These forums have been archived and are now read-only.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

[Odyssey] T1 Frigate Polish Pass and Naglfar fix

First post
Author
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#61 - 2013-03-11 16:42:55 UTC
Did you just say solo punisher? lol

So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.

I don't get why you hate split weapons so much. It's good if done right.
Bloodpetal
Tir Capital Management Group
#62 - 2013-03-11 16:49:37 UTC  |  Edited by: Bloodpetal
TrouserDeagle wrote:
Did you just say solo punisher? lol

So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.

I don't get why you hate split weapons so much. It's good if done right.


Done right means... ?

The only reason a Drone as a second weapon bonus actually works is because it does not compete with high/low slots.

You could argue that Recon Ships get a double weapon bonus as well. If you treat EWAR as a weapon. So, a Rook gets a weapon bonus for high slots and a weapon bonus for mid slots. But it doesn't get 2 high slot weapon bonuses.

Where I am.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#63 - 2013-03-11 16:51:17 UTC
Bloodpetal wrote:
TrouserDeagle wrote:
Did you just say solo punisher? lol

So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.

I don't get why you hate split weapons so much. It's good if done right.


Done right means... ?



Typhoon. So, more effective weapons without lots of damage mods, but less able to increase damage/tracking in gank fits.
Milton Middleson
Rifterlings
#64 - 2013-03-11 16:57:54 UTC
Bloodpetal wrote:
Since you're addressing the "Strengths of the Missile Speed fits"...

I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.

We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?


I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements.
---
I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster.
Warde Guildencrantz
Caldari Provisions
Caldari State
#65 - 2013-03-11 17:00:10 UTC
these changes sound reasonable

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#66 - 2013-03-11 17:08:09 UTC
Milton Middleson wrote:
Bloodpetal wrote:
Since you're addressing the "Strengths of the Missile Speed fits"...

I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.

We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?


I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements.
---
I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster.



did you just say coraxes go fast? possibly while using light missiles and not being totally paper fit?
Lili Lu
#67 - 2013-03-11 17:09:58 UTC
Bloodpetal wrote:
Since you're addressing the "Strengths of the Missile Speed fits"...

I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.

We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?

Well.. no. One time there was a sniper Cormorant hitting at 70-100 that was giving us a REALLY bad time in actually hurting his buddies. The fight was, no joke, 25 v 3. We killed a Griffin and a slasher because they were separating themselves and getting arrogant, and we lost a kestrel. We kept getting forced off the field when they were in a pack because they had an actual COUNTER ready - the Cormorant. And that's what made it a fun engagement. We realized we needed to make some modifications to counter the counter, and even then still had to be aware of other problems.

The issue isn't the missile kites, it's that people have to be more adaptive to counters. This is forcing the exact thing we want to see in fleets, more diversity. Bring anti-frigate ships, bring anti-snipe ships, bring anti-xyz ships.

You want to be ready? Then commit resources to being ready for the counter on the field. Otherwise, sit in the back of the pack with the amateurs.

Take a look at all the ships you mentioned in this paragraph though. This is a perfect example of the prevalance of Caldari and Minmatar ships at the frigate level. Cormorant, ridiculous range and damage enough to blap before a brick realizes and warps out. Kestrel missile spam at long point and good enough speed to keep the target at that range. Griffin, ecm and frigate sensor strengths, enough said. Condors, Merlins, Hookbills, it's all caldari kiting atm in the frig and destroyer realm (well except for the dramiels and daredevils).

The only time a fat slow Gallente or Amarr armor tanking ship has a chance or even an advantage is if it is camping a plex warp-in beacon and thus can get scram and web on the kiter. If not camped at a choke point, often scram alone is often not enough as the kiter will have more mids and thus a web and get to kite range and proceed to kill the brick armor frig.

I looked at this OP, Fozzie, and said to myself why bother. So you gave small teeks to hull hp and speed. None of this fixes any of the imbalances that mean armor is a stupid strategy at the frigate level. Light missile and rocket range is all there is (or ridiculous 10% per level bonuses on Caldari gunships). Drones just get killed, shortrange guns on armor ships have trouble getting and staying in range to apply the dps, long range guns that are not caldari rails don't have enough range and then create fitting issues anyway.

What could you do? Create small micro jump drives? Doubt that will fix the problem. Do you anticipate providing extra mids and fittings so the ships could use something like that? Because one would still need another prop mod. This would be sort of ridicuous as any extra slots would have to go to every ship just helping the kiters even more.

Why not reduce the 10% per level range bonuses to 7.5% or 5% per level? Then those Caldari range advantaged frigates would have less margin for error. They would have to sacrifice more lows for speed instead of damage mods. How about upping the armor honeycombing skill to 7.5% per level? Or maybe, how about another round of slight range nerfing missiles and rails, when you implement the tc/te/td changes to affect missiles? Make it so that if those ships want to keep the range/kiting advantage they sacrifice damage mods or tank to do it, just as any gunship has to do.

Presently it is all Hookbills, Condors, Kestrels, and Merlins at the frig level. Minmatar has the speed but stuck with shortrange guns that are deep in falloff and less margin for error in kiting (or prohibitive fitting and badly tracking small arty not an option). Amarr is still stuck with cap issues unless it can get right on top of it's target with pulses and maybe a nos. Which isn't going to happen. Meh. Long time to wait.
mynnna
State War Academy
Caldari State
#68 - 2013-03-11 17:17:35 UTC
Fozzie - why the addition of grid to the tormentor? The change prompted me to pop open EFT and play around with it and I've gotta say that every single fit I've played around with runs into CPU issues long before it does grid issues. The extreme example is probably this:

Quote:
[Tormentor, Testbed]
Heat Sink II
Internal Force Field Array I
Energized Adaptive Nano Membrane II
200mm Reinforced Steel Plates II

Limited 1MN Microwarpdrive I
'Langour' Drive Disruptor I
J5b Phased Prototype Warp Scrambler I

Small Focused Pulse Laser II, Multifrequency S
Small Focused Pulse Laser II, Multifrequency S
Small Focused Pulse Laser II, Multifrequency S

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


A nice little brick of armor, and not an unreasonable fit in my opinion. Apart from the whole "doesn't actually fit" issue anyway. It weighs in at 61.7/61.25 grid, and so would fit with the extra grid you're giving it, but comes in at 206/162.5 CPU. Getting this to actually fit means swapping the EANM for an ANM and dropping to Dual Light Pulses instead of the Small Focused, which brings me down to 152/162.5 CPU... and a mere 50.9/61.25 grid, re-opening options to do things like swap Trimarks for laser rigs for more damage and range. And that's a common theme - every fit I've looked at hits the CPU limit first. So, needless to say, adding more grid to the ship seems odd.

Not complaining, just curious. Would love to hear the rationale. Big smile

Member of the Goonswarm Economic Warfare Cabal

Caius Sivaris
Dark Nexxus
#69 - 2013-03-11 17:21:21 UTC
Will you reimburse the SP I sunk in Citadel torps and cruise missiles?

I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost.
Oode22
Caldari Provisions
Caldari State
#70 - 2013-03-11 17:22:12 UTC
Bagehi wrote:

Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets.


Good Idea man, they could do hybrids for caldari; missiles for minmatar; and like some sort of large drone like bigger then heavy drones for gallente and because they won't need their highs they could use them for logi, good idea, if only somebody thought of a ship like that sooner. P
Lev Arturis
The Scope
Gallente Federation
#71 - 2013-03-11 17:22:32 UTC
TrouserDeagle wrote:
Milton Middleson wrote:
Bloodpetal wrote:
Since you're addressing the "Strengths of the Missile Speed fits"...

I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.

We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?


I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements.
---
I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster.



did you just say coraxes go fast? possibly while using light missiles and not being totally paper fit?


No he didn't.
Necro Merc
Caldari Provisions
Caldari State
#72 - 2013-03-11 17:31:40 UTC
Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging).
Bloodpetal
Tir Capital Management Group
#73 - 2013-03-11 17:39:57 UTC  |  Edited by: Bloodpetal
I agree the Minmatar are currently very lackluster in the frig department. Thrashers are still very strong options however, even in the face of the Caldari predominance. The Rifter just isn't performing anything well. The Breacher I've gone at length about. The Vigil's TP bonus is as lackluster as it has ever been.

There are a few standouts :; I've seen Slashers do some amazing things. So, Thrashers, Slashers and Bursts are where it's at for Minmatar frigate scale combat. Incursus and Maulus' are doing some good things out there. The Tristan can perform really well, but the mid/low fitting is tough on it as a "combat" ship.

The Amarr Executioner is really underestimated. They are really tough when they're flown properly with a scram+web kite setup to mitigate damage from heavier ships. In larger engagements I just don't think players have found how to make it into "the cheaper slicer" yet. Crucifiers are a god send really.

So, here's the basic pattern : The Attack Frigates that are losing lows/mids for a utility slot are suffering. Without natural speed of their other ships, and without the sufficient EWAR mids/Shield Tank slots to make them have that speed or to counter that speed advantage, they're suffering heavily.

Purely from Bonuses... dividing the DPS frigate into roles... where Combat ships get SOME kind of "Tank bonus", here's the layout.

Combat - Punisher/Merlin/Incursus/Breacher
Attack DPS/Tackle - Tormentor/Executioner - Kestrel/Condor - Tristan/Atron - Rifter/Slasher

The pattern is pretty clear that Rifter, Executioner, Tristan, as the DPS attack frigs are suffering in being able to keep up with the counterparts that can apply DPS at range. The reason is simple as dirt. They can't reach as far, they can't catch up, they can't out tank the DPS.

The Kestrel escapes the issue because it can choose to be long range, like the Condor. It also doesn't have a utility slot. So the Condor escapes the Utility slot curse by not really being a DPS Attack in the first place, and having to focus on tackling, so the tank + DPS aren't really failing for it.. The Merlin escapes because it can tank heavy and still roll fast as needed. The Incursus escapes because it can also active tank a lot of frigate DPS for long enough to get tackle or decide to leave. Note, neither of these have a Utility high slot.

The Breacher SHOULD be able to escape the curse at the moment, but the issue is with frigate ASB's being crap and normal shield boosting being too demanding for a frigate's capacitor, and conflicting with capacitor boosters in the mid-slots - which is a separate issue.

The obvious answer to me is that the Utility High Slot is being grossly overestimated in its Utility to the Rifter/Punisher/Tristan in making it survivable. This comes from a few things. #1, the number of options for Utility High Slots is pretty much non-existant. Neut/Nos or bust. Give us more Utility High Slots that can be a form of counter for Attack Setups. Otherwise, just get rid of Utility slots because clearly they're not performing well enough on their own against the frigate counter parts to mean a difference.

At the frigate scale, I haven't even thought about what a Neut can do for me since the Ancillary setups exist now - Cap independence for tanking makes them pretty insignificant in the 30-45 seconds it takes to win or lose a fight - enough for those ships to make a difference. And the ships that can use cap boosters make this even more insignificant for frigates.

Are Neuts useful? Yes, but on bigger ships. When's the last time you were neuted and capped out on a frigate in a fight, and said "Damnit!" Probably in a logistics frigate, or an Amarr frigate on an extended engagement, or while fighting a Tristan with FULL set of Neuts (happened to me recently). But, a Rifter with a Neut? Nope. A Punisher with a Neut? Nope. Cap warfare for frigates is barely existent at the moment.

So, Utility slots for frigates = not useful.

Move the 10th high slot somewhere else, or give us more utility options for high slots.

Where I am.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#74 - 2013-03-11 17:40:17 UTC
Necro Merc wrote:
Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging).


What matters is local tank, you are right.

However also depends on the usage of the ship at the time.

For example, an armor tanked moros sacrifices its armor tank to blap subcaps, and tank for cap warfare.

a phoenix, although unable to damage the broadside of a barn with the equiv of C4, puts dmage mods in lows and can use the mids for tank and cap.

So, given a dread's purpose at the time, the best tank for the dread comes into effect.


...let me tell you about a shield moros....

Not a diplo. 

The above post was edited for spelling.

James Amril-Kesh
Viziam
Amarr Empire
#75 - 2013-03-11 18:02:51 UTC
Is a Polish Pass at all like a Polish Sausage?

Enjoying the rain today? ;)

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#76 - 2013-03-11 18:04:40 UTC
Lili Lu wrote:
or ridiculous 10% per level bonuses on Caldari gunships.


Please could you expand on why the 10% optimal bonus is ridiculous on the Ferox?
James Amril-Kesh
Viziam
Amarr Empire
#77 - 2013-03-11 18:05:20 UTC
Vincent Gaines wrote:
Necro Merc wrote:
Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging).


What matters is local tank, you are right.

However also depends on the usage of the ship at the time.

For example, an armor tanked moros sacrifices its armor tank to blap subcaps, and tank for cap warfare.

a phoenix, although unable to damage the broadside of a barn with the equiv of C4, puts dmage mods in lows and can use the mids for tank and cap.

So, given a dread's purpose at the time, the best tank for the dread comes into effect.


...let me tell you about a shield moros....

Well local tank when you're DPS fit isn't that big of a deal if you're in close proximity to friendly carriers. Get primaried? Switch to pure local rep tank with just enough cap stability to get you out of siege.

Enjoying the rain today? ;)

Weasel Juice
Mayhem and Destruction
#78 - 2013-03-11 18:06:18 UTC  |  Edited by: Weasel Juice
Bagehi wrote:

Also, Revelation has a 40% advantage over the Moros in optimal range. It is slightly tempered by the 18% decrease in falloff, but that is a rather impressive range advantage.

Vincent Gaines wrote:
Sieged Phoenix vs a Moros at 60km the Phoenix will win every time, unless the pilot is an idiot.

edit: unless you are saying it's superior va the rev only


The Phoenix is superior, unless the target is moving. Phoenix can't even get full damage on a siege-coasting dread.



Assuming skills at level 5, no implants and 3 faction damage mods and regular faction ammo.

Multifreq: 25.8+12.5 @ 10320 DPS
Plutonium: 25.8+18.8 @ 13007 DPS

Gamma: 32.2+12.5 @ 9460 DPS
Uranium: 30.9+18.8 @ 11825 DPS

X-Ray: 38.7+12.5 @ 8600 DPS
Thorium: 36.1+18.8 @ 10642 DPS

... ... ...

And for the upper end let's assume you run some optimal scripted tracking computers, since that's what you'll most likely do at sniping ranges:
Microwave: 102+24 @ 5160 DPS
Iron: 93.1+36 @ 5912 DPS
Radio: 116+24 @ 4300 DPS

Ontop of that the Moros gets 33% more tracking too. And a slot layout that allows for even better tracking speed, for hitting battleships even easier.


What Range advantage were you talking about again?

I think you're a Moros pilot and just don't your toy taken away.

:Edit:
The only range advantage you get from Revelation is if you're hitting deep in falloff of Radio. Yeah. That always happens.
Bagehi
Science and Trade Institute
Caldari State
#79 - 2013-03-11 18:06:40 UTC
Oode22 wrote:
Bagehi wrote:

Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets.


Good Idea man, they could do hybrids for caldari; missiles for minmatar; and like some sort of large drone like bigger then heavy drones for gallente and because they won't need their highs they could use them for logi, good idea, if only somebody thought of a ship like that sooner. P


Kinda a crap deal that Gallente have an entire ship type (or two: carriers and supers) devoted to their second weapon type. While everyone else gets the one, and Caldari gets the weapon type that needs work.
De'Veldrin
Republic University
Minmatar Republic
#80 - 2013-03-11 18:07:26 UTC  |  Edited by: De'Veldrin
Caius Sivaris wrote:
Will you reimburse the SP I sunk in Citadel torps and cruise missiles?

I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost.


No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes.

Also, in case anyone missed the point of my response:

NO. They are not reimbursing skill points for skills that still exist in game (even if you, personally, no longer need them). They never have and (hopefully) they never will. The only time skill reimbursements are done (based on CCP statements and past precedents) is when one of the following two criteria are met:

1. The skill (and it's underlying mechanic are removed from the game) - Learning Skills
2. There is a fluke that results in the character having skills trained which no longer have any in game benefit. (Not sure this one has ever happened, but the planned destroyer/battlecruiser reimbursements fall into this category, according to the Dev Blog from Ytterbium.)

This change meets neither of the two requirements above - the skill obviously will still exist, and it will have an in game benefit (just not to you any more).

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.