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[Kronos] Pirate Faction Frigates

First post First post First post
Author
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1121 - 2014-03-04 14:05:09 UTC
Medalyn Isis wrote:
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.


it has fewer effective turrets than both the cynabal and vigilant, and a smaller dronebay, and it cannot fit beams, and it's really slow and cannot tank and has cap problems.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1122 - 2014-03-04 14:06:29 UTC
Harvey James wrote:
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


a 37% tracking bonus doesn't work at all to make heavy drones good on cruisers.
Medalyn Isis
Doomheim
#1123 - 2014-03-04 14:10:44 UTC
TrouserDeagle wrote:
Medalyn Isis wrote:
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.


it has fewer effective turrets than both the cynabal and vigilant, and a smaller dronebay, and it cannot fit beams, and it's really slow and cannot tank and has cap problems.

Yes, although the Cynabel and Vigilant are both top damage dealers, so that doesn't necessarily mean it has weak dps. Everything you say is correct except for when you said "it cannot tank". I would disagree with that.
Harvey James
The Sengoku Legacy
#1124 - 2014-03-04 14:12:06 UTC  |  Edited by: Harvey James
TrouserDeagle wrote:
Harvey James wrote:
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


a 37% tracking bonus doesn't work at all to make heavy drones good on cruisers.


vexor navy issue disagrees..

also on worm i would suggest you move the missile damage bonus to role bonus...

is there a reason you are not adding more role bonuses like you did with the SOE ships?

also no mention of angels/serpentis in your post RISE ... DD should have drams drones, stronger armour tank /less shields and web mods need a nerf..
angels ships need sharper focus .. stronger shield emphasis .. means nerfing armour hp .. buff damage projection so they are the masters of projectiles that ISIS claims they are.. remove drones/launchers at least on the dram..

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1125 - 2014-03-04 14:13:40 UTC
Harvey James wrote:
TrouserDeagle wrote:
Harvey James wrote:
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


a 37% tracking bonus doesn't work at all to make heavy drones good on cruisers.


vexor navy issue disagrees..

also on worm i would suggest you move the missile damage bonus to role bonus...

is there a reason you are not adding more role bonuses like you did with the SOE ships?

also no mention of angels/serpentis in your post RISE ... DD should have drams drones and web mods need a nerf..
angels ships need sharper focus .. stronger shield emphasis .. means nerfing armour hp .. buff damage projection so they are the masters of projectiles that ISIS claims they are.. remove drones/launchers at least on the dram..


vexor navy issue has sexy space camo and I love it forever, but it should really just be using 200% bonused medium drones instead of slightly faster heavies.
Harvey James
The Sengoku Legacy
#1126 - 2014-03-04 14:20:16 UTC
TrouserDeagle wrote:
Harvey James wrote:
TrouserDeagle wrote:
Harvey James wrote:
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


a 37% tracking bonus doesn't work at all to make heavy drones good on cruisers.


vexor navy issue disagrees..

also on worm i would suggest you move the missile damage bonus to role bonus...

is there a reason you are not adding more role bonuses like you did with the SOE ships?

also no mention of angels/serpentis in your post RISE ... DD should have drams drones and web mods need a nerf..
angels ships need sharper focus .. stronger shield emphasis .. means nerfing armour hp .. buff damage projection so they are the masters of projectiles that ISIS claims they are.. remove drones/launchers at least on the dram..


vexor navy issue has sexy space camo and I love it forever, but it should really just be using 200% bonused medium drones instead of slightly faster heavies.


i would agrre with you there .. but at least gila should

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

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#1127 - 2014-03-04 14:52:29 UTC
CCP Rise wrote:
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.




Cruor will only be bought by people who have isk to throw around. it will be replaced by triple neut tristans with this current proposal.

Amarr Militia Representative - A jar of nitro

Medalyn Isis
Doomheim
#1128 - 2014-03-04 14:58:40 UTC
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1129 - 2014-03-04 15:01:21 UTC
Medalyn Isis wrote:
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.


why no more buffer tank? are you having a bad understanding of signature radius?
Medalyn Isis
Doomheim
#1130 - 2014-03-04 15:04:32 UTC
TrouserDeagle wrote:
Medalyn Isis wrote:
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.


why no more buffer tank? are you having a bad understanding of signature radius?

Why would anyone fit a buffer tank along with shield rigs and watch the benefit they just got from having an afterburner bonus wiped out.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1131 - 2014-03-04 15:07:50 UTC
Medalyn Isis wrote:
TrouserDeagle wrote:
Medalyn Isis wrote:
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.


why no more buffer tank? are you having a bad understanding of signature radius?

Why would anyone fit a buffer tank along with shield rigs and watch the benefit they just got from having an afterburner bonus wiped out.


the benefit is range control. if enemy frigate turrets cannot hit you, you also will be missing.
Medalyn Isis
Doomheim
#1132 - 2014-03-04 15:12:38 UTC  |  Edited by: Medalyn Isis
TrouserDeagle wrote:
Medalyn Isis wrote:
TrouserDeagle wrote:
Medalyn Isis wrote:
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.


why no more buffer tank? are you having a bad understanding of signature radius?

Why would anyone fit a buffer tank along with shield rigs and watch the benefit they just got from having an afterburner bonus wiped out.


the benefit is range control. if enemy frigate turrets cannot hit you, you also will be missing.

So what is the point then, if you are missing and your enemy are both missing then the ships are just going to be a joke. And an afterburner even with a bonus isn't going to give any range control against the majority of opponents you face, you still need a MWD for that.

These proposals have basically reduced flying Sansha ships to be like flying an expensive Minmatar ship.
Buckethead bot
Ministry of War
Amarr Empire
#1133 - 2014-03-04 15:15:21 UTC
GIVE ME A ONE REASON why i should pick a cruor over a sentinel then ?
Jesus
Sentinel is 3/4x cheaper, have 30km bonused neuts, who need web when you shut down their prop mod in 2 neut cycles, can have almost similar ehp, bonused td's plus 4 drones .
Cruor will be usless
Mike Whiite
Deep Core Mining Inc.
Caldari State
#1134 - 2014-03-04 15:16:56 UTC
CCP Rise wrote:
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 :)



CCP Rise and team,

At this point, I doubt I can change your mind, one way or the other, though I going to give it one more shot.

I don’t have the experience of running a game with as many players as EVE though on a lower level I’ve ran a game that involved about 150 people for about 8 years on a monthly bases.
And I have had discussions quite similar like this one on many occasions.

The thing you call flavor ( I think I read some condescending in the text as well, though that could be just the post), is the reason people play your game.

I’m quite sure no player will sign up for EVE online because there is a Frigate that fires lasers and has a AB bonus.
Players sign up because they want to play a SiFi game with space ships, players played this game even now before those pirate ships are balanced, in that light “flavor” or Setting/lore should never be taken lightly.

Now I’m the first to admit that there is a difference in the importance of the global setting and changing a line in that setting, though even in changing or ignoring little things you’re start creating chaos which has the habit of turning in to confusion, incomprehensive content in a way that is usually hard to predict.

In that light, a good gameplay design should always be molded to be consequent with existing setting and lore, unless there is a very good reason, like a event, storyline or just no other way to pull things off, that later should be molded in a event or storyline though.

If there are 6 pirate lines, that consist of a combination of 2 of the major empire’s that each give something o their own “flavor” to that line, you should put up most effort in trying to keep that consistency going. And not have 5 lines that have and 1 that hasn’t (with Gurista’s being iffy due to the strange mix up in bonuses), because of a “good” game mechanic.

Not to sound too harsh, but last 2 “good” mechanics, from you and your team, left us with 2 broken launcher systems and an unsellable battleship, by stepping over so called details.
And now that battleship needs to be tinkered in to a lower price by overstepping more “flavor”.
And none of them where a necessity.

Just create a Sansha ship that actually consist of Anmar and Caldari influences and create a nice new race/line around the Lazer AB concept.

I hope I was at least able to make myself clear, in this matter, wishing for more.

Regards.

Mike
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1135 - 2014-03-04 15:25:58 UTC
Medalyn Isis wrote:
TrouserDeagle wrote:
Medalyn Isis wrote:
TrouserDeagle wrote:
Medalyn Isis wrote:
The only way to run Sansha ships now will be active shield tank with speed or damage rigs. So no more buffer tank, and no more MWD, nothing interesting, just standard cookie cutter stuff. The nightmare is going to be a joke.


why no more buffer tank? are you having a bad understanding of signature radius?

Why would anyone fit a buffer tank along with shield rigs and watch the benefit they just got from having an afterburner bonus wiped out.


the benefit is range control. if enemy frigate turrets cannot hit you, you also will be missing.

So what is the point then, if you are missing and your enemy are both missing then the ships are just going to be a joke. And an afterburner even with a bonus isn't going to give any range control against the majority of opponents you face, you still need a MWD for that.

These proposals have basically reduced flying Sansha ships to be like flying an expensive Minmatar ship.


range control in silly frigate brawls is serious business. this is why 2 midslot punishers are trash, and why 3 midslot rifters cannot evade damage from anything. this AB bonus just amounts, in range control terms, within web range, to meaning you sort of have an AB and two webs, when actually you have an AB and one web. except that you'll be immune to missiles, and it's even more range control when you start stacking up all the dumb stuff like deadspace ABs, links, etc.
Batelle
Federal Navy Academy
#1136 - 2014-03-04 15:31:01 UTC
Mike Whiite wrote:
stuff


Rise is right. Sansha flavor has never been strong. The flavor of the ships is 95% in the visual design. The other 5% of their flavor is in them being released as pirate marauders along with the original marauders. They used to be missile spewing armor tracking disrupting NPCs, but now they shoot lasers and still are armor tanked. And the player ships are laser-shooting shield tanking. They need flavor, because in the gameplay, they don't have much (helped in no small part by the nightmare being the only one worth a damn). So chill out about the AB thing, it is some much needed flavor.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Arthur Aihaken
CODE.d
#1137 - 2014-03-04 15:33:11 UTC  |  Edited by: Arthur Aihaken
Succubus: I think a 10% afterburner bonus per level will suffice (20% is probably to Op).
Cruor: I think the vampire should not be specialized; this is a bad precedent. Otherwise fine.
Worm: The bonuses are a Gong Show… Change the Role bonus to 10% kinetic/thermal missile damage per level, change the Gallente bonus to 100% light drone durability and velocity and bump the drone bandwidth back to 25mbit.
Daredevil and Dramiel: Fine, but these were minor tweaks anyway.


I really think we need to see the entire Pirate lineup before we can be completely objective on these.

I am currently away, traveling through time and will be returning last week.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1138 - 2014-03-04 15:38:46 UTC
Arthur Aihaken wrote:

I really think we need to see the entire Pirate lineup before we can be completely objective on these.


why
Abishai
#1139 - 2014-03-04 16:11:16 UTC
You dont want to put the drone damage on the Gallente bonus because we would need Gallente Frigate V? We waited longer for your reply that it would take to train this skill.

Please put the missile damage on the hull bonus and the drone damage on Gallente bonus just like it is in every other ship.
Bouh Revetoile
In Wreck we thrust
#1140 - 2014-03-04 16:18:41 UTC
I can't understand the hate on the Worm. The ship will be insanely powerful, if not OP. A new bro for the caldari lineup of insanely effective ships, trading a mid slot for raw firepower.

Really, if anyone start shooting at the Worm drones, he is insane. A Hobgobelin 2 will reach ~4kehp, which is more than a lightly tanked frigate, and he have 3 brothers in the dronebay. Of course you can use EWAR or whatever against the drones, but don't forget the Worm is still here spewing missiles.

As for the Cruor, it's a Tormentor on steroids : hp compensate for the fourth low slot, and it earn more laser dps, long range web and good old OP nosferatu. Granted nos bonus + web bonus don't complement each other very well, but even without any one of them the ship will be brutal. Remember pulse laser are the mightest weapon between 5 and 10km, and the usual strategy against them is to dive and outtrack them. Here, if you dive the nos will be your doom.