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The Flagship the Guristas deserve

Author
Fer'isam K'ahn
SAS Veterinarians
#1 - 2014-06-06 13:25:12 UTC  |  Edited by: Fer'isam K'ahn
I first wanted to open a thread 'The Kronos Rattlesnake nerf, buff or broken - you decide', but that might belonge more into the general discussion thread, yet the content does belong into the new features and ideas section too. So here is an edited version.

First there are some things I like to mention, which are the basis for my conflict with the new Rattlesnake and in the end some suggestions of how to address and fix some of them. I keep to data first.

Kronos Rattlesnake vs old Ratter with max weapon slots used.

Missiles
+1 Launher High slot
+ 50% kinetic and thermal cruise and torpedo missile damage
- 50% cruise and torpedo velocity (and thereby range)

Drones
- 33% Light drone damage and hitpoints (150% - 50% amounts to 66% of former total value)
- 33% Medium drone damage and hitpoints
+/- 0% Sentry and heavy drone damage and hitpoints [was 7.5 effective before (5*(100%+50%) and is 7.5 now (2*100%+275%)]
- 20km (+) drone range
- 75m3 drone bay (after the reduction for sentry and heavy flights)
-30% drone dps if a drone gets destroyed (-20% before, now -50%)
-30% drone dps if a drone gets recalled (-20% before, now -50%)

If you still think the changes were positive and are really shining on the Rattlesnake ... no point arguing with you


My personal Opinion

This is rubbish, not in general maybe, but for a Pirate faction Drone boat and the only one there is by the way. It is worse the the already popular Dominix and even then the Navy faction version, not to mention it is a "Pirate Faction" ship and should be better. The dual weapon system might look like its stronger, doesn't help either, instead of splitting mods into 2 or 3 sections for damage, tank and maybe support you have to split it in 3 to 4 sections to give either a valid support.
And I won't even get into the feeling of sitting in a might drone battleship, commanding 1 or 2 drones at a time, where even destroyers or mining barges can use 5 with the former battleship role bonus. Am I unclear ?


Suggestions

I am just listing a few options here for now

+1 High Slot (non-waepon)
+25 km drone range role bonus (instead of +1 high support slot or extra)
+400% light armor repair range (for keeping drones alive)
+ 75 m3 drone bay (to be able to use the same amount of flights like before)
+100 m3 cargo space (instead of drone bay for a mobile depot 50m3 and the spare flights 75m3)
+25-50% Sentry and heavy drone damage and hitpoints (for a total bonus of 300% - 325% to reach the effective drone damage of 8 or 8.5)

None of them are real buffs, most of them canceling just some of the nerfs that were unjustified, uncalled for and are unbalanced in comparison to the other ships and the role the Rattlesnake is supposed to have.
Joe Boirele
The Scope
Gallente Federation
#2 - 2014-06-06 13:45:46 UTC
First of all, you only lost a third of your previous medium and light drone hitpoints and damage.
Secondly, you didn't lose any drone control range, as you are free to not use that new launcher hardpoint and go for a second drone link augmenter.
Thirdly, I don't think that a lot of the "nerfs" are actual nerfs, and the ones that are are outweighed by the buffs. Also, you forgot to mention that the damage bonus applies to all sizes of missiles, so your rattlesnake could be a better RLML platform then a caracal (I think, I haven't done the math) if you wanted it to be one.

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

TheMercenaryKing
Collapsed Out
Pandemic Legion
#3 - 2014-06-06 13:55:16 UTC
So, you do know that the pirate faction ship rebalancing thread was up for a almost 2 months now. All that time it was sticky-ed and you missed it somehow.

Now, being upset at the changes, you make a new thread instead of posting it in the thread dedicated to it.

http://www.youtube.com/watch?v=5hfYJsQAhl0
Joraa Starkmanir
Station Spinners United
#4 - 2014-06-06 14:19:56 UTC
TheMercenaryKing wrote:
So, you do know that the pirate faction ship rebalancing thread was up for a almost 2 months now. All that time it was sticky-ed and you missed it somehow.

Now, being upset at the changes, you make a new thread instead of posting it in the thread dedicated to it.

http://www.youtube.com/watch?v=5hfYJsQAhl0


With all due respect, the thread dedicated to it is so full of crap that dev have abandoned it and all the feedback there. If you want anything read you post some other palce :P
Rovinia
Exotic Dancers Union
#5 - 2014-06-06 14:23:51 UTC
Fer'isam K'ahn wrote:

If you still think the changes were positive and are really shining on the Rattlesnake ... no point arguing with you


I just "love" such sentences in a discussion forum.
Rajeet Achmar
Rajeet Achmar Corporation
#6 - 2014-06-06 14:44:00 UTC
You realise that the guristas ships all do a crap ton more damage now right?
Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-06-06 21:27:01 UTC  |  Edited by: Fer'isam K'ahn
Joe Boirele wrote:
First of all, you only lost a third of your previous medium and light drone hitpoints and damage.
Secondly, you didn't lose any drone control range, as you are free to not use that new launcher hardpoint and go for a second drone link augmenter.
Thirdly, I don't think that a lot of the "nerfs" are actual nerfs, and the ones that are are outweighed by the buffs. Also, you forgot to mention that the damage bonus applies to all sizes of missiles, so your rattlesnake could be a better RLML platform then a caracal (I think, I haven't done the math) if you wanted it to be one.


I was comparing just the new role boni with the old ... and I don't see either dominixes, Stratios, Nestor or whoever lose some % due to the basic drone buff. The value stands on its own merits.

And I am not arguing that the Rattlesnake does more missile damage at all, I am focused on its drone application, since its the only pirate faction drone boat (well, there is the Nestor, which is now the better Rattlesnake if you don't mind lasers and the pricetag) and even for a dual paltform should be valid enough on that side. There is a definite nerf to drones and I frankly don't care about the missiles, since they always were the support system.

TheMercenaryKing wrote:
So, you do know that the pirate faction ship rebalancing thread was up for a almost 2 months now. All that time it was sticky-ed and you missed it somehow.

Now, being upset at the changes, you make a new thread instead of posting it in the thread dedicated to it.

http://www.youtube.com/watch?v=5hfYJsQAhl0


Well, I did read them, I did participate in the so overflown main thread, opened my own and still gave it a fair chance after the Kronos patch. Now opening a new, after patch post means I still have something to say about it and you seem to be the one uninformed - you could have checked previous posts of mine for instance ...
.. and for those liking your post are equally misguided, shame right back on you.

PS: Didn't watch that vid... not sure why I should, giving your assumption is wrong!

Rajeet Achmar wrote:
You realise that the guristas ships all do a crap ton more damage now right?


I could argue that, again there is paper dps and there is applied damage and damage on target. And I guess that's the reason we still talk about it.


Fact is for me, and some, maybe many (don't want to lean myself too far out the window here) do feel, that the Rattlesnake is a mere joke of its former glory, which seemingly was perceived weak and a cheap buy by most. Which is strange, since its supposed to be so much better now. Mine is collecting dust now, as many others. Again, I am not arguing the basic hero drone concept, but it does not wok for the Rattlesnake in its momentary state. Immersion is important to me and many, screen stats for others.

I for one am using usually all drone types (and missile types) and carry them around with me, as well as multiple flights to react effectively. The cut drone bay alone for the 0815 flight composition and 0815 missile load is hindering enough, might be something for screen dps hunter (the elite - seemingly), but not for the likes of us who actually play the game in a greater variety then most and put versatility over standardized 'optimized fit'.
Sigras
Conglomo
#8 - 2014-06-06 21:58:53 UTC
Im glad that lore and feeling and immersion are important to you... The problem is that the lore and immersion should NEVER come before game balance.

Right now I believe the Rattlesnake is a balanced ship, and just because it doesnt do what YOU want it to do is YOUR problem.

You say that you dont care about missile damage and thats great for you; there are a ton of other ships you can fly, but if you want to convince people that this ship is broken, unbalanced or needs a change you're going to need more than "it doesnt feel right" or "i dont like it"
Fer'isam K'ahn
SAS Veterinarians
#9 - 2014-06-06 23:30:12 UTC  |  Edited by: Fer'isam K'ahn
Well, thx.

I do not disagree, that the Rattlesnake might be balanced as a ship (which still has to be discussed, but it looks like it is, and lets agree for the sake of argument), but I do disagree about the way its been done and about the Role it had and now has or doesn't have.

For me it was a Drone boat with missile support, now its a dual system of moderateness (maybe balanced) or a missile boat with drone support if fit that way. That might work and I bet a brawler torpedo heavy fit also will, but its not what I was looking for and got, when I climbed into it over a year ago and trained for decent skills.
The old rule usually applies, if it ain't broken, don't fix it. If undervalued, I would have appreciated a little tweak or buff here or there, but I didn't feel, like others, it was necessary in the first place.
I was happy how it was, I didn't need to fly a ship that everyone else does (statistic popularity) or that is as shiny as everyone else's (lowest market value) - I didn't care, it was the right ship with ok stats. Too bad someone thought it too week/unpopular and went to 'fix' or 'balance' that . Well, good job sirs - you did it for yourslef, not for the former Ratter pilots.

Regarding missiles, I do love missiles (though I could do without the smoke affect in space°°), what I meant it was, I don't care much for the missile buff in contrast to the drone nerf (or balance) in regards to the changes and the discussion if it should continue to be (as the main trait) a DRONE BOAT.
Goldensaver
Maraque Enterprises
Just let it happen
#10 - 2014-06-07 04:10:18 UTC
Doesn't need lights or mediums as you can now fit any size of missiles and have pretty good DPS. You know you can replace those lights with around 400 DPS of RLML now, right? Even so, you can carry them if you really want unbonused drones to supplement your missile damage. Even without bonuses they're still doing 66% of the damage, so combined with the missiles you're doing fantastic damage.

No drone control range was lost. You can still use that high as a utility if you want to. Nobody's forcing you. Sure, you lose 20% of your missile DPS, but that's a choice you have to make.

With regards to losing a larger chunk of damage if a drone is destroyed or recalled, it's a good thing those things now have almost double the EHP. They'll either live twice as long, or you can recall them after twice as much time.

As for the missile velocity bonus, so long and good riddance. The missile damage before was pathetic, and the range was unnecessary. Now the range is still ridiculously long on Cruises, and you can choose any missile type and do good damage. Win-win.

Really, I'm not seeing much/any nerf except for the lost small drone potential, which is made up for with a rack of LML's.

Even drone assist was buffed. Now you can assign literally a wing's worth of bonused Geckos to a pilot and unleash hell with 137.5 effective Geckos that each have almost 26k EHP, or you can assign half a wing of Sentries and deal damage equivalent to a whole wings worth of assigned Domi Sentries.
Doggy Dogwoofwoof
New Eden Corporation 98713347
Brotherhood of Spacers
#11 - 2014-06-07 04:30:49 UTC
Goldensaver wrote:
Doesn't need lights or mediums as you can now fit any size of missiles and have pretty good DPS. You know you can replace those lights with around 400 DPS of RLML now, right? Even so, you can carry them if you really want unbonused drones to supplement your missile damage. Even without bonuses they're still doing 66% of the damage, so combined with the missiles you're doing fantastic damage.

No drone control range was lost. You can still use that high as a utility if you want to. Nobody's forcing you. Sure, you lose 20% of your missile DPS, but that's a choice you have to make.

With regards to losing a larger chunk of damage if a drone is destroyed or recalled, it's a good thing those things now have almost double the EHP. They'll either live twice as long, or you can recall them after twice as much time.

As for the missile velocity bonus, so long and good riddance. The missile damage before was pathetic, and the range was unnecessary. Now the range is still ridiculously long on Cruises, and you can choose any missile type and do good damage. Win-win.

Really, I'm not seeing much/any nerf except for the lost small drone potential, which is made up for with a rack of LML's.

Even drone assist was buffed. Now you can assign literally a wing's worth of bonused Geckos to a pilot and unleash hell with 137.5 effective Geckos that each have almost 26k EHP, or you can assign half a wing of Sentries and deal damage equivalent to a whole wings worth of assigned Domi Sentries.

This^

Without level 5 Skills, A Gecko has 22k RAW HP. Ogres are around 19 ish, and sentry's at 15ish. This is with T2 Drones, not the faction ones that are much tankier. With resists they are pretty much as tanky as a nanocane. And you can use the faction varients, And even put a drone durabilty rig on their. it is STUPID to primary the drones of a snake
Barton Breau
University of Caille
Gallente Federation
#12 - 2014-06-07 08:35:09 UTC
Sigras wrote:
The problem is that the lore and immersion should NEVER come before game balance.


Noone has ever kept playing a game just because it was perfectly balanced, consider that.
Sigras
Conglomo
#13 - 2014-06-07 08:37:23 UTC
Barton Breau wrote:
Sigras wrote:
The problem is that the lore and immersion should NEVER come before game balance.


Noone has ever kept playing a game just because it was perfectly balanced, consider that.

far more people have left a game because of balance problems then because of lore issues.
Barton Breau
University of Caille
Gallente Federation
#14 - 2014-06-07 08:42:41 UTC  |  Edited by: Barton Breau
Sigras wrote:
Barton Breau wrote:
Sigras wrote:
The problem is that the lore and immersion should NEVER come before game balance.


Noone has ever kept playing a game just because it was perfectly balanced, consider that.

far more people have left a game because of balance problems then because of lore issues.


More than people who failed to get immersed and have fun in the first few days/weeks? :)

EDIT: and that is when we even accept the false premise that people actually primarily quit due to balance reasons, and not when their experience ingame becomes bad
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#15 - 2014-06-07 10:44:30 UTC  |  Edited by: epicurus ataraxia
I do agree with the OP.
The rattlesnake is a ship that unfortunately is not one I wish to undock any more.
It is not "bad" or even "unbalanced" it is just not "fun" to use any more.
I tried to explain this elsewhere and got tired of being told all the ways I am playing eve wrong and how grateful I should feel.

It really does not matter. With the loss of range with drone damage amplifier choices, the pre kronos omni nerf, two heavies that die very quickly when webbed, totally ineffective lights and unable to have effective heavy/ sentry load outs and spare lights to compensate for losses and damage, unbalanced ranges of drones and missiles, inability of heavy drones to kill light /fast rats without suicidal losses.

Sounds like I am over reacting?
Well the reality is any of those points have a counter, not that bad, just do this or that and all will be ok, etc etc.

All that ignores a basic fact.
This is a hobby not a punishment.
Why should one deliberately decide to use a tool that is now SUBOPTIMAL. There are better ships, Dominix is a far better drone boat the Raven NI is a far better missile boat. Just because something can use two weapons systems, does not make it better, it just needs more skills to fly well, and now is disadvantaged when trying to use both.
A ship requiring high skills to fly well, should benefit from that need not be punished for it.
The rattlesnake is neither one thing or another any more. The ship was excellent for anomalies and missions, now just not pleasant to use for either role.


It does more paper DPS and more damage when sat at a gate with other ships to web and paint the target.
So this is now a great ship for Gankers And gatecampers, seems a little like expensive overkill though, the barghurst would do that job better if one REALLY wanted to waste ISk, I wonder how many they will actually buy?

Nice Job!Roll

There is one EvE. Many people. Many lifestyles. WE are EvE

Abrazzar
Vardaugas Family
#16 - 2014-06-07 11:06:13 UTC
If lore is your problem here's a fix:

While cannibalizing most of the electronics for the super drone technology some bright mind found a way to plug missile navigation into the drone navigation processes and the warhead damage application predictions into the drone weapon targeting heuristics. Thus shooting missiles with the Guristas ships feels more like suiciding drones into your targets than firing missiles while still translating your skills for missiles into drone commands for the launchers.

Unconventional, sure, but we're talking about the Guristas here, if it works, to hell with conventions.
Fer'isam K'ahn
SAS Veterinarians
#17 - 2014-06-07 12:02:26 UTC
Sigras wrote:
Barton Breau wrote:
Sigras wrote:
The problem is that the lore and immersion should NEVER come before game balance.


Noone has ever kept playing a game just because it was perfectly balanced, consider that.

far more people have left a game because of balance problems then because of lore issues.


This is so untrue I can't believe you posted that. people leave because of terrible gameplay where silly world design (lore and progression included) and broken game mechanics offer no reason to play the game. Players usually hate on simplicity, grind, and forced gameplay, almost none leaves a game because one aspect isn't balanced. I for one have no problem with exploits being in a game, I do not feel the need to use them, I play the game my way, not by whoever does something faster or better has higher numbers or more extensive riches.
And even if all values were objectively and perfectly balanced, subjective perception of performance and personal preference has always precedence and leads to the 'feeling' of something being as good as something else. "The grass on the other side..." - If someone leaves a game because of that, good riddance, I don't play with ignorant idiots.
Fer'isam K'ahn
SAS Veterinarians
#18 - 2014-06-07 12:27:21 UTC
Fixed the light % reduction in the main post.

And I can mention it again, the top post has the preposition of using all weapon high slots and that does lead to the loss of drone range. And I for one worked hard to get the 100+ km control and lock range for a MJD jump to the far side, jumping through is not always beneficial.

Regarding Missiles

The damage +% sounds nice, but I for one never liked it (on the Drake for example), I always carry all damage types with me and in my opinion the 50% bonus does not make up for the loss of damage dealt towards high thermal and kinetic resist vessels.
Shooting a target that has 20% therm/kin resist might look great, but shooting one with 80% resist will mean you need +300% damage to balance out the wrong damage type, good luck with your +50%°°.

Another point is, that relying on kin/therm missiles alone restricts not only your options, but also your active gameplay. I always think it funny when player complain about miners doing just afk gameplay - an active miner has probably more active target management going on then a mission running drake pilot. Ctrl+click, hit F1. yeah, missile boats are really versatile compared to the afk drone boats (there are 2 more clicks involved for the most primitive drone action then any other weapon system)°°
It restricts active game play and simplifies choices (or rather tempts to overlook them).
Of course you don't have to, but then you will trhow away a complete section of the skill bonus.

The loss of missile velocity might not have such an impact, if you see it just as a range bonus, sure, but I see it as a great loss in regards to damage (time) on target. Sure, I really don't need the range, but faster missile speed helps a lot to predict how many volleys are needed and when to cancel an attack. Btw. if you haven't noticed, canceling a module is way more beneficial to dps spread over multiple targets then a +5% rate of fire increase per level. Again, active game play over moronic pushing a button, wait till the target dies, hit button again for next.

In my situation, I use 1 volley for cruiser size ships and 2 volleys for BS size, the drones do the rest in the same amount of time. I have no benefits from neither the 5th launcher, nor the damage bonus. The number of volleys is still the same, only I spent 25% more ammo and the target might actually take one more drone cycle to kill due to the longer travel time of the missiles - so much for reality vs theory.

And the argument of now being able to use RHML or other launchers does not count at all, since some deemed the range bonus unnecessary anyway and no other bonus was in effect for cruise or torpedoes - therefore you could have used all other launchers before in the same manner. Being only able to now is a rubbish.
Fer'isam K'ahn
SAS Veterinarians
#19 - 2014-06-07 12:38:02 UTC
Regarding drones

Fer'isam K'ahn wrote:


Drones
- 33% Light drone damage and hitpoints (150% - 50% amounts to 66% of former total value)
- 33% Medium drone damage and hitpoints
+/- 0% Sentry and heavy drone damage and hitpoints [was 7.5 effective before (5*(100%+50%) and is 7.5 now (2*100%+275%)]
- 20km (+) drone range
- 75m3 drone bay (after the reduction for sentry and heavy flights)
-30% drone dps if a drone gets destroyed (-20% before, now -50%)
-30% drone dps if a drone gets recalled (-20% before, now -50%)


I really don't see how anyone can argue this is not a nerf and a positive thing (unless it was op and needed to be reduced, which is was not). It was said the Rattlesnake felt weak, was unpopular compared to the other pirate ships and was in need of some buff ... this doesn't look like it - period.

The % bonus to certain missile damage types and a transformed high slot do not make up for it. The only thing it did was to make the Ratter easier accessible to beginners, now they get the drone bonus faster: 20 min for which I had to train 32 days, yeah, lets not feel cheated here.

epicurus ataraxia wrote:


It really does not matter. With the loss of range with drone damage amplifier choices, the pre kronos omni nerf, two heavies that die very quickly when webbed, totally ineffective lights and unable to have effective heavy/ sentry load outs and spare lights to compensate for losses and damage, unbalanced ranges of drones and missiles, inability of heavy drones to kill light /fast rats without suicidal losses.

All that ignores a basic fact.
This is a hobby not a punishment.
Why should one deliberately decide to use a tool that is now SUBOPTIMAL. There are better ships, Dominix is a far better drone boat the Raven NI is a far better missile boat. Just because something can use two weapons systems, does not make it better, it just needs more skills to fly well, and now is disadvantaged when trying to use both.
A ship requiring high skills to fly well, should benefit from that need not be punished for it.
The rattlesnake is neither one thing or another any more. The ship was excellent for anomalies and missions, now just not pleasant to use for either role.


This!

I am sure there will be some Rattlesnake fleets in the next Alliance tournament, they might shine too, but I hope nobody is designing ships now (you might call it balancing, haha) for some exclusive in or out of game events.
Goldensaver
Maraque Enterprises
Just let it happen
#20 - 2014-06-07 19:08:23 UTC
Fer'isam K'ahn wrote:
Fixed the light % reduction in the main post.

And I can mention it again, the top post has the preposition of using all weapon high slots and that does lead to the loss of drone range. And I for one worked hard to get the 100+ km control and lock range for a MJD jump to the far side, jumping through is not always beneficial.

Regarding Missiles

The damage +% sounds nice, but I for one never liked it (on the Drake for example), I always carry all damage types with me and in my opinion the 50% bonus does not make up for the loss of damage dealt towards high thermal and kinetic resist vessels.
Shooting a target that has 20% therm/kin resist might look great, but shooting one with 80% resist will mean you need +300% damage to balance out the wrong damage type, good luck with your +50%°°.

Another point is, that relying on kin/therm missiles alone restricts not only your options, but also your active gameplay. I always think it funny when player complain about miners doing just afk gameplay - an active miner has probably more active target management going on then a mission running drake pilot. Ctrl+click, hit F1. yeah, missile boats are really versatile compared to the afk drone boats (there are 2 more clicks involved for the most primitive drone action then any other weapon system)°°
It restricts active game play and simplifies choices (or rather tempts to overlook them).
Of course you don't have to, but then you will trhow away a complete section of the skill bonus.

The loss of missile velocity might not have such an impact, if you see it just as a range bonus, sure, but I see it as a great loss in regards to damage (time) on target. Sure, I really don't need the range, but faster missile speed helps a lot to predict how many volleys are needed and when to cancel an attack. Btw. if you haven't noticed, canceling a module is way more beneficial to dps spread over multiple targets then a +5% rate of fire increase per level. Again, active game play over moronic pushing a button, wait till the target dies, hit button again for next.

In my situation, I use 1 volley for cruiser size ships and 2 volleys for BS size, the drones do the rest in the same amount of time. I have no benefits from neither the 5th launcher, nor the damage bonus. The number of volleys is still the same, only I spent 25% more ammo and the target might actually take one more drone cycle to kill due to the longer travel time of the missiles - so much for reality vs theory.

And the argument of now being able to use RHML or other launchers does not count at all, since some deemed the range bonus unnecessary anyway and no other bonus was in effect for cruise or torpedoes - therefore you could have used all other launchers before in the same manner. Being only able to now is a rubbish.


See, the mistake you're making is caring about PvE balance. PvE balance is secondary to PvP balance. The primary concern for PvE balance is making sure that the Risk vs Reward in PvE is kept intact, and that the ISK flow is kept low enough preventing severe inflation. If something gets broken for PvE in an attempt to maintain PvP balance, it's an unfortunate consequence. I'm sorry, but I'd rather have a ship that sucks at farming PvE but is balanced in PvP than a ship that is good at ratting but has a remote AOE Doomsday (for example).

The Velocity bonus was pretty much worthless for PvP. They only applied on Cruises and Torps, and thanks to the (sorta) recent Cruise buff nobody used Torps so it was completely unnecessary what with Cruises having >150km range. Besides, the launchers weren't damage bonused so most people didn't bother with them/used smaller launchers in PvP. The range issues of RHML's and other launchers are nonexistent if you're shooting a target you have tackled, and are easily fixed by moving if someone else has the target tackled.
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