live with 5% range bonuses a la apoc).


? The Apocalypse has a 7.5% bonus to optimal range per level. The norm for the Amarr lineup is a 50% bonus at max skills: Coercer, Slicer, Retribution, Zealot, Oracle, the last four all having +10% optimal/level, the first getting it with the hull.

Quote:
Since they are already dipping their toes into the pool of removing the 5% kinetic missile damage bonuses


They aren't. The Condor's bonus is to kinetic damage only.
Deena Amaj
Native Freshfood
Minmatar Republic
#284 - 2012-07-20 04:17:03 UTC
Quote:
(which btw whose stupid idea was single and double 10% per level bonuses on the longest range guns What? while other races live with 5% range bonuses a la apoc).


Most likely the guy responsible for removing Vagabond's wing/ears - DAMN YOU :angry:.

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.

Mekhana
The Scope
Gallente Federation
#285 - 2012-07-20 05:52:25 UTC
Can't wait until you guys start to work on the Gallente Battlecruisers and Battleships.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Galphii
Caldari Provisions
Caldari State
#286 - 2012-07-20 07:04:58 UTC
Mekhana wrote:
Can't wait until you guys start to work on the Gallente Battlecruisers and Battleships.

At this rate it'll be at least a year Sad

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

Jackie Fisher
Syrkos Technologies
#287 - 2012-07-20 09:08:58 UTC
Alticus C Bear wrote:
Lili Lu wrote:
[quote=Yabba Addict][quote=Lili Lu]
edit - and in case you're still reading this thread Ytterby I'll direct you to this again https://forums.eveonline.com/default.aspx?g=posts&t=122188&find=unread Take a look at the eve-kill stats again http://eve-kill.net/?a=top20 Drakes and Tengus online as ever before.


What I find a littl odd is that there are a number of Hybrid weapons in the top 20 but no ships that use them. Any theories?

Rokh, Merlin and Naga all in the top 20 list.

Fear God and Thread Nought

Bouh Revetoile
In Wreck we thrust
#288 - 2012-07-20 09:24:51 UTC
Alticus C Bear wrote:

What I find a littl odd is that there are a number of Hybrid weapons in the top 20 but no ships that use them. Any theories?

I've heard about mineral compression, if that stay coherent.

@Lili Lu : interesting post, and I think the same, though I would have stressed more on the homogenization problem which is more of a threat than the the other side of the coin IMO if you look at the path the Merlin gone. Making all caldari boat shield brawler boat is prone to kill both gallente and minmatar. Though I agree they should not be excluded from anything but sniping.
Freelancer117
So you want to be a Hero
#289 - 2012-07-20 10:33:48 UTC  |  Edited by: Freelancer117
Marcel Devereux wrote:
Or at a minimum the Executioner. Your symmetry is off.

Targeting Range : Scan Resolution

C: 32.5 / 880 1 4
E: 27.5 / 920 2 2
A: 22.5 / 900 3 3
S: 20 / 940 4 1

That would rank the ships by:

C: 1 4
E: 2 2
A: 3 3
S: 4 1

It should be:

C: 1 4
E: 2 3
A: 3 2
S: 4 1

Longest targeting range has lowest scan resolution. Best scan resolution has the shortest targeting range.
One of the other needs to be flipped on both the Atron and the Executioner.



issue 1)
Marcel Devereux is right about this:
Longest targeting range has lowest scan resolution. Best scan resolution has the shortest targeting range. One of the other needs to be flipped on both the Atron and the Executioner

issue 2 )
And can you please change the name of Attack Frigates, it sound to much like AF's but it should be a cheaper tech1 version of interceptors.

Maybe call it Combat / Counter Attack Frigates ?

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Nagarythe Tinurandir
Einheit X-6
#290 - 2012-07-20 14:13:57 UTC
assault frigates (AF) - T2 frigs like wolf, retribution, hawk & enyo

attack frigates - T1 frigs, namely: slasher, condor, atron & executioner

combat frigates - T1 frigs, namely: punisher, rifter, incursus & merlin

pretty distinct...
Arvantis Sauril
Federal Defense Union
Gallente Federation
#291 - 2012-07-20 16:47:02 UTC
Scatim Helicon wrote:
Mister Pringles wrote:
Slasher: Seems fine; the only issue I see, if you can call it that, is that it now has as many turrets as a Rifter and the same bonuses as well. In my opinion the Rifter needs some help at this point.

This is what I was talking about earlier in this thread - if CCP turn every T1 frigate into a 'generalist all rounder' class with little to distinguish them except a hull bonus here and a few extra hit points there, we're not going to see balance, we're just going to see a shuffling of the pack with a different set of ships being sent to the 'do not use' category. We're facing the prospect now of a set of 16 T1 frigates which all do basically the same thing with the main difference being the weapon system they use, as well as seeing talk of allowing the e-war frigates a larger focus on damage output.

I feel that the 'T1 ships should be all-rounders' concept is being stretched further than it should, and we're seeing signs that they'll all turn out as an undefined homogeneous range of hulls with different models but which all do more or less the same thing.




I agree.

I am a new player, I think I am the intended target of balancing frigates first. I have not the years of experience that most of the other posters have, I haven't even made a kill yet (though I keep trying), but I have played far too many games in my time and I can smell homogenization and balance decisions resulting in unintended consequences a mile away. (Or at least I like to think I can.) As a mostly Gallente trained pilot, the only difference I see with the Incursus and Atron (the only 2 Gal Frigs changed so far) is 250k something isk. Sure the Incursus has another low slot, the active armor rep bonus, and a 3rd turret, but with the Atron set up as it is, its just a smaller, faster, version of an already small and fast ship. I don't really see the massive difference between the 2 save the isk cost. In my very limited experience, I have yet to encounter anyone who hasn't fit Tech 2 guns and equipment on their Destroyers and Frigates, much to my detriment. (There's definitely too much isk flowing around in EVE, imo). But given that most players do have enough isk to outfit any pvp combat ship with T2 guns and rigs at least, I don't see how putting those guns on a far more fragile hull, for a little bit of speed, is a good idea.


Why would I use an Atron over an Incursus to tackle? In my very limited experience, FW'ing, you never know whats out there, and generalization is exactly that, generalization. I'd probably live a few seconds longer in the Incursus, generally, against most ships, than if I was in an Atron. So unless I'm going after some specific ship that is vunerable to the Atron's specific layout, (whatever that would be) why would I ever fly one?


Given the range of blasters, it just doesn't seem to make sense to fly in and brawl while tackling and not use the brawling frigate. Would a Battleship even have a harder time hitting an Atron than an Incursus? This is a genuine question. And, why would I use either over a Slasher or Condor? (This is my admitted noob experience here. Every ship I've gotten close to in the Incursus has torn me to pieces, Thrashers mostly, and I realize this is their role, to destroy frigates.) Being able to out range an opponent has been important since the Mongols conquered half the world. Again, this is perhaps my EVE inexperience, but is the speed difference between the Combat Frigates and Attack Frigates really that pronounced? And, I know from a real world perspective, if I am building some small, fast, agile, and fragile ship, the last thing I would do is put close range weapons on it. Closer = less time to use my agility to my advantage (This is probably not true in EVE).

Further, and this is my total noobishness here, why would I use an Atron over an Interceptor if it was some kind of corp/fleet warfare and such ship types were called upon? Cost is the only barrier, and as I said before, it seems like there's way too much isk floating around for strategic decisions like that to have any place in anything but poverty warfare, which I will likely be a part of, but I don't know that its going to suddenly make the T1 frig hulls attractive across the board. know this is a video game, and an RPG at that, but tiers don't really work in the military. If you have a superior fighter plane, and cost and construction time is irrelevant, you order a **** ton of that plane.


And this leads me to the point of my little post here. If the Incursus/Rifter/Merlin/Punisher are the big combat frigates, what is their intended performance vs larger hulls (cruiser and above) and what is their intended performance vs the other frigates?


Also, it would be awesome if I could have some fast, annoying, rail gun Gal frig to fly. Let me pretend I'm a dogfighter.
Kuehnelt
Devoid Privateering
#292 - 2012-07-20 18:50:00 UTC
Scatim Helicon wrote:
This is what I was talking about earlier in this thread - if CCP turn every T1 frigate into a 'generalist all rounder' class with little to distinguish them except a hull bonus here and a few extra hit points there, we're not going to see balance, we're just going to see a shuffling of the pack with a different set of ships being sent to the 'do not use' category. We're facing the prospect now of a set of 16 T1 frigates which all do basically the same thing with the main difference being the weapon system they use, as well as seeing talk of allowing the e-war frigates a larger focus on damage output.


It's not the case right now that we have a lot of frigates whose marginal deficiencies when compared to the class leaders caused them to be sent to the 'do not use' category: we have a lot of frigates that are almost completely useless. If they're made less useless by giving them better tank, better gank, better slot layouts, then naturally it'll be easier to say that they're more similar than before to ships that were so superior in these respects that no other advantage (apart from powerful EWAR) could matter. But the other advantages still exist. Executioners have always been faster and more agile than Punishers -- but since Executioners were garbage, that wasn't a point you could weigh against the Punisher's superior tank when you were deciding to undock a T1 frig.

By ameliorating the crippling differences, CCP makes the subtle differences matter. That was the situation with pre-tiericide Rifters, Punishers, Merlins, Tristans, and nobody complained that "they're the same except for the weapon system."

...

Arvantis Sauril wrote:
Why would I use an Atron over an Incursus to tackle? ... Given the range of blasters, it just doesn't seem to make sense to fly in and brawl while tackling and not use the brawling frigate. Would a Battleship even have a harder time hitting an Atron than an Incursus?


It's faster. It targets faster. It's smaller. Its point is much, much harder to neut off. Yes, battleship weapons will have a harder time with the Atron. Kill drones with your blasters.

Take a look at this kill: http://eve.battleclinic.com/killboard/killmail.php?id=16593186 . I'm at the bottom with zero damage applied, because I had 0 SP non-faction rockets and never got in rocket range of the Tengu anyway. An hour or two before this kill, I was in a Crusader with a scram (which is what your Incursus is going to fit, because long points devour cap.), at an impromptu gate-camp after we spotted the dirty Amarr-to-Minmatar traitor, and I missed him. We had a gatecamp. We knew he was coming. We had ships to kill him. I was there, in an interceptor. And I watched him fly off, while people in comms were saying "What is the crusader doing?! Is he even on comms?" At the time of that kill, the Tengu got caught by some of us at a gate. He didn't aggro, or deaggro'd, and burned back to the gate to escape; while he was doing this, I landed with my shiny new Malediction and jumped through the gate to wait for him on the other side.

By the way, although Maledictions are pretty tanky, they've half a Punisher's potential tank, and they do less damage than a Punisher, at less range than a Punisher can get (the last at least with my skills). But they're faster, they target faster, they're harder to neut off, battleship weapons have a much harder time with them, and they can kill drones well enough with rockets.

Quote:
why would I use an Atron over an Interceptor


Generally, you wouldn't. You also wouldn't use an Incursus over an AF. If you never need more than one ship, you can tackle in a strategic cruiser. But people lose ships, people say "let's stock up this station with a five thousand tackling frigates for the corp", people find themselves in nullsec with aught but a few mining lasers and a T1 frigate BPO (or is that just me?).

Anyway, making Atrons not worthless doesn't require making them better than interceptors.
Mechael
Tribal Liberation Distribution and Retail
#293 - 2012-07-20 19:28:57 UTC  |  Edited by: Mechael
Kuehnelt wrote:
Quote:
why would I use an Atron over an Interceptor


Generally, you wouldn't. You also wouldn't use an Incursus over an AF. If you never need more than one ship, you can tackle in a strategic cruiser. But people lose ships, people say "let's stock up this station with a five thousand tackling frigates for the corp", people find themselves in nullsec with aught but a few mining lasers and a T1 frigate BPO (or is that just me?).

Anyway, making Atrons not worthless doesn't require making them better than interceptors.


That it doesn't require making them generally better than interceptors is true. However, it also doesn't require making them generally worse than interceptors, either. Interceptors should always have the clear speed advantage. However, the T1 variants, being generalists and not specialized, would ideally be marginally better at everything else. They should have more options: even if they'll never outshine the T2 variant at the T2 variant's specialty they should be marginally better than the T2 variant at everything other than the T2 variant's specialty.

This makes sure that the T1 line up isn't simply obsoleted in most every way except price by the T2 line up. A good(ish) example of this is the Probe vs the Cheetah. Cheetah can cov ops cloak, but the Probe has 2 drones while the Cheetah does not. Probe in general has more options and is even better at highsec exploration than the Cheetah is, thanks to those drones. Probe can do more in general than the Cheetah can, but it can't ever hope to match the Cheetah at what the Cheetah is designed to do.

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

Scatim Helicon
State War Academy
Caldari State
#294 - 2012-07-20 22:05:59 UTC
Kuehnelt wrote:
Scatim Helicon wrote:
This is what I was talking about earlier in this thread - if CCP turn every T1 frigate into a 'generalist all rounder' class with little to distinguish them except a hull bonus here and a few extra hit points there, we're not going to see balance, we're just going to see a shuffling of the pack with a different set of ships being sent to the 'do not use' category. We're facing the prospect now of a set of 16 T1 frigates which all do basically the same thing with the main difference being the weapon system they use, as well as seeing talk of allowing the e-war frigates a larger focus on damage output.


It's not the case right now that we have a lot of frigates whose marginal deficiencies when compared to the class leaders caused them to be sent to the 'do not use' category: we have a lot of frigates that are almost completely useless. If they're made less useless by giving them better tank, better gank, better slot layouts, then naturally it'll be easier to say that they're more similar than before to ships that were so superior in these respects that no other advantage (apart from powerful EWAR) could matter. But the other advantages still exist. Executioners have always been faster and more agile than Punishers -- but since Executioners were garbage, that wasn't a point you could weigh against the Punisher's superior tank when you were deciding to undock a T1 frig.

By ameliorating the crippling differences, CCP makes the subtle differences matter. That was the situation with pre-tiericide Rifters, Punishers, Merlins, Tristans, and nobody complained that "they're the same except for the weapon system."

No, pre-tiericide everyone (rightly) complained that the Rifter and projectiles clearly outclassed the rest of the tier 3 options and that there was really no point flying anything else at all. That was a straightforward balance issue rather than a variety or role issue.

The problem that we're now seeing here is that, rather than making the existing frigates more useful in their existing niche, the concept seems to be to shovel them all into the same 'general all rounder fighty frigate' role with 10 slots, double weapon bonuses and extra weapon hardpoints, even including what used to be mining hulls. Like I've said before, there's simply too many frigates in the range to have them all doing basically similar things with a little more speed here or a tweaked slot layout there.

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

Justin Cody
War Firm
#295 - 2012-07-21 08:18:49 UTC
Bouh Revetoile wrote:
Justin Cody wrote:
as a corollary to my last post let me show you how crap lasers are with just a damage bonus by showing you other attributes.

lets start with resources:
Grid: 125mm gatling AC - 1, gatling pulse laser 5, light electron blaster 4
CPU: 3 4 8
(total required fitting no skills), 4, 9, 12 (wtf guys)

Cap use: 0, -0.867, -0.367

Optimal: 920, 4.6, 1.15
Falloff: 5200, 650, 1.95
Total: 6,120, 5,250, 3,100

without skills the AC and laser have similar dps with short range ammo, at about 8-8.5dps, and the blaster has about 13 dps without skills on its own with antimatter s

Damage is fine, but lets examine tracking without skills or bonuses
AC: 0.457 radians
Blaster: 0.48 radians
Laser: 0.337 radians

Whelp, lasers have a total range equivalent to just the falloff of the ac, similar dps and 25% less tracking...use cap and can't vary damage type. The blaster has less range, better tracking (slightly), and about 50% more dps (sounds fine to me).

Like I said before...it is as if someone over there REALLY REALLY personally identifies with the minmatar and does not really like anyone else. Hybrids got love because they were junk. lasers have been left in the lurch. Yeah they can shift range in a second, but that does no good to a pilot who is tackling. avoiding being hit helps the most.

All fitting data courtesy of Python fitting Assistant v 2.7.2 with 0 skills applied on a merlin hull -

regards,

JC

Blasters are bonused on a merlin hull ; and optimal vs falloff mean that at the edge of your optimale, you have 50% more dps that the projectile gun. If you don't like or understand amarr warfare, fly minmatar please. Optimale range is not useless.

Now, I'm not saying everything is well in a perfect world. There may *is* some imbalance both in frigate realm and between weapons by themselves, but pointing the natural drawbacks of weapons and comparing them with the natural advantages of others is not the way to go.

IMO, these new frigates are well balanced. For weapons though, projectile may be too easy to fit, and as I said, I think railguns are just bad beams and need something more : dps or tracking ; tracking would be the best.

Coming back to the executioner, it have a damage bonus too : this look like a great beam kitter/long range tackler

PS : please never add PG to CPU for comparison, these are two very different resources on ships and need to be relative to ship resources.


I did not apply any skills so no they aren't bonused.
Justin Cody
War Firm
#296 - 2012-07-21 08:33:58 UTC
Arvantis Sauril wrote:
Scatim Helicon wrote:
Mister Pringles wrote:
Slasher: Seems fine; the only issue I see, if you can call it that, is that it now has as many turrets as a Rifter and the same bonuses as well. In my opinion the Rifter needs some help at this point.

This is what I was talking about earlier in this thread - if CCP turn every T1 frigate into a 'generalist all rounder' class with little to distinguish them except a hull bonus here and a few extra hit points there, we're not going to see balance, we're just going to see a shuffling of the pack with a different set of ships being sent to the 'do not use' category. We're facing the prospect now of a set of 16 T1 frigates which all do basically the same thing with the main difference being the weapon system they use, as well as seeing talk of allowing the e-war frigates a larger focus on damage output.

I feel that the 'T1 ships should be all-rounders' concept is being stretched further than it should, and we're seeing signs that they'll all turn out as an undefined homogeneous range of hulls with different models but which all do more or less the same thing.




I agree.

I am a new player, I think I am the intended target of balancing frigates first.


Also, it would be awesome if I could have some fast, annoying, rail gun Gal frig to fly. Let me pretend I'm a dogfighter.


I redacted some stuff because it was way too long to repost; but let me help you out. Its not minmatar, its winmatar. But if you insist on flying gallente you will need to train up your skills quite high. it is possible to active tank an incursus and go in to a 1v2 situation and come out on top if they don't have too much ewar on you (tracking disruptor and the like)
.

The new incursus is a beast as long as you cap-inject to sustain your local rep. As to why you would fly an atron over say a slasher...I don't know. you wouldn't really. A condor maybe, but really slasher is otherwise king of the hill (especially in slot layout and cap requirements).

To answer you as to why one ofthese over an interceptor...think faction warfare. plex's restrict what ships you can bring in, so these changes allow us to being in more flexible ships and allow you as newer players to participate in EVE more meaningfully and less expensively.

- ciao
Deena Amaj
Native Freshfood
Minmatar Republic
#297 - 2012-07-21 14:48:29 UTC  |  Edited by: Deena Amaj
Wouldn't it be better to give each ship in the T1 frigate bracket a decisive something that would make them unique for specific tasks?
~ I'm reffering to a bit of an extremer concept sort of like with the Recon ships. Take Rapier as an example; it being iconic for webbing beyond the standard range.

Unlike going over the top like that with the frigates, I still think there has to be more to them than just shuffling around with slots and bits of fitting resources.

However, if such would be considered, there would be a cascade effect as several other of the T1 destroyers and cruisers would need something like that.

Nevertheless it would be good to see a few more modules specifically for frigate ships, as we see special modules only usuable by Covops or even the chubby Capital Ships.

edit: typoes, meant modules. not models.

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.

Yabba Addict
Perkone
Caldari State
#298 - 2012-07-21 16:47:39 UTC
OK, I've been doing some more testing on the condor as a long point tackler, and have run into some pretty nasty problems when it comes down to taking drones out. Neither the rocket or missile setup can really hit drones with any sort of consistency at all, their speeds just aren't enough. I was kinda expecting this to be the case with missiles, but rockets not hitting surprised me. Could we have the missiles velocity bonus added to the condor so it can actually hit drones?
Galphii
Caldari Provisions
Caldari State
#299 - 2012-07-23 07:39:29 UTC
So these attack frigates get a role bonus... I recall hearing about special skills that were going to be added that would be beneficial to certain ship lines. Does that mean the role bonus would be replaced with something like 'Attack line skill bonus: 15% reduction in the energy cost of warp disruptors and scramblers' in the future? Better than a blanket role bonus like what a t2 ship would get methinks.

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

Mike Whiite
Deep Core Mining Inc.
Caldari State
#300 - 2012-07-23 10:41:27 UTC
Alticus C Bear wrote:
Lili Lu wrote:
[quote=Yabba Addict][quote=Lili Lu]
edit - and in case you're still reading this thread Ytterby I'll direct you to this again https://forums.eveonline.com/default.aspx?g=posts&t=122188&find=unread Take a look at the eve-kill stats again http://eve-kill.net/?a=top20 Drakes and Tengus online as ever before. The tech moon problem is getting an interim fix (although I fear too weak of one). Still wondering how a simple change to tier 2 BCs would not further, in the interim, your present goals.Smile Oh, and no Gallente in the top 20 (well except for the Lach which is there for the long point), and you have to get to number 16 before you find a ship that is armor tanked (even Zealots get shield tanked at least half the time). You have some real stark problems to address.


What I find a littl odd is that there are a number of Hybrid weapons in the top 20 but no ships that use them. Any theories?



One of the theories is, the fact of the limited number of missiles ships.

12 t1 Battlecruisers, only one uses missiles as it's main weapon.

there are 4 battlecruisers getting a hybrid bonus, and a Gallante Battlecruiser with out a bonus but 6 turrets hardpoints.

when you look at weapons used to make player kills, the weapon types come much closer.

(mind I'm not saying the Drake and Tengu, shouldn't be looked at, but it should be done considering that the over all use of missiles and those two ships is aswell the lack of choice combind with the entire different skill tree for all other weapons.)