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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Harvey James
The Sengoku Legacy
#2361 - 2014-05-23 14:55:44 UTC
Jakar Th'al wrote:
The one thing I like about the new ships is the chance to vary fits for the go/return legs of the trip.

The grating part is that I can fit an adaptive nano plating on lowslots (3x Coreli for example) and increase the hitpoints considerably on the 'armour flavoured' freighters.

This is way less effective on the shield flavour ones of course ... and we all know its ganking that colours the issue. The more HP/resists the better chance you have of surviving. The Amarr and Gallente get a lot in this context, sadly the others get nothing.



mm... perhaps the caldari and minnie one could get swap 1 lowslot for a midslot ... they could use a shield amplifier ...
although there isn't an omni version yet unfortunately ....

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Annette Nolen
Perkone
Caldari State
#2362 - 2014-05-23 16:10:01 UTC  |  Edited by: Annette Nolen
This came up in random conversation today so I wanted to throw it out there. I suppose It's pretty late in the thread to expect anyone to see this but, well, I tried :)

Give a different freighter (Providence IMO) a higher top-speed than the Fenrir. Basically, swap the Provi and Fenrir max velocity stat. However, leave the Fenrir as the most agile.

Why? There are two styles of hauling, autopilot and manual. There are benefits and drawbacks to each, but in either case, provided you stay under safe cargo values, the Fenrir wins at BOTH styles. Velocity is important to autopilot hauling while agility is important to both. Since Fenrir has the best of both stats, there's no comparison. Moving top speed to a different freighter would turn this into an actual potential trade off. Charon already gets max cargo and Obelisk already gets max tank, but there's very little to differentiate Provi and Fenrir (especially now that their cargo capacity is the same). This change this would give them a relevant distinction.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#2363 - 2014-05-23 16:14:21 UTC
Annette Nolen wrote:
This came up in random conversation today so I wanted to throw it out there. I suppose It's pretty late in the thread to expect anyone to see this but, well, I tried :)

Give a different freighter (Providence IMO) a higher top-speed than the Fenrir. Basically, swap the Provi and Fenrir max velocity stat. However, leave the Fenrir as the most agile.

Why? There are two styles of hauling, AFK and ATK. There are benefits and drawbacks to each, but in either case, provided you stay under safe cargo values, the Fenrir wins at BOTH styles. Velocity is important to AFK hauling while agility is important to both. Since Fenrir has the best of both stats, there's no comparison. Moving top speed to a different freighter would turn this into an actual potential trade off. Charon already gets max cargo and Obelisk already gets max tank, but there's very little to differentiate Provi and Fenrir (especially now that their cargo capacity is the same). This change this would give them a relevant distinction.


The Provi makes up for this by being one sexy beast.
While the Fenrir is a Sandcrawler.
Lara Divinity
Pidgeon Cartel
#2364 - 2014-05-23 18:40:53 UTC  |  Edited by: Lara Divinity
6 days and 2401 posts later still no decent solution altough i like the idea of gettin lowslots better then rig slots ,are we heading in the right direction at least anyways...
the armoured freighters seem to be favored in this issue tho like many others said they get plating and so on but shield freighters dont get anything
still not there yet why dont u just make all freighters equal after all they r just to transport stuff .
ore industrial freighters or somthing without the racial bonusses just cargohold agility ehp bam done out of the box freighter with or without lows but all equal
or just dont change anything at all saves a whole lotta messing up
Captain Finklestein
Doomheim
#2365 - 2014-05-23 18:43:35 UTC  |  Edited by: Captain Finklestein
This is a bit stupid now.

Using rig slots allowed us to customize nearly any quality of the ship. The Charon for instance could be shield tanked further, allowing for remote rep shield support.
Using low slots there is no way to buff shields beyond Power Diagnostics, which can't be fit with no CPU.

Please design new modules that can only be fit to freighters/jump freighters which allow you to tank shield through the use of low slots. Make them equal in strength to the armor resist mods that can currently be fitted.

In it's current state the freighters are honestly stuck in certain roles:
Charon - The ship you use when you want max cargo
Obelisk - The ship you use when you want max EHP
Providence - The ship you use when you have RR support
Fenrir - The ship you never use because you know how to insta-webwarp the other 3 freighters.

By allowing us to properly buff shields, the Charon/Fenrir both gain new roles as potential RR candidates for shield repping.

It's just more financially viable for me.

Dukt Tapir
MasterWizards
SONS of BANE
#2366 - 2014-05-23 22:57:04 UTC
It seems that Jump frieghters are really being penalized when the opposite should be true.

!st, these take a huge investment to train for, pay for and fly. Certainly the agility is one of the features that are important to these beasts staying alive.

2nd, We hear that CCP is trying to encourage more 0,0 usage, but it is really only possible if you can trade between high and low sec. Cutting the abilit yof these ships to haul people to 0,0 and profitable goods back to high sec take away much of the motive to be in 0,0.

3rd, making the operation even more expensive for the given amount of freight makes using these ships only viable for really valuable cargo, which now is at risk even more than before.

I understand the need to make changes to freighters and am quite happy to make trade-offs in a ship designed for high sec operations mostly. But ships that enable me to move to and operate in 0,0 have gotten so expensive i have to ask why am I out here? The mining is good, but the ore is too big to be moved unless your using a much cheaper Rorqual and take the time to compress. I can build all but the SC and Titan in high sec and buy the little bit of high end ore on the market. And everything I need to do this is in high sec...... Seems like high sec is no longer a higher level of security (which attracted me to this game in the first place) and 0.0 is no longer as dangerous, just more painful to move around.

I think the changes to JF is counter productive to your stated goals. The ability to change the fit at the expense of carrying ability is useless. The only reason to use the JF is its carrying ability. This is simply a nerf without a good reason that is counter to your stated goals.

Eija-Riitta Veitonen
State War Academy
Caldari State
#2367 - 2014-05-24 02:47:37 UTC
I applaud the new much more sensible solution to freighter upgradeability. Now if only i could fit Warp Core Stabs in there, too...
Cagali Yoll
School of Applied Knowledge
Caldari State
#2368 - 2014-05-24 05:53:53 UTC
I have an issue with the 100% bonus to Reinforced Bulkheads.

This may have been answered already but can someone explain the reasoning behind Bulkheads having CPU requirements at all?

It's metal stuck to the inside of the cargo bay to increase structure. What reasonable situation would one use Bulkhead(s) and still be limited in CPU. What unreasonable nich situation would one use Bulkheads?

(Edit: After a google search a hull tanked Tarranis is a viable possibility.)

What would be the consequences of simply re-balancing the module to have 0 CPU?
Sniper Smith
Center for Advanced Studies
Gallente Federation
#2369 - 2014-05-24 06:08:46 UTC
Cagali Yoll wrote:
I have an issue with the 100% bonus to Reinforced Bulkheads.

This may have been answered already but can someone explain the reasoning behind Bulkheads having CPU requirements at all?

It's metal stuck to the inside of the cargo bay to increase structure. What reasonable situation would one use Bulkhead(s) and still be limited in CPU. What unreasonable nich situation would one use Bulkheads?

(Edit: After a google search a hull tanked Tarranis is a viable possibility.)

What would be the consequences of simply re-balancing the module to have 0 CPU?

You'd have to re-balance the Orca, and Rorq which are viable hull tanking ships. And that's not happening yet..

Also you'll find that ships with a lot of hull, like a Moros, will sometimes switch to a hulltank while they are going down, in order to delay the opposing force even longer.. (Most often seen in WH's where time, ships, and people are limited)
Cagali Yoll
School of Applied Knowledge
Caldari State
#2370 - 2014-05-24 06:17:34 UTC
Sniper Smith wrote:
Cagali Yoll wrote:
I have an issue with the 100% bonus to Reinforced Bulkheads.

What would be the consequences of simply re-balancing the module to have 0 CPU?

You'd have to re-balance the Orca, and Rorq which are viable hull tanking ships. And that's not happening yet..

Also you'll find that ships with a lot of hull, like a Moros, will sometimes switch to a hulltank while they are going down, in order to delay the opposing force even longer.. (Most often seen in WH's where time, ships, and people are limited)



Yes I'm aware capital ships use bulkheads. They also have plenty of CPU to spare. My question was would changing the CPU requirement of a Reinforced Bulkhead II from 40 to 0 have any real impact. I personally don't use an Orca. Are common fittings tight on CPU?
Sniper Smith
Center for Advanced Studies
Gallente Federation
#2371 - 2014-05-24 06:34:58 UTC
Cagali Yoll wrote:
Yes I'm aware capital ships use bulkheads. They also have plenty of CPU to spare. My question was would changing the CPU requirement of a Reinforced Bulkhead II from 40 to 0 have any real impact. I personally don't use an Orca. Are common fittings tight on CPU?

There are many Orca fits that are very tight on CPU and PG. Especially if it's travel/transport fit.
Oxide Ammar
#2372 - 2014-05-24 06:49:03 UTC
Why there is no mention to Layered plating modules in the OP ? their fitting requirements works with freighters.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Destination SkillQueue
Doomheim
#2373 - 2014-05-24 06:50:16 UTC
Sniper Smith wrote:
Cagali Yoll wrote:
Yes I'm aware capital ships use bulkheads. They also have plenty of CPU to spare. My question was would changing the CPU requirement of a Reinforced Bulkhead II from 40 to 0 have any real impact. I personally don't use an Orca. Are common fittings tight on CPU?

There are many Orca fits that are very tight on CPU and PG. Especially if it's travel/transport fit.

What fit is tight on CPU? PG I can see being tight, but you can fit extremely heavy CPU fits with zero skills, so I'd like to know what fit is so demanding on the CPU?
Quesa
Macabre Votum
Northern Coalition.
#2374 - 2014-05-24 14:33:52 UTC
Quote:
Jump Freighters Bonus per level:
+10% to armor and hull hitpoints
-10% jump fuel requirements

What's the point of a bonus to armor/hp on a JF?
Dalilus
Federal Navy Academy
Gallente Federation
#2375 - 2014-05-24 15:51:10 UTC
For once I wish the devs would gird their loins and NOT design something by committee. They could come out and say, we will increase cargo capacity, speed and tanking on freighetres and jump freighters. Thank you for your attention.

Instead of, we will increase cargo capacity but nerf it as well, we will increase tanking but nerf it as well, we will increase speed but nerf it as well and just in case there is a misunderstanding, after increasing cargo capacity by a little bit we will increase the size of things so you can carry less of them. Carry on.

I sometimes wonder if they designed the platypus waaaaaay back.....
Harvey James
The Sengoku Legacy
#2376 - 2014-05-24 16:32:26 UTC
Quesa wrote:
Quote:
Jump Freighters Bonus per level:
+10% to armor and hull hitpoints
-10% jump fuel requirements

What's the point of a bonus to armor/hp on a JF?


you do have a good point here .... Perhaps Fozzie could help answer this ... what is the role/specialisation of this ship and does the HP bonuses actually meet this purpose?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sniper Smith
Center for Advanced Studies
Gallente Federation
#2377 - 2014-05-24 17:01:50 UTC
Destination SkillQueue wrote:
What fit is tight on CPU? PG I can see being tight, but you can fit extremely heavy CPU fits with zero skills, so I'd like to know what fit is so demanding on the CPU?

There are items like Warpspeed Rigs that eat up the CPU.. Know some that use ASB's, etc. Obviously if you are using it as a booster links eat up a chunk of CPU..
Can't say I have a fit handy that is tight on CPU anymore, but I have hit the CPU wall before. Not saying it's commonplace though :)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2378 - 2014-05-24 17:39:59 UTC
Oxide Ammar wrote:
Why there is no mention to Layered plating modules in the OP ? their fitting requirements works with freighters.



They fit, but they're pretty much not worth it.

The T2 version is only +6% to armour. If your goal is tank, a bulkhead wins every time. Or a resist mod.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2379 - 2014-05-24 17:40:46 UTC
Quesa wrote:
Quote:
Jump Freighters Bonus per level:
+10% to armor and hull hitpoints
-10% jump fuel requirements

What's the point of a bonus to armor/hp on a JF?



They're kind of important while travelling through the riskiest space for them.

Namely highsec.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Captain Finklestein
Doomheim
#2380 - 2014-05-24 19:11:03 UTC
Quesa wrote:
Quote:
Jump Freighters Bonus per level:
+10% to armor and hull hitpoints
-10% jump fuel requirements

What's the point of a bonus to armor/hp on a JF?

So CODE. has a harder time ganking your empty Rhea for the lulz.

It's just more financially viable for me.