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TD, TE, TS... I'm a missile guy, what'll those mean for me?

Author
Salpad
Carebears with Attitude
#1 - 2012-09-22 21:56:38 UTC
Apparently missiles will be changed, so that they are affected by types of modules frequently abbreviated as TD, TE, TC, or TS, or something like that. Currently none of those affect any missile-type weapon systems, and since I'm a missiles-n-drones kind of guy, I've ignored those module types completely.

Apparently I should begin to pay attention.

But what to these various abbreviations stand for? I know what "BCS" means. It's the 6th or 7th word learned by any normal Caldari child. But all the new stuff... Which abbreviations are real? Which ones should I start paying attention to? Do any of them require skillz to train, or gain benefits from skillz?
Lili Lu
#2 - 2012-09-22 22:29:05 UTC  |  Edited by: Lili Lu
What it means is that you probably need to stop identifying your character as a "missile guy." Noone in this game should put all their eggs in one basket as far as weapon system or race of ships. It means you will have to decide what you want your missile ship to do. If you want it to snipe you will have to sacrifice tank and/or damage. If you want it to have a sturdy tank or load up on damage through damage mods you will have to sacrifice range. This is something turret users have been living with from the getgo.

Also, while HMs are getting some direct nerfs the totality of the missile changes are going to be a mix of nerfs and buffs. You really should read the op on this thread https://forums.eveonline.com/default.aspx?g=posts&m=1936476#post1936476 . Also, recognize that the thread is 130 pages long. At this point any reflexive complaint you might have has probably already been posted multiple times, and some of those times posted in an irritating and whiney manner.

Missiles will probably be fine. We won't know til we see the numbers and test the new dynamics on the test server. But, the present ease of training HML II and that all is you ever need in the game will be gone though. Some less used missile platforms will likely or are already getting buffs (light and cruise missiles). HAMs are really not that bad, will be getting some buffs, and really suffered in use more from HMs being so good.

Long and short of it is every pilot should have two races of ships it can fly. It insulates you from real or perceived over-nerf. It gives you options when your FC calls for different fleet comps. And it gives you experience with more than one weapon or tanking or ewar system, which gives you a better perspective on the game as a whole, which makes you a better poster on the forums.Smile

Edit- TD is tracking disruptor (an ewar mid slot mod that is bonused on amarr ewar boats), TE is tracking enhancer (a low slot mod that gives range or better weapon perfomance that is not just more damage), TC is tracking computer (a mid slot mod that does the same as the TE).

On turrets the TC are scripted to either give more optimal and falloff range for the gun, or to improve the tracking the turret does on a target ship's angular motion in relation to your own ship. The TE does the all these but is not scripted and the tracking component is at a lesser strength.

The likely effects of these modules (or sister mods if the same mods are not made to operate on both weapon systems) being fit on a missile boat will be that they will increase missile speed or flight time for range, and also effect explosion parameters such as explo radius and speed. Thus making your missiles more deadly to fast or small enemy ships. Simialrly TDs on another ship will reduce your missile range or make the explosion parameters less favorable such that your missiles will do less damage. The interplay of what you fit and whether your opponent gang or ship has applied this new ewar to you will matter.
Arrigo Glokta
#3 - 2012-09-23 00:54:55 UTC  |  Edited by: Arrigo Glokta
Lili Lu wrote:
What it means is that you probably need to stop identifying your character as a "missile guy." Noone in this game should put all their eggs in one basket as far as weapon system or race of ships. It means you will have to decide what you want your missile ship to do. If you want it to snipe you will have to sacrifice tank and/or damage. If you want it to have a sturdy tank or load up on damage through damage mods you will have to sacrifice range. This is something turret users have been living with from the getgo.

Also, while HMs are getting some direct nerfs the totality of the missile changes are going to be a mix of nerfs and buffs. You really should read the op on this thread https://forums.eveonline.com/default.aspx?g=posts&m=1936476#post1936476 . Also, recognize that the thread is 130 pages long. At this point any reflexive complaint you might have has probably already been posted multiple times, and some of those times posted in an irritating and whiney manner.

Missiles will probably be fine. We won't know til we see the numbers and test the new dynamics on the test server. But, the present ease of training HML II and that all is you ever need in the game will be gone though. Some less used missile platforms will likely or are already getting buffs (light and cruise missiles). HAMs are really not that bad, will be getting some buffs, and really suffered in use more from HMs being so good.

Long and short of it is every pilot should have two races of ships it can fly. It insulates you from real or perceived over-nerf. It gives you options when your FC calls for different fleet comps. And it gives you experience with more than one weapon or tanking or ewar system, which gives you a better perspective on the game as a whole, which makes you a better poster on the forums.Smile

Edit- TD is tracking disruptor (an ewar mid slot mod that is bonused on amarr ewar boats), TE is tracking enhancer (a low slot mod that gives range or better weapon perfomance that is not just more damage), TC is tracking computer (a mid slot mod that does the same as the TE).

On turrets the TC are scripted to either give more optimal and falloff range for the gun, or to improve the tracking the turret does on a target ship's angular motion in relation to your own ship. The TE does the all these but is not scripted and the tracking component is at a lesser strength.

The likely effects of these modules (or sister mods if the same mods are not made to operate on both weapon systems) being fit on a missile boat will be that they will increase missile speed or flight time for range, and also effect explosion parameters such as explo radius and speed. Thus making your missiles more deadly to fast or small enemy ships. Simialrly TDs on another ship will reduce your missile range or make the explosion parameters less favorable such that your missiles will do less damage. The interplay of what you fit and whether your opponent gang or ship has applied this new ewar to you will matter.


Pay attention to this. Good advice.

Sure, everyone has their favourites, but cross training (racial hulls & weapons systems) is the smart thing to do.
Liang Nuren
No Salvation
Divine Damnation
#4 - 2012-09-23 04:35:48 UTC
Lili Lu wrote:
What it means is that you probably need to stop identifying your character as a "missile guy." Noone in this game should put all their eggs in one basket as far as weapon system or race of ships. It means you will have to decide what you want your missile ship to do. If you want it to snipe you will have to sacrifice tank and/or damage. If you want it to have a sturdy tank or load up on damage through damage mods you will have to sacrifice range. This is something turret users have been living with from the getgo.

Also, while HMs are getting some direct nerfs the totality of the missile changes are going to be a mix of nerfs and buffs. You really should read the op on this thread https://forums.eveonline.com/default.aspx?g=posts&m=1936476#post1936476 . Also, recognize that the thread is 130 pages long. At this point any reflexive complaint you might have has probably already been posted multiple times, and some of those times posted in an irritating and whiney manner.

Missiles will probably be fine. We won't know til we see the numbers and test the new dynamics on the test server. But, the present ease of training HML II and that all is you ever need in the game will be gone though. Some less used missile platforms will likely or are already getting buffs (light and cruise missiles). HAMs are really not that bad, will be getting some buffs, and really suffered in use more from HMs being so good.

Long and short of it is every pilot should have two races of ships it can fly. It insulates you from real or perceived over-nerf. It gives you options when your FC calls for different fleet comps. And it gives you experience with more than one weapon or tanking or ewar system, which gives you a better perspective on the game as a whole, which makes you a better poster on the forums.Smile

Edit- TD is tracking disruptor (an ewar mid slot mod that is bonused on amarr ewar boats), TE is tracking enhancer (a low slot mod that gives range or better weapon perfomance that is not just more damage), TC is tracking computer (a mid slot mod that does the same as the TE).

On turrets the TC are scripted to either give more optimal and falloff range for the gun, or to improve the tracking the turret does on a target ship's angular motion in relation to your own ship. The TE does the all these but is not scripted and the tracking component is at a lesser strength.

The likely effects of these modules (or sister mods if the same mods are not made to operate on both weapon systems) being fit on a missile boat will be that they will increase missile speed or flight time for range, and also effect explosion parameters such as explo radius and speed. Thus making your missiles more deadly to fast or small enemy ships. Simialrly TDs on another ship will reduce your missile range or make the explosion parameters less favorable such that your missiles will do less damage. The interplay of what you fit and whether your opponent gang or ship has applied this new ewar to you will matter.


^^ Good advice here.

-Liang

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

Cedo Nulli
Royal Amarr Institute
Amarr Empire
#5 - 2012-09-23 05:32:50 UTC
Short edit: TD is the hostile Ewar effect you will see from any ship you engage from now on. It will fak you up son.
Salpad
Carebears with Attitude
#6 - 2012-09-23 08:37:40 UTC
The main reason I prefer missiles is that I hate güns. I think it's a complicated and hard-to-figure out weapon system with a lot of strange behaviours. Missiles ae simple and straightforward, although here I have to admit I prefer the long-range type missiles. I've never trained for HAM, and my one experience flying a Torpedo ship, a Golem, ended in total failure. I've flown rocket ships a bit, but I really prefer to fight at range.

Several years ago, I ever so slowly started to cross-train into Gallente hulls. I'm not very far yet (IIRC I got Gall. Frigate 5 and Gall. Cruiser 4), but they seem like the obvious thing for me to cross-train into, because many of their ships have big drone bonuses, and they also lead into Guristas pirate faction hulls, which to me seem the ideal combination of missile/drone/shield. Only drawback is the price tag. I can afford to buy such ships, but I can't afford to lose several Rattlesnakes.

I don't mind armour tanking, but it's those güns that intimidate me, because they behave in strange ways. I have to worry about stuff like transversal, and I'll probably have to fit webifiers for PVE or something. And changing ammo type based on range.

P.S.: Thanks for explaining the abbreviations.
Arrigo Glokta
#7 - 2012-09-23 09:37:10 UTC  |  Edited by: Arrigo Glokta
Salpad wrote:
The main reason I prefer missiles is that I hate güns. I think it's a complicated and hard-to-figure out weapon system with a lot of strange behaviours. Missiles ae simple and straightforward, although here I have to admit I prefer the long-range type missiles. I've never trained for HAM, and my one experience flying a Torpedo ship, a Golem, ended in total failure. I've flown rocket ships a bit, but I really prefer to fight at range.

Several years ago, I ever so slowly started to cross-train into Gallente hulls. I'm not very far yet (IIRC I got Gall. Frigate 5 and Gall. Cruiser 4), but they seem like the obvious thing for me to cross-train into, because many of their ships have big drone bonuses, and they also lead into Guristas pirate faction hulls, which to me seem the ideal combination of missile/drone/shield. Only drawback is the price tag. I can afford to buy such ships, but I can't afford to lose several Rattlesnakes.

I don't mind armour tanking, but it's those güns that intimidate me, because they behave in strange ways. I have to worry about stuff like transversal, and I'll probably have to fit webifiers for PVE or something. And changing ammo type based on range.

P.S.: Thanks for explaining the abbreviations.


My apologies. After reading your initial question, I had you down for a newbie. I see that it's not the case.

Damn, you need to broaden your Eve knowledge-base.

Guns are no more complicated than missiles. Instead of explosion velocity they have tracking. Explosion radius = signature resolution (both work vs target signature radius).

Missiles are harder to work out your exact range because of target direction and velocity. With guns you need to think about your own direction and velocity for tracking.

Go and have a play with them. Best way to learn.

Edit: what's wrong with fitting webs? Were you not fitting target painters on your missile boats?
Salpad
Carebears with Attitude
#8 - 2012-09-23 10:17:58 UTC
Arrigo Glokta wrote:
[quote=Salpad]
Missiles are harder to work out your exact range because of target direction and velocity. With guns you need to think about your own direction and velocity for tracking.

Go and have a play with them. Best way to learn.

Edit: what's wrong with fitting webs? Were you not fitting target painters on your missile boats?


What günship hull do you suggest I use for the go-and-play project? I guess it should be a fast hull, so I can change my spatial position fairly quickly, but which one? If I don't already have Gallente Frigate at 5, I can train that fairly quickly.



As for webs, they're just kinda new to me. I probably have the skill for them trained to 4, if not 5, but I've only ever used them for a few weeks way back in 2008 when I was in a PVP corp for a brief period of time. As for Target Painters, no I've not used them much. When I flew missions I used Heavy Missiles on a Drake, later on a Nighthawk, or Cruise Missiles on a Navy Raven (or a vanilla Raven, if I ever flew one - I don't think I did). Neither of those really need Target Painers.

The only time I did use Target Painters was when I flew a Golem, very briefly a year ago (or two years ago) because I knew I should fit Torpedoes on the Golem. That ended in disaster (uninsured Golem - I could afford to lose it, back then, but only barely), and I got my ass handed to me by some pretty lame mission rats, because I could not adapt my tactics quickly enough to the short range of Torpedoes, since I was (and still am) used to the long range of Cruises and the fairly long range of HML.

Also, I am a noob. Despite having played for five and a half years (albeit including some long periods where I subscribed and trained but did not play actively), I remain a noob about many aspects of the game.
Frank Millar
The Scope
Gallente Federation
#9 - 2012-09-23 11:06:31 UTC
For Gallente, the Incursus comes to mind.

For Caldari, the Merlin.

Fit Blasters for short range and high damage or Rails for longer range but less damage.
Salpad
Carebears with Attitude
#10 - 2012-09-23 13:43:51 UTC
Frank Millar wrote:
For Gallente, the Incursus comes to mind.

For Caldari, the Merlin.

Fit Blasters for short range and high damage or Rails for longer range but less damage.


And then do what, in this Merlin or Incursus? Fly level 1 missions? What learning activity would be good for me, if I want to get a training wheels experience of this günnery thing?
Lili Lu
#11 - 2012-09-23 15:13:30 UTC  |  Edited by: Lili Lu
OP, long post incoming. I woke up in a wordy mood it looks like.

Thanks for being honest here. It is an anonymous interweb place and sometimes people feel ok hurling the worst insults here that they would never dare to do in person. You risk some harsh derision. But you won't get that from me.

Guns are really not that complicated in missions. In pvp sometimes you need to understand quite well what is happening with tracking, but in missions the speeds and behaviors of the rats are frankly not as dangerous. That is why we kill so many of them afterall. P

Basically some of the same behaviors you may have employed in a long range missile boat (it sounds like you didn't always sit like an op regenning brick in your drakes waiting forever to whittle down the rats) serve you well with a gun boat.

In missions I hardly ever used close range guns. Partly because when I did them you couldn't fit a mwd to close range faster and was stuck with the lackluster speed of an afterburner (which I did use a lot). Also because often the rat groups in a pocket have proximity aggro triggers, and motoring up to one group would set off another group. Also because if the groups are not proximity aggroing, sometimes if you aggro say group 3 then group 4 will aggro you, etc. And if group 4 is very close to group 3 in space it means that all of a sudden you are having to tank the full fury of two groups well within their highest dps ranges.

So I preferred to snipe/kite them with long range guns, arty, beams, or sentry drones + rails. You definitely need to read the mission guides at eve-survival mission reports (google it for the web address). It often tells you how far from the rats you will be dumped by the acceleration gate, the aggro mechanics, damage to apply and tank, and what the triggers are for respawns. Without this knowledge many missions might be very difficult. WIth that knowledge and since the rat behavior is so very consistent they can frankly become snooze worthy after a while (or to be fairer, less stressful and even relaxing game play, not that there's anything wrong with that :Seinfeld:).

At range the motion of the rats relative to your ship matters a whole lot less. It is very doable to snipe the tackler frigs, then destroyers, then cruisers, as the rats travel toward you. If some frigs have sufficient angular motion to get past your sniping, you will see miss notifications that you aren't hitting and it's time to change target. Don't panic because you should have a flight of tech II light drones of the appropriate damage type to take care of them as they buzz around you at 7km or less. Just work on ewar cruisers and BCs next. Rat BCs are usually weakly tanked but they do a lot of damage so those are high value targets for your survival. By the time you've dealt with all that, the rat BSs are probably close and you can start hitting them with your closer range higher damage ammo.

Early on in my eve career I trained the painter skill and the spec without having any good reason to, simply because I liked the idea and the look of the icon (sorta like an old adobe reader icon Lol). Painters are comparitively rather weak ewar for pvp purposes. But they really can help both turrets and missiles a lot in missions. So with my armor tankers often I was fitting a painter and an afterburner, a defensive ewar module (sensor booster against serps, eccm against guristas, etc), and then a cap mod in my four mids. With missile boats much of that would have to get shifted to low slots or drones. So sometimes light painter drones (as long as I still had drone bay for a flight of light tech II combat drones) low slot eccm or signal amp, and any cap mods would be PDU or CPR if it was regen shield tank. The painter helps both turret tracking and missile explosion dps to target.

I admit I never flew a Raven, so I never got into Cruises and rigors. I did fly a Typhoon (my fav, and sentry Domi). I cruise fit it and had a painter. I never had problems with cruisers because I didn't depend on my cruises to kill them. I reversed my target priorities somewhat. If I was able I would use my 2 or 3 arty and sentry drones on the normal route of frigs -> dessys -> cruisers . . . While my cruises would go BCs -> BSs, loop back on cruisers if necessary, and the arty could get reallocated to the heavy stuff if the remaining light stuff was getting under the tracking. The wonderful thing for me about the phoon was that it was a constant adjustment and target switching and as you can see sometimes splitting damage. It actually made missions fun for me when I was in the mood because there was a lot of thinking and adjusting (I also have level 4 missioned in Drake, arty Sleipnir, Geddon, Abaddon, Rokh, Hyperion, Absolution, and Domi and I'm still missing some ships that aren't coming to mind atm).

Anyway, a Raven as I said I would prossibly employ similar tactics as you can field a full flight of tech II mediums for cruisers and tech II light drones for frigs. I would prioritize the BC -> BS (avoid triggers) with the cruises and leave the smaller stuff for your drones to kill. Also, in any long range ships the best tactic if you land at range is find a celestial that you can align to and move toward, start sniping and thus kiting the rats racing toward you, rinse and repeat. This also has the added benefit that if somehow you screw up and your tank is breaking you are already aligned to a warp out point.

So short version, unless you are fitting short range guns and a mwd, tracking will become intuitive for you. You should have damage notifications switched on. You will notice that your guns are doing less damage or no longer hitting. You can either switch script to tracking speed in a TC or just switch to a better target or one within you reduced optimal if sansha are TDing your range. Forgot to mention TCs and TEs as definite mods for fitting against them.P
Zyella Stormborn
Green Seekers
#12 - 2012-09-23 15:24:22 UTC  |  Edited by: Zyella Stormborn
Salpad wrote:
Frank Millar wrote:
For Gallente, the Incursus comes to mind.

For Caldari, the Merlin.

Fit Blasters for short range and high damage or Rails for longer range but less damage.


And then do what, in this Merlin or Incursus? Fly level 1 missions? What learning activity would be good for me, if I want to get a training wheels experience of this günnery thing?


Yes, fly missions. Maybe get together with a friend, fleet up, and practice running around each other shooting (you stop when you get through his armor and start on hull. This way you dont lose a ship, neither does he, and you both get used to offensive control, and player-operated opponents).

Ignore all of the terminology and factors about transversal, signature rad, etc for now. They really just are ways to factor in the basics that you know instinctively: Going fast = better defense. Smaller targets = harder to hit. Don't fly directly AT someone, rather go circles around them, etc. Every weapon (except missiles) has a sweet spot range,then a 1/2 damage range (after that your wasting your time, just keep them inside those 2). In general many turrets track better the farther away the target is (they are effectively slower) Think dogfighting in space, or the old WWII movies where the turrets were trying to keep up with the fighter planes.
The fancier maneuvers, tricks and tips, etc you can learn later. For now just get used to the basic systems so you have a feel for the pros / cons of each.

For more ideas, if you want to try say pvp, read http://flight-of-dragons.blogspot.se/2011/02/plan-or-how-to-learn-to-solo-pvp-in-new.html It was my bible to start, fun and fairly quick read. Between that, fighting to-hull with a few friends, and picking brains here at the forums, it helped me immensely.

Frigates are cheap, pick up 5 of each type, and run around with them. You will quickly find the style that really does it for you, and can start developing your skills down that path. With the new updates more and more of the frigates are highly useful, so its getting harder to go wrong. ;)

~Zyella

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Lili Lu
#13 - 2012-09-23 15:30:15 UTC
PvP is a whole different story. And I do not pretend to be anywhere near the best with guns and tracking in that. You will want to see transversal or angular motion on your overview. And you then will have to practice with cheap losable ships to know how you can try to fly to overcome a pesky target. Eve Uni or one of the other training organizations in game might be the best way to go to learn that stuff if you develop an interest in it.

But again for missions you usually don't need to worry much. A tracking computer in a mid or a TE in a low will aid your tracking. Espeically against shansha. And a painter as I mentioned.

With the new missile mechanics it looks like the rat ewar won't be changing right away. So if you go up against Sansha in a missile boat you can continue to laugh at their TD for the near term future it appears.

As I said in my first post itt, Drakes and Tengus are it appears losing some pve advantages they heretofore have enjoyed over other ships. But on the flip side we probably will see cruise and light missile buffing. Ravens may rise to king of pve again, we simply don't know enough yet. Regardless, the new ravens, when the changes hit tranquility, may want to have a TE in a low Blink
Takeshi Yamato
Ministry of War
Amarr Empire
#14 - 2012-09-23 15:39:21 UTC
CCP should hire Lili Lu to explain things to the playerbase Lol
Lili Lu
#15 - 2012-09-23 16:48:16 UTC  |  Edited by: Lili Lu
I read through your replies again, OP. You may want to continue with Gallente ships, vexor, Myrm, Domi and train drone and hybrid guns.

The reasons for this is you already have Caldari and missiles trained. With Gallente drone boats and drone training your goal could very easily be then a Rattlesnake. As for Hybrid guns, since you may be moving toward a rattlesnake I would not invest the time in tech II hybrids. It will be sufficient to get you through the vexor, myrm, and domi to have tech I meta 4 rails.

Another benefit of this is that if you want to use Caldari gunboats at some time you will at least have the hybrid gun skills, and can decide to then invest in tech II hybrids if you find you like those.

So for missions yes, move away from Drake for level 4s. That it could even do level 4s was always something of an anomaly. Either pursue raven kind (or navy scorp), or train drones and some gunnery and gallente ships to use gallente drone boats with an eye toward a Rattler, or you could make use in some missions with a Rokh.

The Rokh is not a good all around mission ship, small drone bay for one thing. But some missions it can do pretty well, such as gone berserk which is almost made for sniping and shield tanking.

Gallente and Caldari are a good combo for a character to have. You get access to the Gurista missile + drone ships, and the gunnery systems are shared, and drone skills (except for sentry drones) can transfer benefit to almost any ship you fly. I have two characters with this combo. Lili went minmatar and amarr, but she can fly a sentry domi as well now.

Lastly, if you get into pvp having Gallente and Caldari will give you options with either tanking system, or weapon system (guns, missiles).
Salpad
Carebears with Attitude
#16 - 2012-09-23 17:11:19 UTC
Lili Lu wrote:
I read through your replies again, OP. You may want to continue with Gallente ships, vexor, Myrm, Domi and train drone and hybrid guns..


For the record, I have maxed almost all drone skillz. As far as I know, there is no skill pertinent to Light drones that I haven't already trained to 5. I've started training for Heavies and Sentries, but haven't gotten far there, because even after 5.5 years there's still a lot to train. Not metric assloads, granted, but a lot.
Salpad
Carebears with Attitude
#17 - 2012-09-23 17:18:53 UTC
Lili Lu wrote:

Basically some of the same behaviors you may have employed in a long range missile boat (it sounds like you didn't always sit like an op regenning brick in your drakes waiting forever to whittle down the rats) serve you well with a gun boat.


Sadly, that is pretty much how I've run 99% of missions. Sit there in a Drake, Navy Raven or Nighthawk, and lob HML or CRM against the targets, and (especially when in the RNI) use my Light Drones to chew up rat frigates, especially ones that might do warp scramble or other ewar unto me. Usually my ship was moving, but that was always to get closer to a mission objective or an acceleration gate.

I like the idea of flitting around in a comparatively faster AB-fitted cruiser-sized ship (easily twice as fast as a non-AB Drake or NH), just to get a sense of being in an actual 3D space with positioning mattering from a tactical perspective (not so much the icky transversal gün-pertinent stuff), but I haven't gotten around to trying that yet.
Lili Lu
#18 - 2012-09-23 18:11:58 UTC  |  Edited by: Lili Lu
Well, then this change pretty much will force you to sacrifice the brick tank and lack of motion tactic if you want the same range with a Nighthawk and Tengu. I think the Drakes dps will drop such that it really won't be level 4 material anymore.

Also, you may have to consider movement, active tanking, and cap management to free up slots or rigs slots for improving the performance of the HMs on those ships.

Forgot to mention that I missioned in a regen Nighthawk. That ship will probably be getting a buff, in a year or so. But anyway, all the other options are open for you to pursue and since you say you have invested in drones I would go with gallente drone ships.

At least it will be something new. And if you really want something new think about getting into some pvp. I started out pve exclusive. At a point it became boring, joined a 0.0 corp, went out there and within 2 hours of arriving got in a big mad scramble battle. Was a real rush. That venue can become a second job though. Big fleet actions lasting 5 hours between formups fleet travel and manuevering and after battle return home in ship or a pod.

I'm currenlty enjoying low sec pvp in a fw venue. No bubbles so getting podded happens less, and the gang sizes are fun, smaller with topping out at 40 or so.

Pvp can seem sorta daunting at first for many players. But it's like your first jump off the high diving board. Eventually you just will yourself to jump. Then it becomes rather fun. Pvp does open your eyes to the greatness of this game.