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[Proteus - January] Recon ships

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Author
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#281 - 2014-12-18 17:39:07 UTC
so I'm the only one who thinks curse and lach should have like 50% more lowslots than they have?
Odins Raktor
Sebiestor Tribe
Minmatar Republic
#282 - 2014-12-18 17:39:10 UTC
Making these ships more in line with T3's i like.

D Scan immunity thing won't have the effects you're looking for I think. In places like 0.0 local still exists and won't really help you hunt any better. People will still warp away the second local goes up one. In WH space jumping in with one of these won't stop the WH fire sound, and that's really the indication pvebears hear with their alt to tell them to warp back to the safety of their safespot and posup/cloak.

Sadly with the increased tank I think you're going to see these used more to PVE with almost completely safely, then you will to pvp with more effectively. Warping into a system and Dscanning down someone who's pve'ing is a skill taking that away means i now need to pull combats out which is yet more stuff that indicates I'm looking to kill you.

I like the ship changes just drop the D scan stuff and you're golden.
Duchess Starbuckington
Doomheim
#283 - 2014-12-18 17:39:22 UTC
This has probably been said already but - would it be too much to ask to give the Rook a rapid light bonus as well?

Frankly given your determination for heavies and to a lesser extent HAMS to be completely and laughably ****, I see no reason to fly even the updated Rook over a Falcon.

I take this back should you notice that heavies were over-nerfed into utter uselessness.

Curse and Pilgrim I absolutely love though, and will be flying a lot. Curse was one of my favorite solo ships and this is the icing on the cake there.
Lonan O'Labhradha
Deep Core Mining Inc.
Caldari State
#284 - 2014-12-18 17:39:45 UTC
Boltorano wrote:
You've basically made scout alts mandatory for "solo" complex runners.

Thanks so much. Ugh


See below. If you look in the Role Bonus section, the D-Scan-proof recons cannot fit covert cyno, so you can't be unaware of a in incoming hot drop on your accelerator...

Not showing up on D-Scan is already a property of any ship that can fit a Covert Cloak, like the T3 cruisers, which are already more dangerous than Recon ships and will continue to be so.

If you're in a plex, you're already protected from close warp ins, so if you don't want to use a warp gate scout, just make sure you stay out of point range from the beacon and fight aligned. SOP?


PILGRIM

Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption
50% reduction in Cynosural Field Generator duration
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds


CURSE

Role Bonus:
Cannot be detected by directional scanners
Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#285 - 2014-12-18 17:40:33 UTC
no no no no and no...

The Pilgrim is FINE... its got a thing called a Cloak to get in close so it DOES NOT need a range bonus... an MWD fit is perfectly viable with cap and fitting buff that you are giving it (hell it worked fine before now it just fits easier)... with the speed buff you are giving them as well it can move around better already...

What 'flexibility' are we gaining exactly? The ability to neut something 37km away is nice... sure... but if I wanted that I would use a Curse (which is also faster... neuts harder... immune to DScan... and if armor fit can fit up to 4 TDs after a prop mod and cap booster)...

What advantage does the Pilgrim have over the Curse? it can Cloak... and... eh... that is it? At least with the neut bonus before it could take out a target's cap quickly while brawling with nice tank. Now its just a brick with three utility neuts. Since the Curse already has a perma cloak installed essentially I am going to use the Curse every single time now compared to the Pilgrim. Thanks for killing the Pilgrim more for small gang.
Serendipity Lost
Repo Industries
#286 - 2014-12-18 17:40:44 UTC
How about instead of D-scan immunity you make it so they don't show up in local? If someone is actively punching D-scan it seems reasonable that they should be able to detect an uncloaked ship. Recons are supposed to be sneaky, so give them the ability to circumvent local scanners. They could actually perform their recon role w/ out being passively detected.

Niart Gunn
Republic Military School
Minmatar Republic
#287 - 2014-12-18 17:41:04 UTC
CCP Rise wrote:
  • Give Combat Recons something to make them stand out as a unique and interesting set of ships

  • I don't get why this is needed nor how the dscan immunity is going to achieve that.
    Even more so, the d-scan ability actually makes them more similar to force recons, and will likely cause them to encroach on those instead, like e.g. Rooks warping in from an offgrid bookmark to gates being better at jamming quickly than decloaking Falcons. I can't imagine that's the intent of this change. I also can't see the Pilgrim being useful as long as the Curse has the dscan immunity, as the curse will neut a ton more, and the difference in their abilities to stealth around isn't all that big. Arguably, the Curse even has the better form of cloak.

    As Suitonia has put nicely, this seems a lot like a feature that is either op in the much mentioned cases of fw plexes, wormholes in general and setting up traps, while being useless in virtually any other situation. A decent scout will see it on grid anyways and relay the information, be it through intel channels or to a roaming gang. Note how the aforementioned cases are all situations where the Force Recons are supposed to excel at.

    I would much rather see the Combat Recons being good at actual combat instead of this gimmicky dscan immunity. They should get the HIC treatment in that they should get somewhat decent, although not HAC-level DPS and damage projection, which would also set them apart nicely from Force Recons. Their ewar bonuses are already unique enough.
    If there absolutely has to be a special role bonus to set Combat Recons apart, I think it should be something like a CPU reduction and maybe even probe strength for combat probes, to give them the ability to do mid-combat and on-grid scanning decently.

    I am also concerned about full T2 resists on all recons. First, I think Force Recons should remain slightly weaker in tank compared to their Combat Recon counterparts, to stress the fact that Combat Recons are supposed to be good at, you know, combat. Second, I think full T2 resists is going too far, making them too hard to kill through remote reps, which are already incredibly powerful anyways.
    RTSAvalanche
    Societas Imperialis Sceptri Coronaeque
    Khimi Harar
    #288 - 2014-12-18 17:42:26 UTC  |  Edited by: ISD Ezwal
    Querns wrote:
    RTSAvalanche wrote:
    Ofcause not.
    This isn't WH space, or null bear hunting... FW is bread & butter pvp with out all the rubbish & F1 warriros.

    I dare say that your particular views towards PvP are not inviolate — the game can change. Maybe you need to start bringing a probing ship or using scouts!


    *Snip* Please refrain from personal attacks. ISD Ezwal.

    I don't need to be told to adapt, I've been doing it for 8 years. CCP have done some daft things in that time, but this would have to be their biggest blunder!

    This is a power creep that's been happening every since they started rebalancing ships has gone too far.

    Given that a standard Warp Disrupter can reach 24km...
    How is it justfied that a Sentinal can neut past 30km..

    Ships used to be pretty locked into armor or shield with the layout given, with the exception of Minmatar who was only ok-ish at either.. Not that long ago, the Deimos gained an extra mid, turning it into some sort of poor mans Adrestia, Strongly validating both Shield & Armor fits
    This has spread through eve, ships have been gaining more & more slots, ships are often able to multi-task roles to a degree (having a free slot for a TD etc)

    Then there's the newer ships like the Garmur & Confessor that can out class many Alliance Tourment ships with easy, so much so lately that the Mimir & Vangel each recieved a small buff (targeting & cargo)

    Which brings me to the Recons, Rooks, Huggins etc are simply the next step in this Power Creep. Any change how ever small it is, is always felt hardest in the solo & small gang warfare in lowsec (and faction warfare). This one will simply be exploited in such away where it will turn many pilots but noobs & vets alike off pvp. Gather intel is the biggest part of any fight, if a pilot can not obtain confirmed information then he/she is unlikely to engage. Being greeted with Damps, ECM, TD, Neuts, Webs is not a fight or even intended to be a fight, its simply put Denieing a fight and simply Griefing.


    And though this will fall on deaf ears, i'm compelled to say - CCP how about you make an update that helps low-sec for once. Null & WHs always get the red carpet, but low-sec the last place where you can still guninely do solo & small gang fights is never mentioned as if its the unwanted child. Quit ignoring low-sec we all pay like everyone else!

    #EVEBROKEN
    Mazzara
    Band of the Red Sun
    #289 - 2014-12-18 17:42:31 UTC
    Combat recon doesn't show up on D-scan, this is a great idea! I don't know what some of my WH brothers are whining about, while it will be a pain to counter, that means its just as much of a pain for them. I'm so going to bring in a bunch of these ships.
    No matter how much you scrub, how hot of water you use, you can't wash shame!
    
    Komodo Askold
    Strategic Exploration and Development Corp
    Silent Company
    #290 - 2014-12-18 17:42:56 UTC
    D-Scan invulnerability? Oh wow! Time to train for Combat Recons P
    scimichar
    Deep Hole Explorers of New Eden
    #291 - 2014-12-18 17:42:57 UTC  |  Edited by: ISD Ezwal
    [quote=Ripard Teg

    Given a few more minutes to think about invisible-to-dscan, I dislike it even more. It just doesn't seem to add any interesting game-play outside of w-space. And in w-space, as I mentioned, I think it's OP.

    Entertaining alternative: combat recon pilots don't appear in Local for 10-12 seconds. As it is, most ratters (and all bots) just watch Local: "14 blues... and oh look, a neut just showed up. Time to dock up!" Therefore, d-scan immunity isn't gonna do a thing for combat recons... whereas giving them 10-12 seconds of Local immunity will add some interesting game-play options without being OP. Ratters that watch d-scan will still be OK, while those that rely on Local...

    This would give you guys the opportunity to dip a toe into the delayed Local debate and try it out without committing yourselves.[/quote]


    Summary: Make changes that don't affect W space.


    Fixed quoting. ISD Ezwal.
    Blastcaps Madullier
    Handsome Millionaire Playboys
    Sedition.
    #292 - 2014-12-18 17:43:02 UTC  |  Edited by: Blastcaps Madullier
    CCP Rise wrote:

    ARAZU

    Role Bonus:
    80% reduction in Cynosural Field Generator liquid ozone consumption
    50% reduction in Cynosural Field Generator duration
    • Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    • Cloak reactivation delay reduced to 5 seconds

    Gallente Cruiser Bonuses:
    5% bonus to Medium Hybrid Turret damage
    7.5% bonus to Remote Sensor Dampener effectiveness

    Recon Ships Bonuses:
    20% bonus to Warp Scrambler and Warp Disruptor optimal range
    20% reduction in Cloaking Devices CPU requirement

    Slot layout: 4H, 6M, 4L; 3 turrets, 1 launchers
    Fittings: 750 PWG, 420 CPU
    Defense (shields / armor / hull) : 1180(+55) / 1430(+136) / 1080(+208)
    Capacitor (amount / capacitor per second) : 1290(+133) / 3.98/s(+.61)
    Mobility (max velocity / agility / align time): 207(+27) / .59(-.04) / 9.53s(-.74)
    Drones (bandwidth / bay): 40 / 40
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 112km / 231 / 8(+1)
    Sensor strength: 26 Magnetometric
    Signature radius: 160(-2)

    LACHESIS

    Role Bonus:
    Cannot be detected by directional scanners

    Gallente Cruiser Bonuses:
    10% bonus to Medium Hybrid Turret Tracking (was medium hybrid turret damage)
    7.5% bonus to Remote Sensor Dampener effectiveness

    Recon Ships Bonuses:
    20% bonus to Warp Scrambler and Warp Disruptor optimal range
    10% bonus to Medium Hybrid Turret optimal range (was missile rate of fire)

    Slot layout: 5H, 7M, 3L; 5 turrets(+2), 1 launchers
    Fittings: 850(+50) PWG, 450 CPU
    Defense (shields / armor / hull) : 1350(+225) / 1500(+94) / 1120(+248)
    Capacitor (amount / capacitor per second) : 1315(+190) / 4.07/s(+.79)
    Mobility (max velocity / agility / align time): 220(+29) / .56(-.04) / 9.37s(-.74)
    Drones (bandwidth / bay): 50(+10) / 50(+10)
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 140km / 270 / 10
    Sensor strength: 30 Magnetometric
    Signature radius: 155


    and still the Celestis remains the best damp platform in the game.

    Rise the suggestion I'd have is relook at the bonuses on the arazu and lachesis and figure what to replace with the same bonus the celestis gets for opti and fall off of sensor damps
    For example:

    ARAZU

    Role Bonus:
    80% reduction in Cynosural Field Generator liquid ozone consumption
    50% reduction in Cynosural Field Generator duration
    • Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    • Cloak reactivation delay reduced to 5 seconds

    Gallente Cruiser Bonuses:
    10% bonus to Remote Sensor Dampener optimal range and falloff
    10% bonus to Remote Sensor Dampener effectiveness

    Recon Ships Bonuses:
    20% bonus to Warp Scrambler and Warp Disruptor optimal range
    20% reduction in Cloaking Devices CPU requirement

    Slot layout: 4H, 6M, 4L; 3 turrets, 1 launchers
    Fittings: 750 PWG, 420 CPU
    Defense (shields / armor / hull) : 1180(+55) / 1430(+136) / 1080(+208)
    Capacitor (amount / capacitor per second) : 1290(+133) / 3.98/s(+.61)
    Mobility (max velocity / agility / align time): 207(+27) / .59(-.04) / 9.53s(-.74)
    Drones (bandwidth / bay): 40 / 40
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 112km / 231 / 8(+1)
    Sensor strength: 26 Magnetometric
    Signature radius: 160(-2)

    LACHESIS

    Role Bonus:
    Cannot be detected by directional scanners

    Gallente Cruiser Bonuses:
    10% bonus to Medium Hybrid Turret optimal range
    12.5% bonus to Remote Sensor Dampener effectiveness

    Recon Ships Bonuses:
    20% bonus to Warp Scrambler and Warp Disruptor optimal range
    10.5% bonus to Remote Sensor Dampener optimal range and falloff (was missile rate of fire)

    Slot layout: 5H, 7M, 3L; 5 turrets(+2), 1 launchers
    Fittings: 850(+50) PWG, 450 CPU
    Defense (shields / armor / hull) : 1350(+225) / 1500(+94) / 1120(+248)
    Capacitor (amount / capacitor per second) : 1315(+190) / 4.07/s(+.79)
    Mobility (max velocity / agility / align time): 220(+29) / .56(-.04) / 9.37s(-.74)
    Drones (bandwidth / bay): 50(+10) / 50(+10)
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 140km / 270 / 10
    Sensor strength: 30 Magnetometric
    Signature radius: 155

    Also with all the Covert recons possibly consider giving them a role bonus giving reduced CPU and PG needs for probe launchers.
    Odins Raktor
    Sebiestor Tribe
    Minmatar Republic
    #293 - 2014-12-18 17:43:34 UTC
    Serendipity Lost wrote:
    How about instead of D-scan immunity you make it so they don't show up in local? If someone is actively punching D-scan it seems reasonable that they should be able to detect an uncloaked ship. Recons are supposed to be sneaky, so give them the ability to circumvent local scanners. They could actually perform their recon role w/ out being passively detected.



    I like this much better, It benefits the hunter not the hunted.
    Marlona Sky
    State War Academy
    Caldari State
    #294 - 2014-12-18 17:43:43 UTC
    And another thing. I think it is time we put the recon back into the recons.

    Allow the cloaky recons to lock while cloaked. Then give it a role bonus to optimal range of ship scanners and allow them to activate said ship scanner all the while remaining cloaked.
    Andreus Ixiris
    Center for Advanced Studies
    Gallente Federation
    #295 - 2014-12-18 17:44:43 UTC
    I'm afraid I cannot in good faith agree with the idea of Combat Recons being immune to D-scan. This makes one of the only previously reliable active intel tools unreliable while still not really adding enough appeal to the Combat Recon class to justify choosing one over a Force Recon. The Force Recon's ability to fit a cloaking device still makes it functionally superior in almost all respects and provides the same functionality of keeping it off of D-scan while also allowing it to dodge gatecamps, avoid probing, appear on the battlefield unexpectedly, reposition discreetly and use covert jump portals, all of which the Combat Recon will still not be able to do.

    Giving Combat Recons D-scan immunity is just a nerf to D-scan, not a buff to Combat Recons.

    Andreus Ixiris > A Civire without a chin is barely a Civire at all.

    Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

    Andreus Ixiris > ...

    Andreus Ixiris > This is why we're at war.

    Tarek Raimo
    Eleutherian Guard
    #296 - 2014-12-18 17:45:44 UTC  |  Edited by: Tarek Raimo
    To not just be a naysayer, allow me to offer an alternative to the intended change. CCP Rise states:

    Quote:
    Give Combat Recons something to make them stand out as a unique and interesting set of ships


    How about giving those ships a role bonus of CPU reduction for fitting probe launchers a combat probe scanning strength bonus? They are after all called Combat Recon ships, so why not give them a function that actually fits with their name?
    Necharo Rackham
    The Red Circle Inc.
    Ministry of Inappropriate Footwork
    #297 - 2014-12-18 17:45:45 UTC
    So - no warping into a medium/large FW plex in case of sebo-ed curse at zero. At least the cloaky version gets a decloak targetting delay.
    Lonan O'Labhradha
    Deep Core Mining Inc.
    Caldari State
    #298 - 2014-12-18 17:46:16 UTC
    Serendipity Lost wrote:
    How about instead of D-scan immunity you make it so they don't show up in local? If someone is actively punching D-scan it seems reasonable that they should be able to detect an uncloaked ship. Recons are supposed to be sneaky, so give them the ability to circumvent local scanners. They could actually perform their recon role w/ out being passively detected.



    Cloakiness is already pretty powerful. Camping a system becomes really easy when you don't show up in local and it brings some of the wormhole flavor into null, which I don't think I like. I would say that if you really wanted to open that can of worms, then you'd also need to come up with a type of probe that can counter super-cloakies allowing Level 5 scanners to detect cloaked vessels.
    Catherine Laartii
    Doomheim
    #299 - 2014-12-18 17:46:29 UTC
    Generally the balance concept for making combat recons invisible to dscan is going to be completely invaluable, especially for lowsec in fw complexes. I can see the curse ruining some peoples' day quite handily with that. That being said, here are my thoughts on the balance pass, as well as my concerns for the ones that STILL do need fixing:

    -The Pilgrim and Curse changes look great; they both benefit immensely from the cap buff due to their focus on neuts, and the dscan invisibility is going to be invaluable in FW for the curse. Neut range bonus on the pilgrim is going to be absurdly fun; kiting pilgrim will now be a thing, so hunting with one solo is going to be even more of an option.

    -The Falcon and Rook are great for jamming, but they generally suck for combat. The falcon is superb in its ability to ambush with ecm, but it has little in the way of offensive capability. Something that would help it out quite a bit I think would be giving it a full drone bay like the rook has, and swapping that 5% damage per level bonus into a RoF bonus.
    The rook in particular needs a serious buff to its powergrid; This is such a serious issue that I would be alright with passing over the falcon changes as long as the rook got at least 750 PG or more.

    -While the Arazu didn't get changed since the patch due to it being an alright place where it is, I would like to see either its hybrid bonus get switched to RoF like the falcon, or consider switching it over to a drone boat like the pilgrim. It would better, I think to see the gallente get a dedicated drone cloaky to offset the powerhouse that is the pilgrim. I will also reiterate concerns being voiced over the Lachesis' slot layout. it should get at least one slot from its mids moved down to a low slot, as it should have at least some viability with armor.

    -The changes to the Rapier and Huginn are exactly where they were needed; the rapier as a missile boat makes sense, and actually gives it decent attack power and revises its role to one as a potential solo/small gang ship since can actually threaten with its missiles now. The Huginn's dropping of the split slot layout is nice, but it doesn't go far enough. Go the whole 9 yards and give it a 5th turret slot; you did it on the lach you can do it on the Huginn.


    Overall, I think these changes are a step in the right direction. The extra capacitor was an excellent idea to port over from the HAC and electronic frigate rebalance, and in my mind complements their t2 roles quite nicely. It will remain to be seen whether the dscan invisibility will be useful and balanced, or OP as hell and abused to absurd levels (I know I wlll be using the pilgrim and curse a lot after the patch myself).

    CCP Rise, PLEASE consider the changes to the caldari and gallente recons. They need some serious help in the combat and fitting department, and with how stronk the other recons are getting the falcon could definitely get by with a small dps buff without breaking the game. Smile
    Komi Toran
    Perkone
    Caldari State
    #300 - 2014-12-18 17:46:53 UTC
    Blodhgarm Dethahal wrote:
    What 'flexibility' are we gaining exactly? The ability to neut something 37km away is nice...

    Make that 80km away. And it can either do that without faction mods, or with a faction mod and still have room for non-PG-related modules.

    Sniper Curse just became Sniper Pilgrim.