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[Winter] New destroyers

First post
Author
Shanlara
Weatherlight Industry
#641 - 2012-10-07 19:30:36 UTC
Harvey James wrote:
how is 35m3 helpful? mediums against frigs are a waste of time they wont track them why odd numbers doesn't make sense just improve the drone hp/dmg bonus instead do it across the board would be useful


They could also go a more unique route and allow the ship to use more then 5 drones, even 6 would make it better in regards to dmg and drone control.
AlexHalstead
Viziam
Amarr Empire
#642 - 2012-10-07 20:47:56 UTC
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).
I checked the DPS for Mymridon with maximum skills and no damage/control mods, no implants, using Hammerhead IIs and Heavy Neutron Blaster II with Antimatter charges using EFT.
On paper, the total DPS is 490.6. Blasters contribute 253 of that, Drones 237.6.
I do concede that the only way that total DPS can be achieved is if the Myrm is hugging its target at same time as its drones orbiting said target.

Switching to 250mm Railgun II in order to homogenize the engagement range as the Drone control range require Iridium charges and contribute 95.5 DPS for a total DPS of 333.1
Bouh Revetoile
In Wreck we thrust
#643 - 2012-10-07 20:52:54 UTC
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).

I also want to comment that they "don't design ship[s] for pve"--I think the entire line of Mauraders would say no, as well as the Raven and several others. The fact is that a large group of players solely do pve content, and I think it's a terribly short sighted and fairly weak attempt at a straw man argument to say that all ships are designed with pvp in mind.

Also, I'm going to disagree again that "a weapon bonus on a drone boat make (sic) it twice as much effective than a second drone bonus. . . ." Again, the problem with split weapon systems is 1) they require much more skill training to execute them effectively and 2) you have to deal with twice the positional requirements, etc., when applying your dps. If drone ships were double bonused for drone damage and application, (in exactly the same way that turret ships are (pick two: RoF, Falloff, Tracking, Damage %, etc.) then you would see the largest percentage of the damage coming from their primary weapon systems--namely, drones.

"Drones would simply die"--is really unfortunate, and should seriously be addressed. I'm not aware that my lasers on my Abaddon can "die" in any fashion. And I've never heard of my friends' 1400mm Arty doing the same, either. While it's obvious that drones should be killable, it's not obvious that ships that derive a large part of their damage (and hopefully one day nearly all of it) should have an easily killable weapons system. Missile launchers and turrets will never get sniped by a gate gun rendering that ship useless. +20% drone hp/level is one way to go. Additionally, drones already have some serious drawbacks. Fight start-to-dps-application time is already slow, and I can't overheat my drones for that extra oomph to finish my opponent off. The way to kill drones (outside of a lengthy gunfight with one) should be to kill the ship that launched them. Period.

Please don't compare "the amarr way" because their drone ships are EWAR primary ships, with drone damage as a secondary application method. I'm not sure how you are intending that the Gurista way somehow disables their opponent ships, as their ships have no bonuses or similar to support a conclusion that their design intent is to disable ships while their drones do the killing. If anything, their +missile damage role bonuses support a finding that they are missile/drone ships over drone/drone ships.

Unfortunately, at the end of the day, all drone ships are split dps weapon systems, except carriers, which are in a completely different category and beyond the scope of this discussion. There are no "solely focused" drone ships. This, too, really needs to be addressed. Drones are a fun weapons system that should have hulls devoted to making those little guys hit like rocks and allow the mothership hull to kite. Hell, everyone else has kiting-desiged hulls, and they don't have to worry about their guns being blown up.

About the myrm, I'm affraid your gunskills are a bit low, because I always use all 5 skills for comparison purpose (you know, sane base of comparison) : 6 ion blasters put 4 more dps than 75Mbits of gallente drones. It's definitely the half.

Drones then are destroyabled. They are by design. You think they shouldn't, but someone thought they should, and he was the one designing them. Modules can be destroyed BTW if overloaded for too long, and you can run out of ammo with most of them. BTW, not so many ships have a double damage bonus, and drone damage projection is already amazing compared to any other weapon system.

In fact, you think drones are too fragile *because* you want them to be your only source of damage. But if drones are too robust, then frigates will have no way to survive anything with 5 drones. Using another source of damage, drones can be destroyable and you can still survive a battle (and hence call your ship a useful one). Seem to be working as intended for me.

In brief, you are in a crusade for transforming drone boat into sub cap carrier. I'm against this because I like drone boat as they are now : what you call a split weapon system ship. They require skills, but that's not a problem in itself : battleship or capital ships or some minmatar ships require skills too.

Adding a class of drone only ships could be cool, but they could very well be OP or useless, due to how drones work : if drones are too powerful, the ship become the ultimate kiting boat, and if they are not powerful enough, the ship is useless.

For pve, I'll tell you why you cannot use it to balance anything : pve is the art of fooling a poor AI. The oponent don't have the same weapons or anything than you, it's only a bot with predefined stats. If you balance things according to pve, you have no way to know how they will interact in pvp. Though you can tweak NPC to balance them against all weapons. And see now how it's cool : you can balance pve without modifying anything used in pvp. Isn't this preferable ? NPC, by essence, are not involved in pvp and are very different from players. And for the marauders, you can see in the AT that they are perfectly pvp capable.

PS : my bad for gurista ships, I thought they where ECM ships ; just put them with gallente drone ships.
Bruce Destro
Global Dominance Initiative
#644 - 2012-10-08 04:40:36 UTC
PERFECT name for minmatar Destroyer! its simply really. i was watching a video of a leopard take down a gazelle. then i realised eve doesnt have a " leopard". duh. name the new minmatar destroyer the Leopard. its fast and runs around spewing missles. perfect. BTW training missles skills now!
Doddy
Excidium.
#645 - 2012-10-08 07:55:56 UTC
AlexHalstead wrote:
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).
I checked the DPS for Mymridon with maximum skills and no damage/control mods, no implants, using Hammerhead IIs and Heavy Neutron Blaster II with Antimatter charges using EFT.
On paper, the total DPS is 490.6. Blasters contribute 253 of that, Drones 237.6.
I do concede that the only way that total DPS can be achieved is if the Myrm is hugging its target at same time as its drones orbiting said target.

Switching to 250mm Railgun II in order to homogenize the engagement range as the Drone control range require Iridium charges and contribute 95.5 DPS for a total DPS of 333.1


Thats only 50m3 of drones btw, in dps deployment myrm usually uses 2-2-1
Omnathious Deninard
University of Caille
Gallente Federation
#646 - 2012-10-08 08:05:40 UTC
Doddy wrote:
AlexHalstead wrote:
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).
I checked the DPS for Mymridon with maximum skills and no damage/control mods, no implants, using Hammerhead IIs and Heavy Neutron Blaster II with Antimatter charges using EFT.
On paper, the total DPS is 490.6. Blasters contribute 253 of that, Drones 237.6.
I do concede that the only way that total DPS can be achieved is if the Myrm is hugging its target at same time as its drones orbiting said target.

Switching to 250mm Railgun II in order to homogenize the engagement range as the Drone control range require Iridium charges and contribute 95.5 DPS for a total DPS of 333.1


Thats only 50m3 of drones btw, in dps deployment myrm usually uses 2-2-1

That would up the damage to 314.82 DPS using Gallente drones, making it about 25% more damage from drones vs guns.

If you don't follow the rules, neither will I.

Noa Fuyu
Imperial Academy
Amarr Empire
#647 - 2012-10-08 08:28:59 UTC
Are these stats w/o level 5 or maxed skills?
Doddy
Excidium.
#648 - 2012-10-08 08:52:13 UTC
Omnathious Deninard wrote:
Doddy wrote:
AlexHalstead wrote:
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).
I checked the DPS for Mymridon with maximum skills and no damage/control mods, no implants, using Hammerhead IIs and Heavy Neutron Blaster II with Antimatter charges using EFT.
On paper, the total DPS is 490.6. Blasters contribute 253 of that, Drones 237.6.
I do concede that the only way that total DPS can be achieved is if the Myrm is hugging its target at same time as its drones orbiting said target.

Switching to 250mm Railgun II in order to homogenize the engagement range as the Drone control range require Iridium charges and contribute 95.5 DPS for a total DPS of 333.1


Thats only 50m3 of drones btw, in dps deployment myrm usually uses 2-2-1

That would up the damage to 314.82 DPS using Gallente drones, making it about 25% more damage from drones vs guns.


Yeah, and that is with neutrons. Most myrms these days are triple rep using electrons or double rep using ions.
Bouh Revetoile
In Wreck we thrust
#649 - 2012-10-08 09:51:40 UTC
6 heavy ion blaster put 319dps with void ; anyway, even with a 20 dps margin, that would still be equivalent.
Omnathious Deninard
University of Caille
Gallente Federation
#650 - 2012-10-08 10:22:06 UTC
Something that would kinda be neat would be to split drone bays into 2 categories, combat drone bay, and support drone bay. Combat drones would be damaging dealing drones, and support drones would be non damage dealing drones, logistic, salvage, and ewar drones.
Gallente could get 2x bandwidth worth of combat drone bay and 1x bandwidth of support drone bay.
Amarr could get 2x bandwidth worth of support drone bay and 1x bandwidth of combat drone bay.

If you don't follow the rules, neither will I.

Diplomatic Sven
Team Carlisle
#651 - 2012-10-08 11:24:34 UTC
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?
Spugg Galdon
Federal Navy Academy
Gallente Federation
#652 - 2012-10-08 11:31:39 UTC
Diplomatic Sven wrote:
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?



Not looked into the fittings of these things too much yet but is this lack of PG when using T2 launchers and other T2 modules? If so then I see no problem as fully T2 fit is for the people who have the support skills to fit it (as in veterans)
Diplomatic Sven
Team Carlisle
#653 - 2012-10-08 11:44:52 UTC
Spugg Galdon wrote:
Diplomatic Sven wrote:
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?



Not looked into the fittings of these things too much yet but is this lack of PG when using T2 launchers and other T2 modules? If so then I see no problem as fully T2 fit is for the people who have the support skills to fit it (as in veterans)

No I'm talking about a t1 module fit. With low pilot skills. Not that t2 rockets require more powergrid
Doddy
Excidium.
#654 - 2012-10-08 11:58:20 UTC
Diplomatic Sven wrote:
Spugg Galdon wrote:
Diplomatic Sven wrote:
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?



Not looked into the fittings of these things too much yet but is this lack of PG when using T2 launchers and other T2 modules? If so then I see no problem as fully T2 fit is for the people who have the support skills to fit it (as in veterans)

No I'm talking about a t1 module fit. With low pilot skills. Not that t2 rockets require more powergrid


I don't know how you are getting too little PG. Are you trying to put oversize expanders on or something?
Diplomatic Sven
Team Carlisle
#655 - 2012-10-08 12:07:28 UTC
Doddy wrote:
Diplomatic Sven wrote:
Spugg Galdon wrote:
Diplomatic Sven wrote:
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?



Not looked into the fittings of these things too much yet but is this lack of PG when using T2 launchers and other T2 modules? If so then I see no problem as fully T2 fit is for the people who have the support skills to fit it (as in veterans)

No I'm talking about a t1 module fit. With low pilot skills. Not that t2 rockets require more powergrid


I don't know how you are getting too little PG. Are you trying to put oversize expanders on or something?

Hmm I seem to have figured it out, forgot about aux power cores, seems to make it work for low skills, but yes a medium shield extender
Spugg Galdon
Federal Navy Academy
Gallente Federation
#656 - 2012-10-08 12:34:53 UTC
Diplomatic Sven wrote:
Doddy wrote:
Diplomatic Sven wrote:
Spugg Galdon wrote:
Diplomatic Sven wrote:
The Minnie destroyer seems to have maybe 5pg to few for a good new pilot rocket ship, is it intentional that the fittings are so tight that it really requires veteran skills?



Not looked into the fittings of these things too much yet but is this lack of PG when using T2 launchers and other T2 modules? If so then I see no problem as fully T2 fit is for the people who have the support skills to fit it (as in veterans)

No I'm talking about a t1 module fit. With low pilot skills. Not that t2 rockets require more powergrid


I don't know how you are getting too little PG. Are you trying to put oversize expanders on or something?

Hmm I seem to have figured it out, forgot about aux power cores, seems to make it work for low skills, but yes a medium shield extender



I find it interesting that an oversized shield extender (medium) is so "standard" on a frigate that people sometimes think you should be able to fit one without an APU/RCU. Does that not say something about how useless small shield extenders are for the ships they're intended to be used on. We can also talk about how useless a medium shield extender is on a Cruiser too. Where large extenders, which are essentially an oversized tank, are the norm over using the medium extender.
Omnathious Deninard
University of Caille
Gallente Federation
#657 - 2012-10-08 12:42:20 UTC
The same is true for armor as well a 1600mm plate is almost standard on cruiser fits now, and anything less than an 800mm plate is considered a lol-fit

If you don't follow the rules, neither will I.

Veshta Yoshida
PIE Inc.
Khimi Harar
#658 - 2012-10-08 12:45:30 UTC
Naah, it shows that buffer modules in general are grossly outdated and in need of a thorough cleaning/revision .. ship fittings will always lean towards min/max paradigms and buffer modules have not been changed for as long as I have been playing even when we have had Goddess knows how many fitting modules introduced and ship attributes tweaked in the meantime.

Hopefully there is a master plan floating around at CCP with some kind of revision of tanking as a whole, they have already said they are not happy with active tankings place in the world and one can only assume that a fix to active will include some balancing of buffers.
Laura Belle
The Scope
Gallente Federation
#659 - 2012-10-08 13:30:16 UTC
1. with smaller dronebay than amarr and only 4 guns - the gallante destroyer looks a bit under-powered in my opinion.

2. minmatar looks to me also underpowered in terms of capacitor (you want it to use MWD no?) and sensor strength - 9? why so low?

3. the new destroyers looks like overpowering dramatically the old ones - should there not be a fixing tweaks?
Gorn Arming
Deep Core Mining Inc.
Caldari State
#660 - 2012-10-08 16:31:55 UTC
Doddy wrote:
Omnathious Deninard wrote:
Doddy wrote:
AlexHalstead wrote:
Ark Anhammar wrote:

I'm afraid not. If you're getting half of your damage from turrets on your Myrm, then you must have abysmal drone skills. My suggestion is to train more drone skills (drone interfacting will give your drones a significantly stronger dd hit, drone ss will have them hitting more often, etc.).
I checked the DPS for Mymridon with maximum skills and no damage/control mods, no implants, using Hammerhead IIs and Heavy Neutron Blaster II with Antimatter charges using EFT.
On paper, the total DPS is 490.6. Blasters contribute 253 of that, Drones 237.6.
I do concede that the only way that total DPS can be achieved is if the Myrm is hugging its target at same time as its drones orbiting said target.

Switching to 250mm Railgun II in order to homogenize the engagement range as the Drone control range require Iridium charges and contribute 95.5 DPS for a total DPS of 333.1


Thats only 50m3 of drones btw, in dps deployment myrm usually uses 2-2-1

That would up the damage to 314.82 DPS using Gallente drones, making it about 25% more damage from drones vs guns.


Yeah, and that is with neutrons. Most myrms these days are triple rep using electrons or double rep using ions.

Serious Myrmidon fits use autocannons. Drones will make up the vast bulk of your DPS against large targets.