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Player Features and Ideas Discussion

 
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[Winter] EW Frigate Rebalance

First post
Author
Liang Nuren
No Salvation
Divine Damnation
#81 - 2012-08-11 04:42:17 UTC
Khaim Khal wrote:
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.


You way underestimate the power of missiles and mid slots. :)

-Liang

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

Paul Clancy
Korpu no Byakko
#82 - 2012-08-11 07:00:39 UTC
So Maulus able to lock targets for 81, send the drones for same range (ok, 90 is the really really perfect state), and dampers work for 45+90, is that really stated medium range? :)
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#83 - 2012-08-11 11:02:05 UTC
Khaim Khal wrote:
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.


Caldari is also supposed to be first for electronic warfare, and Minmatar fourth. This is why we need to be careful of ideas that involve changing ECM to still allow one lockable target, or giving Minmatar T1 ships a web bonus instead of one to painters, as this turns the racial ewar balance on its head.

Many of these ideas don't alter the ECM mechanic, they alter the power of its effect. But I'm of the view that the balance of ECM boats is generally okayish, it's the mechanic that's godawful. Hence, some of these ideas seem to be taking the worst of both worlds - we end up with weak Caldari ewar that still use a terrible mechanic. Since general racial balance requires powerful Caldari ewar, solutions of this fashion are not good. Which is why I favour removing ECM entirely.
Deena Amaj
Native Freshfood
Minmatar Republic
#84 - 2012-08-11 11:38:57 UTC
ECM is unfortunately close to "stun mechanics" or what may be crowd control.

But if ECM is removed entirely, what would Caldari have instead?

Or is their advantage just being King of Missiles?

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
#85 - 2012-08-11 13:29:40 UTC
Liang Nuren wrote:
You way underestimate the power of missiles and mid slots. :)


At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating?

Gypsio III wrote:
Caldari is also supposed to be first for electronic warfare, and Minmatar fourth.


That might explain the imbalance for disruption frigates (and their larger family), but it hardly seems fair to give the Caldari crappy versions of everything-not-a-ewar-ship in return.
Liang Nuren
No Salvation
Divine Damnation
#86 - 2012-08-11 22:40:15 UTC
Khaim Khal wrote:
Liang Nuren wrote:
You way underestimate the power of missiles and mid slots. :)

At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating?


Dude what? Caldari ***** all over Minmatar at the frigate level:
- Hookbill >>>>>>> Firetail
- Hawk > Jag/Wolf
- Harpy > Jag/Wolf
- Griffin > Vigil
- New Griffin > New Vigil (lolpainter)
- Kitsune > Hyena
- Merlin > Rifter

Man the list goes on and on. But hey keep telling us how Caldari suck.

-Liang

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

Marcel Devereux
Aideron Robotics
Aideron Robotics.
#87 - 2012-08-12 01:25:10 UTC
Liang Nuren wrote:
Khaim Khal wrote:
Liang Nuren wrote:
You way underestimate the power of missiles and mid slots. :)

At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating?


Dude what? Caldari ***** all over Minmatar at the frigate level:
- Hookbill >>>>>>> Firetail
- Hawk > Jag/Wolf
- Harpy > Jag/Wolf
- Griffin > Vigil
- New Griffin > New Vigil (lolpainter)
- Kitsune > Hyena
- Merlin > Rifter

Man the list goes on and on. But hey keep telling us how Caldari suck.

-Liang


To be fair, it requires a experienced PVP pilot to make the above true.
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#88 - 2012-08-12 01:30:59 UTC  |  Edited by: Marcel Devereux
CCP Fozzie wrote:


MAULUS:

Frigate skill bonuses:
7.5% Bonus to Sensor Damp effectiveness per level
10% Bonus to Drone MWD velocity and Drone control range 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)




So let me get this straight. You give the Maulus a gimp bonus and only one more drone and 15 less bay than the Crucifier. Seriously nice troll. We are paying attention. Please give us the real stats.
X Gallentius
Black Eagle1
#89 - 2012-08-12 04:42:25 UTC
w.r.t Maulus:

1. Will Navitas still be "sniping" drone boat?
2. Why drone bonus and not another damps bonus (such as capacitor use of damps per level)?
Soon Shin
Scarlet Weather Rhapsody
#90 - 2012-08-12 05:05:07 UTC
I don't get why the maulus doesn't get a sensor damp range bonus like the other frigates do?
Deena Amaj
Native Freshfood
Minmatar Republic
#91 - 2012-08-12 08:48:58 UTC  |  Edited by: Deena Amaj
I'm not sure what to think of that either.

//Vigil
Come to think of it, I don't even know how much of a "Disruption" Target Painting is. It is more of a support/utility tool than an actual EWAR tool like dampening, ecm etc.

All others, minus Griffen, seem to be capable of deploying some 5 drones while the Vigil has
and correct me if I am wrong please

a) apparently half the velocity bonus it had before (not sure about this one)
b) -1 drone, meaning none while all others do
c) Being able to paint perhaps across a whole world, yet what's the real point if everybody sitting in a missile boat takes a painter + web along as standard?

The old velocity bonus was pretty much the key to success. The single drone still allowed us to tease and poke like a mosquito - and "back then" some two years ago, it was more of a specialty to have painting. But now, everybody who is using a missile-heavy ship will fit a target painter; that extra optimal range on Vigil will be too situational.

I see 5 med slots, which is quite powerful for a frigate, but the dual painter bonus suck in my eyes. It is not that much of a disruption frig like the others unless one were to do a "wannabe disruption frig fit" and fit ECM and Damps ~.~

I don't want the Vigil to be Winmatar, but it was great as it was :/

The more I see painting bonuses, the more I feel it should have all gone to the Breacher, as that frigate is a real missile ship.

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
#92 - 2012-08-12 12:45:28 UTC
CCP Fozzie wrote:
I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time)


Please, please, pretty please take a look at the damage formulas sometime soonish? Maybe, like, I dunno, before you try to rebalance a ship like the Eagle? Pirate

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

Khaim Khal
Perkone
Caldari State
#93 - 2012-08-12 15:15:29 UTC
Liang Nuren wrote:
Dude what? Caldari ***** all over Minmatar at the frigate level:
- Hookbill >>>>>>> Firetail
- Hawk > Jag/Wolf
- Harpy > Jag/Wolf
- Griffin > Vigil
- New Griffin > New Vigil (lolpainter)
- Kitsune > Hyena
- Merlin > Rifter

Man the list goes on and on. But hey keep telling us how Caldari suck.


Sorry, I guess I wasn't clear. I didn't mean to suggest that "Caldari class-X is worse than Minmatar class-X" for all X. The part you quoted was just me observing that Caldari and Minmatar frigates have the same slot layout (by class). My more general point was that the "base template" for Caldari ships appears to be much worse than the "base template" for other races.

Now it could be the case that Caldari have better role bonuses, or use better types of weapons/modules, or some other factor that is not easily observable and makes up for their weaker base stats. So far I haven't seen evidence of that.
Duchess Starbuckington
Doomheim
#94 - 2012-08-12 15:17:42 UTC
One idea I read for target painters ages ago was an added effect on ships bonused for them: a target painted ship can be locked even if you've been ECM'd. Not really a serious suggestion, just throwing it out there.

But EWAR does need a serious overhaul and, radical as it is, I kinda like Gypsio's ideas (as is increasingly often the case these days).
Scatim Helicon
State War Academy
Caldari State
#95 - 2012-08-12 16:52:08 UTC
I really like these, for the same reasons as I didn't like the Attack Frigates update - you've kept the focus on e-war frigates, greatly improved them in their existing role, without jumping head first into the 'T1s should be good at everything' thinking by giving them double weapon bonuses or anything silly like that.

For the maulus, yes, the drone bonus you have here seems lacking. One thought you could look at, how about a bonus to the effectiveness of e-war drones along with an increased dronebay? That ties in closely to the gallente and e-war frigate themes, while giving the hull a large degree of flexibility (though it may well require some rebalancing of e-war drones first).

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

ITTigerClawIK
Galactic Rangers
#96 - 2012-08-12 16:58:06 UTC
Every time someone from the balancing team puts up a post im always going to hear "Good new Everyone!"

anyways loving the looks of the changes so far, looking foward to seeing whats gunna happen to the missile frigates though, looking foward to hopping into the inquisitor at some point ^_^


VR Highfive
Hayabusa Logistics.
#97 - 2012-08-12 19:06:45 UTC  |  Edited by: VR Highfive
Vakr Onzo wrote:
So TP doesn't make a target easier to hit for bigger guns?


If i understand correctly. It does. It increases the changes of a hit.

http://wiki.eveonline.com/en/wiki/Turret_damage

The bigger the sig radius is the higher the chance is of hitting the target.

If you ad the TP bonus from the Vigil (assuming minmatar lvl 5) to a T2 TP that would give a 67,5% sig increase to the target. (Do the TP percentage and the hull bonus stack btw? I am not sure)

So for example in this case; a MWD ing Taranis would normally have a sig of 81m. Painted by a max skill vigil it would have a sig of 136m. So it is easier to hit by medium guns and large turrets than it was before. Hit chance calculation also takes tracking into account of-course.

Learning solo PvP, one explosion at a time.

Alticus C Bear
University of Caille
Gallente Federation
#98 - 2012-08-12 20:47:53 UTC
I suspect that the Maulus does not get a range bonus to damps to bring the ships in closer, probably in an attempt to balance the effect of damps.

Still not keen on the range control bonus, and I think i needs to be able to fit afterburner, damps and 150mm rails which I do not think it can at the moment without fitting mods, only needs 2-3 powergrid more i think.

Regarding ECM as a game mechanic. Problem for me is that when I am jammed I effectively feel as though I have stopped playing the game. Not even able to visualise whether the enemy are even taking significant damage.

I would prefer it prevented the activation of all high slot modules on any specific targets. This is a nerf to ECM in many ways but has a few key playability changes.

I can keep the target locked and view their ship health, have drones target them specifically.

They remain locked so I do not have to re lock them and can start firing immediately.

I can use my own mid slot e-war against them.

Still prevents weapons fire and breaks logi chains.

CCP Fozzie
C C P
C C P Alliance
#99 - 2012-08-13 11:17:42 UTC  |  Edited by: CCP Fozzie
Hey everyone. Thanks for the feedback, it's been great to see so much discussion on these ships.

Remember that we have plenty of time to tweak things and take feedback into account with all these ship changes so we'll be continuing to iterate up to and beyond the winter release.

From the feedback you've been giving I'm preparing the next (and definitely not the last) set of slight tweaks to the ship design, including heavily considering giving the Griffin and the Vigil their drone buddies back. Will update the OP soon.

To answer a few specific concerns:

I don't think we'll be seeing the full speed of an old level 5 Vigil return. The only way to balance that kind of speed on a t1 ewar frigate is to make the ship otherwise suck, which isn't really the direction we want to go with it. If you are looking for a superfast tech one frigate I advise taking a peek at the new Slasher, it's pretty dope.

The idea of matching the painter bonus with a missile damage bonus was actually the first one on the table, but we rejected it mainly because painters have virtually no effect on frigate size missiles in practical use. Look for the idea to return at ship sizes where it can work more effectively.

We'll be getting the proposed changes to ewar out to you guys as soon as we can. Don't worry, it will be available to you long before the patch release so we can have a good discussion about them. I totally understand that you can't give full feedback on these ships until you see those details, and I'm going to be setting aside time to focus on this thread again to digest the extra wave of feedback once we make that ewar post.

As for the Maulus, I'm keeping the idea of changing the drone bonus to a damp cap use bonus in mind as a strong option. I do however believe that with the design of the ship as it is making that switch would reduce the power of the Maulus. I look forward to letting you guys get your hands on the ship on the test server as I think the relative weakness of that one bonus belies the fact that the rest of the ship stats (especially the big dronebay and the speed/agility) have turned it into a very powerful and fun frigate for small and medium gangs. If you guys still think it's underpowered after getting a chance to kick the wheels I can always swap the bonus to damp cap use to help focus it even more on the ewar role.

Keep up the feedback I really do appreciate it.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

El 1974
Green Visstick High
#100 - 2012-08-13 11:37:15 UTC
Target painters increase signature radius, which would mean that other ships not only do more damage, but would also be able to lock the painted target faster. Now I don't know how signature radius affects locking. Is the locking speed based on the target's signature at the moment I start locking, or will a change in signature affect my locking speed while locking is in progress?
In the second case I could really see a role for a fast locking frigate painting targets in fleetfights and gatecamps.