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[Kronos] Pirate Faction Frigates

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Author
Naomi Anthar
#1081 - 2014-03-03 17:59:05 UTC
Garviel Tarrant wrote:
I can confirm that Trouser has no idea about how frigates work and should be completely ignored.

He is in no way shape or form one of the most prolific frig pvpers in Eve. Don't listen to his silly fabrications!


And when someone said he has no idea ? Actually i did like many his previous posts. But here i can honestly say , he is wrong.
I'm mathematician, got master degree at University. But i can still make mistake in equotations or even make logical mistake sometimes when it comes to math problems. We are just human beings. And we can make mistakes.

And just because he uses frigs for pvp doesn't make him only authority when it comes to frigate balance.
I can say even more - there are many people why fly frigates and have some idea how they work.
But what actually counts is logic behind ideas, and i did point out where his idea got flaws.

Actually pretty massive flaws , to the point where i think someone hacked his acc and posts some silly ideas as you said ;).
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1082 - 2014-03-03 17:59:57 UTC
<3 graveller

and yeah, you'll die to a scram kiting tracking disruptor frigate, but you end up with a much more usable ship most of the time. the currently proposed cruor will die even harder to these tracking disruptor scram kite frigates, because it has no tank (alternatively get some deadspace nos on there and warp out).
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1083 - 2014-03-03 18:04:28 UTC
Naomi Anthar wrote:
Garviel Tarrant wrote:
I can confirm that Trouser has no idea about how frigates work and should be completely ignored.

He is in no way shape or form one of the most prolific frig pvpers in Eve. Don't listen to his silly fabrications!


And when someone said he has no idea ? Actually i did like many his previous posts. But here i can honestly say , he is wrong.
I'm mathematician, got master degree at University. But i can still make mistake in equotations or even make logical mistake sometimes when it comes to math problems. We are just human beings. And we can make mistakes.

And just because he uses frigs for pvp doesn't make him only authority when it comes to frigate balance.
I can say even more - there are many people why fly frigates and have some idea how they work.
But what actually counts is logic behind ideas, and i did point out where his idea got flaws.

Actually pretty massive flaws , to the point where i think someone hacked his acc and posts some silly ideas as you said ;).


I have no idea what he has been arguing about as i did not read the posts before that :P

So the idea is a 4 lowslots cruor with 2 mids? That could probably work with the right bonuses. The current slot layouts/bonuses just make it an irritating but overall bad ship.

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Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#1084 - 2014-03-03 21:47:31 UTC  |  Edited by: Flyinghotpocket
please for the love of all that is good and holy remove that drone bay on the cruor and give it a damn 4th mid slot.

no neut range bonus to back up the web range bonus now means that the web is nearly useless on the cruor now. but you will still want to fit it because gotta use that bonus ya no?

so again here we go with ships that dont have points. cruor mids as follows, AB/injector/web

nobody will fit a scram to it when it will just cap itself out.

4th MID screw the crap drones

EDIT:
After reading all these pages of people complaining that the cruor needs a 4th low because its tanks sucks. CCP do not listen to this crap. As somebody who actually flys the cruor in fleet fights. With a 14k ehp tank WITHOUT slaves, is PLENTY.

The cruors only role to this date in fleet fights is to neut out enemy logi which it does nicely with 2 NEUTS 2. not 1, and a nos. with 2 neuts it has a place in fleet fights.

please give the cruor a 4th mid do not listen to these pvpers who think solo is still out their in a MMO.

Amarr Militia Representative - A jar of nitro

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1085 - 2014-03-03 21:48:27 UTC
Flyinghotpocket wrote:
please for the love of all that is good and holy remove that drone bay on the cruor and give it a damn 4th mid slot.

no neut range bonus to back up the web range bonus now means that the web is nearly useless on the cruor now. but you will still want to fit it because gotta use that bonus ya no?

so again here we go with ships that dont have points. cruor mids as follows, AB/injector/web

nobody will fit a scram to it when it will just cap itself out.

4th MID screw the crap drones


fit nos m8
Medalyn Isis
Doomheim
#1086 - 2014-03-03 22:10:03 UTC  |  Edited by: Medalyn Isis
I altered some of the files in EveHQ to see if I could create a Succubus with the theme laid out by Ghost Hunter earlier in the forum. I came up with this proposal, although it may need some further tweaking, I tried as best as possible with the limited tools and information I have to balance all the base stats and bonuses against the other current versions of pirate ships.

(I emboldened the stats which have changed from Rise's proposal, and not the base version which is currently on Tranquility).


SUCCUBUS

Amarr Frigate Bonus:
7.5% bonus to Small Energy Turret tracking speed per level

Caldari Frigate Bonus:
4% bonus to Shield Resistances per level

Role Bonus:
150% bonus to Small Energy Turret damage

Slot layout: 3H, 5M (+1), 2L (-1); 3 turrets (+1), 0 launchers
Fittings: 58 PWG (+14), 195 CPU (+20)
Defense (shields / armor / hull) : 650 / 550 / 540
Capacitor (amount / recharge / cap per second) : 450 / 210000 / 2.14
Mobility (max velocity / agility / mass / align time): 320 (-20) / 3.5 / 965000 / 4.68s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km (+2) / 650 / 6 (+1)
Sensor strength: 16 (+3)
Signature radius: 38 (+5)



As mentioned earlier, Sansha ships border in terms of raw power on the ship class above them, and so in this case that would be the Destroyer.

Even with adding an extra turret slot, with one heat sink, the DPS of the ship is around 325, which is only just above that of the Dare Devil with one damage mod also.

The Dare Devil also gets a powerful web bonus and high speed, in contrast I think it would be nice to give the Succubus the potential for a very nice shield, whilst reducing the speed and increasing signature as befits a heavy shielded ship.

To achieve this I removed a low slot, as the ship already does good dps so only needs one damage mod, and then moved it to a mid slot. This allows the Succubus to approach 10k EHP with web, scram, and AB fitted, so very nice for a frigate. Base shield could require toning down a little.

I also increased CPU slightly, and left the powergrid at the original levels to make fitting the ship adequately possible.

The drawback to all this power, is a slower speed and higher signature.

Also when you get onto the Nightmare, the base shield would probably be reduced to compensate for the shield resistance hbonus. I will try and update a concept for those ships when I have more time to mess around with Eve HQ. I hope this is of interest.
Kapytul Gaynez
Hedion University
Amarr Empire
#1087 - 2014-03-03 23:01:42 UTC  |  Edited by: Kapytul Gaynez
Medalyn Isis wrote:




You say your aren't trying to build a super Incursion Nightmare but every thing you suggets plays perfectly for one... The fact is that if the Nightmare becomes any slower it will never be used in PvP at any point. The speed makes it too vulnerable for solo/small gangs and the cost makes it too expensive to be a ship of the line. The Bhaalgorn has a niche, the Mach is a BC on roids, the Vindy has ultimate range control with 90% webs and the Rattler is cheap enough to catch occasional small gang PvP or hostile area PvE use. The current Nightmare and your proposed Nightmare have none of those things and will remain anchored in High Sec running incursions unless changed.
Buckethead bot
Ministry of War
Amarr Empire
#1088 - 2014-03-03 23:28:43 UTC
Flyinghotpocket wrote:
please for the love of all that is good and holy remove that drone bay on the cruor and give it a damn 4th mid slot.

no neut range bonus to back up the web range bonus now means that the web is nearly useless on the cruor now. but you will still want to fit it because gotta use that bonus ya no?

so again here we go with ships that dont have points. cruor mids as follows, AB/injector/web

nobody will fit a scram to it when it will just cap itself out.

4th MID screw the crap drones

EDIT:
After reading all these pages of people complaining that the cruor needs a 4th low because its tanks sucks. CCP do not listen to this crap. As somebody who actually flys the cruor in fleet fights. With a 14k ehp tank WITHOUT slaves, is PLENTY.

The cruors only role to this date in fleet fights is to neut out enemy logi which it does nicely with 2 NEUTS 2. not 1, and a nos. with 2 neuts it has a place in fleet fights.

please give the cruor a 4th mid do not listen to these pvpers who think solo is still out their in a MMO.

Use a sentinel for gang action for god sake
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#1089 - 2014-03-04 00:05:23 UTC
Buckethead bot wrote:

Use a sentinel for gang action for god sake

excellent point since the sentinel can indeed enter novice plex's thx for this advice will use in the future

Amarr Militia Representative - A jar of nitro

Markku Laaksonen
School of Applied Knowledge
Caldari State
#1090 - 2014-03-04 00:50:19 UTC
CCP Rise wrote:
Hi guys sorry for the space between posts, I wasn't in the office today, and I'm still not Sad

There's two things I can say, one is that we are going to change the Succubus role bonus damage from 125% to 150% to keep the damage potential the same as before. Thanks someone in the thread for pointing that out.

Second, I'll try to put together a longer post tomorrow addressing the conversations around the missile bonus on the Worm and the web bonus on the Cruor. For now I have to leave you with just this though =/

Thanks


So it's been a few days now. Looking forward to that post about the Worm and Cruor.

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Enya Sparhawk
Black Tea and Talons
#1091 - 2014-03-04 00:55:48 UTC  |  Edited by: Enya Sparhawk
I realize that you may already have your own plans for the Guristas' fleet, but let me throw this one idea out there...

I always liked the fact that they used drones, 5 of them...

It presented that idea of 'shoring up their numbers' against a bigger adversary (ie. faction navy). Drones are also expendable, so to a pirate who has to cut and run for what ever the reason, he/she wouldn't be crying over their loss.

It also offered versatility for their ships... Ewar, logistics as well as being able to fire bigger guns (sentries), it all depended on the fit or use as determined by the player...
Drone bonuses (at least to me) are fine for what the ships are. If you wanted a dedicated drone ship, fly Gallente right?

I especially also liked the fact that they used missles...

Yet, they aren't quite missle ships, so having any sort of bonus for them makes Guristas ships sort of "odd"...

So my suggestion is simple, if you're going to push for a missle bonus, specialize the ship in one type (ie. guided missles.)


Special Ability: 50% bonus to Guided Missle Precision (previously 50% bonus to Missile velocity)

With one added difference:

Guristas Role bonus: Auto-Targeting Missles do not lock onto 'friendly' targets.

It adds a new dimension to gameplay, a slight measure of ECM resistance and that ability to 'quick draw' unique to a single pirate faction...

From a storyline point of view, it makes the most sense since a Gurista would have figured out how to best control their own missles better (just like a drone). Or at the least, combining a stripped down drone AI with a missle guidance system...


To carry it even further, you could eventually bring out tech 2 variants of auto-targeting missles that would offer more of a payload and an Auto-Targeting Missiles Specialization skill that could concievable offer a 2% bonus per level to the rate of fire on all Light, Heavy, Cruise, Rapid Light and Rapid Heavy Launchers only when equipped with 'auto-targeting missiles'... (something that can be used by everybody else).

Tell me that wouldn't make these ships more viable for PVP...

Anyways, that was my two ISK on it...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Kapytul Gaynez
Hedion University
Amarr Empire
#1092 - 2014-03-04 01:02:42 UTC
FoF missiles, even if the AI was good will still be a down grade from regular missiles. They would be better than nothing when jammed but would supply inconsistant damage to any one target when not jammed.
Dyniss
KarmaFleet University
#1093 - 2014-03-04 02:32:16 UTC  |  Edited by: Dyniss
Good job CCP completely destroying the Gurista line of pirate ships. Cutting them down to 2 drones deployed out at a time only really? What kind of stupid crap is that? Don't you realize those ships are used for logistical purposes as well as offensive ones? So what now we can only launch two drones? What good is that for when using them as logi ships? And even with a boost to HP a drone is still made out of glass since they HAVE ALMOST NO RESISTS WHATSOEVER! And don't forget two drones are easier to kill than five!

Also why kill off the missile velocity bonus on the Rattler? Don't you realize kinetic and thermal are some of the most highest resisted stats on most ships? Great job with that. So now we can forget about torpedo's on a Rattlesnake since they won't go very far, and their damage output of launchers will suck since you are shooting the wrong damage for the most part. Having the rainbow damage output for the launchers was a very useful bonus for the Rattlesnake.

I am just completely baffled by this nonsense! Two drones? How is that unique? Or interesting? Honesty if this crap is what you have planned for the Gurista pirate faction I feel the only thing you will succeed in doing is making a bunch of now very good ships completely worthless and unimaginative.

I feel you need to go back to the drawing board on this one.
Mike Voidstar
Voidstar Free Flight Foundation
#1094 - 2014-03-04 02:59:17 UTC
Dyniss wrote:
Good job CCP completely destroying the Gurista line of pirate ships. Cutting them down to 2 drones deployed out at a time only really? What kind of stupid crap is that? Don't you realize those ships are used for logistical purposes as well as offensive ones? So what now we can only launch two drones? What good is that for when using them as logi ships? And even with a boost to HP a drone is still made out of glass since they HAVE ALMOST NO RESISTS WHATSOEVER! And don't forget two drones are easier to kill than five!

Also why kill off the missile velocity bonus on the Rattler? Don't you realize kinetic and thermal are some of the most highest resisted stats on most ships? Great job with that. So now we can forget about torpedo's on a Rattlesnake since they won't go very far, and their damage output of launchers will suck since you are shooting the wrong damage for the most part. Having the rainbow damage output for the launchers was a very useful bonus for the Rattlesnake.

I am just completely baffled by this nonsense! Two drones? How is that unique? Or interesting? Honesty if this crap is what you have planned for the Gurista pirate faction I feel the only thing you will succeed in doing is making a bunch of now very good ships completely worthless and unimaginative.

I feel you need to go back to the drawing board on this one.


Gurista Superdrones will have a tad more raw HP than the Worm that launched them, with an equivalent boost in passive shield regen from their shields being 4 times thicker than normal, with the sig and speed of a light drone. They will be far more resistant to the usual drone counters (opposing drones, small guns, smartbombs) though with only two it becomes easier to use ewar against them. Its somewhat amusing to see various folks go ballistic about this depowering the Worm and others fearing it to be overpowered. Personally I think it opens up some tactical considerations not otherwise available, and at the very least the Gurista line will be good for PvE, though I know many of the board denizens hate the very concept.

While likely some things will carry through, nothing has been said about the Rattlesnake yet. There is far more bile and butthurt about what most of these changes will do to the larger classes than about what it actually means for the announcement being made.
Dyniss
KarmaFleet University
#1095 - 2014-03-04 03:06:50 UTC
Mike Voidstar wrote:
Dyniss wrote:
Good job CCP completely destroying the Gurista line of pirate ships. Cutting them down to 2 drones deployed out at a time only really? What kind of stupid crap is that? Don't you realize those ships are used for logistical purposes as well as offensive ones? So what now we can only launch two drones? What good is that for when using them as logi ships? And even with a boost to HP a drone is still made out of glass since they HAVE ALMOST NO RESISTS WHATSOEVER! And don't forget two drones are easier to kill than five!

Also why kill off the missile velocity bonus on the Rattler? Don't you realize kinetic and thermal are some of the most highest resisted stats on most ships? Great job with that. So now we can forget about torpedo's on a Rattlesnake since they won't go very far, and their damage output of launchers will suck since you are shooting the wrong damage for the most part. Having the rainbow damage output for the launchers was a very useful bonus for the Rattlesnake.

I am just completely baffled by this nonsense! Two drones? How is that unique? Or interesting? Honesty if this crap is what you have planned for the Gurista pirate faction I feel the only thing you will succeed in doing is making a bunch of now very good ships completely worthless and unimaginative.

I feel you need to go back to the drawing board on this one.


Gurista Superdrones will have a tad more raw HP than the Worm that launched them, with an equivalent boost in passive shield regen from their shields being 4 times thicker than normal, with the sig and speed of a light drone. They will be far more resistant to the usual drone counters (opposing drones, small guns, smartbombs) though with only two it becomes easier to use ewar against them. Its somewhat amusing to see various folks go ballistic about this depowering the Worm and others fearing it to be overpowered. Personally I think it opens up some tactical considerations not otherwise available, and at the very least the Gurista line will be good for PvE, though I know many of the board denizens hate the very concept.

While likely some things will carry through, nothing has been said about the Rattlesnake yet. There is far more bile and butthurt about what most of these changes will do to the larger classes than about what it actually means for the announcement being made.


Those ships also use 5 drones as logistical to as well as offensive. So unless CCP adds the bonus to logi drones (let's face it all drone types) then having two drones deployed is just stupid. Thicker raw HP means nothing when their resists suck. They will melt just as quick. Only lights will survive, and even then they will have such a low impact it doesn't matter. Why can't they do like some people are suggesting and spread the damage of the Gurista pirate faction ships over their two damage types? Missiles and drones. Buffing the missiles while nerfing the drone damage output a bit is much better than this proposed change.
Kapytul Gaynez
Hedion University
Amarr Empire
#1096 - 2014-03-04 03:15:38 UTC
The niche use you are describing is both small and already performed better by the Astero and Ishkur. As is, I just don't see that being signifigant enough to impact the Worm changes.
I'm Down
Macabre Votum
Northern Coalition.
#1097 - 2014-03-04 03:37:32 UTC  |  Edited by: I'm Down
The problem with the Guristas bonuses.... especially with the larger ships later... is that it doesn't affect any type of drone other than damage.

It also wipes out a lot of the nerf to fleet assist with drones because it essentially allows someone to control up to 125 drones worth of firepower instead of the nerfed 50 all other ships will suffer from.

I think a more unique role for Guristas would be a 300% boost to all non-damage drones hp and effects since we currently don't have any ship in game that can do this. Then add a few extra missile slots and keep large drone bay, and hey, you got an interesting concept that relatively weak on damage, but strong on projected effects from drones like webs, neuts, etc.
Kapytul Gaynez
Hedion University
Amarr Empire
#1098 - 2014-03-04 03:56:13 UTC
They already said they don't want to give bonuses to EWAR drones until they have a chance to fix them.

As for the fleet assist issue, as long as they don't give the Rattler a bonus to sentries it shouldn't be an issue.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1099 - 2014-03-04 07:02:13 UTC
Mike Voidstar wrote:

Gurista Superdrones will have a tad more raw HP than the Worm that launched them...


You know, there is a reason everyone who plays this game uses "EHP" instead of "HP"

The base Worm my have less raw HP then the drones it launches, but the Worm also has base resists, and Caldari shield resists, and it can fit shield extenders and shield rigs, shield boosters, etc.


The fewer but buffed drones is dumb because it is strictly limited to doing raw damage. The drones are no faster, have no better tracking, like we get on pretty much all the other drone boats. And it does not buff ecm or logi drones. It is horribly limited on anything that isn't being sold as a highly specialized Tech 2 hull.

They want the Worm to be an awesome drone using frigate? Give it the usual 5 drones, the 10%/level damage bonus of all the other serious drone boats, and give it a velocity and/or tracking bonus so it can actually catch and hit fast moving ships. Give it the full 25Mbit bandwidth so you can actually have the option of just dropping a sentry or using a full fight of light armor reppers. Give it a big enough bay to give it some flexibility.

Without the velocity, range, and tracking bonuses for drones, the Guristas line will still be outclassed by Gallente ships. And many of the Gallente ships effectively get a kinetic and thermal damage bonus through hybrids.
Medalyn Isis
Doomheim
#1100 - 2014-03-04 09:28:47 UTC
Kapytul Gaynez wrote:
Medalyn Isis wrote:

You say your aren't trying to build a super Incursion Nightmare but every thing you suggets plays perfectly for one... The fact is that if the Nightmare becomes any slower it will never be used in PvP at any point. The speed makes it too vulnerable for solo/small gangs and the cost makes it too expensive to be a ship of the line. The Bhaalgorn has a niche, the Mach is a BC on roids, the Vindy has ultimate range control with 90% webs and the Rattler is cheap enough to catch occasional small gang PvP or hostile area PvE use. The current Nightmare and your proposed Nightmare have none of those things and will remain anchored in High Sec running incursions unless changed.


I don't see how giving a battleship an afterburner bonus will persuade anyone to use them more in PVP, I wouldn't even bother fitting an afterburner for pvp even with this bonus. For battleship pvp, you need an MWD or an MJD for any level of maneuverability.

Unless you are speed tanking dreads, then the low signature an afterburner gives you isn't that important against nearly every target you would face. I'm not saying an afterburner bonus is completely useless, in fact it is probably most useful ironically for PVE.

You are not being realistic if you think an afterburner bonus will be enough to sway vast swathes of people to suddenly start using their nightmares for pvp.

The current problem with the Nightmare is it is out performed by ships of a similar cost in all the areas it excels in. Keeping it's shield relatively unchanged ("by reducing it's base shield accordingly") and boosting its damage output to one of the highest out of any battleship is what would get it used in pvp, and not an out of place afterburner bonus.