These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Attack frigate changes

First post First post
Author
Sang-in Tiers
Hedion University
Amarr Empire
#341 - 2012-07-26 21:13:13 UTC
Bouh Revetoile wrote:
Sang-in Tiers wrote:

Well sucks that I was never told that when I started training it then. "WARNING THIS RACE SUCKS FOR SOLO/SMALL SCALE!" would have been appropriate, especially as I like smallscale pvp and have essentially all my ship skills/weapon skills in amarr/lasers thinking that CCP would have this under perfect control as balance is something quite crucial. :/

Infact, you were warned in some way in the description of the race when you chose it.

BTW, amarr are not the best at solo/small scale dont mean they cannot do it, just they are not ideal. Consider them to be the frigate hard mode. And they also have crazy options, like the arbitrator.


Would you mind to post where you read that? I never saw it for sure.
Mechael
Tribal Liberation Distribution and Retail
#342 - 2012-07-26 21:26:52 UTC
Sang-in Tiers wrote:
Bouh Revetoile wrote:
Sang-in Tiers wrote:

Well sucks that I was never told that when I started training it then. "WARNING THIS RACE SUCKS FOR SOLO/SMALL SCALE!" would have been appropriate, especially as I like smallscale pvp and have essentially all my ship skills/weapon skills in amarr/lasers thinking that CCP would have this under perfect control as balance is something quite crucial. :/

Infact, you were warned in some way in the description of the race when you chose it.

BTW, amarr are not the best at solo/small scale dont mean they cannot do it, just they are not ideal. Consider them to be the frigate hard mode. And they also have crazy options, like the arbitrator.


Would you mind to post where you read that? I never saw it for sure.


Well, it's a matter of reading between the lines. The Amarr being the race that has dominated an entire other race, pride in the shiny golden fleet, everything is huge and a big deal when describing the Amarr, and so on so forth. However, since no one is exactly a mind-reader, it can't very well be expected that anyone knows Caldari/Amarr = large fights and Minmatar/Gallente = skirmishers right when making their first character. Hence the question behind the design.

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

Time Funnel
Just a side dish
Outspoken Alliance
#343 - 2012-07-27 04:41:15 UTC
If you are looking for role definition, perhaps there can be Logistics and Command versions of the frigates.

If there was S/M/L/XL gang mods and some sort of tiered mindlinks then you could give the Tanky frigates the ability to boost their gang attributes. And the bigger gang mods could boost more, incentivizing carriers into normal engagements.

And logistics frigates would be awesome for frigate gangs.
Bouh Revetoile
In Wreck we thrust
#344 - 2012-07-27 08:39:28 UTC
Sang-in Tiers wrote:

Would you mind to post where you read that? I never saw it for sure.

Carefully read the races descriptions. Gallente are individualists with no strong military organisation, though they make among the best pilots in the galaxy. Minmatar are often pirates and have no centralized government. Caldari all make their military classes and have a long military history. And Amarr all fight in the name of the Emperor.

So yes, you have to read between the lines in some way, but nothing forbid you to learn another line of ships. And still, you can do whatever you want with whatever race you pick. Not having the best tool for a job do not prevent you to do the job. Amarr have crazy solo boat, starting from cruiser size. In fregate, they are not the top brawlers, nor they are fast, though they have extremely potent ships, like the navy slicer. And if the punisher have not an easy time going on top of an incursus or a merlin, it can do it, and it is an amazingly robust tackler, like a cheap vengeance ; and the new tormentor is said to be an excellent ship.
Sang-in Tiers
Hedion University
Amarr Empire
#345 - 2012-07-27 10:12:44 UTC
Bouh Revetoile wrote:
Sang-in Tiers wrote:

Would you mind to post where you read that? I never saw it for sure.

Carefully read the races descriptions. Gallente are individualists with no strong military organisation, though they make among the best pilots in the galaxy. Minmatar are often pirates and have no centralized government. Caldari all make their military classes and have a long military history. And Amarr all fight in the name of the Emperor.

So yes, you have to read between the lines in some way, but nothing forbid you to learn another line of ships. And still, you can do whatever you want with whatever race you pick. Not having the best tool for a job do not prevent you to do the job. Amarr have crazy solo boat, starting from cruiser size. In fregate, they are not the top brawlers, nor they are fast, though they have extremely potent ships, like the navy slicer. And if the punisher have not an easy time going on top of an incursus or a merlin, it can do it, and it is an amazingly robust tackler, like a cheap vengeance ; and the new tormentor is said to be an excellent ship.

Well the tormentor sounds like a fun boat and something I'll probably try. And sure I can crosstrain but it SUCKS to have specialiezed in a race just to get stupid useless bonuses like 'less cap usage' even after rebalancing while others get damage increasing bonuses. :/
Mechael
Tribal Liberation Distribution and Retail
#346 - 2012-07-27 11:02:22 UTC
Sang-in Tiers wrote:
Bouh Revetoile wrote:
Sang-in Tiers wrote:

Would you mind to post where you read that? I never saw it for sure.

Carefully read the races descriptions. Gallente are individualists with no strong military organisation, though they make among the best pilots in the galaxy. Minmatar are often pirates and have no centralized government. Caldari all make their military classes and have a long military history. And Amarr all fight in the name of the Emperor.

So yes, you have to read between the lines in some way, but nothing forbid you to learn another line of ships. And still, you can do whatever you want with whatever race you pick. Not having the best tool for a job do not prevent you to do the job. Amarr have crazy solo boat, starting from cruiser size. In fregate, they are not the top brawlers, nor they are fast, though they have extremely potent ships, like the navy slicer. And if the punisher have not an easy time going on top of an incursus or a merlin, it can do it, and it is an amazingly robust tackler, like a cheap vengeance ; and the new tormentor is said to be an excellent ship.

Well the tormentor sounds like a fun boat and something I'll probably try. And sure I can crosstrain but it SUCKS to have specialiezed in a race just to get stupid useless bonuses like 'less cap usage' even after rebalancing while others get damage increasing bonuses. :/


It's also important to realize that "less cap usage" isn't actually a useless buff at all. Not by a long shot. Lasers have very high natural dps, especially considering that they're actually able to apply most of it most of the time (unlike almost all other weapon systems.) In short, lasers are just so good that they don't need a damage bonus, while other weapon systems need that bonus to keep up with lasers. The less cap usage bonus is what makes lasers pretty much only usable on Amarr boats.

I could break them all down for you one-by-one if you like, but there's no substitute for doing the math yourself. Again, not to say that everything is perfectly balanced (nothing ever is), but it's a lot closer than many people seem to think.

Ship tiers, on the other hand, need fixing. As does the vast performance increase between tech levels.

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

Bouh Revetoile
In Wreck we thrust
#347 - 2012-07-27 11:21:26 UTC
Sang-in Tiers wrote:

Well the tormentor sounds like a fun boat and something I'll probably try. And sure I can crosstrain but it SUCKS to have specialiezed in a race just to get stupid useless bonuses like 'less cap usage' even after rebalancing while others get damage increasing bonuses. :/

And tell this to gallente pilots with their awesome active armor tanking bonus which is a lot more situational than a cap usage bonus. Oh, and try finding a fleet boat for them too. Beside long point ship, it's a desert, as opposed to to amarr who does have solo/small gang capabilities. Railgun are plain worst than beam, leaving gallente nothing but support for fleet warfare.

+ what Mechael said.
Lili Lu
#348 - 2012-07-27 16:23:04 UTC
Mira Lynne wrote:

1: No they arent. Condor still has Kinetic specific damage bonus.
Regarding Gallente Resists- Hybrids deal Kin/Therm, and they are used by 2 Races
2- You are reading something wrong. Limiting its PG also restricts fitting DPS/Tank/Prop, wich pushes people away from using it at all as opposed to using it in some configuration you feel is 'wrong'
Also - It has no range bonus.

Limited pg is a CCP's chosen obstacle for Caldari ships, just as their chosen obstacle for Gallente ships is cpu. Frankly there are more options for boosting pg - mapc, rcu, pdu, acr, implants - than there are for boosting cpu - co-pro, implants, and now finally a rig. Seems to me more people whining about limited pg on Caldari ships than whining about limited cpu on Gallente even though there are more options for boosting pg. Additionally, the low slot mods don't conflict with shield tanking mods only damage mods on Caldari ships while they do conflict with both types on Gallente ships.

Mira Lynne wrote:
1-I have to agree with this. Depending on how you view things, Snipers shouldnt be monopolised by Caldari, and Caldari shouldnt be shoehorned into Sniping. Give Caldari More Brawlers, give other races more Snipers.

However, some things you are forgetting:
-100km Range is the ONLY Redeeming Factor of the Cormorant. Remove this, sure, but buff it in another area (say - brawling?)
-Range and Resists are conflicting bonuses, and benefit brawlers and snipers half as much as they potentially could. Range Tank needs no resists, Brawlers dont need more Range.
-What would you think is a better bonus for the Naga (instead of Damage)? Resists? On a ship type that is supposed to be max gank/no tank?
-As i said before, Condor is keeping its Kinetic Damage Bonus, and Gallente T2 Resists are Fine. Infact, they are in a better state than amarr T2 Resists.

Yes, it is sad if once again CCP will be saying to players each race does only one thing and others can't do that thing. Far better to say each race has a preferred and slightly better ability to do some thing but it can also do the other things if it needs to just not as well as the race specialized in that thing. 100km destroyers are ridiculous. 10% optimal bonuses on top of the already longest range weapon system is stupid design. As for the Naga it is again the 10% range bonus. That could have been 7.5 or 5 and it still would have served the purpose.

Mira Lynne wrote:
2- Yes, we know you dont like Drakes and Tengus. The Problem is Heavy Missiles (And Partially the Tengu), but the Drake only needs MINOR nerfs

Yes, something should be done with HM damage projection. Guns need range mods to achieve range. One of the now distant dev comments about Drakes was acknowledging that they do not have the same forced fitting choices as other ships. Easy to put tank in the mids and damage in the lows and away you go. The comment hinted at missile range mods being introduced to force low slot fitting choices akin to TE v damage mods a la guns. Sadly I can't remember which dev and what thread, but it already at least a year since that comment was made and here we still are with Drakes everywhere.

Lili Lu wrote:
Lots of people ITT asking for cherries on top of their favorite ship or race of ships

Mira Lynne wrote:
And one person trying to make sure that the only one with Cherries is themselves.

Your sentence doesn't make any sense to me. What cherry am i getting? Unlike many posters here I am not saying buff my favorite tech one frigate or more. If this thread was open to it the closest I could come to such a request is what is up with leaving the Nemesis agility so terrible under some misguided racial tanking theory that never was appropriate for stealth bombers anyway. Oops, there I did it.P
Sang-in Tiers
Hedion University
Amarr Empire
#349 - 2012-07-27 17:51:18 UTC  |  Edited by: Sang-in Tiers
Bouh Revetoile wrote:

And tell this to gallente pilots with their awesome active armor tanking bonus which is a lot more situational than a cap usage bonus. Oh, and try finding a fleet boat for them too. Beside long point ship, it's a desert, as opposed to to amarr who does have solo/small gang capabilities. Railgun are plain worst than beam, leaving gallente nothing but support for fleet warfare.

+ what Mechael said.

Never said active armor tanking bonus is great, but at least they have a lot less cap consumption on their weapons standard so they dont really have need for it and their damage isn't worse however it requires them to be closer but with better tracking.


Mechael wrote:
Sang-in Tiers wrote:
Bouh Revetoile wrote:
Sang-in Tiers wrote:

Would you mind to post where you read that? I never saw it for sure.

Carefully read the races descriptions. Gallente are individualists with no strong military organisation, though they make among the best pilots in the galaxy. Minmatar are often pirates and have no centralized government. Caldari all make their military classes and have a long military history. And Amarr all fight in the name of the Emperor.

So yes, you have to read between the lines in some way, but nothing forbid you to learn another line of ships. And still, you can do whatever you want with whatever race you pick. Not having the best tool for a job do not prevent you to do the job. Amarr have crazy solo boat, starting from cruiser size. In fregate, they are not the top brawlers, nor they are fast, though they have extremely potent ships, like the navy slicer. And if the punisher have not an easy time going on top of an incursus or a merlin, it can do it, and it is an amazingly robust tackler, like a cheap vengeance ; and the new tormentor is said to be an excellent ship.

Well the tormentor sounds like a fun boat and something I'll probably try. And sure I can crosstrain but it SUCKS to have specialiezed in a race just to get stupid useless bonuses like 'less cap usage' even after rebalancing while others get damage increasing bonuses. :/


It's also important to realize that "less cap usage" isn't actually a useless buff at all. Not by a long shot. Lasers have very high natural dps, especially considering that they're actually able to apply most of it most of the time (unlike almost all other weapon systems.) In short, lasers are just so good that they don't need a damage bonus, while other weapon systems need that bonus to keep up with lasers. The less cap usage bonus is what makes lasers pretty much only usable on Amarr boats.

I could break them all down for you one-by-one if you like, but there's no substitute for doing the math yourself. Again, not to say that everything is perfectly balanced (nothing ever is), but it's a lot closer than many people seem to think.

Ship tiers, on the other hand, need fixing. As does the vast performance increase between tech levels.

"Almost all the time", except the tracking is worse so its hard to hit, this has all been said in the thread already so no point to bring it up again. Im just trying to point out that there are some imbalances here and it sucks thus hoping CCP will take mercy on my race and try to fix this issue up.
Mechael
Tribal Liberation Distribution and Retail
#350 - 2012-07-27 23:38:20 UTC  |  Edited by: Mechael
Sang-in Tiers wrote:

"Almost all the time", except the tracking is worse so its hard to hit, this has all been said in the thread already so no point to bring it up again. Im just trying to point out that there are some imbalances here and it sucks thus hoping CCP will take mercy on my race and try to fix this issue up.


Hm. Tracking is only a real issue in solo/small gang fights, thanks to the bjorked turret damage formula. Fix the formula, solve the problem.

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

Deena Amaj
Native Freshfood
Minmatar Republic
#351 - 2012-07-28 18:26:38 UTC
Mechael wrote:
Sang-in Tiers wrote:

"Almost all the time", except the tracking is worse so its hard to hit, this has all been said in the thread already so no point to bring it up again. Im just trying to point out that there are some imbalances here and it sucks thus hoping CCP will take mercy on my race and try to fix this issue up.


Hm. Tracking is only a real issue in solo/small gang fights, thanks to the bjorked turret damage formula. Fix the formula, solve the problem.


Dude, could you elaborate that formula part? Since it is apparently a game-fixer, might as well expand a bit more on that topic.

I've been so long in the game, but never really got behind that specific field of theory craft.
(I'm not talking about falloff/optimal range mechanics ;D)

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.

Mechael
Tribal Liberation Distribution and Retail
#352 - 2012-07-28 22:27:49 UTC  |  Edited by: Mechael
Deena Amaj wrote:
Mechael wrote:
Sang-in Tiers wrote:

"Almost all the time", except the tracking is worse so its hard to hit, this has all been said in the thread already so no point to bring it up again. Im just trying to point out that there are some imbalances here and it sucks thus hoping CCP will take mercy on my race and try to fix this issue up.


Hm. Tracking is only a real issue in solo/small gang fights, thanks to the bjorked turret damage formula. Fix the formula, solve the problem.


Dude, could you elaborate that formula part? Since it is apparently a game-fixer, might as well expand a bit more on that topic.

I've been so long in the game, but never really got behind that specific field of theory craft.
(I'm not talking about falloff/optimal range mechanics ;D)


A lot of it does have to do with falloff/optimal range mechanics being less than ideal, but not all of it.

The main problem is that in large fleet battles, ships wind up spread all over the place. Even when you try to put all of the ships in as close to one place as you can get them, they will bump off of each other and spread around. The most extreme example is of course Titans. Put 10 of them on the same grid and you're in for a fight that's spread over at minimum 30-40km or so, minimum.

This becomes a big issue that winds up favoring longer range weapons over any other kind of weapon in big fleet fights because longer range weapons do not suffer from accuracy problems until things get close, even when shooting at something extremely tiny (tinier than their guns are designed to hit.) The way tracking works, your gun will wind up having a very rough minimum viable range (assuming your opponent is moving.) Anything beyond this range gets easier and easier to hit until they reach your falloff range (beyond optimal.)

This is why big fleets favor long range weapons almost to the exclusion of all else. Those giant battleship sized guns have little to no problem hitting even frigates at typical large fleet ranges. The problem here being that tracking is the only measurement of accuracy taken into account so long as your opponent is within optimal range (which is compounded by the fact that large guns have much, much longer optimal ranges.) Missiles are much more balanced in this respect than turrets are (case in point: so many people complain that torps do little to no damage to anything smaller than a battleship.)

My solution is worth a thread in and of itself, so we'll get to what's relevant here: the poorer tracking that lasers have becomes less and less relevant the more ships there are on the field. And blasters? Well, don't bring blasters to fleet fights.

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

Kethry Avenger
Ministry of War
Amarr Empire
#353 - 2012-07-29 14:21:23 UTC
To CCP Yitterbium, CCP Tallest, and CCP Fozzie,

A couple questions and a request.

What are the broad design goals, choices for each of the races combat ships, what are they supposed to be good at?

To me it seems, that Amarr is supposed to be good at lasers, passive armor tanking, and capacitor. With secondary weapons being drones and missiles, though it looks like your giving most races drones and missile ships eventually.

Minmatar, projectiles, missiles, speed, and active shield tanking. Though by far the most versatile race.

Gallente, Blasters, drones, active armor tanking, agility(?).

Caldari, Railguns, Missiles, passive shield tanking.

These of course don't list the EWAR of each race which is much more obvious.

My other question/request is, can we please get rid of the need for Amarr to have a bonus to using lasers? I'm not particularly picky about how it happens. I just think the a race I see as being the capacitor race, seems a little silly to have to have a bonus to cap to have your ship not cap out on its own. And on some ships before you even start talking about active tanking or using energy neutralizers. Shouldn't my ships be more cap stable than the rusty ships that have to fit solar panels not to cap out? Because at the moment and even after some, not all, of the changes they are not.

Does it seem unreasonable to want to be able to use my guns, some required ewar ((scram point or web), and a propulsion mod without capping out? I have very good cap skills but even EFTing some Amarr ships or going on the test server, I can't even do the basics for combat without running out of Capacitor.

Also you may want to consider the unpopularity of Amarr ships in the last Alliance Tourney as evidence that Amarr ships as a whole have gotten to the point where they need some love. I think part of the Tourney is the mid slot problem Amarr have. (as long as they have 2 mids I'm ok with it) But I think the other bigger problem is the capacitor issue and the lack of a useful second bonus on a lot of their ships.

So please as your going through these changes give Amarr capacitor some love!

Thanks for your time and attention.
Harvey James
The Sengoku Legacy
#354 - 2012-07-29 17:46:19 UTC  |  Edited by: Harvey James
Kethry Avenger wrote:
To CCP Yitterbium, CCP Tallest, and CCP Fozzie,

A couple questions and a request.

What are the broad design goals, choices for each of the races combat ships, what are they supposed to be good at?

To me it seems, that Amarr is supposed to be good at lasers, passive armor tanking, and capacitor. With secondary weapons being drones and missiles, though it looks like your giving most races drones and missile ships eventually.

Minmatar, projectiles, missiles, speed, and active shield tanking. Though by far the most versatile race.

Gallente, Blasters, drones, active armor tanking, agility(?).

Caldari, Railguns, Missiles, passive shield tanking.

These of course don't list the EWAR of each race which is much more obvious.

My other question/request is, can we please get rid of the need for Amarr to have a bonus to using lasers? I'm not particularly picky about how it happens. I just think the a race I see as being the capacitor race, seems a little silly to have to have a bonus to cap to have your ship not cap out on its own. And on some ships before you even start talking about active tanking or using energy neutralizers. Shouldn't my ships be more cap stable than the rusty ships that have to fit solar panels not to cap out? Because at the moment and even after some, not all, of the changes they are not.

Does it seem unreasonable to want to be able to use my guns, some required ewar ((scram point or web), and a propulsion mod without capping out? I have very good cap skills but even EFTing some Amarr ships or going on the test server, I can't even do the basics for combat without running out of Capacitor.

Also you may want to consider the unpopularity of Amarr ships in the last Alliance Tourney as evidence that Amarr ships as a whole have gotten to the point where they need some love. I think part of the Tourney is the mid slot problem Amarr have. (as long as they have 2 mids I'm ok with it) But I think the other bigger problem is the capacitor issue and the lack of a useful second bonus on a lot of their ships.

So please as your going through these changes give Amarr capacitor some love!

Thanks for your time and attention.


I keep hearing this amarr issue fact is you have so much more optimal range thean the other races to give you a damage or tracking or another other bonus to improve effective dps it would end up OP the Retribution alone with scorch can do 15km optimal still doing 150 dps ish yes it may seem a wasted bonus but think of it as a balancing bonus and in terms of railguns i hope not they suck even the buff did little to make them better blaster brawlers taking advantage of the sh resist bonus IS the way forward the merlin proves this i personally look forward to the ferox buff 800 dps with the current drake tank would be awesome i currently use them as a tackle alternative to my shield brutix which i hope doesnt have the armour rep bonus its pretty useless unless they buff it to tank 3 bcs or so otherwise any other bonus would be an improvement

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

Takeshi Yamato
Ministry of War
Amarr Empire
#355 - 2012-07-29 17:53:01 UTC  |  Edited by: Takeshi Yamato
I would like to second the request that particular attention is given to Amarr ships to make sure that they perform well enough in solo/small gang pvp setting. As somebody that specialized in Amarr ships, I'm seriously disappointed in that regard.

There's literally only one T1 Amarr ship that's decent for soloing, the Harbinger. The T2 Amarr lineup offers more and better options but lacks laser ships.

Edit: what's holding these ships back is usually one of the following: low damage (need to be able to end fights quick enough), lack of mid slots (need to be able to fit critical modules such as web, warp disruptor, cap injector after the MWD), lack of cap. Heavily tanked ships also tend to not work due to speed reduction of armor tanking mods, that leaves only the speed + scorch kiting approach.


Also, in regards to the -10%/lvl laser cap usage bonus. The rational behind it is that lasers supposedly have a built-in damage bonus instead in exchange for high cap usage. When I look at laser ships that have no damage bonus, they all do awful damage though. The damage is so low that people prefer to fly them with autocannons or blasters instead, which means this laser cap usage bonus is failing to make lasers an attractice choice on these ships.

There's also something to be said about the contradiction that is a laser cap usage bonus vs a damage bonus: a damage bonus will end fights quicker, where with a cap usage bonus they last longer. Yet drawing out a fight is NOT a good tactic with laser ships, ships with capless weapons do this much better.

That is not to say that the cap useage bonus is strictly inferior to a damage bonus. There are situations where the cap usage bonus is indeed better (PvE, long fleet fights) but it's also questionable in many situations. The best example of where it's questionable is the Coercer.
Harvey James
The Sengoku Legacy
#356 - 2012-07-29 18:34:14 UTC
it does rather but that tactic is also hard to counter when you consider besides missile caldari boats blasters wont hit you at that range and minnie will be well into falloff bottom line each race has a style that works for them this is balancing and creates diversity if amarr were as quick as gal or minmatar how would they be able to close range to make it a contest? after all you have more tank to begin with.

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

Sang-in Tiers
Hedion University
Amarr Empire
#357 - 2012-07-29 19:54:32 UTC
Harvey James wrote:
it does rather but that tactic is also hard to counter when you consider besides missile caldari boats blasters wont hit you at that range and minnie will be well into falloff bottom line each race has a style that works for them this is balancing and creates diversity if amarr were as quick as gal or minmatar how would they be able to close range to make it a contest? after all you have more tank to begin with.

Did anyone complain about the speed? :o
The speed is accepted (at least by me) however tracking, cap usage, fitting requirements are quite bad and the damage isn't as spectacular as people tries to paint it.
Takeshi Yamato
Ministry of War
Amarr Empire
#358 - 2012-07-29 20:15:30 UTC  |  Edited by: Takeshi Yamato
Quote:
Rockets: damage increased by 10%
Light missiles: damage increased by 10%, explosion radius decreased from 50 to 40m


I think the rocket boost will be over the top. They were buffed not that long ago and have been good since then.

The light missile boost probably won't be enough. Light missiles sacrifice dps for a very high range they don't need. Same with cruise missiles. Try reducing their range by 20% and adding another 10% dps to them or so.

As for the new Executioner, it's a solid cheap tackler now. Very impressive. I don't think these new tackling frigates will make interceptors obsolete, but probably reduce their usage.
Harvey James
The Sengoku Legacy
#359 - 2012-07-29 20:27:11 UTC
rockets do pitiful damage atm you can get more dps/range out of scorch especially when you factor in explosion velocity 10% is conservative really and light missiles are lacklustre for sure but this is the prob with different missile systems for same sized ships were as turrets are more compressed and simpler to balance

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

Takeshi Yamato
Ministry of War
Amarr Empire
#360 - 2012-07-29 20:32:07 UTC
Harvey James wrote:
rockets do pitiful damage atm you can get more dps/range out of scorch especially when you factor in explosion velocity 10% is conservative really and light missiles are lacklustre for sure but this is the prob with different missile systems for same sized ships were as turrets are more compressed and simpler to balance


You have no idea what you're talking about.