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[Winter] EW Frigate Rebalance

First post
Author
Bocephus Morgen
The Suicide Kings
Deepwater Hooligans
#61 - 2012-08-10 05:06:47 UTC
The second Maulus bonus is lame, just drop it for a Damp optimal range one.
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#62 - 2012-08-10 07:58:03 UTC  |  Edited by: Viribus
Should just give it a second hybrid damage bonus

If you remove the damage bonus I won't be able to solo cruors with it anymore

EDIT: I hope the ECM fix involves something like your ship self-destructing if it misses a jam
Benny Ohu
Royal Amarr Institute
Amarr Empire
#63 - 2012-08-10 09:53:23 UTC
Are you considering making T2 EWAR worth taking while you are rebalancing disruption frigates? Right now Meta 4 is better than T2. T2 was cheaper than Meta 4 for a while, but with the whole Technetium business Meta 4 was cheaper and better. With the rebalancing of T2 armour plates, T2 EWAR is the only T2 set of mods with worse stats than their Meta 4 equivalents (I think). What is the design goal for T2 modules over Meta 4 in general? Is EWAR an intended exception?

Meta 4 ECM
Tech 2 ECM

Meta 4 Tracking Disruptor
Tech 2 TD

The activation cost and fitting requirements are both better for Meta 4. This is also true for Sensor Dampers, Target Painters, ECCM, Sensor Backup Arrays, Projected ECCM and ECM burst.
NightShift Darthbobo
Caldari Provisions
Caldari State
#64 - 2012-08-10 11:20:12 UTC
When are you doing the Electronic attack ships?

Because the Kitsune is worse then the griffin as it stands now and after the buff it will be even worse...

The Kitsune standard ship bonus contradicts the the Electronic attack skill bonus

the book give you an optimal range bonus but the ship can only target out to 50km but my optimal is around the 75km area.

Hipster Dude
School of Applied Knowledge
Caldari State
#65 - 2012-08-10 13:35:03 UTC  |  Edited by: Hipster Dude
CCP Fozzie wrote:
Michael Harari wrote:
Increased drone velocity is actually harmful, since it makes the drones overshoot.

Also for gods sake, fix ecm before you start buffing ecm ships.


As for the second part, I have plans. Twisted


Perhaps there could be stronger bonuses on effects like target painting, but proper counters to them. For example, one can fit ECCM to boost sensors against jamming. Perhaps a low slot module like a "Metamaterial Composite Hull" would permit defense against target painting (the exact behavior of real life stealth bomber hulls to protect them against detection). The module could also reduce signature radius, making sig tanking on unexpected ships a possibility.

ECCM should probably do something more than just provide a little more protection against jams, just like the recent buffs to capacitor batteries provided some protection against neuts/vamps, to incentivize their use. Currently the modules don't get fit on many ships other than logistics because the mid slots are so valuable and an ECCM is completely useless to a pilot if he never encounters a jammer.

Jammers are excellent, but the ships they're put on are extremely fragile. This seems to limit them to skirmishes, in my experience, since larger fleets can't be jammed enough to keep these ships from being swatted. Perhaps a special type of cloak could be made for these ships which permit cloaking even when being targeted, but cannot be turned off during their cooldown and only run for one cycle. This gives the jam ship the ability to do the job they're meant to, and possibly even survive a larger engagement to justify their hull cost. Of course, the typical mechanic for decloaking a ship (closing range) would still work and it could be quickly killed. For the duration of the cooldown, all of the other modules could be disabled and warp drive put offline (forcing the ship to remain on field), but the cloak could give a speed boost to the ship while engaged like cloaks do with black ops ships. Perhaps this cloak would only be available to Force Recon ships. Tactically, the cloak gives the pilot a get-out-of-jail-free card, but also renders them temporarily helpless if they're caught, and might even be used to get into position a bit better (the speed boost while under cloak).

Sensor damps should probably be made stronger and do something which aids close-quarters fighting. Unlike jams, which are always useful, damps are too limited to one fighting style (and, face it, how often do any of us see sniper fleets?). Plus, they offer no benefit at all for Gallente blaster ships, and railguns are generally regarded as sucky. I can't think of anything to fix this, so perhaps someone more clever than I am could make suggestions for them.

I haven't used tracking disrupters, so I won't comment on their efficacy in combat.
tofucake prime
The Hatchery
RAZOR Alliance
#66 - 2012-08-10 13:59:44 UTC
CCP Fozzie wrote:
Michael Harari wrote:
Increased drone velocity is actually harmful, since it makes the drones overshoot.

Also for gods sake, fix ecm before you start buffing ecm ships.


I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing.
I also tried a 20% per level bonus for fun and it did break things in quite funny ways.

As for the second part, I have plans. Twisted

By "fix" he meant "remove"

ECM is a godawful mechanic as it is. Change it to a lock breaker rather than lock block.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#67 - 2012-08-10 14:00:32 UTC
CCP Fozzie wrote:
Michael Harari wrote:
Increased drone velocity is actually harmful, since it makes the drones overshoot.

Also for gods sake, fix ecm before you start buffing ecm ships.


As for the second part, I have plans. Twisted


The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse.

So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic.

Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s.

All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties.
Aren Dar
EVE University
Ivy League
#68 - 2012-08-10 14:11:52 UTC
When you re-balanced the attack frigates, it appears you also introduced a (fairly quiet) re-balance of the material requirements to all the frigates you buffed/nerfed so far (along with new NPC seedinng prices for BPOs), should we expect something similar to accompany these changes?
Bloodpetal
Tir Capital Management Group
#69 - 2012-08-10 14:14:59 UTC  |  Edited by: Bloodpetal
My recommendation for the Griffin. Will be much more balanced this way.

GRIFFIN:

Frigate skill bonuses (unchanged):
-99% Bonus to ECM Jammer strength per level
+100% Bonus to ECM Jammer cap use per level

Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers
Fittings: 24 PWG (-1), 240 CPU (+15)
Defense (shields / armor / hull) : 400(+9) / 250 / 250
Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482)
Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1)
Sensor strength: 17 Gravimetric
Signature radius: 42 (-8)
Cargo capacity: 260 (+100)

I think this fixes the ECM problem nicely. Twisted





MAULUS:

Frigate skill bonuses:
12.5% Bonus to Sensor Damp effectiveness per level
10% Bonus to Sensor Damp Optimal Range per level
50% Bonus to Sensor Dampeners Rage Factor per level

Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets
Fittings: 26 PWG (+1), 230 CPU (+10)
Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71)
Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5)
Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000
Drones (bandwidth / bay): 20(+10) / 30(+20)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6
Sensor strength: 16 Magnetometric
Signature radius: 40 (-8)
Cargo capacity: 275 (+100)

I know the 3rd bonus may be more technically difficult to implement, but I know CCP has a lot of experience with how to make players Rage, so I'm sure you can work it out. Cool



VIGIL:

Frigate skill bonuses:
7.5% Bonus to Target Painter effectiveness per level
10% Bonus to Target Painter optimal range per level

Role Bonus : Can Fit Titan Doomsday Weapons, -100% PG/CPU for Modules requiring Doomsday Operation


Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers
Fittings: 25 PWG , 225 CPU (+15)
Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42)
Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57)
Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6
Sensor strength: 12 Ladar
Signature radius: 36 (-8)
Cargo capacity: 250 (+100)[/quote]

I think this will bring it much more in line with the other EWAR platforms in terms of usefulnses. Bear

Where I am.

Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#70 - 2012-08-10 16:32:28 UTC
There are a lot of ways you could fix ECM and make it more niche like the other EWAR instead of being ubiquitous and rage-inducing. You could make it so you can only lock one target, or keep the targets you have locked but make you unable to lock new ones, or make it shut off the EWAR/tackle of its target. Stuff that would make it useful for disrupting logi or support, but not able to completely shut down solo or small gang ships.

My idea for a fix was that if you get off three jams in a row, CCP uses your credit card to hire a bricklayer to come to your house and punch you in the ****
Sofia Wolf
Ubuntu Inc.
The Fourth District
#71 - 2012-08-10 16:57:11 UTC  |  Edited by: Sofia Wolf
Balancing target painters will be hard, they are suboptimal choice in most situation making it a waist of a slot that is better used for some other module. But when used to support blaping titans, dreadnoughts, carriers and suppercarriers they could easily become horribly overpowered.

Because of capital ships stacking penalty for target painters should not be removed. But I think they should by default have bigger range. Also giving fixed increase to signature radius of say +40 m instead of relative bonus of + 25 %, and keeping normal stacking penalty, could make target painter more usefully for killing smaller ships but actually reduce their utility for targeting big ships that are topically priority targets for blaping capitals.

Also here is my old proposal for rebalancing ECM

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Liang Nuren
No Salvation
Divine Damnation
#72 - 2012-08-10 17:13:37 UTC
Gypsio III wrote:
CCP Fozzie wrote:
Michael Harari wrote:
Increased drone velocity is actually harmful, since it makes the drones overshoot.

Also for gods sake, fix ecm before you start buffing ecm ships.


As for the second part, I have plans. Twisted


The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse.

So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic.

Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s.

All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties.


I really hate saying that Caldari should get the Gallente Ewar, but damn if this post doesn't make a ton of sense. Certainly the part about ECM not being fixable.

-Liang

I'm an idiot, don't mind me.

Takeshi Yamato
Ministry of War
Amarr Empire
#73 - 2012-08-10 17:26:30 UTC  |  Edited by: Takeshi Yamato
Gypsio III wrote:
The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse.

So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic.

Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s.

All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties.


Good arguments and suggestions in this post.

It could also be done the other way around: giving gallente the anti-logi ewar, and caldari sensor damps + anti-missile ewar. That's probably a good idea because gallente recons are less biased for a specific tank (shield vs armor) than caldari ones.
Bloodpetal
Tir Capital Management Group
#74 - 2012-08-10 17:28:07 UTC  |  Edited by: Bloodpetal
Personally, ECM should operate in one of the following ways :

#1 - Randomly unlocks a target and reduces your max targetable # of objects. To deny someone locking ability would take a lot more jammers, but still possible. Alternately, cycling your jammers is more likely to cause disruption. Much higher chance of success than currently possible.

#2 - Unlocks all your targets but doesn't deny you the ability to lock for the duration of the effect, instead only half the time of the ECM effect. So on a 12second cycle, you have 6 seconds where you can't lock and 6 seconds where you can lock. For them to "perma-jam" you would take 2 jammers per ship cycled properly. Chance of success would remain roughly same as current, perhaps improved slightly.

Where I am.

Khulmad
Blast em up
#75 - 2012-08-10 18:11:43 UTC
How about giving vigil bonus to minmatars real e-war, webs? Not the useless target painters.
Eternal Error
The Scope
Gallente Federation
#76 - 2012-08-10 18:32:52 UTC
Honestly, you're going to have to balance EW before you make a serious attempt at balancing EW frigs. And I don't mean "this would be nice," I mean the majority of people who engage in any form of PvP would love you if you made even small, incomplete adjustments to EW prior to working on these frigs.

That being said, a few things that jump out at me:
Giving griffin an extra mid puts it too close to the kitsune; also, it's already a great ship
Maulus: drone speed+range isn't much of a bonus, and damps are still awful
TPs are still just not useful for a lot of situations, so I'm really not sure what to say about the vigil. Crucifier looks OK.
Jarin Arenos
Card Shark Industries
#77 - 2012-08-10 18:39:41 UTC
Anything about making EWAR other than target-painting functional in PvE? It's a really confusing dual-standard for new pilots who want to train EWAR.

But I'm not CCP Soundwave, so what do I know?

Obsidiana
Atrament Inc.
#78 - 2012-08-10 19:11:37 UTC
I always thought that EWar never made sense for Minmatar and Amarr.

Amarr should have cap drain; they are the capacitor race.
Minmatar, the faster ships, should have TD.

Gallenete SD (while broken) makes sense because it forces close range engagements.
Caldari ECM makes sense because it's the strongest and they are an EWar race.


Then again, I think of EWar as an offensive module that belongs in high slots and that the ships would need a decent defense since they did virtually no damage. Yes, this would radically change things, but things are being radically changed.



TP makes sense in any slot as there are modules that add damage or affect ships in any slot. I would like to see it in a high slot since missile/shield ships already can't fit tackle and fit a tank. That said, CNR pilots flying pimped PvE would argue against me (yet they need 5 slots to tank and have to tackle). Missile ships, like the future Minmatar ships and the current Golem, should get the TP bonus so that they can boost their own damage.

Give the Breacher the TP bonus.


I also think PvP in general needs to be looked at. I would like to see webs and warp disruptors get a falloff so that slow Caldari ships can actually use their range advantage. WD falloff would be chance based, which is how scrams were originally intended to work. The mechanics in this system feel old to me.


Also, while appreciate the worry that ECM at range is dangerous, the Caldari are the long range race. All of our weapons are based around this. Medium range and Caldari does not makes sense unless we get more ships like the Merlin.
Deena Amaj
Native Freshfood
Minmatar Republic
#79 - 2012-08-10 19:20:51 UTC  |  Edited by: Deena Amaj
Bloodpetal wrote:
Cameron Zero wrote:
Quote:
VIGIL:


Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000



This will see the Vigil's speed bonus removed, right? Cry Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p



It looks like they built half of the bonus into the hull...

CCP consider giving the full bonus up to 440m/s?? Pirate

Especially with the loss of a low slot and that their "EWAR" bonus is in no way defensive, you're really leaving the vigil a bit under whelmed.


Looks like the math is correct (not too certain, but wth) but I don't feel the half-built in speed is sufficient.

I don't know if it is the right moment to nerd rage, but I'm cleary not happy about those changes. If I could, I'd do a "Arab-Spring" moment just now - even if it is just about a T1 frig.

For the love of gods, please give the Vigil the full bonus we'd normally have. Heck, I'd even trade in both painting bonuses for that velocity bonus ;P. Taking away my favorite attribute.


Or, for the lulz, give us some bizarre structure resistance bonus to beef up our stacking Damage Control II resistances so we can survive against just a bit longer before blowing up.


This is just me, but I'd say have the Vigil have the painting range and give the effectivity to the Bellicose; provided it is suppose to remain a painting cruiser.

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.

Khaim Khal
Perkone
Caldari State
#80 - 2012-08-11 00:44:51 UTC
Could someone explain the idea behind the "ship stats by race"? The rebalanced ships seem to follow a set pattern of {N, N+K, N+2K, N+3K} for many stats - for example, the new attack frigates have speeds of 400 / 410 / 420 / 430, targeting range of 22.5 / 25 / 27.5 / 30, etc. Some stats don't have exactly the same interval (I suspect sig 29 was too good on the Slasher), and some stats have a different pattern entirely (sensor strength), but there is a clear overall pattern. Within a single stat, the ships of a single class have a fixed rank by race - so speed is always Minmatar > Gallente > Amarr > Caldari, cap size is always Amarr > Gallente > Caldari > Minmatar, etc.

My question is: why is Caldari on the low end of almost every stat? They're 4th for speed, 4th for total HP, 3rd for sig radius, 3rd for PG, and 3rd for cap. To compensate they're 1st for CPU (good), 1st for targeting range (useful), and 1st for sensor strength. That's right, sensor strength. Not scan resolution - they're 4th for that too.

I guess Caldari are the computer nerds of EVE, because they suck at everything else.