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[Kronos] Pirate Faction Frigates

First post First post First post
Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1181 - 2014-03-04 22:51:56 UTC
Hey if Lore mattered in this game Gallente ships would have shiny flamboyant paint schemes..

Not disgusting teal and grey..

Can we get rid of all the grey? please?

BYDI recruitment closed-ish

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1182 - 2014-03-04 22:55:31 UTC
You and you alone are flying the Phantasm, I fear. Big smile

The Nightmare doesn't really need much of a boost. On it, the AB bonus will simply be an interesting option. The clever thing about the AB bonus is that it gives most help to the ships that most need it, as opposed to a uniform boost that makes the NM too powerful, mostly to the benefit of highsec incursioneers, and doesn't fix the ships that actually need help.
Buckethead bot
Ministry of War
Amarr Empire
#1183 - 2014-03-04 22:58:34 UTC
WHAT CCP stuff is basicly doing here :
Oh , you dont like sansha bonus ? it will colide with the lore ? **** you and lore i like this bonus
Oh , so much people bitching about cruor crappy change ? **** you , i need this bonus for my bhaal
Xercodo
Cruor Angelicus
#1184 - 2014-03-04 23:33:39 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.

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.


ALL OF THIS

It makes the sansha in a great mix of Rokh and Abaddon with the damage potential of a vindi to give the amarr a heavy brawler pirate race while the blood raiders can remain the skirmisher types

The Drake is a Lie

Joe Boirele
The Scope
Gallente Federation
#1185 - 2014-03-04 23:50:30 UTC
Xercodo 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.

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.


ALL OF THIS

It makes the sansha in a great mix of Rokh and Abaddon with the damage potential of a vindi to give the amarr a heavy brawler pirate race while the blood raiders can remain the skirmisher types

Before you go any further, I'd like to point out that one of the reasons Rise chose the AB bonus was that it wouldn't affect the nightmare much, while boosting the use of the Succumbus and the Phantasm, because apparently he's satisfied with the nightmare. IMO, I think the AB bonus is pretty cool and unique.

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Crazy KSK
Tsunami Cartel
#1186 - 2014-03-04 23:55:52 UTC  |  Edited by: Crazy KSK
Rise
the cruor without being able to neut or nos past 10km will inevitably die to anything that has a web and an AB by mere kiting it outside its neut/nos range it effectively becomes worse then a tormentor in that situation

the after burner bonus just will not work on a battleship and I have my doubts with the phantasm as well
the nightmare just lack so many things the mach has, its gonna be much slower for one, less range and tracking, less agile
a 100mn phantasm while being just as fast as a 100mn tengu will also be much less agile have less range and being a gun ship needs to watch its tracking, it has way less tank and capacitor live

on the other hand it might be too easy for a succubus to just run away from a fight when ever it wants since few frigates use two webs they will not be able to hold it down

PS: the AB bonus was only very powerful on assault frigates due to the combination of heavy tank and high dps same goes for the tengu

Quote CCP Fozzie: ... The days of balance and forget are over.

Joe Boirele
The Scope
Gallente Federation
#1187 - 2014-03-05 00:15:25 UTC
The AB bonus wasn't supposed to do much on the nightmare, because Rise is happy with it where it is right now.

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Bertrand Butler
Cras es Noster
#1188 - 2014-03-05 00:41:08 UTC
Joe Boirele wrote:
The AB bonus wasn't supposed to do much on the nightmare, because Rise is happy with it where it is right now.


This. The Amarr damage bonus will probably be merged to the role bonus on the hull too to make room for the AB, so the NM will just get a little more versatile. Don't expect any big buffs for the NM, CCP is content with it.
Brutor Trash
Doomheim
#1189 - 2014-03-05 03:15:38 UTC
#NOBAMA 2014

PLEASE OBAMA

FIX THE CARACAL
Brutor Trash
Doomheim
#1190 - 2014-03-05 03:21:13 UTC

Dalikah wrote:
Just to reply to your latest post Rise:

The 40s reload timer:
Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.

Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change?
Yes, nice, it will take less time with the ROF changes, but you-&re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor-&s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.

You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay.
This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.

If you really feel like RLML are slightly overpowered in their current state (I don-&t see people shooting monuments over RLML so they can-&t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.

I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it-&s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren-&t they).
You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again.
In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak.

#HEALTHCARE2014
Rabbit P
Nuwa Foundation
Fraternity.
#1191 - 2014-03-05 04:37:14 UTC  |  Edited by: Rabbit P
I want to clarify one thing

Energy Vampires fit on blood's ship continue to leech from the target until their cap reaches zero,
then in the next cycle NOS will get nothing until target recharge a bit? or NOS can still 'generate' cap even the target has no cap left?
Bertrand Butler
Cras es Noster
#1192 - 2014-03-05 05:40:24 UTC
Rabbit P wrote:
I want to clarify one thing

Energy Vampires fit on blood's ship continue to leech from the target until their cap reaches zero,
then in the next cycle NOS will get nothing until target recharge a bit? or NOS can still 'generate' cap even the target has no cap left?


If the target has 0 cap, you get 0 cap I think. Its also almost impossible to have 0 cap though, even if you are capped out in a cycle you will get some cap before the module cycles again.
Mike Voidstar
Voidstar Free Flight Foundation
#1193 - 2014-03-05 05:59:18 UTC
Correct. Regular Nos only gives cap if the current amount is greater than your own as a whole number, not percentage. This means that for the most part Nos is useless against targets smaller than you as unless you drain yourself very low you will always have more than they do.

Blood Raider Nos will always drain for its full amount until the target is empty. It wont generate extra to make up a cycle, but it will take them down to absolute zero and keep them there, which on other ships requires a Neut.
Pippan
MongStars
#1194 - 2014-03-05 09:11:13 UTC
So when is this going to hit SiSi?
Medalyn Isis
Doomheim
#1195 - 2014-03-05 09:58:06 UTC
Joe Boirele wrote:
The AB bonus wasn't supposed to do much on the nightmare, because Rise is happy with it where it is right now.

I still disagree with having a bonus which does nothing, or very little on the most important ship in the line up, but barring that fact, then Sansha ships are still lacking on damage dealing abliity.

Right now the Succubus is doing less than 70% of the damage that a Daredevil can do, all it can do at the moment is run away from things with its afterburner bonus, but it can't brawl with any thing else as it will die. At max skills with Conflageration and two heatsinks all it can do is 254 dps, a firetail can almost match its dps. The Daredevil with two heatsinks is going to be doing 376 dps which is almost 50% more damage.

It is a similar story for the Nightmare and Phantasm which are both going to be affected by this afterburner bonus even less.

I would suggest bumping up the role bonus to "175% bonus to Small Energy Turret damage" across the whole Sansha line up. Either that or dropping the damage bonus and giving them all an extra turret slot.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1196 - 2014-03-05 10:14:45 UTC
Why is the Nightmare the most important Sansha ship?
Medalyn Isis
Doomheim
#1197 - 2014-03-05 11:00:01 UTC
Perhaps not the most important ship, but it is the most powerful ship, and out in null sec it is the most crucial to get right.

I'm guessing a lot of people commenting are FW players, who love to use the frigates which we provide for them to use for their epic frigate battles, (unless they are out in null sec themselves). I have rarely seen a pirate cruisers, and never seen a pirate battleship in FW.

But the reality is the pirate battleship and pirate cruiser are the significant ships when using ships in null sec, the frigate will just get stomped by bubbles and all the other nasty things out there.
elitatwo
Zansha Expansion
#1198 - 2014-03-05 12:07:17 UTC
Joe Boirele wrote:
The AB bonus wasn't supposed to do much on the nightmare, because Rise is happy with it where it is right now.


I am not.

The Nightmare still needs some capacitor and mobility love. I have flown her and shooting conflag and shield tanking makes you wish for x-large heavy cap boosters with ten 800 charges and a cap booster cycle time of 9 seconds.

Any sort of cap pressure and your one billion gank boat goes to Neverland.


About the Cruor,
I am not sure what your complaints are all about?

That boat gets a web range bonus and a NOS slurp bonus (ok that one would suit the Succubus better because 'Succubus' but I'll let that slide..).
Nobody ever said you need to activate all modules at the same time in any situation and if you are worried about the meta 1-5 NOS range, well use the deadspace type-a one - haz 15.6km range.

I found one recently and you cannot have it, muhahahahaha.

Everything that the Sansha boats get will (hopefully) be better then they are now and I still hope they all get some capacitor love or my lasers will stay very sad.

I am also sad that my idea about the Sanshas getting a smartbomb anti-drone role didn't get considered but we have to live with that until next time I guess.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Caitlyn Tufy
Perkone
Caldari State
#1199 - 2014-03-05 12:46:55 UTC  |  Edited by: Caitlyn Tufy
Crazy KSK wrote:
PS: the AB bonus was only very powerful on assault frigates due to the combination of heavy tank and high dps same goes for the tengu


Exactly the opposite - Tengu's AB speed forms a huge portion of her tank. Try to hit the ship at full speed, then web it and try to hit it again. You'll notice it's taking a bucketloads of damage more. That's why an elite frigate with web is her worst enemy in pve, but at the same time, it makes her pretty much immune to battleships.
Meytal
Doomheim
#1200 - 2014-03-05 13:10:14 UTC
CCP Rise wrote:
As the Worm shows below, we are looking at giving each Guristas ship a bandwidth that allows for only two drones, but a large damage and hitpoint bonus to those drones, leading to very high overall drone damage and toughness.

This is why people are talking about the Gila and Rattlesnake; you said each Guristas ships not just the Worm. And it's a horrible idea for the reasons already mentioned; it adds an impossible-to-balance situation regarding sentry drones, which I think you guys could use a little less of.

What about using Guristas to solve other real drone problems, instead of rehashing a tired, old buff: time to apply damage to target. If drones could be on target almost as quickly as they are launched, that would go a long way to giving Guristas a very useful drone buff.

You could also explore a Guristas-only drone family with unique abilities, including mobile sentry drones that moved about half as fast as heavies when not shooting but have to stop when they do start shooting. Think Terran tanks in Starcraft that need to "deploy" or "siege" (both horrible word choices) before they want to cause real damage ... a few seconds before they start shooting to stop and reconfigure themselves, and a few seconds after shooting to reconfigure and start moving again.

If you continue with the path you've chosen, you'll just be revisiting it again later because it's too overpowered. Don't even go there in the first place.