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[Kronos] Pirate Faction Frigates

First post First post First post
Author
Laiannah Sahireen
Republic Military School
Minmatar Republic
#721 - 2014-02-26 12:21:50 UTC
Xayo 204 wrote:
I am a bit sad about the sansha changes. Afterburner speed is great and unique and all, but I don't want to loose 10% dps on my Incursion Nightmare for a bonus I will never use. Right now sansha ships get a 100% damage role bonus and a 25% damage bonus from caldari shipskills. This two boni stack, resulting in a 150% damage bonus. I don't think a 10% dps nerf is necessary for a line of ships that uses a whopping 80% of their base cap peak recharge just to keep their guns cycling and doesn't have access to high-damage weapons like Blasters.


I'm amazed at how you can tell you will lose 10% damage on your Nightmare by taking one look at the first iteration of the frigate changes. Please tell me how you deduced this.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#722 - 2014-02-26 12:22:27 UTC
Kaarous Aldurald wrote:
Garviel Tarrant wrote:
Can we talk about the Cruor still being garbage?

Or the Succubus having a ****** tracking bonus that is no way as useful as any other bonus you could give it?


The Cruor can now web out to Scorch range. If you consider that to be "garbage", then I can't help you.

The only other frigate that can do this is the... chuckle... Hyena. Which may as well not exist in comparison.


Congratulations, you have a ****** sentinel.

Also it doesn't have a range bonus so you could kinda already we up to its scorch range. Only difference now is that this ship is way too ******* slow to keep anyone at that range, then it dies.

BYDI recruitment closed-ish

Rab See
Stellar Dynamics
#723 - 2014-02-26 13:17:37 UTC
Kaarous Aldurald wrote:
Garviel Tarrant wrote:
Can we talk about the Cruor still being garbage?

Or the Succubus having a ****** tracking bonus that is no way as useful as any other bonus you could give it?


The Cruor can now web out to Scorch range. If you consider that to be "garbage", then I can't help you.

The only other frigate that can do this is the... chuckle... Hyena. Which may as well not exist in comparison.



The Hyena ... 2nd market crash imminent.

People who think that those closing under mwd will instawin will get the nasty surprise of their cap disappearing rapidly, tackle turned off and still those scorch will hit home. I like it.
Yolo
Unknown Nation
#724 - 2014-02-26 13:23:54 UTC
CCP Rise wrote:
note: Energy Vampires operate as though your capacitor is empty (this wording is work in progress)

Energy Vampires always operates at maximum efficiency.

- since 2003, bitches

Kagura Nikon
Native Freshfood
Minmatar Republic
#725 - 2014-02-26 13:45:33 UTC
Riot Girl wrote:
Kagura Nikon wrote:
No you CANNOT kite. You can do NOthing at 28 km with it. You need to get clsoer. WHen you get closer , BEFORE you get into your Nos and weaposn range you get into enemy web range. THen suddenly you are goign SLOWER than your enemy (because blood raiders are slwoer than almost anythign else).. so you NEVER get into range to do Anything.

The cruor becomes just a funny looking hyena. a WASTE.

Because beams don't exist. Actually, both the Sansha and Blood Raider frigs are looking like they are designed to promote more small beam use to me.



aa yeah really so you just agree that the ship shoudl be pingeonholed at the USELES and IDIOTIC idea role?

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#726 - 2014-02-26 13:46:24 UTC
Medalyn Isis wrote:
Kagura Nikon wrote:
THen suddenly you are goign SLOWER than your enemy (because blood raiders are slwoer than almost anythign else).. so you NEVER get into range to do Anything.

This is an important point, not just with the Cruor but also when you get onto the Ashimmu, blood raider ships are very slow, and with heavy armour plates making them even more sluggish, they need the web effectiveness bonus as it is too easy to escape from them otherwise.



Or just pump up their minamtar blood and increase their base speed.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bertrand Butler
Cras es Noster
#727 - 2014-02-26 13:55:31 UTC  |  Edited by: Bertrand Butler
Some points about the Succubus.

1. The new role bonus combines both the old role and the race damage bonuses into one. You will get exactly the same DPS, learn to read bonuses.

2. The AB buff together with the 37.5% tracking bonus will result in an AB kiter that can dictate range with beams that track like pulses and mitigate damage via sig tanking.

3. If you fit the ship for scram brawl with pulses, it will still retain the weather gauge with one web applied on it against AC or blaster brawlers while hitting solidly with scorch in the OH range.

Overall, its a very interesting take on a hull that was plain garbage before the re-balance. Stop whining and start adapting your gameplay to the hull, not the opposite.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#728 - 2014-02-26 14:00:22 UTC
implying it's ever possible to fit beams
Medalyn Isis
Doomheim
#729 - 2014-02-26 14:07:25 UTC  |  Edited by: Medalyn Isis
Bertrand Butler wrote:
Some points about the Cruor.

1. The new role bonus combines both the old role and the race damage bonuses into one. You will get exactly the same DPS, learn to read bonuses.

2. The AB buff together with the 37.5% tracking bonus will result in an AB kiter that can dictate range with beams that track like pulses and mitigate damage via sig tanking.

3. If you fit the ship for scram brawl with pulses, it will still retain the weather gauge with one web applied on it against AC or blaster brawlers while hitting solidly with scorch in the OH range.

Overall, its a very interesting take on a hull that was plain garbage before the re-balance. Stop whining and start adapting your gameplay to the hull, not the opposite.


First of all, thank you for your amusing post. At the same time as telling us all to learn to read, you display that you also do not understand how to read yourself, (I think you mean Succubus not Cruor), and also in the same post you display you cannot complete basic mathematic sums as you incorrectly calculated the new damage bonus by simply adding the two existing bonuses together, (it doesn't work like that). Thank you again for your amusing post.
Medalyn Isis
Doomheim
#730 - 2014-02-26 14:18:19 UTC  |  Edited by: Medalyn Isis
Kagura Nikon wrote:
Medalyn Isis wrote:
Kagura Nikon wrote:
THen suddenly you are goign SLOWER than your enemy (because blood raiders are slwoer than almost anythign else).. so you NEVER get into range to do Anything.

This is an important point, not just with the Cruor but also when you get onto the Ashimmu, blood raider ships are very slow, and with heavy armour plates making them even more sluggish, they need the web effectiveness bonus as it is too easy to escape from them otherwise.



Or just pump up their minamtar blood and increase their base speed.

The web effectiveness bonus is an incredibly useful trait which synergises well with the nos/neut. I would prefer to keep that bonus, as it effectively allows you to cripple one, (or even two targets with the Ashimmu), by webbing them so they cannot even move. They can still obviously shoot and kill you, although your neuts and heavy armour can counter this.

I don't mind having a higher speed instead of that as it would go some way to solving the problem, although to me a far easier solution Is to simply keep the 90% webs.
Bertrand Butler
Cras es Noster
#731 - 2014-02-26 14:19:04 UTC  |  Edited by: Bertrand Butler
Medalyn Isis wrote:


First of all, thank you for your amusing post. At the same time as telling us all to learn to read, you display that you also do not understand how to read yourself, (I think you mean Succubus not Cruor), and also in the same post you display you cannot complete basic mathematic sums as you incorrectly calculated the new damage bonus by simply adding the two existing bonuses together, (it doesn't work like that). Thank you again for your amusing post.


Ok, let me show you the power of 2nd grade primary school math.

1.
Starting damage 100%
+
5% damage bonus per level at lvlV gives a 25% damage bonus
100+25=125% damage
+
100% damage bonus
125+100=225% damage

2.
Starting damage 100%
+
125% damage bonus
100+125=225% damage

Go back to school. now. Damage bonuses are both applied ON THE BASE DAMAGE, you don't up the damage via the first bonus and THEN apply the second one.
FT Diomedes
The Graduates
#732 - 2014-02-26 14:20:40 UTC
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.


Please increase to 400 for all faction ships.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Medalyn Isis
Doomheim
#733 - 2014-02-26 14:20:41 UTC
Bertrand Butler wrote:

Ok, let me show you the power of 2nd grade primary school math.

1.
Starting damage 100%
+
5% damage bonus per level at lvlV gives a 25% damage bonus
100+25=125% damage
+
100% damage bonus
125+100=225% damage

2.
Starting damage 100%
+
125% damage bonus
100+125=225% damage

Go back to school. now.

You just made yourself look even more silly. I think you should stay out of this balance discussion.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#734 - 2014-02-26 14:22:54 UTC
Bertrand Butler wrote:
Medalyn Isis wrote:


First of all, thank you for your amusing post. At the same time as telling us all to learn to read, you display that you also do not understand how to read yourself, (I think you mean Succubus not Cruor), and also in the same post you display you cannot complete basic mathematic sums as you incorrectly calculated the new damage bonus by simply adding the two existing bonuses together, (it doesn't work like that). Thank you again for your amusing post.


Ok, let me show you the power of 2nd grade primary school math.

1.
Starting damage 100%
+
5% damage bonus per level at lvlV gives a 25% damage bonus
100+25=125% damage
+
100% damage bonus
125+100=225% damage

2.
Starting damage 100%
+
125% damage bonus
100+125=225% damage

Go back to school. now. Damage bonuses are both applied ON THE BASE DAMAGE, you don't up the damage via the first bonus and THEN apply the second one.


lol
Bertrand Butler
Cras es Noster
#735 - 2014-02-26 14:27:38 UTC  |  Edited by: Bertrand Butler
But...but making an ass out of yourself shows spirit..right?...right?..XD

X

I'm wrong, it loses half an effective turret. I really think the other points stand though. Bear
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#736 - 2014-02-26 14:28:54 UTC
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
Please people, keep it on topic and above all civil!

The rules:
3. Ranting is prohibited.

A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.


4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.


5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.

ISD Ezwal Community Communication Liaisons (CCLs)

Mike Whiite
Deep Core Mining Inc.
Caldari State
#737 - 2014-02-26 14:39:50 UTC
Although I like most of the changes.

Couldn't we use the reballance to give the Shansa line somthing Caldari?

at the moment it's one of the least recognisable lines in Pirates ships.

a passive shield bonus or a EMC bonus would actualy turn it in a Anmar/Caldari ship, the only link it has now is the lore.

Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#738 - 2014-02-26 14:53:34 UTC
Why is the Worm only getting a missile damage bonus for thermal and kinetic missiles? and nor for em and explosive damage?


I would also suggest to increase warp speed of the pirate ships by 20%
so frigs will then have 6au/s
crusers 3.6au/s
and battleships 2.4au/s (nestor 3au/s, as it has 2.5au/s right now)

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Silivar Karkun
Doomheim
#739 - 2014-02-26 14:54:20 UTC
Spugg Galdon wrote:
Garviel Tarrant wrote:
Spugg Galdon wrote:
To these people complaining about the Worm with only two drones. You guys aren't getting it. It's not a "gimmick". It's actually a very interesting concept.

The new Worm is essentially 3 ships. You have your main ship (the hull) and your two buddies (the drones) who are essentially attack frigates without EWAR.

This means it feels like you're in a small gang when flying solo in a Worm.

This concept being applied to the Gila and the Rattlesnake is extremely interesting.


What are you on? O.o



Those light drones with 300% HP bonus are gonna be as tough as attack frigates. Add a drone durability rig and they will be almost impossible to kill.... they will also be hitting very hard. It will be like having an extra 2 ships with you


and that's the main problem, that they are practically impossible to kill, and in that case you cannot counter the worm....now imagine a fleet of them......
Silivar Karkun
Doomheim
#740 - 2014-02-26 15:00:18 UTC
Dav Varan wrote:
Gypsio III wrote:
A drone speed bonus really isn't that useful for the Worm. Yes, it lets your drones get to the target a bit quicker, but that's not really anything to write home about.

The other case is that it would let your drones chase down very fast ships - but they still wouldn't apply meaningful DPS to it, because of the tracking and pulsing-MWD problems. Try fitting a few DNCs and sending Warriors off after a linked frigate - they're fast enough to catch it, but too fast enough to maintain a stable range and hence apply their DPS.

Drone speed would be a pretty shoddy bonus.



The usefulness of the nav bonus to drones it to make it faster to recall/redeploy drones that are being shot at, not neccessariliy to make the worm uber versus speed tanked frigs.

On its own pretty scrub, but if its part of a compound hp/dps/nav bonus its fine.

So nav bonus will be great for all pve as well as pvp against brawler frigs , all cruisers and up.


this, add a tracking, optimal and falloff bonus and apply it to the larger hulls, and the Gila and Rattlesnake would get more interesting to fly....