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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

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Author
Marsan
#2321 - 2014-05-23 00:19:19 UTC
Really with jump freighters given they are intended operate in dangerous space. Why don't they have a better tank? Why don't they have high slots? Really I should be able to install on my JF at least a point defense able to take on a frigate or 2.

Like wise give the freighters some high slots as well. Currently a freighter can be locked down by a newbie frigate without any recourse in LS/NS/WH.

Maybe the min, or ammar ships should get a modest drone able to fit a flight of drones instead of high slots.

Don't get me wrong I'm not asking for battleship level fittings, but more like very low end of cruiser or destroyer dps. Some thing a modestly tanked cruiser, or even well flown frigate can tank for long enough for friends to arrive, and a any well tanked cruiser and above could tank indefinitely.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Regan Rotineque
The Scope
Gallente Federation
#2322 - 2014-05-23 00:28:22 UTC  |  Edited by: Regan Rotineque
Go play with the changes on SiSi they are there :)

I can soooo see one of the first KMs is going to be a purple or blue fitted freighter (yes gankers there stuff for you too in these changes)

Being able to fit the armor repper was also a nice surprise :)

Lots of fun

+1 from me overall

though i still think we need to figure out something for the shield tanked freighters there is nothing you can really fit on those to increase resists or shield tank that has zero or 1 CPU. I may be trading in the old Fenrir fleet for some armor tankies.
Dirk MacGirk
Specter Syndicate
#2323 - 2014-05-23 00:36:44 UTC
Marsan wrote:
Really with jump freighters given they are intended operate in dangerous space. Why don't they have a better tank? Why don't they have high slots? Really I should be able to install on my JF at least a point defense able to take on a frigate or 2.

Like wise give the freighters some high slots as well. Currently a freighter can be locked down by a newbie frigate without any recourse in LS/NS/WH.

Maybe the min, or ammar ships should get a modest drone able to fit a flight of drones instead of high slots.

Don't get me wrong I'm not asking for battleship level fittings, but more like very low end of cruiser or destroyer dps. Some thing a modestly tanked cruiser, or even well flown frigate can tank for long enough for friends to arrive, and a any well tanked cruiser and above could tank indefinitely.


They do have a better tank. a much better tank. And will get an even better tank if you choose to do with less cargo space. But the best tank for a Jump Freighter is ensuring it avoids trouble to begin with. Because generally, no matter what you tank is, if you're 7 billion ISK ship gets caught it will die just like it was a Supercarrier.
Sgt Ocker
What Corp is it
#2324 - 2014-05-23 01:14:56 UTC
HandelsPharmi wrote:
CCP Fozzie wrote:

The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
Note the change in the Jump Freighter HP bonus, which now only applies to their main tank and hull. The large increase in JF base HP and resist more than make up for the bonus change and all JFs have more base EHP than before.

ARK

Slot layout: 0H, 0M, 3(+3)L;
Fittings: 3(+2) PWG, 5(+4) CPU
Defense (shields / armor / hull) : 12000(+6000) / 63600(+26400) / 96000(-15000)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 47.5(+7.5) / 62.5(+12.5)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 34.375(+9.375) / 40(+20)


78 / 71 / 71 / 74 Armor Resistance is possible with a Armor tank without a booster or anything else... this is... amazing

I wouldn't be over optimistic about your resists - The resists quoted are wrong - Or have been written our wrongly.

I'm not sure when (armor,exp) 28 + 20 became 40 or when (shield,exp) 55 + 12.5 = 62.5

Not sure if it is bad math or just bad workmanship - Pretty sure though if it were a cheque book he was balancing, he stands a very good chance of being charged with fraud .

Just checked on SISI - Someone needs to fix the information in the OP so those who don't use SISI but would like to know what they are getting, are getting the right information.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#2325 - 2014-05-23 02:14:46 UTC
SiSi also has base for Rhea at 143,000m3 cargo

OP has 144,000m3


Dunno which is correct honestly....
Teckos Pech
Hogyoku
Goonswarm Federation
#2326 - 2014-05-23 04:32:03 UTC
Halan Devan wrote:
This still seems a massive nerf bat to the groin.

Claiming to offer the ability to customize a ship but then reducing m3 to the order that most of the new changes will go to cargo modules guarantees that most haulers will instantly slap on 2 t2 cargo mods in lows, and one slot to mess with left over isn't going to change much at all.


I have to ask...WTF are you hauling? Low end high volume crap that nobody cares about?

Really, I'm quite curious...I have almost never ever filled up my JF with stuff let alone my obelisk...the issue of reduced cargo space is not really a binding constraint. Maybe if I was doing logistics for my alliance and filling up the JF before jumping to null and docking up, but other than that running around empire I have never ever run into the cargo hold limit....ever.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Maldiro Selkurk
Radiation Sickness
#2327 - 2014-05-23 05:12:17 UTC  |  Edited by: Maldiro Selkurk
Kagura Nikon wrote:
Pyotr Sevastyan wrote:
So, in one hand you want move industry in 0.0 and you say risk = isk, but in other hand you nerf JF ,the only jump-ship who can jump from high sec, with increasing fuel comsumption and reducing cargo (more fuel in cargo = less cargo for real needed).

So cost for bring item in 0.0 (because we can't prod everything in 0.0) will be higher ! We take risk but we only loose money.

The only good think would be having one more rigs slot for JF & (i'm dreaming) have a rigs for reduce comsuption for capital.

And why nerf the Rhea more than Other ? Rhea has a good cargo but the fuel is very expensive, so if you do that i want all my skill be reimboursed for switch to Anshar !



You can produce almost eveythign in 0.0 As long as peopel do exaclty what they want. MOVE RESOURSE aquisition and industry core to 0.0. Their actiosn are perfeclty in line with their stated desires.


The problem isn't logistics or material supply. It is the absolute compulsion of nullsec to blast or attempt to enslave every miner, hauler and moon miner that shows any interest in nullsec game play rather than simply extending a corp invite and working with players that like doing these things.

CCP can do whatever it likes to make nullsec industry viable except stop nullsec alliances from working against its own best interests by placing more value on 10 more titans rather than 100 more farmers.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Loraine Gess
Confedeferate Union of Tax Legalists
#2328 - 2014-05-23 05:12:57 UTC  |  Edited by: Loraine Gess
@CCP Fozzie, you're missing a very clever thing. You've addressed the idea that freighters will use CPRs:

Quote:

(For Jump Freighters) Capacitor Power Relays





However, you forgot to factor in capacitor FLUX COILS. Yes, these provide less recharge. But they do a very interesting thing: They reduce overall capacitor. This means a JF can be "capped up" from a partner, buddy, logi chain etc much more quickly. Because capitals rely on % of total capacitor, NOT a flat cost in Joules to jump. I am not saying this is a negative thing. I would like to see JF capacitor recharge nerfed, actually, providing a niche for this sort of gameplay where players have to work together. And perhaps, be trusted to work together... Twisted



e: I ran some numbers and JFs will not have the sufficient fitting for an appreciable number of CPRs/flux coils. I think these modules are due for some lowered fitting requirements. They're pretty niche (not because of fitting) and should thus not have any impact on balance, though I'm sure some theorycrafting is in order to ensure that.
Louis Robichaud
The Scope
Gallente Federation
#2329 - 2014-05-23 05:29:43 UTC
@CCP Fozzie: I've just realized that you're sort of painted in a corner by having 3 slots (or previously, 3 rigs) to work with.


First, I'm assuming that your goal was to make these ships more customizable, without significantly boosting their power - ie you didn't want to see a 500K ehp freighter or one with 3 million cubic metres of cargo. This seems reasonable. So a nerf accorss the board was needed to reduced the post-rigged stats. But what stats? A freighter has 3 important stats:

- Cargo space

- Tank

- Align time

(There is also warp speed but let's ignore that one for now as I believe the above 3 are more important. You'll see my argument is still valid with those.)

So in theory, if you had one cargo rig, one tank rig and one agility (ie align time) rig, you would have about the same results as before... but that can't work! If that was the case, having (using cargo as an example) a ship with 2 cargo rigs would have had a fair bit more of cargo, and 3 cargo rigs would have massive cargo. So the only way to make this work was to have the nerf serious enough that only by putting 3 rigs in one stat would you exceed previous capacity, at a significant cost to the other 2.

This design space of "3 stats, 3 slots, don't buff too much" leads to an almost inescapable nerf. You may find that having *less* slots may make balancing these ships easier?

Lastly, I'll note t hat I haven't had time to fully digest the switch from rigs to low-slots, but I think the point remains.

I blog a bit http://hspew.blogspot.ca

Maldiro Selkurk
Radiation Sickness
#2330 - 2014-05-23 05:41:26 UTC  |  Edited by: Maldiro Selkurk
Louis Robichaud wrote:
@CCP Fozzie: I've just realized that you're sort of painted in a corner by having 3 slots (or previously, 3 rigs) to work with.


First, I'm assuming that your goal was to make these ships more customizable, without significantly boosting their power - ie you didn't want to see a 500K ehp freighter or one with 3 million cubic metres of cargo. This seems reasonable. So a nerf accorss the board was needed to reduced the post-rigged stats. But what stats? A freighter has 3 important stats:

- Cargo space

- Tank

- Align time

(There is also warp speed but let's ignore that one for now as I believe the above 3 are more important. You'll see my argument is still valid with those.)

So in theory, if you had one cargo rig, one tank rig and one agility (ie align time) rig, you would have about the same results as before... but that can't work! If that was the case, having (using cargo as an example) a ship with 2 cargo rigs would have had a fair bit more of cargo, and 3 cargo rigs would have massive cargo. So the only way to make this work was to have the nerf serious enough that only by putting 3 rigs in one stat would you exceed previous capacity, at a significant cost to the other 2.

This design space of "3 stats, 3 slots, don't buff too much" leads to an almost inescapable nerf. You may find that having *less* slots may make balancing these ships easier?

Lastly, I'll note t hat I haven't had time to fully digest the switch from rigs to low-slots, but I think the point remains.


This is true but now freighter pilots have meaningful decisions to make and that is one of the core concepts of this game. Whereas, before freighters were a static boring thing now they will be alive with variation that brings new and interesting dynamics to EVE.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Carniflex
StarHunt
Mordus Angels
#2331 - 2014-05-23 06:23:52 UTC
A good point was raised few pages back.

What about different fuel consumption the JF's currently have per light-year? Now that their cargo capacities are pretty much the same it might make sense also to make the fuel consumption pretty much the same for all races as otherwise you will end with just one "good" JF.



And a bit more about regular capitals in hi sec which was discussed a number of pages back (related to increasing their packaged sizes up so that regular freighters could not be used to haul them to hi sec).

The main reason why they are not allowed is probably roqual I would guess. As I pointed out dreads and carriers are not really an issue in hi sec (other than grabbing gank catalysts from a carrier and possibly its leadership bonuses when running gang links).

On the other hand having the ability would mean occasional regular freighter jumping into lowsec and coming back out with max cargo expanders on. Plus ofc all the joy of people who would be ganking freighters afkpiloting with their carriers and dreads towards jita to sell in the hub with max cargo expanders on ;)

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#2332 - 2014-05-23 06:38:42 UTC
Loraine Gess wrote:
@CCP Fozzie, you're missing a very clever thing. You've addressed the idea that freighters will use CPRs:

Quote:

(For Jump Freighters) Capacitor Power Relays





However, you forgot to factor in capacitor FLUX COILS. Yes, these provide less recharge. But they do a very interesting thing: They reduce overall capacitor. This means a JF can be "capped up" from a partner, buddy, logi chain etc much more quickly. Because capitals rely on % of total capacitor, NOT a flat cost in Joules to jump. I am not saying this is a negative thing. I would like to see JF capacitor recharge nerfed, actually, providing a niche for this sort of gameplay where players have to work together. And perhaps, be trusted to work together... Twisted



e: I ran some numbers and JFs will not have the sufficient fitting for an appreciable number of CPRs/flux coils. I think these modules are due for some lowered fitting requirements. They're pretty niche (not because of fitting) and should thus not have any impact on balance, though I'm sure some theorycrafting is in order to ensure that.


Do any of the flux coils even fit?

theship only has a few CPU and I think flux coils are like 8-15 cpu each aren't they?
Sizeof Void
Ninja Suicide Squadron
#2333 - 2014-05-23 07:26:32 UTC
Hmm... now the gankers are whining, so the change from rigs to low slot modules must actually be a buff.
Loraine Gess
Confedeferate Union of Tax Legalists
#2334 - 2014-05-23 07:43:22 UTC  |  Edited by: Loraine Gess
Kenneth Feld wrote:
Loraine Gess wrote:
@CCP Fozzie, you're missing a very clever thing. You've addressed the idea that freighters will use CPRs:

Quote:

(For Jump Freighters) Capacitor Power Relays





However, you forgot to factor in capacitor FLUX COILS. Yes, these provide less recharge. But they do a very interesting thing: They reduce overall capacitor. This means a JF can be "capped up" from a partner, buddy, logi chain etc much more quickly. Because capitals rely on % of total capacitor, NOT a flat cost in Joules to jump. I am not saying this is a negative thing. I would like to see JF capacitor recharge nerfed, actually, providing a niche for this sort of gameplay where players have to work together. And perhaps, be trusted to work together... Twisted



e: I ran some numbers and JFs will not have the sufficient fitting for an appreciable number of CPRs/flux coils. I think these modules are due for some lowered fitting requirements. They're pretty niche (not because of fitting) and should thus not have any impact on balance, though I'm sure some theorycrafting is in order to ensure that.


Do any of the flux coils even fit?

theship only has a few CPU and I think flux coils are like 8-15 cpu each aren't they?




The easiest fitting flux coils are 8 each (6 at max fitting skills). You can easily fit that after CPU management V. I don't think you could fit a 2nd without some buffs, though. Stacking multiple flux coils would be a VERY interesting fit. CPRs will be pretty hard to fit as well.


E: Looks like there's a very limited selection of the TWO types of flux coils that sit at 8 CPU base. The 9 CPU base ones only fit with some sort of silly genolution/5% CPU implant setup. And the aforementioned two are "basic" type modules with very limited supply...
Haffsol
#2335 - 2014-05-23 10:40:39 UTC  |  Edited by: Haffsol
I'm pretty happy to jump here at page 119 without having read a single post of this monster-of-a-threadnought but sorry guys you're all wrong. Rebalancing JF&F should be done adding new special rigs to the market, available only for said ship. Their use should be to create specialized and additional cargobays, at the expense of normal cargo.

Just like their lil sisters, the new gallente Kryos/Miasmos and such. If you want to modify your Rhea because you live at the end of the universe and only use it to move moongoo to build your alliance's needs, then go for it: purchase a "MoonGoo modifier" and then all of a sudder your Rhea won't be able to carry anymore 350k of *stuff* but maybe only 50k of *stuff* + 500k of MoonGoo. Of course only 1 per ship and must destroy the rig/modifier to plug a new one.

Same for ice, ores, minerals, PI, hulls, ammo...... plexes!! Anything logi guys needs to move.

This would create a new exclusive market for logi fellas (not influencing cap rigs market and/or other markets), would create specialization, would even create a new need for JF&F hulls since you may be willing to have 2 or 3 of those things and guess what? it would also make sense ;)

Well...... waiting to be punished with an "already discussed and discarded at page 3" hammer on my head.
Major Trant
Brutor Tribe
Minmatar Republic
#2336 - 2014-05-23 11:13:51 UTC
My alts fly Charons and Rheas and generally I think this is a good step in the right direction. However, this mish mash with the low CPU and role bonus towards Bulkheads is really a poor design decision, motivated by laziness. You are frightened of the maths involved and the permentations in allowing a Damage Control to be fitted aren't you?

Grasp the nettle and do it. Just give a decent CPU upgrade and forget the role bonus. Eve is meant to be a sandbox, let people fit what they want to fit in the lows. Don't be frightened of the whiners. Sure the suicide gankers are going to whine that it is another carebear buff. While the carebears are going to whine that they can't AFK haul. Nerf the hull HP some more if you want, but give people some real variety options.

Imagine the extremes - a Charon so stuffed full of goods and as fragile as a BC. Or the Charon whos owner really cares about survivability over profit and can tank a shed load of BS. Imagine baiting with it in low sec.
Dave Stark
#2337 - 2014-05-23 12:26:36 UTC
Major Trant wrote:
You are frightened of the maths involved and the permentations in allowing a Damage Control to be fitted aren't you?


you want nerfs?

because this is how you get nerfs.
Louis Robichaud
The Scope
Gallente Federation
#2338 - 2014-05-23 12:31:14 UTC
Dave Stark wrote:
Major Trant wrote:
You are frightened of the maths involved and the permentations in allowing a Damage Control to be fitted aren't you?


you want nerfs?

because this is how you get nerfs.


Yup. In fact, by having PG and (esp) CPU so limited, Fozzie may have found himself a way out of the "three slots" dilemma I mentioned earlier.

Sometimes, less *is* more.

I blog a bit http://hspew.blogspot.ca

Kaarous Aldurald
Black Hydra Consortium.
#2339 - 2014-05-23 12:42:25 UTC
Louis Robichaud wrote:
Dave Stark wrote:
Major Trant wrote:
You are frightened of the maths involved and the permentations in allowing a Damage Control to be fitted aren't you?


you want nerfs?

because this is how you get nerfs.


Yup. In fact, by having PG and (esp) CPU so limited, Fozzie may have found himself a way out of the "three slots" dilemma I mentioned earlier.

Sometimes, less *is* more.


Heh, pretty sure Fozzie has to give credit to mynnna on that one, to be honest. The entire thing is almost in lockstep with his suggested changes.

Although I still want the shield and armor buffs scaled back a fair bit.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2340 - 2014-05-23 12:50:43 UTC
Major Trant wrote:
My alts fly Charons and Rheas and generally I think this is a good step in the right direction. However, this mish mash with the low CPU and role bonus towards Bulkheads is really a poor design decision, motivated by laziness. You are frightened of the maths involved and the permentations in allowing a Damage Control to be fitted aren't you?

Grasp the nettle and do it. Just give a decent CPU upgrade and forget the role bonus. Eve is meant to be a sandbox, let people fit what they want to fit in the lows. Don't be frightened of the whiners. Sure the suicide gankers are going to whine that it is another carebear buff. While the carebears are going to whine that they can't AFK haul. Nerf the hull HP some more if you want, but give people some real variety options.


Yeah I'd have just done this. The great thing about the DC is its active nature. If you balance around HP with a DC active, then anyone APing around will have theirs off and hence be very vulnerable.

Which is fine. If they're empty, this is no big deal, as they're not going to get ganked - although they may get assassinated, meaning that they've been specifically targeted as a pilot. If they're APing with valuable cargo with DC off, then they deserve everything they get.

CCP may have thought that the difference in EHP between DC on and off was just too great though. Or is the risk of scripts to auto-activate the DC too great?