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[Kronos] Pirate Faction Frigates

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Jasen Harper
The Holy Rollers
#241 - 2014-02-25 17:45:42 UTC
As a "perfect" Tachmare pilot, I would like to find out if I am going to be losing 25% of my turret damage.

I was never real good at math so how does this stack with 100% hull bonus and how might this (trading turret damage bonus with AB speed bonus) effect that?

The Templis Dragonaurs are an ultra-nationalist Caldari [s]terrorist[/s] organization whose origins date back to the Tikiona States. They are the most anti-Gallentean political entity in New Eden, and were secretly involved in the destruction of Nouvelle Rouvenor.

Makoto Priano
Kirkinen-Arataka Transhuman Zenith Consulting Ltd.
Arataka Research Consortium
#242 - 2014-02-25 17:46:35 UTC
CCP Ytterbium wrote:
Hey guys,

We really need some more rants and complains to be going on in this thread please. All the confusion caused by the positive comments is getting to CCP Rise's head - he's becoming irrational and randomly attacking various people in the office. We'd use the straight-jacket to tie him up for a while, but it's currently being occupied by CCP Fozzie as he's having his daily drooling fit.

Thank you for your cooperation citizens.


Darnit, Rise, do a polishing pass on those assault frigates.

The Amarr assfrigs are terrible. :/

Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?

CCP Rise
C C P
C C P Alliance
#243 - 2014-02-25 17:46:55 UTC  |  Edited by: CCP Rise
A couple more clarifications:

  • I said 'old nos' in the OP but that can be a bit confusing considering there has been a few different versions. The description provided by bobfrommarketing (I think thats who it was) is very accurate - "Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level". So, it will NOT continue to generate cap when your target is empty, it just doesn't have the same limitation has normal nos where you must have less cap than your target.

  • It's been mentioned that the missile damage bonus on the Worm doesn't make sense as a Gallente bonus and should be on the role bonus. I agree that it would be ideal to have it that way in terms of flavor but giving a 60% per level bonus would mean that the ship was basically unusable until you had Gallente Frigate 5 and we really don't like that. And I've also seen at least one person say they thought we were done with damage type specific bonuses, and we are not. It's a nice tool to use in certain places.

  • I can confirm that 10mn AB Succbus is gross, it's 5k/sec or something before links. We are ok with this.

  • In the post I quoted above I just meant to highlight that we are not limited to 300% for the other Guristas ships, but again, let's talk about those when we get to them.

  • [*] Oh and on the Succubus, while we may make small changes to cap for Sansha in general, it is likely that cap will continue to be one of the larger weaknesses. The Succubus has very solid cap stats already and we don't want to use up a bonus to make it even better. If the other advantages the ship offers don't outweigh the cap difficulty we will make a change to something.

    @ccp_rise

    Ashley Animus
    7th Temporal Lounge
    #244 - 2014-02-25 17:47:19 UTC
    CCP Rise wrote:
    Ashley Animus wrote:
    There would be no need to continue the 300% drone bonus on the gila and rattlesnake. Serpentis and Angel ships also don't have a consistant bonus for their damage.

    Daredevil 200%
    Vigilant 75%
    Vindicator 37.5%

    Dramiel 100%
    Cynabal 25% ROF and 10% damage per level
    Machariel 25% ROF and 5% damage per level

    The only consistant ones were sansha and blood and now sansha is leaving blood behind on that too it seems.


    ^^


    I don't even care what that means, its just nice to see you happy :p
    CCP Rise
    C C P
    C C P Alliance
    #245 - 2014-02-25 17:48:12 UTC
    Jasen Harper wrote:
    As a "perfect" Tachmare pilot, I would like to find out if I am going to be losing 25% of my turret damage.

    I was never real good at math so how does this stack with 100% hull bonus and how might this (trading turret damage bonus with AB speed bonus) effect that?


    You will have to wait for the Battleship thread to know for sure, and I'm not past internal review steps with those yet so I don't even know, but I can say that there is no chance of you losing 25% of your DPS. That would be ridiculous.

    @ccp_rise

    Little Blackjack
    Money Savers Inc
    #246 - 2014-02-25 17:48:12 UTC
    Hope Alar wrote:
    Verlaine Glariant wrote:
    I've been a Sansha pilot for ages, way before the Incursion Sansha-themed expansion came out.

    The Sansha technology, as the lore of the game says, relies on heavy laser weaponry and unnaturallyd resilient shield defenses. What we have here is, shield, propulsion and weaponry they all eat capacitor, and let me say one thing: Sanshas capacitor is not precisely out or the ordinary. There are HACs with way better cap management. What we really have in fact are ships that can not maintain that shield tank they should excel at because the cap is dry when the battle just started (assuming you're not being cap-drained or cap-neutted).

    So, when talking about Sansha ships, the problem is the capacitor.

    In this case scenario, the reasonable path to follow would be simply add a Turret Capacitor Need bonus and Shield Modules Capacitor need bonus, and also increasing both capacitor capacity and capacitor recharge rate.

    However this would never give the Sansha ships any sign of uniqueness (besides their alien shape, that is). The Afterburner nearly-exclusive bonus seems very interesting and you're going in the good direction, but you're not quite there yet. In my opinion, Sanshas need some kind of special unique ability that no other faction or ships could ever have.

    Something like (and this is just an example) a built-in short-range (50km?) MJD, or reducing in a 15% per skill level the CD on MJD's. Please not that I'm using MJD's as an example. This idea could apply to any other abilities for the Sanshas.

    Add to this the ability to join Pirate factions in FW and voilá! (and while you're at it, give us some FW exclusive skills/ships/modules).

    Dreaming is free.


    AB Bonus is 100% unique...there is no need to overbuff Sansha.


    Never flown a sansha, did you? Can't use AB long term cause it eats the cap u need for the lasers/shields. No second of cap to spend on AB in current config. So useless bonus without cap changes.
    Twenty Five Percent
    Doomheim
    #247 - 2014-02-25 17:49:09 UTC
    Hopefully these changes will shift everyone away from the ishtar for small/medium gangs

    Unfortunately eve-kill seems to have gotten rid of their top 20 but I'm sure internally CCP can see the dominance of the ishtar currently and everyone is sick of these stupid drone doctrines except inventors.
    SkyMeetFire
    Viziam
    Amarr Empire
    #248 - 2014-02-25 17:49:13 UTC
    CCP Rise wrote:

  • I can confirm that 10mn AB Succbus is gross, it's 5k/sec or something before links. We are ok with this.


  • That right there makes my day.
    Harvey James
    The Sengoku Legacy
    #249 - 2014-02-25 17:51:30 UTC
    christ 5km/s succubus... i know its a sandbox but surely limiting prop mods to their class size is sensible here like you do with guns etc...

    i mean think about the size of a cruiser AB on a frigate wouldn't it rip the thing apart or something

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Harvey James
    The Sengoku Legacy
    #250 - 2014-02-25 17:52:32 UTC
    CCP Rise wrote:
    Jasen Harper wrote:
    As a "perfect" Tachmare pilot, I would like to find out if I am going to be losing 25% of my turret damage.

    I was never real good at math so how does this stack with 100% hull bonus and how might this (trading turret damage bonus with AB speed bonus) effect that?


    You will have to wait for the Battleship thread to know for sure, and I'm not past internal review steps with those yet so I don't even know, but I can say that there is no chance of you losing 25% of your DPS. That would be ridiculous.


    will the NM have its 20th slot? and at least 6 turrets?

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Michael Harari
    Genos Occidere
    HYDRA RELOADED
    #251 - 2014-02-25 17:52:57 UTC  |  Edited by: Michael Harari
    CCP Rise wrote:


  • I can confirm that 10mn AB Succbus is gross, it's 5k/sec or something before links. We are ok with this.

  • ShockedShockedShockedShocked

    Edit: Basically, what has changed between the af rework and now that 50-100% ab bonuses are no longer overpowered?
    PinkKnife
    The Cuddlefish
    Ethereal Dawn
    #252 - 2014-02-25 17:55:11 UTC  |  Edited by: PinkKnife
    The Sansha need more work, why would anyone use a succubus when the Retribution is basically the same thing, but armor tanked?

    How is the AB bonus that much inherently better than the MWD bonus?

    They still have huge capacitor problems. They'll have even more trouble with the same nonsensical tracking bonus now that they're going super fast, and they still have pretty weak tanks. One of the previous nice flavors of the race was the double utility highs, but you inevitably had to fit them with nos/neuts to be effective. Both in keeping your guns firing, and in being able to kill anything.

    You've given them a new bonus to speed, but no adjustments to their damage application, so now you're just going really fast and missing all the time.

    There is a lot you CAN do with the ships, but this feels bland and unimaginative. In a game where a ship has 90% webs, the AB bonus feels weak.

    Lasers are not the inherit bonus that they were designed to be, their range is decent but their damage is weak, and compared to rails there's no huge benefit to beams. Range isn't important enough of a factor in frigate warfare to warrant using beams when Scorch will do 90% of the work.

    I don't see this making the Sansha line desirable. You'll still be caught by interceptors, or dramiels, you'll be out dps'ed and out tanked, so why bother?

    Why not something inventive, like having their lasers do omni damage, like the sansha rats do. That's at least new and interesting gameplay. And almost as broken as the 90% webs that you acknowledge are likely broken, but still keep.

    Going fast, is not in itself terribly useful. You can Kite out I guess with the 10mn AB, but your tank and dps will be paltry to compensate, so what, you can...run away from all the fights? Emergent gameplay I guess.
    Bertrand Butler
    Cras es Noster
    #253 - 2014-02-25 17:56:59 UTC  |  Edited by: Bertrand Butler
    Harvey James wrote:
    christ 5km/s succubus... i know its a sandbox but surely limiting prop mods to their class size is sensible here like you do with guns etc...

    i mean think about the size of a cruiser AB on a frigate wouldn't it rip the thing apart or something


    Don't worry, we've been doing it for years. The agility, fitting and tracking penalties make the boat...er...fit fine.
    Little Blackjack
    Money Savers Inc
    #254 - 2014-02-25 17:57:12 UTC
    CompleteFailure wrote:
    elitatwo wrote:

    2 light, 300% bonus = 8 effective (remember they already do 100% dmg before bonus :P)
    +1


    Itago Gemulus wrote:
    2 drones +300% = 2+6 (2=100% ->300%=6) for a total of 8 effective drones


    It's 6 effective drones. You're not adding 300%, you're multiplying by 300%

    300% = 3.00

    2*3.00 = 6

    learn2maths


    Your answer is the answer to "how much is 300% of 2 drones?".
    We are looking for "how much is 300% BONUS on 2 drones".

    100% bonus (!) means you add the bonus to the 100% basics. If you salary receives 100% bonus, you will receive 10.000 Euro instead of base salary of 5.000 Euro. math is (5000 *100%) + (5000 *100%) = 10.000

    300% Bonus (!) means
    (2 drones * 100%) + (2 drones * 300% bonus) = 2 drones * 400% = 8 drones
    Aaron eVega
    The Vikings of Valhalla
    Exodus.
    #255 - 2014-02-25 17:59:19 UTC
    You guys need to do something about the base lock ranges of all the cruisers; especially the vigilant and cynabal since I prefer to rail/arty fit those respectively. Right now the base is less than 50????

    Also 400 rig calibration would be nice
    Anya Klibor
    Native Freshfood
    Minmatar Republic
    #256 - 2014-02-25 18:00:01 UTC
    So, I Decided to do some early comparison (and I am using the Worm as the base template here for the Rattlesnake).

    Assuming the following:

    - Caldari Battleship skill: 10% bonus to Torpedo, Cruise Missile, and Heavy Missile Thermal/Kinetic damage/level
    - Role bonus: Heavy drones get +37.5% bonus to damage
    - Rattlesnake can field 2 heavy drones
    - No change in launcher numbers

    For comparison reasons, I am assuming all level 5 skills, as well as only weapon systems being present, no damage modifiers or tank modifiers.

    The Scorpion Navy Issue in it's current iteration surpasses it. The Rattlesnake will bring slightly more tank, and with an extra low slot can fit either a Drone Damage Amplifier or Ballistic Control Unit more than the Scorpion Navy Issue. However, even using Thermal or Kinetic torpedoes the Rattlesnake falls behind the Scorpion Navy Issue by ~150 DPS. The Scorpion Navy Issue can field 6 launchers, where-as the Rattlesnake can field 4. The SNI also has a RoF bonus, meaning that the damage bonus is applied evenly to all forms of damage.

    In this case, the Scorpion Navy Issue wins out.

    Leadership is something you learn. Maybe one day, you'll learn that.

    Silivar Karkun
    Doomheim
    #257 - 2014-02-25 18:00:17 UTC
    as people have pointed, the sansha need something to cover the capacitor problems, having shields+lazors+AB seems to be suicide, you could give it a bonus to laser cap consumption, or shield boosting amount, even a shield boost capacitor reduction, something that i've never heard in any other ship.

    Striscio
    Doomheim
    #258 - 2014-02-25 18:00:56 UTC
    Little Blackjack wrote:
    CompleteFailure wrote:
    elitatwo wrote:

    2 light, 300% bonus = 8 effective (remember they already do 100% dmg before bonus :P)
    +1


    Itago Gemulus wrote:
    2 drones +300% = 2+6 (2=100% ->300%=6) for a total of 8 effective drones


    It's 6 effective drones. You're not adding 300%, you're multiplying by 300%

    300% = 3.00

    2*3.00 = 6

    learn2maths


    Your answer is the answer to "how much is 300% of 2 drones?".
    We are looking for "how much is 300% BONUS on 2 drones".

    100% bonus (!) means you add the bonus to the 100% basics. If you salary receives 100% bonus, you will receive 10.000 Euro instead of base salary of 5.000 Euro. math is (5000 *100%) + (5000 *100%) = 10.000

    300% Bonus (!) means
    (2 drones * 100%) + (2 drones * 300% bonus) = 2 drones * 400% = 8 drones



    In Before "that's 400%!".


    25% bonus doesn't mean a ship deal 75% of it's normal damage. Idea
    Maennas Vaer
    Ministry of War
    Amarr Empire
    #259 - 2014-02-25 18:01:25 UTC
    CCP Ytterbium wrote:
    Hey guys,

    We really need some more rants and complains to be going on in this thread please. All the confusion caused by the positive comments is getting to CCP Rise's head - he's becoming irrational and randomly attacking various people in the office. We'd use the straight-jacket to tie him up for a while, but it's currently being occupied by CCP Fozzie as he's having his daily drooling fit.

    Thank you for your cooperation citizens.


    Ok here goes.

    CCP Rise wrote:
    Morwennon wrote:
    Will they still have the slightly odd 350 calibration for rigs, or will that be bumped up to 400 as was done for the empire faction ships?


    For now the plan is to leave them at the awkward 350. We did have a discussion about this and I don't feel really strongly either way. 400 is nicer for consistency and cleanliness but there also isn't a need for the power boost from the extra 50.


    I'm disappointed by this. As you state, 400 is nice for consistency (which I feel is important) but I feel it also discourages the use of T2 rigs on these ships which is a shame. I don't think giving them the extra 50 would make them overly powered in anyway but it would increase their flexibility.

    Another good example of this is not being able to fit even 2(!) specific scanning rigs on an exploration frigate like the Astero as Memetic Algorithm Banks, Gravity Capacitor Upgrades and Small Emissions Scope Sharpener's all require 200 calibration.

    I'll leave you with a quote from CCP Ytterbium from the Navy rebalance thread:

    Quote:
    CCP Ytterbium wrote:

    Ah yes, this makes me remember to tell you guys something that should make you happy - we're going to increase calibration on all Navy Ships from 350 to 400. While it makes sense for Tech2 hulls to have less rig sots due to the specialized nature of the ships, Navy hulls are supposed to be an improvement over Tech1, but is not always the case right now due to rig / calibration restrictions.

    Source: https://forums.eveonline.com/default.aspx?g=posts&m=2963444#post2963444
    X Gallentius
    Black Eagle1
    #260 - 2014-02-25 18:03:06 UTC
    Silivar Karkun wrote:
    as people have pointed, the sansha need something to cover the capacitor problems, having shields+lazors+AB seems to be suicide, you could give it a bonus to laser cap consumption, or shield boosting amount, even a shield boost capacitor reduction, something that i've never heard in any other ship.

    Isn't that what the NOS bonus is supposed to do?