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[Oceanus] Interceptor Updates

First post First post
Author
May Arethusa
Junction Systems
#341 - 2014-09-23 01:19:30 UTC
The E-Uni fits listed above are cookie cutter builds designed to allow new players to get a grip on the role of fleet interceptor. Read the text above the fits in the Interceptor guide, the part where it explains offensive use of the scram is for more experienced pilots only The remaining two fits only have three mids, and are shield tanked (again, to simplify the fits and offer some standardisation) so they lack a scram.

I don't recall this being a thread about how to fly interceptors. It's a thread about changes that do the following:

MWD + MSE + Disruptor + Scram Crow, CN Scourge LM (Current) - 3.4k EHP - 4725m/s - 71.1 DPS @ 63.3km (40.6km lock range) - 2.68s align

MWD + MSE + Disruptor + Scram Crow, CN Scourge LM (Oceanus) - 3.5k EHP - 4111m/s - 59.7 DPS @ 63.3km (40.6km lock range) - 3.1s align

MWD + MSE + Sebo + TP Crow, CN Scourge LM (Current) - 3.56k EHP - 4370m/s - 95 DPS @ 63.3km (65km lock range) - 3.1s align

MWD + MSE + Sebo + TP Crow, CN Scourge LM (Oceanus)- 3.65k EHP - 3964m/s - 73 DPS @ 63.3km (65km lock range) - 3.4s align

Explain to me how this negates the imbalance of the Crow's ability to apply damage at long ranges. It doesn't. If anything, it remains the same, having gained the ability to switch damage types with no loss of DPS, and apply its damage more efficiently.

A standard fleet fit Crow on the other hand, which already had its engagement range capped at 40km, loses significant chunks of speed and agility, as well as a similar reduction in DPS (which was already a lot lower to begin with.) Couple this with the fact they're virtually impossible to fit, requiring a low slot and both rigs, something the updated Sniper Crow does not have to deal with.

Once again, the range bonus is the issue, not the damage. As far as rockets go, there simply isn't enough incentive to switch from light missiles. You gain roughly 23% DPS and lose 75% of your range. This comes with an increase in speed and agility that puts you just below the first fit in my list (4442m/s, 2.7s align).

Previously I advocated limiting the damage bonus to rockets only, I was close. Restrict the range bonus to rockets, leave the damage bonus as is. This leaves Sniper Crows unable to reach their previously insane ranges without using both rig slots (which would give them 54km range.) In turn, this prevents them from fitting a tank without further sacrificing speed, agility, or DPS as both low slots are now required to fit a MSE.

[Crow,Would you fly this? Because I wouldn't (Current damage bonus, no range bonus)] - 3.6k EHP - 3757m/s - 71.1 DPS @ 54.8km (65km lock range) - 3.7s align
Micro Auxiliary Power Core II
Micro Auxiliary Power Core I

Limited 1MN Microwarpdrive I
Medium F-S9 Regolith Shield Induction
Sensor Booster II, Targeting Range Script
Phased Weapon Navigation Array Generation Extron

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Hydraulic Bay Thrusters I
Small Hydraulic Bay Thrusters I
Mizhir
Devara Biotech
#342 - 2014-09-23 07:32:01 UTC
Phaade wrote:

Anyone who thinks that double tackle has any serious prevalence, surely has no place in a balance discussion thread.


I don't think your personal issues with Gorski Car has any place in a balance discussion thread either.

❤️️💛💚💙💜

Lena Lazair
Ministry of War
Amarr Empire
#343 - 2014-09-23 10:04:50 UTC
Ravcharas wrote:
Another option would be to reinforce the fleet and combat role divide and remove the bubble immunity from the combat quartet only.


I actually really like this suggestion and it's too bad it got lost in the noise. Quote for visibility!
Morukk Nuamzzar
Imperial Shipment
Amarr Empire
#344 - 2014-09-23 11:32:32 UTC  |  Edited by: Morukk Nuamzzar
CCP Fozzie wrote:
Hey guys. A few more updates to this plan.

We've added some more powergrid to the Raptor...

Nice but tracking with rails is still pretty bad.

EDIT:
[Raptor after patch]
Internal Force Field Array I
Nanofiber Internal Structure II
Magnetic Field Stabilizer II

Gistii A-Type 1MN Afterburner
Dread Guristas Warp Disruptor
Federation Navy Stasis Webifier
Sensor Booster II

150mm Railgun II, Caldari Navy Antimatter Charge S
150mm Railgun II, Caldari Navy Antimatter Charge S
150mm Railgun II, Caldari Navy Antimatter Charge S

Small Anti-EM Screen Reinforcer II
Small Hybrid Burst Aerator II
rsantos
The Scope
Gallente Federation
#345 - 2014-09-23 13:10:23 UTC
I've hinted this before in this thread...

The malediction bonus changes to only apply to rockets, and the range nerf, are made specifialy to stop people from going down to dekelin in malediction fleets and kill rating ships.

Here is the a link for zkillboard of all the Heavy Assault Crusiers killed by Maledictions in Dekelin.
https://zkillboard.com/ship/11186/group/358/region/10000035/

The isthar is probaly the most used ratting ship in dekelin.

The crow doesn't get the same treatment because rating ships in dekelin are tanked for kinetic damage and the isthar already has high base resists for kinetic.

I would like to know the reasoning behind these changes... saying "Crow and Malediction (which are a bit too good in their light missile configurations currently)" to justify this nerf doesn't cut it... these change are not a "bit".
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#346 - 2014-09-23 13:37:16 UTC  |  Edited by: Capqu
rsantos wrote:
I've hinted this before in this thread...

The malediction bonus changes to only apply to rockets, and the range nerf, are made specifialy to stop people from going down to dekelin in malediction fleets and kill rating ships.

Here is the a link for zkillboard of all the Heavy Assault Crusiers killed by Maledictions in Dekelin.
https://zkillboard.com/ship/11186/group/358/region/10000035/

The isthar is probaly the most used ratting ship in dekelin.

The crow doesn't get the same treatment because rating ships in dekelin are tanked for kinetic damage and the isthar already has high base resists for kinetic.

I would like to know the reasoning behind these changes... saying "Crow and Malediction (which are a bit too good in their light missile configurations currently)" to justify this nerf doesn't cut it... these change are not a "bit".



WHAT THERE IS A SHIP ABLE TO STAND UP TO MY ISTHAR????????????????

INTO THE GROUND


-ccp fozzie
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#347 - 2014-09-23 13:47:37 UTC
Phaade wrote:

Anyone who thinks that double tackle has any serious prevalence, surely has no place in a balance discussion thread.


jesus christ how did i miss this

https://zkillboard.com/character/331608676/topalltime/
oh ok now it makes sense, basically no experience flying interceptors, riding the crow wave

come back when you get good son

god damn my sides
Krell Kroenen
The Devil's Shadow
#348 - 2014-09-23 15:13:56 UTC
CCP Fozzie wrote:
Hey everyone!
One important module tweak that applies significantly to these ships (we'll be discussing it in more detail in an upcoming module balance blog) is that in Oceanus Light Missile Launchers will have their Rate of Fire decreased by ~6%.


While the back and forth is interesting. We have been told of the LML module tweaks, but there could be tweaks to other Modules that we are not aware of yet that can still impact how we fit and play with any number of ships mentioned or not mentioned in this thread.

It is less than a week till Oceanus, and we still haven't seen this "Module Balance Blog". Without it can one really give good feedback on any ship changes?


Stitch Kaneland
The Tuskers
The Tuskers Co.
#349 - 2014-09-23 15:18:17 UTC
Phaade wrote:
Kagura Nikon wrote:
Zao Elongur wrote:
my points are already made

i am not here to explain tactics, nor to play with trolls

i am out o7



And your points are wrong and should be completely ignored. Anyone that thinks double tackle has no place, surely has no place in a balance discussion thread.


Sorry I can't help myself......

Bahahahaha! GTFO with your crap fits. You are trying to honestly discuss balance when shooting ships with more than two WCS; you are either trolling or, well, slow.

Anyone who thinks that double tackle has any serious prevalence, surely has no place in a balance discussion thread.


Have you ever heard of defensive scram? Good garmur pilots use them in place of sebos/web (bad garmur fits). Intys get range bonus as well, so in theory could be used to prevent people landing scrams on intys. Also having a scram available to shutdown MJD fits is valid as well.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#350 - 2014-09-23 19:12:21 UTC
Stitch Kaneland wrote:
Phaade wrote:
[quote=Kagura Nikon]

*snip*

Anyone who thinks that double tackle has any serious prevalence, surely has no place in a balance discussion thread.


Have you ever heard of defensive scram? Good garmur pilots use them in place of sebos/web (bad garmur fits). Intys get range bonus as well, so in theory could be used to prevent people landing scrams on intys. Also having a scram available to shutdown MJD fits is valid as well.


My fleet crow has a disruptor and a scrambler.

Shutting down MJDs and getting through those pesky warp core stabs on ships that are not fit for killing intys at close range.

Confirmed.
Xorth Adimus
Caldari Provisions
Caldari State
#351 - 2014-09-23 21:21:12 UTC  |  Edited by: Xorth Adimus
CCP Fozzie wrote:

One important module tweak that applies significantly to these ships (we'll be discussing it in more detail in an upcoming module balance blog) is that in Oceanus Light Missile Launchers will have their Rate of Fire decreased by ~6%.



This nerf is stupid. I don't see the point of it?:

Rate of fire isn't going to stop fleets of LML ships being able to produce high volley damage so you are still going to get fleets of these things, so who is this nerf for? Solo play nerf?

The only real issue with light missile launchers is the long range on a weapon, even at T1.


Plated interceptors (Malediction) is possibly the most stupid thing I have ever heard, please go fit a 200mm on one and try it for yourself I doubt any minor buff will make up for putting a plate on a ceptor.

Also you are aware how much damage a rocket malediction does right? Why the hell are you going to want to go within 10kms of any ship to use rockets in a Malediction?


I was really hoping for more from ceptors. I also wish that rockets where a useful weapon system

Please go figure out what role you want for each interceptor for each race and ensure it can actually fulfil it before you start claiming the interceptor is fixed/ updated.

'They are all specialised fast frigates, that can warp in bubbles and use racial weapons.' Sorry it just doesn't cut it.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#352 - 2014-09-23 21:35:23 UTC
rockets are ok. not everything can be grossly overpowered like light missiles.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#353 - 2014-09-23 21:59:32 UTC
TrouserDeagle wrote:
rockets are ok. not everything can be grossly overpowered like light missiles.


rockets are garbage
Liam Inkuras
Furnace
IIIIIIIIIIIIIIIIIIIIIIIII
#354 - 2014-09-23 22:27:26 UTC
The smell of poo being slung beckoned me from the depths of Ships and Modules. To calm the angst of those crying about dual tackle being stupid: no, it is not stupid, unlike something that resembles you.

I wear my goggles at night.

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#355 - 2014-09-23 22:51:15 UTC
Still waiting to see some rationale behind the resumed swinging of the nerfbat....
I did some quick looking so I could be mistaken, but it looks like the base RoF for LML's will be nearly twice that of any comparable long range, light weapon system. T1 75mm rails will fire at a base RoF of 3sec, Small T1 Beams seem to fire every 3.2sec, and even light arty will fire every 8.5sec compared to the 15.9 second base RoF of the Oceanus LML's.
Without digging into a long, drawn out post, I have to wonder why the, already slow, RoF of LML's was deemed still too fast and in need of a 6% nerf to every ship using them.
X Gallentius
Black Eagle1
#356 - 2014-09-23 23:08:06 UTC  |  Edited by: X Gallentius
scorchlikeshiswhiskey wrote:
I have to wonder why the, already slow, RoF of LML's was deemed still too fast and in need of a 6% nerf to every ship using them.

Probably to make sure the light missile corax has less dps than a sniper corm. Corax currently has both ALPHA and dps advantage.

Current:
Longbow Cormorant: 94km optimal, 154 dps (T2 fit)
Longbow Corax: 94.6 km max range, 163 dps (meta fit which means inexpensive for the most part), sensor dampener to really mess up your long range opponent....

[Cormorant, Longbow]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Limited 1MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script

150mm Railgun II, Spike S
150mm Railgun II, Spike S
150mm Railgun II, Spike S
150mm Railgun II, Spike S
150mm Railgun II, Spike S
150mm Railgun II, Spike S
150mm Railgun II, Spike S
[empty high slot]

Small Hybrid Locus Coordinator I
Small Hybrid Locus Coordinator I
Small Ancillary Current Router I

[Corax, Longbow]
Ballistic Control System II
Ballistic Control System II

Limited 1MN Microwarpdrive I
Prototype Sensor Booster, Targeting Range Script
Prototype Sensor Booster, Targeting Range Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script

Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile
Limited 'Limos' Light Missile Launcher, Caldari Navy Scourge Light Missile

Small Hydraulic Bay Thrusters I
Small Hydraulic Bay Thrusters I
Small Rocket Fuel Cache Partition I
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#357 - 2014-09-23 23:20:40 UTC
Capqu wrote:
TrouserDeagle wrote:
rockets are ok. not everything can be grossly overpowered like light missiles.


rockets are garbage


mediocre imo
Arla Sarain
#358 - 2014-09-24 09:12:46 UTC
X Gallentius wrote:
scorchlikeshiswhiskey wrote:
I have to wonder why the, already slow, RoF of LML's was deemed still too fast and in need of a 6% nerf to every ship using them.

Probably to make sure the light missile corax has less dps than a sniper corm. Corax currently has both ALPHA and dps advantage.


Slight loss in DPS is worth it though, instant damage and the inability to outrun turret hits.
What's the missile velocity on those corax missiles? 8km/s? Not really enough for the really pesky ships.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#359 - 2014-09-24 12:29:28 UTC
CCP Fozzie wrote:
(we'll be discussing it in more detail in an upcoming module balance blog)


We're about less than a week till release, whats going on with modules and further explanation on LML nerf? Seems kind of odd to wait a few days before release to give the player base information on what could potentially be a lot of module changes.
Deacon Abox
Black Eagle5
#360 - 2014-09-24 12:48:44 UTC
Xorth Adimus wrote:
CCP Fozzie wrote:

One important module tweak that applies significantly to these ships (we'll be discussing it in more detail in an upcoming module balance blog) is that in Oceanus Light Missile Launchers will have their Rate of Fire decreased by ~6%.



This nerf is stupid. I don't see the point of it?:

Rate of fire isn't going to stop fleets of LML ships being able to produce high volley damage so you are still going to get fleets of these things, so who is this nerf for? Solo play nerf?

The only real issue with light missile launchers is the long range on a weapon, even at T1.


Plated interceptors (Malediction) is possibly the most stupid thing I have ever heard, please go fit a 200mm on one and try it for yourself I doubt any minor buff will make up for putting a plate on a ceptor.

Also you are aware how much damage a rocket malediction does right? Why the hell are you going to want to go within 10kms of any ship to use rockets in a Malediction?


I was really hoping for more from ceptors. I also wish that rockets where a useful weapon system

Please go figure out what role you want for each interceptor for each race and ensure it can actually fulfil it before you start claiming the interceptor is fixed/ updated.

'They are all specialised fast frigates, that can warp in bubbles and use racial weapons.' Sorry it just doesn't cut it.

Maybe because an "interceptor" was never meant to kill all the things. It was meant to get a fast first tackle. Then either die holding it, or have just enough defensive dps to survive drones long enough for the rest of the gang to arrive to the fight.

All the people itt complaining about the dps effects on tackle ceptors and how they die to some other frigate or destroyers etc are missing the point (nice word play in that).

As for light missiles, XG's post demonstrated you can currently fit for better dps and alpha at extreme range with light missiles. I doubt 6% nerf on rof is going to mean much. It nerfs the dps only slightly. The same range and better alpha are still there.

As other posters have said, it is the range that is the real problem with light missiles on some hulls. This is the Crow problem. Nothing here seems to effect that.

Leaving the Crow aside, I think the extreme range that only Caldari destroyers can get is overdone. 90km range is overdone when the next best racial destroyers are struggling to get 50+km with long range weapons. Attempting to fit a catalyst or talwar for sniping is a sad endeavor. Conversely a rocket corax or blaster corm is less of a joke.

At the small and medium ship level a gang of ships with a range advantage currently have too much power. Being a brawler in this game is only setting yourself up for disappointment when your targets buddies arrive. I'm not complaining about buddies. Bait tactics are all fine. But a range advantage (oh yeah mordus ships) can either win you the dual or provide you the gtfo option if it wasn't a dual. In some way the balancing team needs to reexamine the weight of range advantages in the game.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.