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[Kronos] Pirate Faction Frigates

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Author
CCP Rise
C C P
C C P Alliance
#1101 - 2014-03-04 10:28:36 UTC
Alright, I'm back from a busy weekend of birthday and New Eden Open (If you didn't watch I highly recommend you do!).

First, I wish this stuff was going to Sisi soon so you all could actually get your hands on it, but unfortunately that won't be for a while still. I posted it rather early so that I could get reactions to these themes before investing more work in the other two classes, which has paid off really well for me so thanks for that.

So by now it seems like the Cruor has won as the most contentious with the Worm and Succubus following close behind.

There's actually several reasons why the Cruor ended up like this and I feel pretty good about all of them. The most important is that it's difficult to push the bonuses in a different direction without finding a lot of overlap with other ship(s) and/or getting far too powerful. For instance, if we dropped webs entirely and gave it some kind of range bonus for cap-warfare it ends up competing heavily with the Sentinel or Dragoon AND is likely too powerful. The current layout is very unique and while the range synergy isn't perfect, that certainly doesn't mean the ship isn't useful for powerful. On top of that, a big goal in this pass was to unify the themes across the entire faction line. You will see more of that when I can post the threads for cruisers and battleships, but wanting a set of bonuses that translates well to all three classes is valuable and this Cruor set does that well.

Most complaints about the Worm at this point seem centered around the missile bonus. As I've already said, I agree that it's a little weird to have a missile bonus on the Gallente skill, but there really isn't a good way out of this. If the drone bonus is on the Gallente skill you are essentially required to have that skill to 5 which we would rather avoid. As for having the missile bonus at all, we preferred giving the option of very high damage output to Guristas over giving more specialized drone bonuses that would either overlap with other ships or not be very useful. That certainly doesn't mean you are required to fit missiles and seeing Worms with Neutralizers rather than missiles wouldn't surprise me at all. Oh, and I wanted to mention that the Worm missile bonus absolutely DOES affect rockets.

At this point it seems that most people agree the new Sansha bonus is useful and powerful but some worry it may not fit Sansha flavor-wise. I'm not a huge expert on flavor of course, but from my perspective, Sansha really don't have a lot of flavor associated with their actual gameplay. Using lasers and being aggressive jerks seems like it covers the majority of what we know about them and I see no reason that an afterburner bonus can't fit into their character. I would also hate to give up a good gameplay design in the name of flavor unless it was extremely disruptive. I hope you Sansha loyalists can integrate this into your idea of how Sansha work without too much discomfort :)

Again, thanks for the discussion, it's helped a lot with pinning down some details on these 5 ships as well as the cruisers and battleships, which you will hopefully get to see before too long.

Hope I answered at least some of your questions.

@ccp_rise

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1102 - 2014-03-04 11:07:07 UTC
Well, the proof of the pudding is in the eating. So as long as you review these frigates a few months after introduction, things should work out in the end. But please don't do what was done with the last pirate faction rebalance, where nothing was reviewed and the Dramiel and Worm were left hilariously imbalanced for years.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#1103 - 2014-03-04 11:25:31 UTC
I understand how the cruor is meant to be used (kite with webs until ready to close in to drain), I just doubt it works on larger ships if they end up getting the exact same bonuses.
Andrei Vassaliev
U.N. High Commissioner for Refugees
#1104 - 2014-03-04 11:26:53 UTC
Blood: There is a problem with the Blood ships changes concerning web range vs web effectiveness. A ship like the Ashimmu will have to go under 12Km range in order to apply Neut/NOS. This is in contradiction with the idea of a web range bonus imho. Maybe you will have to give this shipline a bonus on NOS range also, or stick with the web effectiveness bonus.

Serpentis: About Serpentis ships, the web effectiveness bonus is a unique shipline bonus and must be kept as it is. Otherwise, this ultra-close range shipline would be broken in some way.
Medalyn Isis
Doomheim
#1105 - 2014-03-04 11:46:31 UTC  |  Edited by: Medalyn Isis
CCP Rise, how about looking again at Sansha, the afterburner bonus will be useless on at least one of their ships, and the Phantasm is now forced to use one completely changing the current playstyle for the worse in my opinion.

I've been impressed in the past by how you have altered ships for the better after listening to feedback, and so I have faith you will always get to a good solution.

I've been editing the EveHQ database and come up with some rough designs of my own for what I think would be a much better direction for Sansha. I compared the stats against other ships of equal class and although a rought draft, these would fit in well to the current meta.

Also I'd just like re quote this as it was on what I based the concept of the proposals below.

Ghost Hunter wrote:
the sansha gimmick is that their ships are a functional weight size above what their actual designation is

the succubus needs a clearer role designation so more overbearing firepower as a destroyer should suffice

the phantasm is a battlecruiser in a cruiser's skin, it outclasses its own weight size and gives most BCs a run for their money
if its meant to be the literal spearhead, emphasizing a tackle and hold role might suffice better

the nightmare is just an overbearingly accurate damage platform that can be retrofitted into a ferocious active tank
it's a marauder
literally they prototyped the marauder concept with the nightmare

used as a test bed
then left behind when everyone else got more powerful upgrades

Seeing as the Nightmare is the most contentious ship, I'll start by showing the rough concept for it which I have made.

Another turret slot is added bringing the ships damage very slightly over that of the current Vindicator, with pulses lasers matching blasters, and beam laser matching railguns.

Also another mid slot is added to make up for the missing slot, this also allows a greater shield capacity making the Nightmare one of the most survivable battleships if a full tank is fitted, base shield is lowered to make sure it will not be too powerful, although I was thinking perhaps to reduce it even further still.

Various base adjustments were made to the fitting and capacitor to allow reasonable fitting, although it will always be on a knife edge as should be the case.

Finally, speed is dropped and signature bumped up, to make this one of the slowest and largest signatured battleships, with MWD fitted it will go up to between 700 m/s and 800 m/s.

I predict it would perform very similar to a maurader, barring the fact that no bastion module can be fitted, and would become a powerhouse in pvp if you can work around its slow speed and agility, and balancing it's large capacitor consumption on a knife edge.


NIGHTMARE

Amarr Battleship Bonus:
7.5% bonus to Large Energy Turret tracking speed per level

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

Role Bonus:
150% bonus to Large Energy Turret damage

Slot layout: 7H, 8M (+1), 4L; 5 turrets (+1), 0 launchers
Fittings: 14800 PWG (+300), 740 CPU (+30)
Defense (shields / armor / hull) : 9000 (-735) / 8000 (-695) / 7800 (-460)
Capacitor (amount / recharge: 9800 (+2850) / 1025 (-130)
Mobility (max velocity / agility / mass ): 85 (-9) / 0.136 / 99300000
Drones (bandwidth / bay): 75 / 75
Signature radius: 420 (+20)



Also as posted previously, this is the matching concept for the Succubus.


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)



Finally the phantasm, I did not have too much time to play around with altering the stats, but from experience I would simply suggest adding an extra mid slot which was missing, and keeping it's damage at its current respectable level. The extra mid slot will allow it to perform it's role of webbing and scramming the enemy whilst still being able to fit a respectable shield tank.

I think these proposals would put Sansha in a very good place. I am not 100% on the Nightmare still, I think it may need its stats reducing slightly further, but this is simply a rough draft. And I hope these proposals may be of interest.
Medalyn Isis
Doomheim
#1106 - 2014-03-04 12:04:28 UTC  |  Edited by: Medalyn Isis
CCP Rise wrote:
I posted it rather early so that I could get reactions to these themes before investing more work in the other two classes, which has paid off really well for me so thanks for that.

You say that posting the ship concepts early so you didn't have to invest time in an unpopular concept has paid of really well, I just wondered in what way? From your post it seems you weren't intending on changing anything in the original proposal based upon the feedback given unless I missed something.

Two of the pirate ships concepts need fairly big changes, and the Gurista's ships needs a slight change to the missile bonus, that was the feedback I've been hearing.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#1107 - 2014-03-04 12:05:58 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
Medalyn Isis wrote:
....

I like the idea for the Nightmare a lot- it'd make it a lot of fun to fly Big smile
I'd love to have it as a ship more fitting a slow, heavy hitter role.

(Also, "large", not "Small" energy turrets :P)
Medalyn Isis
Doomheim
#1108 - 2014-03-04 12:08:56 UTC  |  Edited by: Medalyn Isis
Ah yes, good point. I missed that. Editing the post now.
Caitlyn Tufy
Perkone
Caldari State
#1109 - 2014-03-04 12:32:32 UTC
Medalyn Isis wrote:
CCP Rise, how about looking again at Sansha, the afterburner bonus will be useless on at least one of their ships, and the Phantasm is now forced to use one completely changing the current playstyle for the worse in my opinion.


How do you know it will be useless? There are ways to make any of the three ships depend on speed and excel at it (case in point: Machariel). Yes, it's a drastic change of the current situation, but it's not unheard of. Laser boats in general have been gaining speed, so it's not completely unsurprising to see this either.

Quote:
Another turret slot is added bringing the ships damage very slightly over that of the current Vindicator, with pulses lasers matching blasters, and beam laser matching railguns.

Also another mid slot is added to make up for the missing slot, this also allows a greater shield capacity making the Nightmare one of the most survivable battleships if a full tank is fitted, base shield is lowered to make sure it will not be too powerful, although I was thinking perhaps to reduce it even further still.

Various base adjustments were made to the fitting and capacitor to allow reasonable fitting, although it will always be on a knife edge as should be the case.

Finally, speed is dropped and signature bumped up, to make this one of the slowest and largest signatured battleships, with MWD fitted it will go up to between 700 m/s and 800 m/s.

I predict it would perform very similar to a maurader, barring the fact that no bastion module can be fitted, and would become a powerhouse in pvp if you can work around its slow speed and agility.


How popular are Rattlesnakes in pvp? Because that's essentially what you are proposing here, except for no drone selection and no spider tanking.
Aurora Fatalis
The Scope
Gallente Federation
#1110 - 2014-03-04 12:44:56 UTC
How about building the Guristas line for tinker tanks? They seem to be used that way quite a lot, after all, so why not let the Gallente bonus be a rep drone bonus, Oneiros-style?

If Chribba told you not to trust him, would you?

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1111 - 2014-03-04 12:49:05 UTC
I'd argue that being a tankless 3 lowslot pile of poo actually does overlap with the EAFs, in that it's only good for blobbing soloers, or catching new players who don't know what the ship does.

"unify themes"
this had better not mean the other serp ships will keep their ridiculous web bonuses

what happens in honourable frigate battles when someone decides to web and orbit one of the worm's drones at 500m, or tracking disrupt it? I don't like this 2 drone thing, it's dumb.

abusing links and being immune to damage and running away from everything with your silly afterburner actually is not aggressive, it's the opposite.

Gypsio III wrote:
Well, the proof of the pudding is in the eating. So as long as you review these frigates a few months after introduction, things should work out in the end. But please don't do what was done with the last pirate faction rebalance, where nothing was reviewed and the Dramiel and Worm were left hilariously imbalanced for years.


I'm sure in a few months we'll be seeing dramiel +50 hull, succubus +0.01 inertia.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1112 - 2014-03-04 12:50:02 UTC
Aurora Fatalis wrote:
How about building the Guristas line for tinker tanks? They seem to be used that way quite a lot, after all, so why not let the Gallente bonus be a rep drone bonus, Oneiros-style?


rep drones are terrible while armour links exist. and even after that, they'll still be a little bit bad.
Vaju Enki
Secular Wisdom
#1113 - 2014-03-04 13:01:30 UTC
We just have to wait to test this ships on the test server.

The Tears Must Flow

Vaju Enki
Secular Wisdom
#1114 - 2014-03-04 13:02:16 UTC
Aurora Fatalis wrote:
How about building the Guristas line for tinker tanks? They seem to be used that way quite a lot, after all, so why not let the Gallente bonus be a rep drone bonus, Oneiros-style?


No thanks.

The Tears Must Flow

Medalyn Isis
Doomheim
#1115 - 2014-03-04 13:12:58 UTC  |  Edited by: Medalyn Isis
Caitlyn Tufy wrote:
Medalyn Isis wrote:
CCP Rise, how about looking again at Sansha, the afterburner bonus will be useless on at least one of their ships, and the Phantasm is now forced to use one completely changing the current playstyle for the worse in my opinion.


How do you know it will be useless? There are ways to make any of the three ships depend on speed and excel at it (case in point: Machariel). Yes, it's a drastic change of the current situation, but it's not unheard of. Laser boats in general have been gaining speed, so it's not completely unsurprising to see this either.

It is not just a drastic change, it is a complete game changer if this goes ahead. Sansha would have just gone from being the slow heavy hitting monsters which they are right now, to becoming the best speed tanking ships in the game. At least save this for a Minmatar based race.

If the ship I proposed was available on tranquillity, it would be a very tough choice over that and a Maurader for battleship pvp, I can guarantee we would see it in a lot of fleet doctrines. Massive damage potential and difficult to alpha, also equipped with two high utility slots for either nuet/nos or RR. That would be a hell of a lot of fun to fly, and could live up to it's name, literally causing a Nightmare to it's enemies when they see one on dscan.

With the current proposal everyone will simply laugh when they see an anaemic afterburning Nightmare, and Sansha will be a pale shadow of its former self.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1116 - 2014-03-04 13:30:37 UTC
sansha ships are not heavy hitting
Caitlyn Tufy
Perkone
Caldari State
#1117 - 2014-03-04 13:37:05 UTC
Medalyn Isis wrote:
It is not just a drastic change, it is a complete game changer if this goes ahead. Sansha would have just gone from being the slow heavy hitting monsters which they are right now, to becoming the best speed tanking ships in the game. At least save this for a Minmatar based race.


This has happened before, Sanshas used lasers AND missiles before Dominion and had an armor tank. And as I said, Amarr = slow is an old concept, these days they have some of the fastest ships in game.
Medalyn Isis
Doomheim
#1118 - 2014-03-04 13:52:18 UTC
TrouserDeagle wrote:
sansha ships are not heavy hitting

Yes that is true, they aren't right now. The Phantasm is the only one which puts out respectable dps in it's ship class.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1119 - 2014-03-04 13:57:08 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.


you really should give them the extra 50. frigates in particular often cannot afford 30 CPU for a damage mod, and you just can't do damage rigs without 400.

(rigs and rig calibration costs could probably use their own expansion)
Harvey James
The Sengoku Legacy
#1120 - 2014-03-04 14:04:15 UTC
Quote:
Most complaints about the Worm at this point seem centered around the missile bonus. As I've already said, I agree that it's a little weird to have a missile bonus on the Gallente skill, but there really isn't a good way out of this. If the drone bonus is on the Gallente skill you are essentially required to have that skill to 5 which we would rather avoid.


but there is i have offered multiple good options on this

split the drone damage to it or a portion .. this way training gallente skill makes sense and HP is unaffected..
or offer a drone tracking/velocity bonus which we often see on drone brawling gallente ships .. ogre's in particular need it

also no mention of why it hasn't got the -1 slot that droneships usually get

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