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[Kronos] Pirate Faction Cruisers

First post First post First post
Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#641 - 2014-04-08 21:14:58 UTC  |  Edited by: Michael Harari
Lisa Sophie d'Elancourt wrote:
What's the reason CCP decided neutrons can't be fitted in vigilant? Give up pg penalty.


Neutrons fit fine. With ions you can even fit double 1600 plate

[Vigilant, New Setup 2]
1600mm Reinforced Rolled Tungsten Plates I
Internal Force Field Array I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier

Heavy Neutron Blaster II, Antimatter Charge M
Heavy Neutron Blaster II, Antimatter Charge M
Heavy Neutron Blaster II, Antimatter Charge M
Heavy Neutron Blaster II, Antimatter Charge M
Heavy Neutron Blaster II, Antimatter Charge M

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Medium Ancillary Current Router II
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#642 - 2014-04-08 21:15:21 UTC
Waktaku Aek wrote:
Thanks for having an ear to the community and reconsidering the heavy nerf on the Cynabal and picking one of the suggested specific trait in this thread.

"Thanks for not f**king up the Cynabal?" It used to be we praised people for doing a good job, not for when they repeatedly screw up and the community forces them to do a 180°. Making any decision is preferable to indecision, but we also hope that people learn from their mistakes and stop making bad decisions, too (rapid launchers, Nestor…).

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

Liam Inkuras
Furnace
Meta Reloaded
#643 - 2014-04-08 21:16:44 UTC
Thank you Rise so much for hearing our calls that were drowned out by the clamour, and giving the Angel lineup a warp speed bonus. You have just made many BSB residents very happy Big smile

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#644 - 2014-04-08 21:19:06 UTC
Jenn aSide wrote:
Even if so, the thing will actually be more fun to fly. I use mine as a mobile heavy drone brawler already, this is just making it that much better. And how much flexibility does a ship that doesn't get much current use need?
I would think the answer to that would be all that it can get. Also I found situational drone swapping to be nice as far as making a drone ship fun to fly. For this ship there is only 1 "right" type of drone which strikes me as less fun, but to each their own.
Mike Voidstar
Voidstar Free Flight Foundation
#645 - 2014-04-08 21:31:24 UTC
Jenn aSide wrote:
Tyberius Franklin wrote:
You stated it requires RR+ewar, which means reconfiguring my boat to sustain that when one of them, if the strategy works, I won't need since all the damage will come in to my local tank.


The point is that you use the RR to keep aggro off your drones and perhaps fleet mates in the site/mission with you.

This solves the problem of not being able to bring newbs in weaker ships to observe ( a concern voiced by many at the time of the NPC AI change), allows you to being in a high dps/low tank alt to help clear or allows you to bring an alt in a noctis (or a new bro in a salvage frig) to sweep up even faster than bookmarking and coming back .

Quote:

That isn't really a worthwhile effort when I can just use sentries in most cases. You call it a crutch, I think it's using the right tool for the job.

It undoubtedly did lose PvE flexibility.



Even if so, the thing will actually be more fun to fly. I use mine as a mobile heavy drone brawler already, this is just making it that much better. And how much flexibility does a ship that doesn't get much current use need?


RR & Ewar keeping aggro off drones is a myth or a bad joke. It does work if you have more than 3 fleetmates, but it wont keep the aggro off you fleet either, you just lose fewer drones.

You claim to be a PVE pilot, but you must not be using drones regularly. If you were you would have done the same tests and experienced the same stupidity of missions staying locked on your drones on a regular basis. Even calling them in and waiting 5 minutes wont help when the AI decides drones need to die. I have done tests where I used Target Painters and Webs on enemies, RR on my fleet and then launced and immediately recalled light drones after holding them 5 minutes. Often a light would make it back in structure, but more often I would lose a light and a second would make it back in armor.

The RR/Ewar thing is only effective intermittantly, and almost never without fleetmates on grid. AI has a point where it just wants drones dead, and once it is reached you either use sentries or yku may as well reshjp.

I hope the new direction of Gurista helps with that, because drones need something to help them survive in the environment badly.
Ganthrithor
School of Applied Knowledge
Caldari State
#646 - 2014-04-08 21:39:17 UTC
CCP Rise wrote:
Alright, you guys are getting major real time updates here, I might as well start live tweeting our meetings!

With regards to the Cynabal - we are not going to try and add some kind of web/scram immunity/resistance. While this kind of bonus would certainly be fun, it would force us to make severe changes to all three Angel ships to compensate for the increased power, which would surely feel terrible for all the people enjoying them now. This would be especially true for PVE players who couldn't make use of the new bonus but would be stuck with a much worse ship than they are used to.

The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 4.5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.

We've also adjusted powergrid on the Ashimmu to make some more room for those PG heavy energy war mods.

We spent time playing with the Vigilant in a lot of different configurations and feel completely confident in the current fitting numbers.

Hope this makes you Angel fans more excited


Yeah, warp speed bonus sounds interesting. It will be nice on the Cynabal, but it will be a godsend on the Mach... I'd completely written the Mach off as a viable skirmishing ship when you guys changed the warp mechanics... it just became too slow to be useful.

I, too, was thinking about web resistance last night, but came to the conclusion that there was no way to balance it: either you'd have a token resistance bonus that wouldn't really make an appreciable difference in a fight, or you'd have a big enough bonus that it did make a difference-- in which case you'd be looking at some of the fastest ships in the game being nearly uncatchable.

The other bonus I used to think would be good on Angel ships was point/scram range, since they're kiting ships, and point range is one of Gallente's gimmicks. But with the tracking enhancer nerf, that bonus would be basically useless on the Cynabal. On the Dram it would let you use it as a great tackler for gangs (you'd have to forgo your damage application due to range, but whatever). On the Machariel it would be great, since while the Mach is really fast and nimble for a battleship, it's still a bit clumsy to kite with compared to a cruiser. A point range bonus would give you more room for maneuvering errors while kiting, and the long falloff of BS autocannons means you'd actually still be doing damage while staying at the edge of your point range. The poor Cynabal would be pretty shafted with the point range bonus though... what's the point of increased tackle range when you have to close to 20-25km to do any damage anyway?

I still think you guys should re-design the Vigilant. Give it a utility high by dropping a hardpoint and boosting the damage output of the remaining guns. Swap its web-strength bonus for a point/scram range bonus, and give web strength to the Ashimmu.
Jenn aSide
Worthless Carebears
The Initiative.
#647 - 2014-04-08 21:54:40 UTC
Mike Voidstar wrote:
Jenn aSide wrote:
Tyberius Franklin wrote:
You stated it requires RR+ewar, which means reconfiguring my boat to sustain that when one of them, if the strategy works, I won't need since all the damage will come in to my local tank.


The point is that you use the RR to keep aggro off your drones and perhaps fleet mates in the site/mission with you.

This solves the problem of not being able to bring newbs in weaker ships to observe ( a concern voiced by many at the time of the NPC AI change), allows you to being in a high dps/low tank alt to help clear or allows you to bring an alt in a noctis (or a new bro in a salvage frig) to sweep up even faster than bookmarking and coming back .

Quote:

That isn't really a worthwhile effort when I can just use sentries in most cases. You call it a crutch, I think it's using the right tool for the job.

It undoubtedly did lose PvE flexibility.



Even if so, the thing will actually be more fun to fly. I use mine as a mobile heavy drone brawler already, this is just making it that much better. And how much flexibility does a ship that doesn't get much current use need?


RR & Ewar keeping aggro off drones is a myth or a bad joke. It does work if you have more than 3 fleetmates, but it wont keep the aggro off you fleet either, you just lose fewer drones.

You claim to be a PVE pilot, but you must not be using drones regularly. If you were you would have done the same tests and experienced the same stupidity of missions staying locked on your drones on a regular basis. Even calling them in and waiting 5 minutes wont help when the AI decides drones need to die. I have done tests where I used Target Painters and Webs on enemies, RR on my fleet and then launced and immediately recalled light drones after holding them 5 minutes. Often a light would make it back in structure, but more often I would lose a light and a second would make it back in armor.

The RR/Ewar thing is only effective intermittantly, and almost never without fleetmates on grid. AI has a point where it just wants drones dead, and once it is reached you either use sentries or yku may as well reshjp.

I hope the new direction of Gurista helps with that, because drones need something to help them survive in the environment badly.


then you are doing something wrong. With both the Domi and the Gila I land, find a structure belonging to the NPCs (like a bunker or wall) and Damp it, launch a can wih 1 missile and lock the can, and rep it (if in the domi, in the gila I lock and ogre and rep it when its in range, the Gila in Afterburning, set apporach on an ogre). Get aggro and launch ogre IIs. In 3 months I lost 4 or 5 of them total and rarely have to recall due to aggro switching. Again,if you arne't getting those results, you are doing soething wrong.

In null its even easier because I justt fit a Cetus ECM Burst. The heavies are better for semi AFK because of the small npcs who even at 100+k with sentries will sometimes get under the guns where as the heavies will eventually kill the little things.

This is with one ship on grid unless I brong my nooctis alt to semi afk salavge (salvage drones + MTU + ewar/logi/FoF gila means I can walk away for 5 minutes at a time, just need to come back and restart missiles.

Maybe you should try it again.
Carmello Oskald
F.U.N. Inc.
The Ancients.
#648 - 2014-04-08 21:55:00 UTC
Ohh, hey look. The gila is not utilized as much as the ishtar due to the ishtar being a ton better even though gila is faction. Lets balance this out by making the gila even worse..... I get just under 600 dps on my gila, now its dropping down to 460 will all level Vs. I liked the idea of only 2 drones, but only medium drones is a ballache
Callidus Marus
The Scope
Gallente Federation
#649 - 2014-04-08 21:57:46 UTC
Well I looked at the Vigilant again and I think Rise is right.

The PG Reduction brings it more in line with the Deimos and makes fitting a bit harder. I don't belive it will hurt to much but I don't like it.

To the guys/girls that say the Vigilant is to powerfull:

I think most of you don't like the Web and have a problem with that bonus, which is understandable but I think it gives some uniquness to these 3 ships, and the vigilant is probably the worst to have it from these 3.

The guys saying the ship has to much damage and tank.
Well I think it just don't. It's comparable to a deimos (more damage less tank).

You can counter a vigilant with kiting (correct 18.2 km web range with overheat faction and no links it normaly goes something arround 2100m/s)

And pretty much everyform of EWAR or energy warfare.
ECM works
Tracking disruption is harder because of the web but you can reduce null range
Sensor dampening was viable before these changes.
And neuts will kill it's cap pretty fast. ( All those monster numbers you read in this threat didn't had a cap booster and it only last for 1.5min on full usage)

Vigilants were never OP or an I win button.
Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#650 - 2014-04-08 22:03:54 UTC
Callidus Marus wrote:
Vigilants were never OP or an I win button.


Agreed. Seen lots of Ishtars and Deimoses. It's pretty rare to see Vigilants flying around. If they were broken, don't you think we'd see more people exploiting their brokenness?
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#651 - 2014-04-08 22:06:50 UTC
Carmello Oskald wrote:
now its dropping down to 460 will all level Vs.


Doing it wrong. I'm afraid you are just bad at fitting.

Why are you looking to fly it with only a single damage mod and no missiles?
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#652 - 2014-04-08 22:09:11 UTC
because if you can't make a fleet out of it, it's clearly not OP
Redjon Gilead Aerten
Federal Navy Academy
Gallente Federation
#653 - 2014-04-08 22:09:42 UTC  |  Edited by: Redjon Gilead Aerten
BadAssMcKill wrote:
#38Posted: 2013.09.22 14:31 | Report
P much can guarantee that much like HMLs, the drake, the cane and other stuff CCP will forget they buffed a load of stuff and nerf the Cynabal and Mach far too hard


https://forums.eveonline.com/default.aspx?g=posts&t=279634&p=2

Back in september of last year.

Yep, it happened.
Carmello Oskald
F.U.N. Inc.
The Ancients.
#654 - 2014-04-08 22:23:18 UTC
Mr Floydy wrote:
Carmello Oskald wrote:
now its dropping down to 460 will all level Vs.


Doing it wrong. I'm afraid you are just bad at fitting.

Why are you looking to fly it with only a single damage mod and no missiles?



You can only use 2 medium drones on the gila now..... I've estimated according to valkerie IIs
Again, I havent got any missiles on my current fit and I do 600 dps with garde Is
Lisa Sophie d'Elancourt
Empusa.
#655 - 2014-04-08 22:24:53 UTC
Naomi Anthar wrote:
Wow thanks for keeping quiet substantial pwg nerf on vigilant while you save Cyna/Ashimmu !!! Gj Rise. Cynas should stay as good as they are and Ashimmu won't suffer with pwg since it won't fit one more med neut/nos at all.

As someone noticed already you show clearly obssesional butthurt about vigilant.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#656 - 2014-04-08 22:33:20 UTC
scorchlikeshiswhiskey wrote:
When do we get a look at the rumored missile faction?

Gonna take a shot in the dark and say probably around the same time as they ANNOUNCE them.

I wouldn't hold my breath for it being in the Summer Update.. They just finished introducing SOE and they are still trying to fix that. To add another missile faction means, since they already used up the "friendly pirate" faction, means they need to make a new enemy, new rats, maybe missions, area of nullsec, etc.

Best bet I would say would be next winter's update. I mean don't get me wrong, I'd love to see it in the summer, but I just don't see them getting to it by then.
Naomi Anthar
#657 - 2014-04-08 22:43:17 UTC
So what now ?

We actually are coming to conclusion that poor serpentis ships are underpowered now ?

Come on , give me a break. Or i wll just pass on from laughing.
Naomi Anthar
#658 - 2014-04-08 22:50:29 UTC
Lisa Sophie d'Elancourt wrote:
Naomi Anthar wrote:
Wow thanks for keeping quiet substantial pwg nerf on vigilant while you save Cyna/Ashimmu !!! Gj Rise. Cynas should stay as good as they are and Ashimmu won't suffer with pwg since it won't fit one more med neut/nos at all.

As someone noticed already you show clearly obssesional butthurt about vigilant.


Yeah i'm butthurt about 90% webs. Not only me, i would say plenty of people are about serpentis ships. You got me. I'm butthurt, what you gonna do about it ? Not that butthurt as before tho - as some nerf did slip in for one of those "underpowered" hulls.

Obssesional ? As soon as topic will go down, same will happen with "obssesion" clearly making not really an obssesion.

I try to make an impact when impact can be made - aka when we can provide feedback.

Can't recall myself making single topic about serpentis being op. Hardly can call that my priority.

This balance pass is small victory tho, maybe BS changes can make me smile even more.

Now eat the nerf like a man.
Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#659 - 2014-04-08 22:56:51 UTC
Naomi Anthar wrote:
Yeah i'm butthurt about 90% webs.


So hop in a ship with 90% web yourself. That is literally the best way to get it nerfed (assuming that's what you want). If it's really that broken, players (grrr goons) will be exploiting it to death.
Xavier Azabu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#660 - 2014-04-08 23:08:11 UTC
Callidus Marus wrote:
Well I looked at the Vigilant again and I think Rise is right.

The PG Reduction brings it more in line with the Deimos and makes fitting a bit harder. I don't belive it will hurt to much but I don't like it.

To the guys/girls that say the Vigilant is to powerfull:

I think most of you don't like the Web and have a problem with that bonus, which is understandable but I think it gives some uniquness to these 3 ships, and the vigilant is probably the worst to have it from these 3.

The guys saying the ship has to much damage and tank.
Well I think it just don't. It's comparable to a deimos (more damage less tank).

You can counter a vigilant with kiting (correct 18.2 km web range with overheat faction and no links it normaly goes something arround 2100m/s)

And pretty much everyform of EWAR or energy warfare.
ECM works
Tracking disruption is harder because of the web but you can reduce null range
Sensor dampening was viable before these changes.
And neuts will kill it's cap pretty fast. ( All those monster numbers you read in this threat didn't had a cap booster and it only last for 1.5min on full usage)

Vigilants were never OP or an I win button.


Exactly, which is why they should do something else other than just nerfing the powergrid a bit in this pass.
The tank on a Vigilant is not enough to justify its price or rarity.

It's sort of like trying to nerf a Thorax because it does more damage than most other T1 cruisers.
Sure it does if it gets into that in-your-face range. But there are plenty of counters.