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How is the new dramiel?

Author
Songbird
#1 - 2011-11-30 10:30:41 UTC
is it still the king of the hill or not so much any more?
Onictus
Federal Navy Academy
Gallente Federation
#2 - 2011-11-30 10:46:22 UTC
Songbird wrote:
is it still the king of the hill or not so much any more?



Not sure, its significantly slower, and I mean like +500m/s and I needed a clone with a 3% PG implant to get into my afterburner fit.

Other than that it turns more like an Ares than a DD......

....Daredevil on the other hand is straight nasty....like ghetto stanknasty, faster ( within 200m/s for me vice a nano'd AB dram) and you DON'T need all of the faction crap to get a decent fit on it anymore.

The CCP giveth and the CCP taketh away.
Captain Nares
O3 Corporation
#3 - 2011-11-30 10:54:04 UTC  |  Edited by: Captain Nares
Dram is the same.

A bit slower, but still agile. Tighter to fit.

Nothing serious for a serious pilot. But may create a problem for newbs, а) how to escape intys while being slower than them b) how to fit it with such CPU problems.

Seems like this is new standard cheap fit.
Onictus
Federal Navy Academy
Gallente Federation
#4 - 2011-11-30 10:57:06 UTC
Captain Nares wrote:
Dram is the same.

A bit slower, but still agile. Tighter to fit.

Nothing serious for a serious pilot. But may create a problem for newbs, а) how to escape intys while being slower than them b) how to fit it with such CPU problems.



Escaping inties should still be relatively easy, get them in a stable orbit and split the circle and hope they are dumb enough to leave thier auto-orbit onTwisted

I actually have gotten into any of my Inties for more then to orbit a can and google at the engine trails.....I'll have to do something about that.
Smabs
State War Academy
Caldari State
#5 - 2011-11-30 11:55:41 UTC
You can still fit an mse, mwd, afterburner and damage control on it. The fitting is a bit tighter so you lose about 5% ehp downgrading to a meta extender or damage control. It's a bit slower now but still as fast as a ceptor. It ought to beat a taranis, will struggle against a comet and will probably lose to a daredevil now that small hybrids have been buffed a bit.

It's not a huge difference.
Shik Koken
Science and Trade Institute
Caldari State
#6 - 2011-11-30 23:04:47 UTC  |  Edited by: Shik Koken
Onictus wrote:

Escaping inties should still be relatively easy, get them in a stable orbit and split the circle and hope they are dumb enough to leave thier auto-orbit onTwisted

I actually have gotten into any of my Inties for more then to orbit a can and google at the engine trails.....I'll have to do something about that.

What the hell is an "auto-orbit"? Most newbies including me, has found only ONE way to orbit - hit the orbit button above the overview panel. Me thinks it's not "dumb" but perhaps no one has has shared the trick to orbit other ways. Care to share with us the smart way to orbit?
Tamiya Sarossa
Resistance is Character Forming
#7 - 2011-11-30 23:17:47 UTC
Shik Koken wrote:
Onictus wrote:

Escaping inties should still be relatively easy, get them in a stable orbit and split the circle and hope they are dumb enough to leave thier auto-orbit onTwisted

I actually have gotten into any of my Inties for more then to orbit a can and google at the engine trails.....I'll have to do something about that.

What the hell is an "auto-orbit"? Most newbies including me, has found only ONE way to orbit - hit the orbit button above the overview panel. Me thinks it's not "dumb" but perhaps no one has has shared the trick to orbit other ways. Care to share with us the smart way to orbit?


By clicking in space to fly manually in an orbit. There are a multitude of ways to exploit the built in orbit command to control range on your opponent if they are using it, so a manually flying opponent can adjust better on the fly to hostile manuevers IF he's good and paying attention but there's a corrospondingly higher risk of screwing up royally if flying this way.
m0cking bird
Doomheim
#8 - 2011-11-30 23:19:32 UTC
CCP reduced certain things and without knowing it. Introduced a new module that helps counter changes they've made. The ship can keep most of it's damage output and still be as fast as the old Dramiel. You just lose 20 damage per second doing so and less effective hit-points.
Zarnak Wulf
Task Force 641
Empyrean Edict
#9 - 2011-11-30 23:37:48 UTC
It's not so much that the dramiel got nerfed into the ground as much as it is the Daredevil got buffed. By alot. It's faster. It's easier to fit. It does over 400 DPS. 90% webs. AND it now has 20% better weapon tracking. What used to be a risky proposition for the Dramiel is now a certified suicide match.
Onictus
Federal Navy Academy
Gallente Federation
#10 - 2011-12-01 00:12:51 UTC
Zarnak Wulf wrote:
It's not so much that the dramiel got nerfed into the ground as much as it is the Daredevil got buffed. By alot. It's faster. It's easier to fit. It does over 400 DPS. 90% webs. AND it now has 20% better weapon tracking. What used to be a risky proposition for the Dramiel is now a certified suicide match.


Twisted

....and you can cut the price of the fit by about half.
Stoney Balboa
Delsu Foundation
#11 - 2011-12-01 00:46:17 UTC
While i agree with most of the changes, i find that ccp hit too hard on the dram's speed.
It used to go 6k, nau its 5k... dats not 'slightly' slower... dats a totall smack in the face lol.
Generelly, it seems that things got nerfed/buffed bit too harsh in this expansion.

Imho, the Dram is supposed to be the fastest thing in space. Sure it was too fast.
But nau, its just 'some' frig...
Also, why on earth does the it have a drone bay?
Its one of the smallest frigs, a drone bay just doesnt make any sense here...
It shud be removed n just added to gun dps.. what ya say?

R.I.P Dramiel, Welcome Daredevil :D

Songbird
#12 - 2011-12-01 01:36:44 UTC
mach has 125 m^3 drone bay and 100 mbit drone bandwidth, cynabal has 50m^3 drones.

Remember angels are mix between gallente and minmatar skills.
JC Anderson
RED ROSE THORN
#13 - 2011-12-01 01:45:33 UTC  |  Edited by: JC Anderson
Took a hit to scan resolution as well.

o Scan resolution reduced from 990 mm to 750 mm.
Eliane Harper
Lai Dai Counterintelligence
#14 - 2011-12-01 03:08:04 UTC
Stoney Balboa wrote:
While i agree with most of the changes, i find that ccp hit too hard on the dram's speed.
It used to go 6k, nau its 5k... dats not 'slightly' slower... dats a totall smack in the face lol.
Generelly, it seems that things got nerfed/buffed bit too harsh in this expansion.

Imho, the Dram is supposed to be the fastest thing in space. Sure it was too fast.
But nau, its just 'some' frig...
Also, why on earth does the it have a drone bay?
Its one of the smallest frigs, a drone bay just doesnt make any sense here...
It shud be removed n just added to gun dps.. what ya say?

R.I.P Dramiel, Welcome Daredevil :D

They wanted inties to be able to catch the dram. Mission accomplished.
Shik Koken
Science and Trade Institute
Caldari State
#15 - 2011-12-01 04:36:58 UTC  |  Edited by: Shik Koken
Tamiya Sarossa wrote:
Shik Koken wrote:
Onictus wrote:

Escaping inties should still be relatively easy, get them in a stable orbit and split the circle and hope they are dumb enough to leave thier auto-orbit onTwisted

I actually have gotten into any of my Inties for more then to orbit a can and google at the engine trails.....I'll have to do something about that.

What the hell is an "auto-orbit"? Most newbies including me, have found only ONE way to orbit - hit the orbit button above the overview panel. Me thinks it's not "dumb" but perhaps no one has shared the trick to orbit other ways. Care to share with us the smart way to orbit?


By clicking in space to fly manually in an orbit. There are a multitude of ways to exploit the built in orbit command to control range on your opponent if they are using it, so a manually flying opponent can adjust better on the fly to hostile maneuvers IF he's good and paying attention but there's a correspondingly higher risk of screwing up royally if flying this way.

Tamiya > thank you. :)

I'm really fresh to the space lanes and barely understand the flying mechanics you suggest. To be clear in my understanding of your post, when I approach a hostile ship, I should
- hit the orbit button
- then click on somewhere in "space" off to the side of the target.
- but if the target is flying my way, to avoid "screwing up royally" I need to click much further off to the side?

So in effect, my ship is trying to orbit but it's heading to the orbit indirectly?

Lol, I hope I got it right. But please do correct me in detail if I'm wrong in my understanding.
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#16 - 2011-12-01 04:49:00 UTC
I think its pretty fair that its not faster then interceptors anymore. Afterall those are focused for one task ships while dramiel is still an awesome frigate able to kick ass on a much larger scale then inties.
Onictus
Federal Navy Academy
Gallente Federation
#17 - 2011-12-01 05:23:30 UTC
Eliane Harper wrote:


They wanted inties to be able to catch the dram. Mission accomplished.[/quote]

Yeah, that is brilliant, since still its only going to be the fleet inties that can close on a Dram.......

Then you have the added joy that the Dram has double the range and tank.......and I can tell you from experience that tackling a dram with an Ares is an act of bravery.....

Maybe the caldari would have better luck, but I've lost a Taranis to Drams because he could hit to near 20km, I could hit for like 5.