These forums have been archived and are now read-only.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

[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#3621 - 2012-09-30 13:09:14 UTC
Onictus wrote:

Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.

I guess missiles users will need some time to get used to TE/TC and their T2 ammo...
Ivian Khorn
PROSPERO Corporation
#3622 - 2012-09-30 13:14:40 UTC
Onictus wrote:
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?



Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.



At all 5 you have no more than 70 and effective range no more than 66. And with drake speed... you have a little chance to make it.
Lin-Young Borovskova
Doomheim
#3623 - 2012-09-30 13:19:41 UTC
picattacip Vherocip wrote:
Just spent the last 3 months training to fly a Tengu with T2 missiles for exploration. I guess I'm just ... unlucky.



Not sure where this is going without further explanations about ships bonus changes but in fact, on paper, you have to look at it like this:

Currently your missiles have a very long delayed dmg application but extreme ranges that can go above 150km with Cerberus, this is silly.
It's even more silly because the paper dps you could apply with your missiles is not the true one because your target is moving and avoids at some point one part of the explosion radius thus less dps.
Adding much more base speed to missiles will make your dps application sooner at longer ranges and almost instant at close ranges, increasing speed impact and reducing explosion radius will increase your dps applied even if base dmg is 25% less.
In the end you should not loose much dps, loose range yes and this is good for the game now on top of these changes you need also to think about ship bonuses and this is where I'm really starting to believe you're not ready to see Tengus and Drakes be hangar queens, you should even expect to see a lot more missile ships once neglected become viable ships witch is good for the game.

brb

Onictus
Federal Navy Academy
Gallente Federation
#3624 - 2012-09-30 13:43:53 UTC
Ivian Khorn wrote:
Onictus wrote:
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?



Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.



At all 5 you have no more than 70 and effective range no more than 66. And with drake speed... you have a little chance to make it.


Listed range is 115, and I most certainly have hit targets from 100 with it.
Xorth Adimus
Caldari Provisions
Caldari State
#3625 - 2012-09-30 13:55:41 UTC
Medium ships designed and fit for long range should be able to hit at 80kms. If this isn't possible it makes them pointless vs SR battleship and tier 3 BC fleets and other opponents.

The way I see it people will just go back to using sniper canes for everything especially if you are making it easier to fit arties, or better yet tier 3 BCs.

Basic BCs should be entry level fleet ships for new players, T1 cruisers should also be part of this as smaller faster versions for specialised work.

Having T1 LR weapons like rails and now missiles nerfed in range makes all ships designed to fit them pointless, we all know LR medium lasers are already terrible.. So medium arty ships is the only way to go then!
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3626 - 2012-09-30 14:06:37 UTC
Noemi Nagano wrote:
Gypsio III wrote:
Noemi Nagano wrote:
Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.


Please post mission completion times in various factions' space to support this assertion.


Its been done plenty of times, and common sense tells the same. I wont do your work, and your tendency to not answer most of my questions at all is not helping to motivate me more either.


Actually I answered your questions, point by point. You just didn't like the answers so you ignored them.

It's your job to provide evidence to support your assertions. Otherwise the signal-to-noise ratio of your posts will remain distressingly low. You'd still be be better than Hellboundman, though. Lol
Marrano Cardosa
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#3627 - 2012-09-30 15:06:37 UTC
OT Smithers wrote:
Doddy wrote:


Right so you are saying everything is fine because a cane using 2 low slots (for tes) and a med slot (for an invul to get back the drakes resist bonus) does ALMOST (but not really) the same damage at that range? We will just pretend drakes don't have those 3 slots to do something else with right.



A fairly typical nano arty cane:

MWD
Disruptor
LSE x2

DCU
TE x2
Gyro x2
Nano

A fairly typical nano HM drake:

MWD
Disruptor
Web x2
LSE x2

Nano x2
BCU x2

Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving.

Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?

The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant.

I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS.

I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.


This is why we fly both drakes and canes in our fleets. The drakes do more damage at the far end of our range, and the canes use their speed to take care of ships that can close the gap. With some tackle and logi support we can take on fleets of ther ships that outnumber us.

That isn't to say that this fleet comp is over-powered either, just that in a certain set of range and position it is very effective. It takes a bit of skill for the FC to keep that arrangement and there are several fleet comps and tactics that can break it up.
Ivian Khorn
PROSPERO Corporation
#3628 - 2012-09-30 15:20:52 UTC  |  Edited by: Ivian Khorn
Onictus wrote:
Ivian Khorn wrote:
Onictus wrote:
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?



Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.



At all 5 you have no more than 70 and effective range no more than 66. And with drake speed... you have a little chance to make it.


Listed range is 115, and I most certainly have hit targets from 100 with it.


With T1 missiles? and wihout imps? Lol . BalComp-s are not increase range, If you use rigs - artillary has rigs too. Targeting range of Drake at 5 is 75. But no 80 and of course is not 100.

Artillary and railguns has ammo with hight distance (1.2, 1.5, 1.8, range multiplier) and not so good damage
Marrano Cardosa
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#3629 - 2012-09-30 15:27:49 UTC
I have flown the drake in PvP since about the time it was introduced. During that time people have gone from saying it was useless to claiming it was overpowered, while it has recieved a nerf to shield recharge rate and very few buffs.

From the arguments here, I have seen little on how the delay in damage application causes a decrease in effective dps on target. Also, if heavy missiles were so overpowerd, one would expect to see them used more in PvP. But other than on Drakes, you don't see them used much. And they are used on drakes because the drakes have the tank to stay on field long enough to apply their dps despite the delay from using missiles. I don't think this points to drakes being too powerful, just to missiles and other missile boats being too weak.

Even if heavy missiles do need a nerf, I think the proposed nerf goes the wrong way. Rather than the minimal buff to speed, I think it would be better, esepcially if damage is also nerfed, to nerf flight time even more, say 50%-60% and give a buff to flight speed so you get your 25% reduction to range.
Onictus
Federal Navy Academy
Gallente Federation
#3630 - 2012-09-30 15:36:25 UTC  |  Edited by: Onictus
Ivian Khorn wrote:
Onictus wrote:
Ivian Khorn wrote:
Onictus wrote:
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?



Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.



At all 5 you have no more than 70 and effective range no more than 66. And with drake speed... you have a little chance to make it.


Listed range is 115, and I most certainly have hit targets from 100 with it.


With T1 missiles? and wihout imps? Lol . BalComp-s are not increase range, If you use rigs - artillary has rigs too. Targeting range of Drake at 5 is 75. But no 80 and of course is not 100.

Artillary and railguns has ammo with hight distance (1.2, 1.5, 1.8, range multiplier) and not so good damage




Yeah its called rigs and a sebo....the thing still does near 400DPS at 100km, you can't come close to that with ANY medium turret.

Do you guys NEVER use EFT? and yes T1 scourge
Jorma Morkkis
State War Academy
Caldari State
#3631 - 2012-09-30 15:52:38 UTC  |  Edited by: Jorma Morkkis
Ivian Khorn wrote:
With T1 missiles? and wihout imps? Lol . BalComp-s are not increase range, If you use rigs - artillary has rigs too. Targeting range of Drake at 5 is 75. But no 80 and of course is not 100.

Artillary and railguns has ammo with hight distance (1.2, 1.5, 1.8, range multiplier) and not so good damage


I did this quickly in Pyfa:

EHP: 73,8k
Damage (dps/alpha): 399/2395 (no drones)
Range (in Pyfa): 115 km
Targeting range: 120 km

If you need speed replace one of the LSEs with named MWD.

[Drake, Drake fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Internal Force Field Array I

Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Sensor Booster II, Targeting Range Script
Phased Weapon Navigation Array Generation Extron

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
[Empty High slot]

Medium Hydraulic Bay Thrusters I
Medium Hydraulic Bay Thrusters I
Medium Hydraulic Bay Thrusters I


Warrior II x5


Zainou 'Gypsy' Electronics EE-605
Zainou 'Snapshot' Heavy Missiles HM-705
Zainou 'Deadeye' Rapid Launch RL-1005
Onictus
Federal Navy Academy
Gallente Federation
#3632 - 2012-09-30 16:18:50 UTC
Jorma Morkkis wrote:
Ivian Khorn wrote:
With T1 missiles? and wihout imps? Lol . BalComp-s are not increase range, If you use rigs - artillary has rigs too. Targeting range of Drake at 5 is 75. But no 80 and of course is not 100.

Artillary and railguns has ammo with hight distance (1.2, 1.5, 1.8, range multiplier) and not so good damage


I did this quickly in Pyfa:

EHP: 73,8k
Damage (dps/alpha): 399/2395 (no drones)
Range (in Pyfa): 115 km
Targeting range: 120 km

If you need speed replace one of the LSEs with named MWD.

[Drake, Drake fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Internal Force Field Array I

Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Sensor Booster II, Targeting Range Script
Phased Weapon Navigation Array Generation Extron

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
[Empty High slot]

Medium Hydraulic Bay Thrusters I
Medium Hydraulic Bay Thrusters I
Medium Hydraulic Bay Thrusters I


Warrior II x5


Zainou 'Gypsy' Electronics EE-605
Zainou 'Snapshot' Heavy Missiles HM-705
Zainou 'Deadeye' Rapid Launch RL-1005


[Drake, snipe]

7x Heavy Missile Launcher II (Caldari Navy Scourge Heavy Missile)

Sensor Booster II (Targeting Range Script)
2x Large F-S9 Regolith Shield Induction
Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
Kinetic Deflection Field II

2x Ballistic Control System II
2x Capacitor Power Relay II

Medium Core Defense Field Extender I
Medium Hydraulic Bay Thrusters I
Medium Rocket Fuel Cache Partition I

54,000 EHP
Cap Stable 42%
368 DPS w/ CN Scourge
Missile Range 115km
Lock range 120km

No implants.

Dirt nasty cheap.






Lili Lu
#3633 - 2012-09-30 17:26:40 UTC
You see this is why the Drake had to be nerfed (even if only indirectly through HMs) because all these supposed knowledgable Drake pilots posting their butthurt here couldn't even fathom how to construct a 100km + range oneRoll. They have got to be the most unimaginitive lot in the game. They've never had range considerations forced on them, or tradeoff considerations in general for that matter, and now they will. They will have to learn to be creative with fittings and sacrificing things they formerly couldn't see past like the brick tank or whatever, in order to make the ship perform in a specific desired way.

And the sad thing is even with these changes it will still be probably best in class by virtue of the resist bonus. But I'm going to dance the day that the ridiculous BC shield regen stat gets altered, even though that will only affect pve. The damn things have been imbalanced from the getgo. It has led a charmed life, while the Myrm's op'd original 125m3 bandwidth was overnerfed at warp speed.

Oh and someone's bound to say but but the regen time was already increased to 1400 from 1250. Yeah but at the same time it got purger rigs which essentially restored the regen tank to what it was. The regen on a BS is 2500, and a Cruiser 1250. Meanwhile the shield hp of a BC is much closer to a BS's than a Cruisers. So even if the regen was placed squarely between a BS and a Cruiser at 1875 it would still regen faster than the other two ships due to having the hp skewed toward a BS's. I doubt it will get nerfed to 1875, but there's plenty of room between 1400 and 1875.Blink

Drake/Tengu/HML addicts have ever only needed these three things to just about everything in this game, and usually quite well and even easier than any other race or class of ships. That is being taken away. Adjust fellas. There are plenty of aspects to this game you will have to discover the same way people who haven't followed the easy route have been doing for years. Yeah, I know what I'm talking about because I built an empire alt specifically into that easy route myself.Blink I'll be looking forward to a Nighthawk buff on that character, but I've also trained it into Gallente ships for the Domi since every character in this game should have two races trained. And on the off-chance that CCP finally fiures out how to fix Gallente "soon."P
Harvey James
The Sengoku Legacy
#3634 - 2012-09-30 17:32:05 UTC
Lili Lu wrote:
You see this is why the Drake had to be nerfed (even if only indirectly through HMs) because all these supposed knowledgable Drake pilots posting their butthurt here couldn't even fathom how to construct a 100km + range oneRoll. They have got to be the most unimaginitive lot in the game. They've never had range considerations forced on them, or tradeoff considerations in general for that matter, and now they will. They will have to learn to be creative with fittings and sacrificing things they formerly couldn't see past like the brick tank or whatever, in order to make the ship perform in a specific desired way.

And the sad thing is even with these changes it will still be probably best in class by virtue of the resist bonus. But I'm going to dance the day that the ridiculous BC shield regen stat gets altered, even though that will only affect pve. The damn things have been imbalanced from the getgo. It has led a charmed life, while the Myrm's op'd original 125m3 bandwidth was overnerfed at warp speed.

Oh and someone's bound to say but but the regen time was already increased to 1400 from 1250. Yeah but at the same time it got purger rigs which essentially restored the regen tank to what it was. The regen on a BS is 2500, and a Cruiser 1250. Meanwhile the shield hp of a BC is much closer to a BS's than a Cruisers. So even if the regen was placed squarely between a BS and a Cruiser at 1875 it would still regen faster than the other two ships due to having the hp skewed toward a BS's. I doubt it will get nerfed to 1875, but there's plenty of room between 1400 and 1875.Blink

Drake/Tengu/HML addicts have ever only needed these three things to just about everything in this game, and usually quite well and even easier than any other race or class of ships. That is being taken away. Adjust fellas. There are plenty of aspects to this game you will have to discover the same way people who haven't followed the easy route have been doing for years. Yeah, I know what I'm talking about because I built an empire alt specifically into that easy route myself.Blink I'll be looking forward to a Nighthawk buff on that character, but I've also trained it into Gallente ships for the Domi since every character in this game should have two races trained. And on the off-chance that CCP finally fiures out how to fix Gallente "soon."P


There going to remove the resist bonus to rate of fire i thinkBig smile
long overdue mind

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

Lili Lu
#3635 - 2012-09-30 17:35:17 UTC  |  Edited by: Lili Lu
Harvey James wrote:
There going to remove the resist bonus to rate of fire i thinkBig smile
long overdue mind

If you have read Fozzie's OP and followup posts I wouldn't be so sure of that. Blink

It seems more likely that the kinetic bonus will be replaced with rof or maybe general damage bonus. The HM range nerf and forced fitting choices for range with these changes to TC and TE would just be undone if they gave the hull a range bonus.

I won't mind if they don't replace the resist bonus (afterall the prophesy may be keeping it's resist bonus even with rebalancing) as long as the skewed general BC shield regen time is nerfed.
Harvey James
The Sengoku Legacy
#3636 - 2012-09-30 17:42:14 UTC
Lili Lu wrote:
Harvey James wrote:
There going to remove the resist bonus to rate of fire i thinkBig smile
long overdue mind

If you have read Fozzie's OP and followup posts I wouldn't be so sure of that. Blink

It seems more likely that the kinetic bonus will be replaced with rof or maybe general damage bonus. The HM range nerf and forced fitting choices for range with these changes to TC and TE would just be undone if they gave the hull a range bonus.

I won't mind if they don't replace the resist bonus (afterall the prophesy may be keeping it's resist bonus even with rebalancing) as long as the skewed general BC shield regen time is nerfed.


Nah the prophecy is going to be drone boat and harbinger will be mini abbadon plus you cant have 2 caldari bc's with resist bonus and they arent going to remove the ferox's if they want people to use it

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

Ivian Khorn
PROSPERO Corporation
#3637 - 2012-09-30 17:48:17 UTC
But somewho forgot - missiles not do the instant damage. And their effiency loses with hight speed at ALL derections. When ship fly to you by line at hight speed - you dealt same damage. very LOW damage.
When others (exactly cannons) can blow it up by one volley.
HELLBOUNDMAN
Aliastra
Gallente Federation
#3638 - 2012-09-30 17:49:08 UTC  |  Edited by: HELLBOUNDMAN
Lili Lu wrote:
Harvey James wrote:
There going to remove the resist bonus to rate of fire i thinkBig smile
long overdue mind

If you have read Fozzie's OP and followup posts I wouldn't be so sure of that. Blink

It seems more likely that the kinetic bonus will be replaced with rof or maybe general damage bonus. The HM range nerf and forced fitting choices for range with these changes to TC and TE would just be undone if they gave the hull a range bonus.

I won't mind if they don't replace the resist bonus (afterall the prophesy may be keeping it's resist bonus even with rebalancing) as long as the skewed general BC shield regen time is nerfed.



Actually, what I see happening with the drake is..

remove kinetic bonus and give RoF bonus to bring all damage types up to the (soon to be nerfed) kinetic damage.
Reduce the shield recharge rate.
Give it a flight time/velocity bonus to heavy missiles to bring the range back up 10-15% from where they nerfed it.

This does several things.
Give the drake back some range, but not full range.
Gives it the same damage with all missiles, but not the damage it currently has on live.
Reducing the shield recharge rate takes away the ability to passive tank. - This ultimately gives the drake more fitting capabilities since it won't be using most of its slots for tank, but also makes them mre suseptible to cap warfare which is ultimately what gives them the upper hand in pvp compared to other bcs.

It may also come with some sig reduction and velocity buff.

I feel this may be a good balance..

Like I've said though, the only problem I have is losing effectiveness with the tengu without having at least one of our battleships buffed to fill the efficiency gap that we'd get from the tengu nerf.

That said though, I really wish they would push the Marauder rebalance to the top of the list.
I only say this because these ships have been broken for years without any compensation.

I had a golem, but it's pretty sad that I had to trade it for a tengu in order to get effectveness.

The only thing the Golem had going for it was dps, but everything else is lacking...

P.S.

I would love to see a new pirate bs that was the skin of the Rokh, but turned it into a torpedo boat.

I would fly that thing to the end of the earth.

Probably my favorite ship skin in game...
(looks like the upper receiver of a desert eagle)
Lili Lu
#3639 - 2012-09-30 17:52:01 UTC  |  Edited by: Lili Lu
Oh and here's a fun eft exercize for Drake addicts. Try getting a mwd, 7 heavy beam II, and an 800 plate onto the current Harbinger and having it even with falloff touching 100km. Since one of the recent posts I read did not seem to understand the grid penalty cost of range rigs for guns, and seemed to think the 80% range bonus with tech II ammo was all that. Also, try giving it some tank, and oh note your dps at that range. Have fun.Lol

edit -
Thank you sir for your post. Just what I was looking for.P
Ivian Khorn wrote:
But somewho forgot - missiles not do the instant damage. And their effiency loses with hight speed at ALL derections. When ship fly to you by line at hight speed - you dealt same damage. very LOW damage.
When others (exactly cannons) can blow it up by one volley.

Ok instant damage means **** all for pve. In pvp if you are shooting at that range you probably are either a tier 3 BC with large guns but even if not either way you probably have dedicated tackle, whether that be a bubble or Huginn+Lacehsis combo or light throwaway tackle. In which case your delayed damage will not matter. And it will especially not matter if you are sitting with other missile boats.

As for the dps, you apparently are unaware of the wonderful lack of damage say between Aurora M and Scourge Fury. And also notice the alpha at that range between a Drake's 7 scourge fury and a Cane's 6 720mm Arty II with tremor. Look it up.

o/
Harvey James
The Sengoku Legacy
#3640 - 2012-09-30 17:55:39 UTC
bc's are meant to be close range so why would they give it a missile velocity bonus?
Tier3's do all the sniping we need otherwise look at the cerb or caracal/ raven for missile sniping .. as much as missiles can snipe anyway

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