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[Odyssey] T1 Frigate Polish Pass and Naglfar fix

First post
Author
iskflakes
#101 - 2013-03-11 20:13:47 UTC
Firstly, I think the nag change is lazy. How hard can it be to change a missile hardpoint into a turret hardpoint?

A more important point though is the order of ship balancing. The phoenix is in a worse position than the nag right now because it can't be used to counter battleship fleets (which every other dread can). The phoenix really needs some attention (for example the tracking enhancer affecting missiles).

On an unrelated point, why do dreads do more damage than titans? It's ridiculous when you think about it. Give one of them higher damage and very long lock times (or 1 locked target maximum) and give the other more tracking, more targets but less damage.

-

Antir
Republic Military School
Minmatar Republic
#102 - 2013-03-11 20:18:50 UTC
iskflakes wrote:
Firstly, I think the nag change is lazy. How hard can it be to change a missile hardpoint into a turret hardpoint?

A more important point though is the order of ship balancing. The phoenix is in a worse position than the nag right now because it can't be used to counter battleship fleets (which every other dread can). The phoenix really needs some attention (for example the tracking enhancer affecting missiles).

On an unrelated point, why do dreads do more damage than titans? It's ridiculous when you think about it. Give one of them higher damage and very long lock times (or 1 locked target maximum) and give the other more tracking, more targets but less damage.


Titans have huge ehp and can do full dps while moving and getting reps. Dreads have decent ehp and can either rely on a local tank and do full dps or get reps and be an overpriced battleship.
Ouoman
Republic Military School
Minmatar Republic
#103 - 2013-03-11 20:47:44 UTC
Unforgiven Storm wrote:
Ouoman wrote:
How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:

(...) A Nag fleet as small as 40-50 alpha nags (...) If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. (...)

I'm not a cap pilot so this is obviously theoretical.


Let me correct this:

Assuming null sec and my area of space, if the we escalate with supers and titans the Arty nags will die to the DDs of 40-50 titans and the rest will die to the supers, soon after.

Big smile



Lol, I can see that happening. But again, with the relatively short hop for any alpha mael pilot to get into an alpha nag and with as much isk as some null coalitions have, what happens when they drop a whole alphafleet of 150+ Arty Nags? Goons or Test certainly could. Then you're getting close to the nags being able to 1-2 shot supers and titans. Even if you DD a quarter of them off the field the Titans are then stuck there for 10 minutes while the remaining nags fire off 10million damage alphas every 15 seconds.

I'm not a fan of the blob but this seems like a scary and effective tactic for the groups with the numbers and isk.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#104 - 2013-03-11 20:50:17 UTC
Regarding Naglfar volley damage, the torp Phoenix has a volley damage of 135k, a lot more than future Naglfar, but nobody really cares enough to use them to volley caps AFAIK. Although there are the mitigating factors of being constrained to kinetic for that 135k (ohgodfitkinetichardeners!) and missile damage delay.
Lili Lu
#105 - 2013-03-11 20:51:41 UTC  |  Edited by: Lili Lu
Gypsio III wrote:
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?

Well I wasn't talking about the Ferox. I'll get to it later maybe. I was talking about the Cormorant. And to a lesser extent the Harpy and the missile boats getting 10% range bonuses.

Rails and missiles are already the most range blessed weapon systems. So piling 10% range bonuses on top of them means that the other weapon systems are locked out of a sniping role. About the only thing to challenge is the Apoc, with its 7.5% range bonus. But at the Frigate and Destroyer classes these bonuses and on top of the longest range weapons means that one should not even bother fitting a sniper beam laser frig or dessy, ditto a sniper gallente frig or dessy. If your best practicle range is going to be half that of a comparable caldari range bonused ship then the whole role has been granted to one race.

Now one could say, but what about the short range melt face role? Are Caldari locked out of that? No, and with the very ships that get those range bonuses. So for instance a blaster corm is not a fail fit as any atempt to have a sniper Coercer or Catalyst would be. Anyone who flies destroyers in FW knows that sniper corms simply have no competitor. One can arty fit Thrashers for alpha strike, but the range is actually quite limited. A blaster Harpy or blaster Corm rocket kestrels or Merlins etc are not unheard of. But do you see beam Retributions or Coercers sitting 80-100 off a warp-in beacon and simply killing everything as those other ships try to burn out to them? No.

That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.

Ferox, hmm. Well aside from medium sized long range guns simply sucking (i.e. it's not just medium rails, although of course the alpha on 720 arty can find it's uses) Feroxes will probably see more use than the old or the new Harby.

And finally, it has always irked me that the damn laser is not the turret weapon system with the best range. Presumably all the turrets are using similar mechanical, magnetic, or whatever rotation and aiming devises. Forget espionage, such technology would not stay secret very long after a few wrecks were examined. But the computing power translation to turret rotation and attitude v the motion and ability of the target to change course would seem to me to not be the limiting factor on turret range(acuracy at range). It would be the speed of the damage mechanism to target before a change in motion. The desription for hybrid rails has always made me laugh - "Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed" Hypersonic?What? This is frickin space. Nothing is going to reach its target faster than the speed of light which coincidentally is a laser I do believe.

edit- unless you attach a whole warp engine to a warhead. And if you could do that then who needs a ship puttering about at sublight speeds at a gate or in a belt, heh

So there you have it. My reasons why the Caldari 10% range bonuses are overkill. Will they ever be changed? Probably not soon enough to make the game better. At this time not enough people are pissed off over the role exclusivity for Caldari, the role lockout for the other 3 races, and the concurrent contrary (close range) role ability for the Caldari ships even as the other 3 races can't access the role reserved to the Caldari ships. But if I post this enough, maybe some day enough people will realize just how bad this game design is. And it will change.
iskflakes
#106 - 2013-03-11 20:52:48 UTC
Ouoman wrote:
Lol, I can see that happening. But again, with the relatively short hop for any alpha mael pilot to get into an alpha nag and with as much isk as some null coalitions have, what happens when they drop a whole alphafleet of 150+ Arty Nags? Goons or Test certainly could. Then you're getting close to the nags being able to 1-2 shot supers and titans. Even if you DD a quarter of them off the field the Titans are then stuck there for 10 minutes while the remaining nags fire off 10million damage alphas every 15 seconds.

I'm not a fan of the blob but this seems like a scary and effective tactic for the groups with the numbers and isk.


This isn't a realistic tactic. What's stopping the supers dropping right in the middle of your group? Titans will also kill a huge number of your nags and warp off 30 seconds later. Supers have more than 25m EHP if fit properly. So many problems.

-

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#107 - 2013-03-11 21:00:13 UTC
Lili Lu wrote:
10% range bonuses.


Thanks for the reply. I don't really have many strong feelings on it, except that in general if there is a problem, then it's with specific ships (Cormorant?) rather than the 10% bonus as a whole. It may also be a problem restricted to artificial scenarios such as FW warp-in beacons, but if so that's a problem trivially countered by ewar. Certainly there's nothing wrong with the Ferox, Naga or Rokh having optimal bonuses, IMO.
Lili Lu
#108 - 2013-03-11 21:06:40 UTC  |  Edited by: Lili Lu
Gypsio III wrote:
Lili Lu wrote:
10% range bonuses.


Thanks for the reply. I don't really have many strong feelings on it, except that in general if there is a problem, then it's with specific ships (Cormorant?) rather than the 10% bonus as a whole. It may also be a problem restricted to artificial scenarios such as FW warp-in beacons, but if so that's a problem trivially countered by ewar. Certainly there's nothing wrong with the Ferox, Naga or Rokh having optimal bonuses, IMO.

Yes of couse one can work out attempts to counter. Some of which work better than others. But the fact that these are still used tells you that those counters do not "fully" counter, which is probably a good thing. My problem still stand though that the role is reserved for one race and one race only. Concurrently that race does not lose efficacy at any other role as a balance. If Caldari ships totally sucked at close range then ok the game design is universal role based exclusivity. But Caldari does have viable close range options. I'm actually ok with that. I think that's good, to have each race having role options even if some might considered "better" at certain roles. Unfortunately we are left with no non-Caldari options for sniper frigs and dessys etc.

edit- sniping is useful for more than just inside a fw plex. Corms can use that ability at star gates, outside acceleration gates, stations, many places. It would be nice if Coercers etc could fit somewhat reasonably similar. So that 100km Corms might be there, but also 80km Coercers or Thrashers (probably already in falloff heh) etc. As things are now, you can't approach anywhere near 100km with other turrets. And even sentry drones are a ***** to get that range on for larger ships forget about frigs or dessys (where's my cpu for DLA IIs and omnidirectionals Ugh)

edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.
Kahega Amielden
Rifterlings
#109 - 2013-03-11 21:18:16 UTC  |  Edited by: Kahega Amielden
Quote:
That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.


why do you define anything less than Caldari Gunship engagement ranges as something that doesn't count as sniping? Sure, a beam Coercer can't hit out to 100km, but it can sure hit out to 50km and is a damn sight more competitive at closer ranges than the Corm is. Talwars and Coraxes with LMs can hit out to 60km. Why does that not count? Is that not enough? Close-range Frigate-sized weapon systems are normally lucky to hit out to 20km (pretty much limited to range-bonused pulse lasers).


Ranged combat is not a Caldari gunship trait. Of course, Caldari can snipe at longer ranges than other races can, but that's not role exclusivity, that's just a benefit of flying Caldari. It's like complaining that you want to have an alpha-oriented fleet without using Minmatar ships.
Lili Lu
#110 - 2013-03-11 21:28:36 UTC  |  Edited by: Lili Lu
Kahega Amielden wrote:
Quote:
That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.


why do you define anything less than Caldari Gunship engagement ranges as something that doesn't count as sniping? Sure, a beam Coercer can't hit out to 100km, but it can sure hit out to 50km and is a damn sight more competitive at closer ranges than the Corm is. Talwars and Coraxes with LMs can hit out to 60km. Why does that not count? Is that not enough? Close-range Frigate-sized weapon systems are normally lucky to hit out to 20km (pretty much limited to range-bonused pulse lasers).


Ranged combat is not a Caldari gunship trait. Of course, Caldari can snipe at longer ranges than other races can, but that's not role exclusivity, that's just a benefit of flying Caldari. It's like complaining that you want to have an alpha-oriented fleet without using Minmatar ships.

Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.

edit- as for arty alpha, I do not defend any sense of exclusivity with that. I was a critic of the arty changes. I thought and said at the time they were overdone. It was one thing to grant an alpha specialty. But I thought the numbers were too heavily skewed. Btw, Some folks fit Tachyons for alpha. It can work. And at max range the current HM alpha stacks up quite nicely to 720 with tremor. So even the alpha strike differences are not in practical sense as extreme as the sniping range differences and the role exclusivity they create.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#111 - 2013-03-11 21:29:10 UTC
Lili Lu wrote:

edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.


If you're referring to the Apoc's 7.5% bonus, well, when people flew sniper BS they normally flew Apocs instead of Rokhs, because the 7.5% bonus meant that the Apoc did more damage at the selected range. That left the Rokh without a role entirely...
Lili Lu
#112 - 2013-03-11 21:37:11 UTC
Gypsio III wrote:
Lili Lu wrote:

edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.


If you're referring to the Apoc's 7.5% bonus, well, when people flew sniper BS they normally flew Apocs instead of Rokhs, because the 7.5% bonus meant that the Apoc did more damage at the selected range. That left the Rokh without a role entirely...


The Rokhs problems were that it was before the recent Hybrid changes, and it was around the time logistics were coming into the game and having too many armor tank options for snipers v shield tank (Mael wan't in the picture becase pre-projectile buff as well). Well it didn't matter for very long anyway either with the probing changes which killed off sniping BS tactics.
Draconic Slayer
Full Broadside
Deepwater Hooligans
#113 - 2013-03-11 21:47:12 UTC
What could I do in order to have the Rifter receive an extra +1 or +2 GJ/s cap recharge? :3

Big smileBig smileBig smileBig smileBig smile
James Amril-Kesh
Viziam
Amarr Empire
#114 - 2013-03-11 22:11:58 UTC
Bloodpetal wrote:
Fortified Ultra-relativistic Kinetic Counter-Electronic-Counter-Measure. (FUKC ECM)

Maybe I'm just tired, but I laughed for about 10 minutes. :P

Enjoying the rain today? ;)

Kahega Amielden
Rifterlings
#115 - 2013-03-11 22:32:01 UTC
Quote:
Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.

Beam lasers do significantly better DPS and have significantly better tracking than rails, and ammo can be swapped instantly. Fast tackle trying to get in range of a pack of coercers would be vaporized really, really fast.


With no damage or range mods, a Coercer with SFBL and Aurora has 40.5 + 5km range, 126 DPS, and 33% superior tracking to a 150mm Corm which has 105 DPS at 73km range. The corm gets a modest increase in range in exchange for a modest decrease in damage and tracking.

I fail to see the imbalance or exclusivity here.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#116 - 2013-03-11 22:37:04 UTC
Draconic Slayer wrote:
What could I do in order to have the Rifter receive an extra +1 or +2 GJ/s cap recharge? :3

Big smileBig smileBig smileBig smileBig smile


Well, if it not imbalancing much, I suppose it is fine to see that extra cap on Rifter, but I doubt it is going to change much (though I'm sure that missing GJ will help you be more capstable :3). Anyhow, I'm not Fozzie :D!


In another thread, somebody had the idea of really giving the Rifter the "Rupture makeover", that being extra dmg for both Turrets AND rockets. I added to the soup that instead, the Rifter could really be more of paper or inferior to the other frigates that have better capabilities for tanking. I'm personally not a fan of "dmg bonuses", but in this case, this would give the Rifter a key difference vs Slasher or other frigates.

However, the only problem I discovered would be for the armor tanking fans, if the ship were a lot more fragile along with the said bonuses. To avoid such problem, there was the idea of having a seperate new T1 cloned frigate hull bracket that could focus on this, while leaving the basic frigate alone.


Quote:
Ideas for new Utility High Slots ::

Anti-Missile Laser System :: Replaces old defender missiles. Automatically zots incoming missiles. Can be target assigned to defend one target (self, or another targeted ship.) Might come in Small/Large size.

Fortified Ultra-relativistic Kinetic Counter Electronic-Counter-Measure. (FUKC ECM)
Targeting System :: Allows you to keep a lock on ONE target THROUGH ANY ECM effects. Hard counter to ECM, takes a high slot, so it's a pretty important sacrifice vs Neuts, etc.

Revamped Auto-Targeting System Module :: Can be scripted to act as a Sensor Booster, ECCM or Additional Targets. Uses lots of capacitor and fitting than a normal ECCM/SB/etc. Somewhat of an "all-in-one", but MUST be scripted... so it's a take it or leave it with drawbacks. Auto Target module is all but useless except for fringe cases... might as well make it useful.

Target Lockbreaker - Forces one target to break its lock on all its targets. ECM chance for success, as other lockbreakers. does NOT cause a 20 sec jam to happen.

Signature Distortion Module
Using Stealth Technology, activating this module reduces the Signature Radius of a ship.



Some interesting ones there :).

However, there should be more of an active role for Anti-Missile Laser System, so that it is not just that some multiboxer can have a 2nd acc orbit his main ship with that module active all the time. However, I like the idea of this being specifically for frigate hulls, so that they can provide cover for fleet mates. There is nothing more awesome than supporting others by migating incoming damage.
I'd almost say have a specific frigate be for that job that can fit such, meaning to elect one hull per faction.

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

Lili Lu
#117 - 2013-03-11 23:07:08 UTC
Kahega Amielden wrote:
Quote:
Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.

Beam lasers do significantly better DPS and have significantly better tracking than rails, and ammo can be swapped instantly. Fast tackle trying to get in range of a pack of coercers would be vaporized really, really fast.


With no damage or range mods, a Coercer with SFBL and Aurora has 40.5 + 5km range, 126 DPS, and 33% superior tracking to a 150mm Corm which has 105 DPS at 73km range. The corm gets a modest increase in range in exchange for a modest decrease in damage and tracking.

I fail to see the imbalance or exclusivity here.

Well I already answered this in my previous post. I'm not seeing cercers being used this way though. They are usually pulse fit and brawling.

If you think 40.5km (maybe 50km with some range mods) optimal is sufficient to use a group of coercers to kite other and probably faster ships in a similar manner as a group of 100km cormorants then have at it. I think you will find that that 50km differnce has a huge practical effect on the length of time you can engage in the tactic, or even survive with it.
mkint
#118 - 2013-03-11 23:19:56 UTC
A hundred points for minnie not to have to train 3 capital weapon systems, minus a thousand for making the sp invested in the 2 wasted. And dont say it isnt wasted, because what else is a minnie cap pilot going to use those missiles for?

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Antir
Republic Military School
Minmatar Republic
#119 - 2013-03-11 23:26:55 UTC
mkint wrote:
A hundred points for minnie not to have to train 3 capital weapon systems, minus a thousand for making the sp invested in the 2 wasted. And dont say it isnt wasted, because what else is a minnie cap pilot going to use those missiles for?


All you need is the dread skill to fly a fine phoenix, but I would consider the uselessness of that sp is a fair trade for a fixed naglfar.
Ray McKenna
Null Logistics Inc
#120 - 2013-03-11 23:28:01 UTC
CCP Fozzie wrote:
Bloodpetal wrote:
Quick Naglfar Comments ::

Ok, so you still get the double dps bonus for the Nag hull, correct?

On a separate note on the Nag...

There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.

Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?



Yes to the double damage bonus, the skill bonuses are not changing.

As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.

Maybe off topic, but why is the capital tractor beam not available for all capital hulls?