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[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1801 - 2013-01-28 23:01:32 UTC
Sergeant Acht Scultz wrote:
Bouh Revetoile wrote:
Crazy KSK wrote:

it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

You are seeing this the wrong way IMO, and your suggestion to increase the bonus to 20% instead of 10 is the symptom. Why don't you try a more kity fit with one or two TE in the lows instead of all these MFS ? With only one TE, you reach 417dps@10,8 + 11,3km with null. Fitted like your Drake was, you can even kite him, and that's playing the strength of the Ferox : the range bonus.

Because be honest : considering the bonuses, the Ferox is not the brawler one, even if you'd like it to be so ; whereas this Drake not a kiting ship at all (rage HAM : 15km range ; CN HAM : 20km range ; should your target go away from you, you won't hit her).

PS : and come on, you can't ask for full takle, kiting range and brawl dps AND ehp !!


Have to agree with this. 2 TE's 1 MFS would probably make it better however, the real brawling ship in between Ferox/Drake is definitively HAM's Drake imo.
Fit 250's, some tank, mfs (thx range bonus) and faction point (28km) on that Ferox, kill that Drake like a pro with no chance of hitting you.

Even if the PG difference in between Ferox/Brutix still makes me look like this Shocked (c'mon the shield ship having more pg than the the armor one supposed to fit pg hungry modules? -no wonder it's so crappy hehe)


Medium blasters aren't supposed to be viable at god damn point range >_<

TE's seriously need to be nerfed to put a stop to all this nonsense.

BYDI recruitment closed-ish

Goldensaver
Maraque Enterprises
Just let it happen
#1802 - 2013-01-29 02:24:00 UTC
Garviel Tarrant wrote:
Sergeant Acht Scultz wrote:


Have to agree with this. 2 TE's 1 MFS would probably make it better however, the real brawling ship in between Ferox/Drake is definitively HAM's Drake imo.
Fit 250's, some tank, mfs (thx range bonus) and faction point (28km) on that Ferox, kill that Drake like a pro with no chance of hitting you.

Even if the PG difference in between Ferox/Brutix still makes me look like this Shocked (c'mon the shield ship having more pg than the the armor one supposed to fit pg hungry modules? -no wonder it's so crappy hehe)


Medium blasters aren't supposed to be viable at god damn point range >_<

TE's seriously need to be nerfed to put a stop to all this nonsense.

250's are medium rails, not blasters.
Crazy KSK
Tsunami Cartel
#1803 - 2013-01-29 02:25:36 UTC
Bouh Revetoile wrote:
Crazy KSK wrote:

it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

You are seeing this the wrong way IMO, and your suggestion to increase the bonus to 20% instead of 10 is the symptom. Why don't you try a more kity fit with one or two TE in the lows instead of all these MFS ? With only one TE, you reach 417dps@10,8 + 11,3km with null. Fitted like your Drake was, you can even kite him, and that's playing the strength of the Ferox : the range bonus.

Because be honest : considering the bonuses, the Ferox is not the brawler one, even if you'd like it to be so ; whereas this Drake not a kiting ship at all (rage HAM : 15km range ; CN HAM : 20km range ; should your target go away from you, you won't hit her).

PS : and come on, you can't ask for full takle, kiting range and brawl dps AND ehp !!

no amount of TEs is gonna make it able to hit that far and still do enough dps to win against the drake and yes a ham drake can kite very well with its 30km javelin
the ferox with 3 TEs and one mag stab (sacrificing the dcu resulting in even less tank) you only end up doing pathetic 231dps at 24km while the drake with javelin does ~400
while the ferox has still much less tank

all this is pointless cause the ferox will loose even at point blank due to the massive tank difference

no im just asking for the same the drake already has

just find me a situation in that the drake will loose against the ferox

Zarnak Wulf wrote:
The Ferox has eight high slots and 7 turrets. Typo? If you need a web I would downgrade to Ions on the Ferox and use a X-LASB for a tank. It gives a much bigger bang for the buck. If you want a buffer then skip the web and fit two LSE and neutrons and accept being more of a fleet ship in that configuration.

yes that was a typo, fixed now
so now I fit a X-LASB, throw in a standard blue pill,overheat of course.
that indeed gives me more shield then before(14495 -> 17887) still not enough to match the drake tho with its 18535 shield
now if I get lucky I might get one more cycle out of my cap buffing me to 19180 shield in total hurray! but wait the drake has one more invul and I traded my neutrons for ions so I now do less dps then the drake!

once again I could ditch the web for an invul myself but then the drake could kite me to his liking and I would do even less dps possibly even not enough to break his passive recharge

now you tell me why my fc would want me to fly a ferox over a drake?
even with 2 lse it has less tank then the drake and only ~100dps more

Vladimir Norkoff wrote:
It's almost like the ship is designed to favor rail-based LR combat with the option of being a mediocre brawler if need be...

'Course med rails are terrible at the moment. But CCP has stated the intention of fixing them. Maybe Fozzie has a plan?

so how do you think the ferox can be made to out-snipe tier 3 bc?
at 60k the lower tracking of large rails get makes little difference
the naga however does 760dps at 50km the ferox only 266
a small buff to med rails would surely not make it competitive against the naga
even with its superior tank that is worse then the drakes tank
and the drakes HMs that do 370 @ 62km
all medium long range weapons would have to receive a massive buff in general to make it competitive in that department
sadly that can't happen cause then heavy missiles would either be out-shadowed or would have to be buffed again


Quote CCP Fozzie: ... The days of balance and forget are over.

Vladimir Norkoff
Income Redistribution Service
#1804 - 2013-01-29 02:45:51 UTC
Crazy KSK wrote:
so how do you think the ferox can be made to out-snipe tier 3 bc?
Beats the hell out of me. I'll leave that to folks who actually get paid to come up with a solution (ie. CCP). And certainly don't envy the person that gets stuck with that job.
Wivabel
Federal Defense Union
Gallente Federation
#1805 - 2013-01-29 03:30:52 UTC  |  Edited by: Wivabel
Crazy KSK wrote:
on sisi
I just lost to this drake

Quote:

[Drake, New Setup 2]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Warp Disruptor II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
[empty high slot]


Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5

in my ferox
Quote:

[Ferox, New Setup 2]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
[empty high slot]

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5


it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

edit: fixed the ferox turrets (took it from eft where it only has 6 heh)


This is a dumb comparison. Full tank Drake vs Light tank Ferox. The drake has absolutely no way to hold the ferox in place so he cannot kill the Ferox. The Ferox could just disengage if he wanted to. The Ferox is faster then the Drake Plus has a scram and web.

A fight between these 2 ships really comes down to fitting/pilot ability. the drake probobly is slightly ahead of the ferox in buffer setups with the ferox ahead in asb setups. Ferox was better with the low slot but the utility high is useful as well.

I would like to see ccp get away from these huge 6/7 slot tanks with resist bonuses though. prophecys/drakes are terrible especially in large numbers. Prophecy is gonna be OP imo.

Wiv Lol

I am not sure if I am going to log in anymore.......

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1806 - 2013-01-29 03:39:21 UTC
Saul Elsyn wrote:
Gypsio III wrote:
Saul Elsyn wrote:
I wish 'Combat Ships' were actually given a specific role... If I was doing this I'd divide them into 'Assault' and 'Artillery' types or 'Assault' and 'Siege' or something. Assault do more damage, maybe even have a role bonus to capacitor or powergrid use of weapons. Artillery have much greater range, maybe even a role bonus to range or something. Siege tank better...


CCP originally proposed a "bombardment" role, which sounds like your long-range "siege" thing. They deleted the "bombardment" idea after realising that it wasn't a role that could be restricted sensibly to a class of ships, but a fundamental ability of all ships. Meaning that any ship can fit long-range weapons and play the "bombardment" role - the only way to restrict it would be to give bonuses to, say, beam lasers - but that would result in a very restricted ship of limited value elsewhere, and basically just annoy everyone.


It could be done... I mean Destroyers get a 50% bonus to turret optimal range, sure you can fit blasters on a Cormorant but it's not what the ship excels at. I mean, that's one way to do it.


Yeah, that's one way to do it.

However, weapon systems are still too narrowed down not making it all too easy to bring in "bombardment" playsets. In my opinion, we'd need a lot more of this "breaking the rules" style of thing we see on ships like Tornadoes or even Steathbombers; I'm referring to actually bringing an interesting mix of large weapons on uncommon ships.

Stealth Bombers get Torps.
Tornadoes are BCs that have access to hardhitting Large Turrets.

Now my suggestion isn't the best. It is just an example, but somewhere I was always hoping for more ships that could apply torpedoes, and it wouldn't have to be the main thing. Just a minor special.

So in this example, maybe it would be viable to see a Cyclone with Torps? I know the majority hates split-weapons, which is likely the reason why Typhoon will be going full torp, but I really don't see that much of a success if Cyclone goes the HML/HAM route. I'm probably seeing things too dark (must be the sunglasses) but I have this feeling that you (CCP) are pulling a "tiericide Rifter" on us here.



However, I really would be interested in a "downsized phoon" style of a Cyclone.
Four turrets, zomg four torps. Torps require the target to be tackled and webbed so it is not like Cyclone would become that powerful. Or remove a highslot to be stuffed to a med or low slot, whatever.

But this would also call for some decent changes for Ferox and other BCs of their genre; preferrably just as cool. Torps are slow, but if one can get their target webbed," kapowie! :3" as somebody would say. I'd disagree with Cruise Missiles usage as those are clearly too extreme for non-BS ships. *forgets about oldschool SBs swiftly*

On the other hand, I don't want to break other people's perspective on Cyclone as my ideas are certainly far out, so I'll just wait and read further.


Quote:
so how do you think the ferox can be made to out-snipe tier 3 bc?

Vladimir Norkoff said it perfectly with "Beats the hell out of me". Ferox got its bum handed to itself by the tier3 BC.
It probably has to get access to XL-Rails to outsnipe xD!

Nonetheless, this is why I indirectly also suggested more of a support-BC change for Ferox and Cyclone because most other BCs do the DMG-part everybody is so crazy about much much much better. That is my impression. I am not sure if this is the reality.

Using tablet, typoes are common and I'm not going to fix them all.

Sigras
Conglomo
#1807 - 2013-01-29 06:24:39 UTC
so on the test server, the brutix only has 6 turrets, and the fittings got changed but the damage bonus never got updated?

Looks like the same thing happened to the drake too.

the harbinger is missing 25 PG (currently has 1400, and the OP says it should be 1425 not sure which is wrong) but got the extra CPU the OP says it should have.

looks like all the other fitting and balance changes went through from the update on the 23rd, but im wondering why the partial changes?

and the armor changes never went through . . . no AAR, and the rigs still slow you down . . . it looks like none of the armor changes are on the test server.

anyone else having this problem?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1808 - 2013-01-29 07:37:17 UTC
Goldensaver wrote:
Garviel Tarrant wrote:
Sergeant Acht Scultz wrote:


Have to agree with this. 2 TE's 1 MFS would probably make it better however, the real brawling ship in between Ferox/Drake is definitively HAM's Drake imo.
Fit 250's, some tank, mfs (thx range bonus) and faction point (28km) on that Ferox, kill that Drake like a pro with no chance of hitting you.

Even if the PG difference in between Ferox/Brutix still makes me look like this Shocked (c'mon the shield ship having more pg than the the armor one supposed to fit pg hungry modules? -no wonder it's so crappy hehe)


Medium blasters aren't supposed to be viable at god damn point range >_<

TE's seriously need to be nerfed to put a stop to all this nonsense.

250's are medium rails, not blasters.


At least one of those guys was talking about blasters to point range, was to lazy to go back and find his post :P

BYDI recruitment closed-ish

Crazy KSK
Tsunami Cartel
#1809 - 2013-01-29 09:43:13 UTC
Wivabel wrote:
Crazy KSK wrote:



This is a dumb comparison. Full tank Drake vs Light tank Ferox. The drake has absolutely no way to hold the ferox in place so he cannot kill the Ferox. The Ferox could just disengage if he wanted to. The Ferox is faster then the Drake Plus has a scram and web.

A fight between these 2 ships really comes down to fitting/pilot ability. the drake probobly is slightly ahead of the ferox in buffer setups with the ferox ahead in asb setups. Ferox was better with the low slot but the utility high is useful as well.

I would like to see ccp get away from these huge 6/7 slot tanks with resist bonuses though. prophecys/drakes are terrible especially in large numbers. Prophecy is gonna be OP imo.

Wiv Lol

the ferox is exactly as fast as the drake with 175m/s the ferox does have web and scram but those turn off at 10-13km
then they are equally fast and the drake will sooner or later catch up since its guns use no cap
at the end of the chase the drake will have caught up and the ferox will have no cap to shoot its guns
also by running away the ferox forces itself to use null and fight in falloff reducing its dps past the drakes dps with navy missiles
~390dps(in falloff@13km) for the ferox and ~500 for the drake

the drake actually beats an asb ferox in raw shield ehp and has a second invul on top of that
17887 for overheated blue-pilled ferox and 18535 for the drake
sure you could use crystals but I think its very bad to balance around 1.5bil implants that maybe 5% of all eve players have

Quote CCP Fozzie: ... The days of balance and forget are over.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1810 - 2013-01-29 11:03:01 UTC
Crazy KSK wrote:
Wivabel wrote:
Crazy KSK wrote:



This is a dumb comparison. Full tank Drake vs Light tank Ferox. The drake has absolutely no way to hold the ferox in place so he cannot kill the Ferox. The Ferox could just disengage if he wanted to. The Ferox is faster then the Drake Plus has a scram and web.

A fight between these 2 ships really comes down to fitting/pilot ability. the drake probobly is slightly ahead of the ferox in buffer setups with the ferox ahead in asb setups. Ferox was better with the low slot but the utility high is useful as well.

I would like to see ccp get away from these huge 6/7 slot tanks with resist bonuses though. prophecys/drakes are terrible especially in large numbers. Prophecy is gonna be OP imo.

Wiv Lol

the ferox is exactly as fast as the drake with 175m/s the ferox does have web and scram but those turn off at 10-13km
then they are equally fast and the drake will sooner or later catch up since its guns use no cap
at the end of the chase the drake will have caught up and the ferox will have no cap to shoot its guns
also by running away the ferox forces itself to use null and fight in falloff reducing its dps past the drakes dps with navy missiles
~390dps(in falloff@13km) for the ferox and ~500 for the drake

the drake actually beats an asb ferox in raw shield ehp and has a second invul on top of that
17887 for overheated blue-pilled ferox and 18535 for the drake
sure you could use crystals but I think its very bad to balance around 1.5bil implants that maybe 5% of all eve players have

How much of an effect would an ASB fit Ferox have on Tue applied dps from.said drake, given its speed and Sig radius vs the Drakes missiles?
CCP Fozzie
C C P
C C P Alliance
#1811 - 2013-01-29 11:44:03 UTC
Sigras wrote:
so on the test server, the brutix only has 6 turrets, and the fittings got changed but the damage bonus never got updated?

Looks like the same thing happened to the drake too.

the harbinger is missing 25 PG (currently has 1400, and the OP says it should be 1425 not sure which is wrong) but got the extra CPU the OP says it should have.

looks like all the other fitting and balance changes went through from the update on the 23rd, but im wondering why the partial changes?

and the armor changes never went through . . . no AAR, and the rigs still slow you down . . . it looks like none of the armor changes are on the test server.

anyone else having this problem?


There should be another Sisi update asap to correct the problem, only some of the changes were ported onto this update.

The 10% bonuses for the Brutix and Drake are actually there, but the description change didn't make it onto this Sisi build.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Moonaura
The Dead Rabbit Society
#1812 - 2013-01-29 11:46:28 UTC  |  Edited by: Moonaura
CCP Fozzie, any thoughts on changing the -25 CPU on the Drake?

Its a tad harsh. The Cyclone has more CPU now, on top of a vastly improved power grid. I think this cut is a bit too deep. Make it -15 otherwise every other fit is going to have a co-processor and / or overclocking rig.

It will never be FOTM again with the missile changes anyway, so why kill the CPU so hard? Its a shield missile boat after all - the highest use of CPU in any variety.

EDIT:

Nevermind, realised with one less launcher thats 55 cpu back, so, thus its -25 instead of -15 thus a net increase of 30, which is probably fine. I'll try and test it on Sisi at some point.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1813 - 2013-01-29 12:02:41 UTC
@ CCP Fozzie so are there going to be any more changes here before you release them? I don't think anyone is satisfied with the ferox being so inferior to the barely touched drake.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Mund Richard
#1814 - 2013-01-29 12:48:05 UTC
Jonas Sukarala wrote:
@ CCP Fozzie so are there going to be any more changes here before you release them? I don't think anyone is satisfied with the ferox being so inferior to the barely touched drake.
Not sure how many came here looking for satisfaction, leaving with what they came for. Roll

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Snape Dieboldmotor
Minotaur Congress
#1815 - 2013-01-29 12:53:27 UTC  |  Edited by: Snape Dieboldmotor
Jonas Sukarala wrote:
@ CCP Fozzie so are there going to be any more changes here before you release them? I don't think anyone is satisfied with the ferox being so inferior to the barely touched drake.


If you are comparing a buffer Ferox to a buffer fit Drake then it is surely inferior, however if you fit it with an active tank it should be just as good. I support the idea of two different but equal Caldari BC's.
Jerick Ludhowe
Internet Tuff Guys
#1816 - 2013-01-29 13:00:26 UTC
CCP Fozzie wrote:


There should be another Sisi update asap to correct the problem, only some of the changes were ported onto this update.

The 10% bonuses for the Brutix and Drake are actually there, but the description change didn't make it onto this Sisi build.


Newest test patch (today) still has not corrected the description issue.

This "new" patch also only seems to have changed to grid requirements on med and large reppers... No AAR, no rig changes.... What's the deal here?
Wivabel
Federal Defense Union
Gallente Federation
#1817 - 2013-01-29 14:13:09 UTC  |  Edited by: Wivabel
Snape Dieboldmotor wrote:
Jonas Sukarala wrote:
@ CCP Fozzie so are there going to be any more changes here before you release them? I don't think anyone is satisfied with the ferox being so inferior to the barely touched drake.


If you are comparing the Ferox to a buffer fit Drake then it is surely inferior, however if you fit it with an active tank it should be just as good. I support the idea of two different but equal Caldari BC's.


Actually I have just done a bunch of testing and the ferox has beaten the drake everytime when similarly fit.
fights starting at zero drake gets to shoot first no overheating or piloting other then the ferox sets keep at range and the drake sets aproach. outside of 5km the drake may have a better chance though I have not tested it yet.


ferox / drake
rack of neutrons with void / rack of ham II with scourge rage
LSE x1, invuln x2, point / LSE x2, invuln x2, point
DC,
MFS x3 / DC, BCU x3
Field extender x2, EM rig x1 / Field extender x3
Ferox kills drake with 50% structure remaining

rack of neutrons with void / rack of ham II with scourge rage
LSE x1, invuln x1, web, point / LSE x2, invuln x1, web, point
DC, MFS x3 / DC, BCU x3
Field extender x2, EM rig x1 / Field extender x3
Drake dies with Ferox still in shield.

The Ferox wins these fights mainly because of its damage type. The drakes tank is weekest or second weekest to thermal damage depending on rig choice mainly so the 100 more DPS of the Ferox is magnified by the fact that it is hitting the drake at its weaker resist points.



Also for the guy above. The Ferox and drake have the same base speed but the ferox has a lighter mass giving it a higher speed when using an afterburner or MWD plus it has better agility. Web scram Ferox can easily run from a tank fit point only Drake. Yes scram and web turn off at 9/10 km but by that time your Ferox is at top speed and will likely be outside of drake point range before the drake can get up to its full speed. Overheating only makes this manuever easier.




PS. I did not spell or grammer check this so it is probobly Fail English.


WivLol

I am not sure if I am going to log in anymore.......

DJWiggles
Eve Radio Corporation
#1818 - 2013-01-29 14:42:46 UTC
CCP Fozzie wrote:
Sigras wrote:
so on the test server, the brutix only has 6 turrets, and the fittings got changed but the damage bonus never got updated?

Looks like the same thing happened to the drake too.

the harbinger is missing 25 PG (currently has 1400, and the OP says it should be 1425 not sure which is wrong) but got the extra CPU the OP says it should have.

looks like all the other fitting and balance changes went through from the update on the 23rd, but im wondering why the partial changes?

and the armor changes never went through . . . no AAR, and the rigs still slow you down . . . it looks like none of the armor changes are on the test server.

anyone else having this problem?


There should be another Sisi update asap to correct the problem, only some of the changes were ported onto this update.

The 10% bonuses for the Brutix and Drake are actually there, but the description change didn't make it onto this Sisi build.


the sisi update today has the drake and brutix updates

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Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1819 - 2013-01-29 14:51:17 UTC
I have doubts about comparing Ferox with Drake. Even if they're both Caldari and BC, feels like the Apples and Oranges thing. Ferox won't gain much from being compared to Drake (typo xD). The tiericide should ensure it does not stay an underdog (regardless how many times you've seen it on the field nowadays - though I'd doubt that feature too).

I for one had hardly seen it.

Using tablet, typoes are common and I'm not going to fix them all.

Pinky Denmark
The Cursed Navy
#1820 - 2013-01-29 14:51:48 UTC
so Fozzie - how far are we?
Should we continue to come with inputs or are you already working on other ships and not touching these again? Sorry for ranting in here but it's like certain things just gets ignored?

Pinky