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New ships and modules - what do you think of them ?

Author
Zoe Alarhun
The Proactive Reappropriation Corporation
#1 - 2011-10-26 08:14:20 UTC
In this link: http://altruist.azual.co.uk/2011/10/new-battlecruisers-and-balance-changes.html

You can see some of the potential changes to ships. In all I love many of the changes, especially the destroyers. What do you guys think about the hybrid and ship rebalancing ? I think CCP gone and done good.
Chribba
Otherworld Enterprises
Otherworld Empire
#2 - 2011-10-26 08:15:04 UTC
Link does not work?

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Headerman
Native Freshfood
Minmatar Republic
#3 - 2011-10-26 08:51:41 UTC  |  Edited by: Headerman
http://pastebin.com/TkY3rY6q is the paste bin of the changes drafted so far.

The doods fact about the agility buff are wrong, they are being nerfed agility a bit, but get a speed buff

T2 siege and triage modules are very interesting

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Pr1ncess Alia
Doomheim
#4 - 2011-10-26 08:55:17 UTC
I can't seem to find much of a fault in anything I've looked at.

This must mean I haven't looked close enough P

Very good things happening. Will have to see how everything performs after the dust settles to make a proper judgement however, that said, I'm excited.
Zoe Alarhun
The Proactive Reappropriation Corporation
#5 - 2011-10-26 08:55:51 UTC
Link seems to work fine - can anyone else confirm linky broken ?
(I don't wish to doubt the mighty chribba)
Alara IonStorm
#6 - 2011-10-26 09:00:07 UTC
I love the new fitting stats on the Blasters.
Headerman
Native Freshfood
Minmatar Republic
#7 - 2011-10-26 09:01:35 UTC  |  Edited by: Headerman
I LOVE the stats of the T2 Siege... but it still comes with a tracking nerf

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Aamrr
#8 - 2011-10-26 09:05:10 UTC
What's the deal with T2 triage? 11 targets instead of 10 and 20% more lock range on a ship that's immune to sensor dampening and has twice the lock range as it can rep anyway?

Did CCP really think that through...?
Zoe Alarhun
The Proactive Reappropriation Corporation
#9 - 2011-10-26 09:17:19 UTC
I love this:

Destroyers receive increased HP and capacitor, and significantly decreased sig radius
Destroyers no longer have a rate of fire penalty
Zarnak Wulf
Task Force 641
Empyrean Edict
#10 - 2011-10-26 09:43:41 UTC
Zoe Alarhun wrote:
I love this:

Destroyers receive increased HP and capacitor, and significantly decreased sig radius
Destroyers no longer have a rate of fire penalty


The easier fittings for rails and blasters will make the Caldari and Gallente destroyers worth a revisit.
Tanya Powers
Doomheim
#11 - 2011-10-26 10:42:33 UTC
Zarnak Wulf wrote:
Zoe Alarhun wrote:
I love this:

Destroyers receive increased HP and capacitor, and significantly decreased sig radius
Destroyers no longer have a rate of fire penalty


The easier fittings for rails and blasters will make the Caldari and Gallente destroyers worth a revisit.


Now newbies will fly some more interesting stuff than only riters with that kind of change, more ships being used and more roles to fit by either newbies has older players, I'll fit some catalysts for the lols and try those for sure if the stats come out live around those numbers.

Also important and interesting for flycatcher and eris, duno the amarr counterpart, haven't seriously looked in to all those numbers yet since they are probably changing.
Zoe Alarhun
The Proactive Reappropriation Corporation
#12 - 2011-10-26 10:56:24 UTC
Screw newbies - I wanna train destroyers to 5 now ^_^

Also hybrid boosts means more tristans, incursus, merlins.
Thorax, vexor, UGLY DUCK TOASTER MOA, Ferox, ROKH!

T2 modules for probes etc. argh - winter needs to get here faster.
Tefries Lurgoyf
Republic University
Minmatar Republic
#13 - 2011-10-26 11:15:13 UTC
The oneiros change is bad and makes it a worse ship than before.
I think you wanted to buff it since nobody flies it.

The oneiros had only one good role, supporting other logis with projected ECCM and providing some light repping on its own.

The problem is you made it more similar to guardian. Which dont sound bad since guardians rock.
However, guards in that role are still way superior than oneiros.

Guards brings-
Great repping power
Great tank
Unlimited cap (unless ECM'ed)

Oneiros brings-
Utility (mid slots)
Crappy tank in comparison (40k EHP compared to 90k EHP of a guardian)
Decent repping power
Has cap problems, needs a guardian to support.


You removed the utility of the oneiros and all those things that the guardian is better still remain.

So what really is the point of a flying a ship that has absolutely nothing going for it compared to the guardian?

With that said, i can't possibly imagine people would fly the oneiros more. I think it would be flown less. I mean whats really the point of flying a similar cost ship thats inferior in everyway. What fleet doctorine would call for oneiros now?

It would be really hard to overbuff the oneiros since it has cap issues unlike the guardian.
So perhpas just give it an extra lowslot with no nerf to the mids. Or just give it more natural armor.
Knoppaz
distress signals
#14 - 2011-10-26 11:16:20 UTC
The Thrasher already passes the 300dps mark. Without the RoF-penalty it will be pure evil, especially with the tank boost.. Pirate

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Zoe Alarhun
The Proactive Reappropriation Corporation
#15 - 2011-10-26 11:19:16 UTC
Oneiros change seems good to me:

  • Oneiros
  • lowSlots: 4.0 => 5.0
  • maxVelocity: 214.0 => 230.0
  • medSlots: 5.0 => 4.0
  • powerOutput: 850.0 => 1050.0
  • signatureRadius: 80.0 => 70.0
  • warpSpeedMultiplier: 1.0 => 1.25

  • More grid, smaller sig, faster - seems tasty. More lows also means greater tank.

    As for dessies - Gallente dessie with ions and overheat + faction anti matter is going to do a obscene amount of damage.
    DarkAegix
    Center for Advanced Studies
    Gallente Federation
    #16 - 2011-10-26 12:11:45 UTC
    I think it's time I began training hybrids.
    Grimpak
    Aliastra
    Gallente Federation
    #17 - 2011-10-26 12:18:01 UTC
    Alara IonStorm wrote:
    I love the new fitting stats on the Blasters.

    still not enough tbh.

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    Chum Tea
    State War Academy
    Caldari State
    #18 - 2011-10-26 15:10:25 UTC
    Missing a buff to hybrid T2 ammo.
    Thelron
    Science and Trade Institute
    Caldari State
    #19 - 2011-10-26 15:39:49 UTC
    OK forums... let's see if you can wake up...

    Not sure where that came from, but if it's accurate it has a lot of nice stuff (though IMO the agility changes sprinkled around, while nice, don't actually make a ton of sense to me... I'd have tweaked a couple other things on the Rokh first, for example). IMO the "it's the ships/mechanics and not (as much) the guns" folks are right about hybrids though- the changes listed here are certainly nice, but don't address either the main issue with rails (their supposed advantage is nullified by the inane range banding on the ammo + rail-platform inability to control range if you're working the "starts firing sooner" angle, and by scanning and *really short* warp-to distances if you're working the sniper angle) or with blasters (if you *don't* have a warp-to for your target, you get to take a beating while you close range, generally more than you can make up for once your guns actually hit).

    Destroyers losing their penalties and getting a bit harder for the big stuff to kill is nice, though I wonder if they could use a built-in tracking bonus as well to make them really extra good at clearing out fast frigates (our SBs and Interceptors (really any fast-but-flimsy ships meant to give cruisers/BS a hard time) are essentially the equivalent of the torpedo boats and subs r/l destroyers were developed to kill and it *should* be a role anyone running around with a few cruisers and up want filled... though that's a big mess in and of itself)?
    Tanya Powers
    Doomheim
    #20 - 2011-10-26 15:51:02 UTC
    Tefries Lurgoyf wrote:
    The oneiros change is bad and makes it a worse ship than before.
    I think you wanted to buff it since nobody flies it.

    The oneiros had only one good role, supporting other logis with projected ECCM and providing some light repping on its own.

    The problem is you made it more similar to guardian. Which dont sound bad since guardians rock.
    However, guards in that role are still way superior than oneiros.

    Guards brings-
    Great repping power
    Great tank
    Unlimited cap (unless ECM'ed)

    Oneiros brings-
    Utility (mid slots)
    Crappy tank in comparison (40k EHP compared to 90k EHP of a guardian)
    Decent repping power
    Has cap problems, needs a guardian to support.


    You removed the utility of the oneiros and all those things that the guardian is better still remain.

    So what really is the point of a flying a ship that has absolutely nothing going for it compared to the guardian?

    With that said, i can't possibly imagine people would fly the oneiros more. I think it would be flown less. I mean whats really the point of flying a similar cost ship thats inferior in everyway. What fleet doctorine would call for oneiros now?

    It would be really hard to overbuff the oneiros since it has cap issues unlike the guardian.
    So perhpas just give it an extra lowslot with no nerf to the mids. Or just give it more natural armor.



    You're wrong.

    They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.

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