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[Kronos] Pirate Faction Frigates

First post First post First post
Author
Frostys Virpio
State War Academy
Caldari State
#1381 - 2014-03-19 17:36:17 UTC
Crazy KSK wrote:
Aglais wrote:


3. This is hilarious. You think Guristas' missile damage is going to nosedive. Well let me tell you something. New Worm? About 83 DPS out of two launchers. Same range and DPS as a punisher with dual pulses and Scorch. As compared to like... 40-ish DPS from completely unbonused launchers now, which is garbage. Then you have maybe 150 dps coming out of two drones... With attack frigate EHP and microscopic sig radii...


just putting some numbers right

2x rocket launcher = 56dps rage ammo no damage mods (just put 2 launchers on a kestrel)
^ its 10% you idiot ^ =67dps
current worm does 146dps with 2 damage mods
new worm will do 234dps with 2 damage mods
edit: hobgoblin IIs

PS: hob II HP (not ehp) with the bonus is 335s 720a 1775h total of 2830
on an ogre II that would be 1480s 2880a 7105h total of 11465
again this is hp before resists and with the 300% bonus


And then you look at the rattlesnake hull and realise it has many med slots available for drone navigation link in case you think your heavy drones are too slow/easy to hit.
Dun'Gal
Myriad Contractors Inc.
#1382 - 2014-03-19 19:54:47 UTC
Bouh Revetoile wrote:
That would only make the Cruor a worse Daredevil, slower and with less firepower. It needs something to stand appart from the others, because I can't see it compete with the Daredevil without turning it into another Daredevil.

I get what you're trying to say, and I know you "think" you are right, but the fact is the Cruor is not now, and would not be a worse Daredevil. The Daredevil is an extremely powerful ship, but the Cruor is one of only a few ships that can reliably give it a run for its money in a straight brawl. Sure there's not a lot of "unique" difference between the two ships, other than the fact that the Cruor also uses neuts, and doesn't do nearly as much damage, but why is that so terrible? The Nos bonus proposed is fine by me, and that alone gives it something unique, but...
Flyinghotpocket wrote:
it doesnt have to sacrifice 2 mids to hold ONE ship in place for neuting. and if the cruor looses the 90% web it will have to fit 2 webs to hold one ship in place. And that will be the reason why it collects dust in the hanger.

That can't be stressed enough. Needing to fit two webs, in combination with the serious lack of slots on the Cruor will mean the ship never gets used. Please try to argue why two webs won't be necessary - I'll stop you now and point out that pretty well all of the strongest PVP frigates/fits at the moment are either sporting dual webs, or the aforementioned 90% web.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#1383 - 2014-03-20 00:20:08 UTC
At first the idea of longer range Cruor webs appealed to me. When I read opinions from others who didn't like it and the reasons they gave (range disparity between long range webs and small neut/NOS, and the Cruor generally being slow), it swayed my own opinion.

But it seems like these are pretty set in stone, yeah?

I guess the only thing to ask, barring any potential changes, is when will we see ideas for pirate cruisers?

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Iyacia Cyric'ai
Lai Dai Counterintelligence
#1384 - 2014-03-20 02:54:40 UTC  |  Edited by: Iyacia Cyric'ai
Web range bonus will be awesome on the Ashimmu and Bhaalgorn. But the Cruor is essentially dead. All the Cruor really needed was a speed and agility boost and a slight buff to damage. This change makes zero sense to me and I'm curious what the thought process behind it was.

The way I see it if the Cruor is brawl fit it can't (or rather it shouldn't) use its extended web range as that would simply help its target escape as the web range is longer than the scram range. Once it scrams it's target it's not really more effective than any other laser brawler, especially if they aren't active tanked, have their own nos, have a cap booster or have non-cap reliant DPS (rockets/drones/autocannons)... then there's always the option to not get within the nos/neut range since 1 unbonused web isn't really going to dictate range. It's also not that tanky so there's also the option to just blap it with high DPS before its nos starts to have any real impact.

If it's range fit... why aren't you in a Hyena?

Anyway, my Cruor will be collecting dust but I'll be looking forward to finally flying the Ashimmu assuming it gets the web range bonus.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#1385 - 2014-03-20 03:21:24 UTC
Iyacia Cyric'ai wrote:
Web range bonus will be awesome on the Ashimmu and Bhaalgorn. But the Cruor is essentially dead. All the Cruor really needed was a speed and agility boost and a slight buff to damage. This change makes zero sense to me and I'm curious what the thought process behind it was.

The way I see it if the Cruor is brawl fit it can't (or rather it shouldn't) use its extended web range as that would simply help its target escape as the web range is longer than the scram range. Once it scrams it's target it's not really more effective than any other laser brawler, especially if they aren't active tanked, have their own nos, have a cap booster or have non-cap reliant DPS (rockets/drones/autocannons)... then there's always the option to not get within the nos/neut range since 1 unbonused web isn't really going to dictate range. It's also not that tanky so there's also the option to just blap it with high DPS before its nos starts to have any real impact.

If it's range fit... why aren't you in a Hyena?

Anyway, my Cruor will be collecting dust but I'll be looking forward to finally flying the Ashimmu assuming it gets the web range bonus.

what are you feeling ok? this would be so worse on the ashimmu. again here we go on with sacrificing 2 mids to holding something in place because the ashimmu is the slowest ship in the game. EVEN CURRENTLY the ashimmu with 1 90% web most thing will be able to get away because the ashimmu is SOOOOOOOOO SLLLLOOOOOOWWWWWWWWWWWWWWWW. there is no way the new ashimmu with a web range bonus will be usefull.


honestly ccp the bhaal should have gotten the 90% web and the whole blood line should have the 90% webs. and give the serpentis the web range bonus, because the serpentis ships already have a falloff bonus they are ALREADY setup to range fight better than ANY blood raider ship.

Amarr Militia Representative - A jar of nitro

Caval Marten
Deep Core Mining Inc.
Caldari State
#1386 - 2014-03-20 06:03:06 UTC
Iyacia Cyric'ai wrote:
Web range bonus will be awesome on the Ashimmu and Bhaalgorn. But the Cruor is essentially dead. All the Cruor really needed was a speed and agility boost and a slight buff to damage. This change makes zero sense to me and I'm curious what the thought process behind it was.


I've been thinking the same thing about thought process. I'm not super familiar with Rise background but seem to remember he was a pvper. I want to understand how the Cruor changes came about. I'm hoping major changes like these are actually discussed from a pvp perspective and not just a lore/consistency one.
Giullare
The Candyman is Back
#1387 - 2014-03-20 09:19:08 UTC
Frostys Virpio wrote:
Crazy KSK wrote:
Aglais wrote:


3. This is hilarious. You think Guristas' missile damage is going to nosedive. Well let me tell you something. New Worm? About 83 DPS out of two launchers. Same range and DPS as a punisher with dual pulses and Scorch. As compared to like... 40-ish DPS from completely unbonused launchers now, which is garbage. Then you have maybe 150 dps coming out of two drones... With attack frigate EHP and microscopic sig radii...


just putting some numbers right

2x rocket launcher = 56dps rage ammo no damage mods (just put 2 launchers on a kestrel)
^ its 10% you idiot ^ =67dps
current worm does 146dps with 2 damage mods
new worm will do 234dps with 2 damage mods
edit: hobgoblin IIs

PS: hob II HP (not ehp) with the bonus is 335s 720a 1775h total of 2830
on an ogre II that would be 1480s 2880a 7105h total of 11465
again this is hp before resists and with the 300% bonus


And then you look at the rattlesnake hull and realise it has many med slots available for drone navigation link in case you think your heavy drones are too slow/easy to hit.


I heard that med slots are used to fit mwd or mjd / tank / cap booster / tackling mod.
dominix and ishtar have free omnidir. and drone navig. comp. built-in.
Now it doesn't make sense a pirate drone boat has a worse drone damage application than t1/2 hulls.
Bouh Revetoile
In Wreck we thrust
#1388 - 2014-03-20 11:27:47 UTC
Dun'Gal wrote:
That can't be stressed enough. Needing to fit two webs, in combination with the serious lack of slots on the Cruor will mean the ship never gets used. Please try to argue why two webs won't be necessary - I'll stop you now and point out that pretty well all of the strongest PVP frigates/fits at the moment are either sporting dual webs, or the aforementioned 90% web.
Indeed speed control is extremely strong, that's why we had a winmatar theme before the rebalance, and why midslot heavy frigates are so powerful in the meta. Yet the Comet have none of that and is widely regarded as one of the best pvp frigate. You can't make all ships with 4 mid slots or 90% web bonus just because everyone want to use its toy for brawling, and that's even not necessary, because 3 midslots are largely *enough*. Your target can't kill you by fleeing, and the nos assure the Cruor a strong position for anything too close.

In fact, this debate remind me the time when people asked their blaster ships to be the fastest because they wouldn't catch anything otherwise. That's a nonsense. Everyone complain its ships aren't fast enough or don't have enough mid slots. People just never have enough of these.

Speed and speed controle is extremely powerful in the game and very hard to balance, yet a bit overrated ; and you can't make all the ships have the same speed, that would be boring. Of course, the lack of speed controle put you in a more passive place where you can't always kill the target if she doesn't want to fight. But most of the time, when she decides to flee its too late.

Giving speed controle to any ship will turn it into a brawling monster, until all ships have speed controle and that means nothing anymore. This is not the solution.

And the magic nos have a lot of potential to make this frigate OP, so I understand the removal of the almost OP web. Also, keep in mind that anything caught too close will quickly be unable to run its prop mod.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#1389 - 2014-03-20 11:29:36 UTC
Flyinghotpocket wrote:
Iyacia Cyric'ai wrote:
Web range bonus will be awesome on the Ashimmu and Bhaalgorn. But the Cruor is essentially dead. All the Cruor really needed was a speed and agility boost and a slight buff to damage. This change makes zero sense to me and I'm curious what the thought process behind it was.

The way I see it if the Cruor is brawl fit it can't (or rather it shouldn't) use its extended web range as that would simply help its target escape as the web range is longer than the scram range. Once it scrams it's target it's not really more effective than any other laser brawler, especially if they aren't active tanked, have their own nos, have a cap booster or have non-cap reliant DPS (rockets/drones/autocannons)... then there's always the option to not get within the nos/neut range since 1 unbonused web isn't really going to dictate range. It's also not that tanky so there's also the option to just blap it with high DPS before its nos starts to have any real impact.

If it's range fit... why aren't you in a Hyena?

Anyway, my Cruor will be collecting dust but I'll be looking forward to finally flying the Ashimmu assuming it gets the web range bonus.

what are you feeling ok? this would be so worse on the ashimmu. again here we go on with sacrificing 2 mids to holding something in place because the ashimmu is the slowest ship in the game. EVEN CURRENTLY the ashimmu with 1 90% web most thing will be able to get away because the ashimmu is SOOOOOOOOO SLLLLOOOOOOWWWWWWWWWWWWWWWW. there is no way the new ashimmu with a web range bonus will be usefull.


honestly ccp the bhaal should have gotten the 90% web and the whole blood line should have the 90% webs. and give the serpentis the web range bonus, because the serpentis ships already have a falloff bonus they are ALREADY setup to range fight better than ANY blood raider ship.
Brawling in scram range isn't necessarily a smart idea to do in 70% of situations with the Ashimmu. Scorch projects to over 20km and Neuts and Nos project to 12.6-14km depending on whether they're faction or meta. Web range bonus will benefit the Ashimmu immensely. I would also be surprised if the Ashimmu didn't receive at least a slight speed buff.

I disagree wholeheartedly with the serpentis getting a web range bonus. Falloff bonus on the daredevil with null hits roughly the same range as scram. Giving it a web range bonus would be pointless unless you want to force all daredevils to use rails. Vigilant falloff bonus gives it decent damage up to about overheated web range bonus. Again giving it a web range bonus isn't that useful. Shield Vigilant with 2x TEs can hit semi-decently up to 20km but has tissue tank. Even before the TE nerf anti-support shield Vigilant faced heavy competition from the Vagabond and Cynabal. For Vindicator 90% webs are needed for it to track. Web range bonus isn't useful since other battleship sized guns are going to hit you even at your extended web range so range kiting isn't really worth it.

Lasers typically don't have the best DPS or tracking. Their advantage is their optimal and web range bonus helps them keep things at their optimal. This however doesn't apply on the frigate level where scorch already hits up to unheated web range and where small neuts have a lower range than scorch.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#1390 - 2014-03-20 14:07:12 UTC
Iyacia Cyric'ai wrote:
Flyinghotpocket wrote:
Iyacia Cyric'ai wrote:
Web range bonus will be awesome on the Ashimmu and Bhaalgorn. But the Cruor is essentially dead. All the Cruor really needed was a speed and agility boost and a slight buff to damage. This change makes zero sense to me and I'm curious what the thought process behind it was.

The way I see it if the Cruor is brawl fit it can't (or rather it shouldn't) use its extended web range as that would simply help its target escape as the web range is longer than the scram range. Once it scrams it's target it's not really more effective than any other laser brawler, especially if they aren't active tanked, have their own nos, have a cap booster or have non-cap reliant DPS (rockets/drones/autocannons)... then there's always the option to not get within the nos/neut range since 1 unbonused web isn't really going to dictate range. It's also not that tanky so there's also the option to just blap it with high DPS before its nos starts to have any real impact.

If it's range fit... why aren't you in a Hyena?

Anyway, my Cruor will be collecting dust but I'll be looking forward to finally flying the Ashimmu assuming it gets the web range bonus.

what are you feeling ok? this would be so worse on the ashimmu. again here we go on with sacrificing 2 mids to holding something in place because the ashimmu is the slowest ship in the game. EVEN CURRENTLY the ashimmu with 1 90% web most thing will be able to get away because the ashimmu is SOOOOOOOOO SLLLLOOOOOOWWWWWWWWWWWWWWWW. there is no way the new ashimmu with a web range bonus will be usefull.


honestly ccp the bhaal should have gotten the 90% web and the whole blood line should have the 90% webs. and give the serpentis the web range bonus, because the serpentis ships already have a falloff bonus they are ALREADY setup to range fight better than ANY blood raider ship.


Brawling in scram range isn't necessarily a smart idea to do in 70% of situations with the Ashimmu. Scorch projects to over 20km and Neuts and Nos project to 12.6-14km depending on whether they're faction or meta. Web range bonus will benefit the Ashimmu immensely. I would also be surprised if the Ashimmu didn't receive at least a slight speed buff.



WHAT? now your really high. brawling in scram range is ALLLLLL the ashimmu does right now. it is to SLOW to do ANYTHING else. i cant beleive you are arguing for the amazing 160 dps the ashimmu can put out. when most other cruisers these days are pushing 400, nay 600 dps these days. the ashimmu does not do damage. the ashimmu does not kite. the ashimmu gets a target. latches on a like a tick ONLY because it has 90% webs. and nuets the crap out of it. IN NO OTHER CIRCUMSTANCE IS THE ASHIMMU EVER USED. with the exception of baiting a fight so people can kill a 140mil mini legion.

what ccp and you are suggest is the that the ashimmu will be cursed just like the cruor in having to sacrifice 2 mids for webing power to hold down ONE target. and many people are going to argue that "you dont need your cap injector anymore you have a nos bro!" really? what is the 12gj's of cap stealing gonna do for your cap heavy ship? NOTHING.

Amarr Militia Representative - A jar of nitro

Edward Olmops
Gunboat Commando
#1391 - 2014-03-20 14:58:08 UTC
Don't have the time to read 70 pages... has anyone asked this:

If Guristas ships will only have 2 drones with a massive damage bonus (btw, I like the idea), have you thought about the repercussions on drone fleets?
The Guristas ships will effectively be able to ignore the newly introduced 50-drones-assist-cap.
Iam Kikas
Beyond Divinity Inc
Shadow Cartel
#1392 - 2014-03-20 16:56:29 UTC
First off, I am coming from a "I usually fly solo (usually without links, sometimes with...but don't want to depend upon them) in low sec looking for a decent fight" perspective...I will try to gank unwary fw people but generally far more entertained by someone who shoots back.

What has made the t1 frigates worthwhile since the rebalancing is that you can fit them properly...you still have reasonable constraints on pg/cpu but allows for the flexibility for various good fits / theories. The faction frigs seem to suffer from the design philosophy "oh god, these will be op" so seem to have a fitting gimp factor built into them. IMO the faction frigs should be head and shoulders above the t1's - you should be able to fit a brawler top to bottom in t2 modules, for example. Pimp should be just that...you want to augment a specific characteristic...not something you need just to be competitive (faction AB's on a cruor or succubus just to catch up with people for example). Pirate faction frigs should be like very high end cars...very expensive with tangible benefits.

So, quite frankly I did not wade through 79 pages of replies to this post but have been pondering the faction frigs and why I fly them (or not) and this is my 2 isks worth:

Across the board:

Make the rig calibration 400 (and drop the req. calibration on damage rigs by 50 so everyone can buff damage if they desire on any frigate).

Buff the armor / shield resists slightly (particularly Succubus and Cruor)...I hear the argument that these are t1 frigs...true, but they require 2x the sp to fly the hull properly. Make them slightly better than the t1 but under t2. Combined with the rigs they should be as tanky and competitive against an AF if brawler fit (try to go toe to toe with a good enyo or hawk pilot in a cruor...it almost always ends very badly).

Specifics:

Cruor - keep the web % bonus, skip the web range bonus, buff the damage and give it more speed. Drop one utility high and add a low. Give it Nuet / Nos range bonus and drop the amount drained bonus (pre-nerf nos is interesting as a role bonus...).

Succubus...fix the cap. More speed...right now it is like an overpriced version of a very bad assault ship. Drop one high and add a mid. Buff PG/CPU.

Worm...I am intrigued about proposed changes. I'll withhold judgment till I see what more creative people come up with in terms of fits, etc. Right now it is too slow and too anemic to be effective in frig pvp.

Dram - leave it alone...it is fine as is since the last rebalancing. Still good enough to be a faction frigate.

Daredevil - leave it alone...it is fine as is. Though I would like to see the high dropped and replaced by a low slot...a fairly worthless HS, imo. I hear people whining about the 90% webs being OP...figure out the counter or run...you shouldn't be able to fight every frig out there in any one frig. Does need a bit of pg/cpu...maybe drop the damage bonus a bit to accommodate this. The only thing that makes this frig competitive is the 90% web...otherwise it is pretty squishy.

General question here: Why does CCP insist on making lazor boats with nuets/nos the worst in terms of cap? Fix this...it's silly and makes me wonder about the general intelligence level of amarr engineers. "Gee Bob, I have an idea...lets be able to shoot our LAYZZOR BEEAMS and AB around at 850 m/s for 44s in a fight...doesn't that seem effective...? Great Idea, Tom, God be praised you are here with such good ideas - and let's have 32s w/ an MWD if we want to go the crazy speed of 1100 m/s."

Finally editorial commentary on links for frigate fighting (or cruisers for that matter). Stop the madness. Make it so links have to be on grid, make them progressively more effective the more people are in fleet up to a squad strength or something...ie if solo with a booster, they have to be on grid with you and you only get 20% effective boosts or something. Have the booster show up on killmails. Not against links...just their current iteration.
Lucine Delacourt
The Covenant of Blood
#1393 - 2014-03-20 17:12:53 UTC
Edward Olmops wrote:
Don't have the time to read 70 pages... has anyone asked this:

If Guristas ships will only have 2 drones with a massive damage bonus (btw, I like the idea), have you thought about the repercussions on drone fleets?
The Guristas ships will effectively be able to ignore the newly introduced 50-drones-assist-cap.



The general consensus is that we have to wait to see if the Gila or Rattlesnake end up with bonused sentries or not. If the Gila gets super mediums and the Rattler gets super heavies then there is no issue.
Dun'Gal
Myriad Contractors Inc.
#1394 - 2014-03-20 18:28:31 UTC
Bouh Revetoile wrote:
Yet the Comet have none of that and is widely regarded as one of the best pvp frigate.

Alright I'm going to give you the benefit of the doubt here, and assume you didn't realize you were planting a nail in your coffin by mentioning the Comet. Which I should point out would be picked over the Cruor in virtually every situation once effectiveness bonus is gone. But, let us compare the 2 ships shall we; the Comet is faster, the Comet can fit a better tank, and even when rail fit can do 220ish DPS at the edge of scram range.

Let's compare that to a similarly fit Cruor, and we'll give it the benefit of Pulse Lasers for the extra damage, about 600 less ehp, about 300m/s slower, and barely cracks 160DPS with multi (with a 4.3km optimal) or you can use scorch to hit out to 13km for a whopping 130 DPS. There is a huge difference in comparison between the comet, which I can agree is strong right now, and the Cruor.

In almost all cases, Cruor becomes outmatched by pretty well every T1 frigate with a web if the web change goes through. Sadly even the "OP" Nos isn't saving the Cruor. And before you try to claim that this Cruor would cap out said comet before it loses, just no. The longest range NOS on the market is 10km (Faction) and the Comet above with heated web is still going to hold you outside that range, and for as long as it needs to kill you (not long.)

Your web range bonus is completely meaningless inside 13km, and outside of that what are you planning to do? Web your targets into warp? Try and coax that mwd ship who is still faster than you (even while webbed) to come closer? Honestly it's like you've never played this game before.
MukkBarovian
School of Applied Knowledge
Caldari State
#1395 - 2014-03-20 19:00:48 UTC
The Cruor is an EWAR ship. Why do you insist that it also be the best combat frigate as well?
Dun'Gal
Myriad Contractors Inc.
#1396 - 2014-03-20 20:37:33 UTC  |  Edited by: Dun'Gal
MukkBarovian wrote:
The Cruor is an EWAR ship. Why do you insist that it also be the best combat frigate as well?

You're mistaking a request for them to not make it a terrible dust collector, with the misguided thought that everyone supposedly wants it to be an op pmwnmobile.

Edit: Additionally arguing that it's an ewar ship is ridiculous, making it the only pirate frig that's considered "ewar." Here's a thought, lets remove web effectiveness from the dd, and give it a damp bonus, lets scrap that ab bonus on the suc and give it a td bonus, lets remove drone bonus from the worm and give it an ecm bonus - congratulations all the pirate frigs become dust collectors, because there are t1/t2 ships that do all these things better for a fraction of the cost.

Why pigeonhole a ship like that? These are pirate faction ships, they should have some competence in combat situations. The Cruor should not be an overpriced Hyena (exageration I know.)
Bouh Revetoile
In Wreck we thrust
#1397 - 2014-03-20 21:34:53 UTC
Dun'Gal wrote:
In almost all cases, Cruor becomes outmatched by pretty well every T1 frigate with a web if the web change goes through. Sadly even the "OP" Nos isn't saving the Cruor. And before you try to claim that this Cruor would cap out said comet before it loses, just no. The longest range NOS on the market is 10km (Faction) and the Comet above with heated web is still going to hold you outside that range, and for as long as it needs to kill you (not long.)

Your web range bonus is completely meaningless inside 13km, and outside of that what are you planning to do? Web your targets into warp? Try and coax that mwd ship who is still faster than you (even while webbed) to come closer? Honestly it's like you've never played this game before.
These two paragraphes are oposing eachother : in the first one, you are saying that a Comet can hold the Cruor inside 13km, outside of scramrange ; and in the second, you are saying that webing outside of scramrange is useless for a brawling frigate ; I agree on the last one, but that apply to the Comet too and scram usualy don't go past 10km heated (deadspace nos range). The Comet *cannot* hold you outside of nos range without links you can have too, unless it's some deadspace scram he will have only to counter a Cruor.

Secondly, I talked about the Comet to show that a 3 mid slot frigate can be very effective in the current meta despite the effectiveness of 4+ mid slot frigates (hence with speed advantage). What that mean is that, logicaly, speed spremacy is not the supreme characteristic determining frigate warfare, some others characteristics can compensate for lack of speed supremacy.

The old nos was so powerful it have been nerfed, as have the old 90% web which still is on the radar and have been left only on pirate ships for now. You can't give a so powerful bonus to a ship as the old nos and balance it while ignoring the bonus just because you can't see it working for scram-kiting.
Dun'Gal
Myriad Contractors Inc.
#1398 - 2014-03-20 21:55:36 UTC  |  Edited by: Dun'Gal
Sorry for clarity purposes, I did not say the comet was fitting a scram just used that range as an example for damage output which is where a lot of fights currently take place. To make it easier for you, and more specific, using a disruptor at 12.5 km inside heated web range the comet still out damages the cruor with about 195 DPS.

The comet is not a great exampel for what you are trying to explain here because many of those dual web setups are relying on scram kiting, which is literally the same range that comet is reliably applying DPS at anyway, so they get exactly zero benefit from having the dual webs. On the contrary if the cruor were to keep its web effectiveness it could actually hold the comet so it can apply neut/nos and do something meaningful (other than die.)

I agree the web bonus is powerful, I'm not arguing that, but give me one situation where the Cruor is going to do anything meaningful to a ship outside the normal oh web range, other than web and warp disrupt, and I'll consider situations outside of it's standard engagement profile which is scram kiting or rather kiting inside 13ish km's.

Edit: I'll add one more thing here - if Rise were insistant on keeping the web-range bonus, one, if not two things would need to happen - either scrap the NOS idea entirely, and give the neuts/nos a range bonus and/or remove the energy turret damage bonus, and give it an optimal bonus - the only other situations where the web range bonus has any use is in fleets, and frankly that should be left to a hyena/rapier.
Bouh Revetoile
In Wreck we thrust
#1399 - 2014-03-21 00:57:19 UTC  |  Edited by: Bouh Revetoile
Dun'Gal wrote:
Sorry for clarity purposes, I did not say the comet was fitting a scram just used that range as an example for damage output which is where a lot of fights currently take place. To make it easier for you, and more specific, using a disruptor at 12.5 km inside heated web range the comet still out damages the cruor with about 195 DPS.

The comet is not a great exampel for what you are trying to explain here because many of those dual web setups are relying on scram kiting, which is literally the same range that comet is reliably applying DPS at anyway, so they get exactly zero benefit from having the dual webs. On the contrary if the cruor were to keep its web effectiveness it could actually hold the comet so it can apply neut/nos and do something meaningful (other than die.)

I don't understand what kind of Comet you are talking about. A scramkiting Comet use a scram, not a disruptor. If it use a disruptor, it will be a kiting Comet, or a counter to the Cruor. Using a counter as an argument is stupid, so I'll consider it's a kiting Comet, with a MWD and not an AB, and then, a scram-kiting Cruor will have speed supremacy and go what he want with the Comet if it catch it (or die otherwise, eventhough a long range web give him a lot more chances to catch the Comet than any other scramkiter would have).

If the Comet is AB (scramkite) fit, then the range will never be more than deadspace nos range. I really don't understand how you can argue on that.

But maybe now scramkiters fit a long point and I missed that ? I'm very sceptical about that, because that would discard any single chance against kiters and brawlers, but if it is actually the case, what will follow is outdated then and you have my apologies, otherwise, here is how I understand things :

Let's put all this more comprehensively : there are three types of fits : scramkite (AB/scram/web), kite (MWD/disru) and brawl (MWD/scram/web). Basicaly, scramkite > brawl > kite > scramkite. There are a few exception of course, like the brawling Hawk, but there's not many such cases.

So, with this in mind, the best place for the Cruor is kiting, because a web range bonus and a nos bonus make it very strong against all kiters and brawlers -- scramkiter are not to consider, because scramkiter vs kiter matchup is fully played at tackle, the scramkiter is either able to tackle the kiter and will kill him, or not and he will die. In this setup, the Cruor becomes a dueling Hyena on steroids, because the long range web allow him to keep anything at range, and the nos give him a chance when he screw-up something or if he want to brawl a kiter.
Scramkiting fit, the web range bonus is indeed wasted, and the Cruor becomes a neuting scramkiter but indeed doesn't shine as much as a Daredevil or even a Comet ; yet he will still kill any T1 frigate he encounter. For navy, pirate and assault frigate, the matchup will largely depend. A Comet is indeed a tough oponent because of the sheer amount of projected dps allowing her to win the capacitor race. Most other frigates won't deal a lot more dps than the Cruor, and won't tank a lot more either. That's indeed not the best place for the Cruor to be, but as I explained it, the best place is kiting, because there he have no counter. That even sounds OP to me in fact.

PS : I read again the first post, and Rise clearly state that the Cruor is not used a lot at the moment despite the web strength bonus, hence I think the change of role can't be a bad thing for him (or rather that can only be a good thing).
PPS : IMO, the idea behind the Cruor is to keep the capacitor warfare theme because the Bhaalgorn works fine with it, but change something for the Cruor and Ashimu to work, because they don't seem to do currently. According to some people here, the Ashimu will work with a web range bonus, and I think no frigate can't work with a web range bonus (because that makes it a kiting king), and that will not harm the Bhaalgorn.
Marcia en Welle
Doomheim
#1400 - 2014-03-21 01:05:57 UTC
Scram range is a poor choice of bonus for the cruor, anyone can see that is the case. Blood raiders should stick with a web strength bonus and nuet/nos bonus. Just increase the base stats and layout of the ship.

The reason the ship is not being used has nothing to do with the bonuses at all. This nuet bonus will go a long way to massively helping the ship out, then just alter the base stats to make the ship a bit faster. Nothing more is needed.