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Dev blog: The Svipul Tactical Destroyer andProjectile Changes

First post First post
Author
Acel Tokalov
Aliastra
Gallente Federation
#181 - 2015-01-22 14:09:22 UTC
Jesterspet wrote:
Acel Tokalov wrote:


Like other people in this thread I don't think the changes to ACs and arty are enough. Giving them only 7.5% falloff while at the same time reducing the bonus for Barrage is not going to make a Vagabond pilot use anything other than barrage while still doing **** poor damage because he is fighting ~60% into falloff to stay out of scram/web range. And with small ACs the range difference between Fusion and Barrage is not enough to justify the loss of damage. Part of fixing this I think that all Minmatar ships with range bonuses (Rifter, Jaguar, Vagabond, Muninn) should have combined optimal and falloff so that they aren't shoehorned into being AC or arty.



The catch there is, certain ships are meant to be arty boats while others are really meant to be AC boats. AC's are really meant to get in there and brawl and were never meant to be longer range than "in your face"


Except for the fact that the ships that you would typically mount ACs (ignoring battleships because none of them have range bonuses anyway) are more skirmish ships (vagabond), glass cannons (thrasher), or tackle (jaguar/wolf).

Now if you gave ships like the Muninn both optimal and falloff bonuses you could use it effectively as a AC brawler as opposed to now where it can only effectively use arty and only be used in alpha fleets and occasionally for ratting.
Rapiid
Brutor Tribe
Minmatar Republic
#182 - 2015-01-22 14:37:40 UTC
Stitch Kaneland wrote:
Do not drop optimal bonus. Arty doesnt need to suffer the same dps cliff that acs do (lowish optimal, high falloff). Thrashers are optimal bonused, and that doesnt stop people throwing acs on them and brawling with good success.

The best middle ground is giving bonus to optimal and falloff. Either flat 10% bonus to falloff and optimal, or 5% optimal and 10% falloff bonus. If being used as a scram kiter (which arty is good at) optimal is much better than falloff. If being used as kiter, optimal and falloff will make arty project halfway decently to match sniper mode bonuses.


OFC ppl dont care about throwing ac's on a thrasher lol its a 2 mll hull lol if u win great if u dont buy another 30 hulls for the same price as the destroyer Shocked
Acel Tokalov
Aliastra
Gallente Federation
#183 - 2015-01-22 14:50:55 UTC  |  Edited by: Acel Tokalov
Rapiid wrote:
Stitch Kaneland wrote:
Do not drop optimal bonus. Arty doesnt need to suffer the same dps cliff that acs do (lowish optimal, high falloff). Thrashers are optimal bonused, and that doesnt stop people throwing acs on them and brawling with good success.

The best middle ground is giving bonus to optimal and falloff. Either flat 10% bonus to falloff and optimal, or 5% optimal and 10% falloff bonus. If being used as a scram kiter (which arty is good at) optimal is much better than falloff. If being used as kiter, optimal and falloff will make arty project halfway decently to match sniper mode bonuses.


OFC ppl dont care about throwing ac's on a thrasher lol its a 2 mll hull lol if u win great if u dont buy another 30 hulls for the same price as the destroyer Shocked


True, but the thing is that if you fit the Svipul with ACs and Hail, you could MWD in close on a cruiser or battleship while in tank mode, get in under their guns and do some serious damage. The entire point of T3s is that they are adaptable but by making the Svipul an arty only ship you make the tank mode almost pointless, because even with small artillery if they get into range for you to need the tank mode over speed or "sharpshooter" you are already screwed anyway.
Reaver Glitterstim
The Scope
Gallente Federation
#184 - 2015-01-22 15:42:17 UTC
Khald Hilitari wrote:
Reaver Glitterstim wrote:
So your whole tirade says pretty much what I said, only I'm actually aware that once T1 long range ammo actually gives a significant range bonus, Barrage will become further marginalized. So all your post accomplished is to reveal that you didn't even read mine but apparently agree with it despite you believing you disagree.


First of all, how about you stop assuming that anyone who dares to disagree with you just didn't read your post.

Second, I disagree with your original post because while I'm very well aware that improving the other ammos would marginalize barrage by comparison, I don't see it as a bad thing. More ammo to choose from = less reliance on one ammo type = good thing.

I didn't assume anything, but rather read your post carefully. You said a lot of things I not only agree with but that I already said in my post, and said nothing to conflict with them. So really the only thing we disagree on is whether or not Barrage should have its range decreased in relation to other autocannon ammo. Since you already agree that autocannon ammo needs more range options, I don't understand why you feel that Barrage should have even less of a range advantage than it does, considering it already has very little range advantage.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Stitch Kaneland
The Tuskers
The Tuskers Co.
#185 - 2015-01-22 18:22:15 UTC
Rapiid wrote:
Stitch Kaneland wrote:
Do not drop optimal bonus. Arty doesnt need to the same dps cliff that acs do (lowish optimal, high falloff). Thrashers are optimal bonused, and that doesnt stop people throwing acs on them and brawling with good success.

The best middle ground is giving bonus to optimal and falloff. Either flat 10% bonus to falloff and optimal, or 5% optimal and 10% falloff bonus. If being used as a scram kiter (which arty is good at) optimal is much better than falloff. If being used as kiter, optimal and falloff will make arty project halfway decently to match sniper mode bonuses.


OFC ppl dont care about throwing ac's on a thrasher lol its a 2 mll hull lol if u win great if u dont buy another 30 hulls for the same price as the destroyer Shocked


And yet that 1m isk ship kills plenty of much more expensive ships with acs. So imagine something with a decent resist profile, faster and has some pretty powerful bonuses.

Being fast isnt just about kiting. Its also catching up to the kiter and tackling them and then nuking their weak tank.
Jen Takhesis
The Scope
Gallente Federation
#186 - 2015-01-22 19:55:29 UTC  |  Edited by: Jen Takhesis
Audio of the correct pronunciation of Svipul. (Posted by CCP Scarpia)
https://soundcloud.com/p-tur-rn-rarinsson/svipul-minmatar-tactical-destroyer
Pliskkenn
Furious Destruction and Salvage
#187 - 2015-01-22 21:35:34 UTC
Jen Takhesis wrote:
Audio of the correct pronunciation of Svipul. (Posted by CCP Scarpia)
https://soundcloud.com/p-tur-rn-rarinsson/svipul-minmatar-tactical-destroyer

Even though I now have the basic theory down, I guarantee I'm still going to mangle it.
Zimmy Zeta
Perkone
Caldari State
#188 - 2015-01-22 22:10:54 UTC  |  Edited by: Zimmy Zeta
Stitch Kaneland wrote:

What wasted bonus? Optimal? Its an arty boat, not an ac boat. Optimal works well with small scram/kite arty. Arty isnt meant for dps, but alpha. My 280 jag hits for about 1k, but does like 160dps. Still projects out to long point range as well.That translates to curb stomping dual rep incursus or breachers. As you alpha straight through their reps. Can go double web aar, or single web/mse. Course you need 2PG mods and an implant to do that. Thats why arty really needs a reduction in PG. Least for small/medium.


So since I never managed to come up with an even halfway acceptable artie-jag fit (not even with 250's) you piqued my interest and I took the liberty to go through your killboards (in a respectful manner) and look for those fits you talked about.
So..um...2x tech 2 ACRs and no DCU plus an empty (utility) highslot ? Shocked
Isn't that a bit ridiculous for a ship that is supposed to use those weapons, since it is bonused for them?

Don't get me wrong, I think you were ballsy as hell to fly in those fits and make them work, yet it points to what is fundamentally wrong with Minmatar and projectiles. Minmatar are supposed to be versatile- and they fully lose this versatility if you are forced to gimp these ships into oblivion just to fit half of the weapons (artie) that they are supposed to use.
I really would love to use small artie on frigs, I believe it would be quite fun, but the artie fitting requirements would need to be reduced drastically (about -20% PG & CPU) to make it viable.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

FistyMcBumBardier
State War Academy
Caldari State
#189 - 2015-01-23 00:58:57 UTC
Hi guys.

Put an X on your list for people who think the optimal range bonus is silly and would better be served by a falloff bonus or a combination optimal/falloff bonus. With a little bit of fiddling in EFT (mostly comparing ranges of the Wolf and Jaguar) it is easy to see that having an optimal bonus is the only way to make the most of tremor and thereby giving it somewhat similar damage projection to the confessor. But having an optimal only bonus almost completely negates a hull bonus while using auto cannons. Another problem is that the optimal bonus really lacks projection when using the majority of faction ammo, which is one of the main reasons to use projectiles. This is why I think this hull would benefit quite a lot from a 5% bonus per level to both optimal and falloff. It would be a middle ground and make both the auto cannon and artillery enthusiasts happy.

The MWD sig reduction originally sounded like a horrible idea, but with the amount of long range webs currently in the game it will be GREAT when having to rage burn through webs to scram those pesky Huginns and Rapiers.

I still think the AC buff is very lacking, has the development team considered some of the ideas posted on outside forums, mainly the possibility of increasing the falloff of Barrage or allowing T2 ammo to be selectable? There was also an idea to allow autocannons and artillery to change their ammotype after 5 rounds were fired, similar to how a belt fed machine gun works.

I will still try this ship out even though I don't see it being as broken as the confessor. Keep up the good work and enthusiastic developing.
Zarnak Wulf
Task Force 641
Empyrean Edict
#190 - 2015-01-23 01:17:14 UTC
The Jaguar would need it's utility slot changed to a turret and about 10 more PG to be a viable arty platform. Some extra capacitor and armor would be on my wish list as well.
Kinborough
The Tuskers
The Tuskers Co.
#191 - 2015-01-23 02:48:26 UTC  |  Edited by: Kinborough
Alright, i've been thinkin' on all this.
The falloff changes are nice, but they need more falloff to be truly back in line with other systems (small and mediums mostly)
(Fix HML application, you neutered too damn hard along with the justified dps nerf) -This is unrelated but I miss being able to use HMLs

For the Svipul, I can respect the optimal bonus, falloff bonus would be a tad much

The only real thing I can see, is switch the mwd sig bloom and the tracking bonuses. This makes BOTH fits (arty and auto) viable in their own way. Autocannon fits having the tracking bonus when its swarmed and the arty fits being able to mitigate damage while mwd'ing around. I would go so far to say have the locking range bonus on sharpshooter mode be increased so that it would have a niche as a soft counter to dampening, even with arty its not going to be able to fire at those extreme of ranges, but being able to have so much lock range would allow it to fight dampening in its engagement range.

And reduce the fitting on 280s a little please so a reasonable fit can be done (would help the jag, and give its bonuses some love so its not such a POS for arty)
Reaver Glitterstim
The Scope
Gallente Federation
#192 - 2015-01-23 03:09:18 UTC
Kinborough wrote:
I would go so far to say have the locking range bonus on sharpshooter mode be increased so that it would have a niche as a soft counter to dampening,

I've a hunch that niche will be filled extremely well by the Caldari tactical destroyer. I anticipate it having an even longer lock range in sharpshooter mode than the Cormorant. This combined with small rails' exceedingly long firing range and the T3's greater number of total mid/low slots and powergrid will allow the beast to pluck at targets very near to the limits of sniper Ferox range. This will additionally act as a counter to dampening as it will take a lot to bring the ship's targeting range below Javelin range, which will still be high enough to track targets pretty easily and find a good kiting range. Besides, makes sense it would be Caldari (Gallente's sworn enemies) to counter it, rather than Minmatar, Gallente's allies.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kinborough
The Tuskers
The Tuskers Co.
#193 - 2015-01-23 03:25:28 UTC  |  Edited by: Kinborough
Reaver Glitterstim wrote:

I've a hunch that niche will be filled extremely well by the Caldari tactical destroyer. I anticipate it having an even longer lock range in sharpshooter mode than the Cormorant. This combined with small rails' exceedingly long firing range and the T3's greater number of total mid/low slots and powergrid will allow the beast to pluck at targets very near to the limits of sniper Ferox range. This will additionally act as a counter to dampening as it will take a lot to bring the ship's targeting range below Javelin range, which will still be high enough to track targets pretty easily and find a good kiting range. Besides, makes sense it would be Caldari (Gallente's sworn enemies) to counter it, rather than Minmatar, Gallente's allies.


Not a bad idea, I was just spitballin' an idea.
Maybe have the sharpshooter get a BIG bonus to sensor strength then :P
Stitch Kaneland
The Tuskers
The Tuskers Co.
#194 - 2015-01-23 03:34:42 UTC  |  Edited by: Stitch Kaneland
Zimmy Zeta wrote:
Stitch Kaneland wrote:

What wasted bonus? Optimal? Its an arty boat, not an ac boat. Optimal works well with small scram/kite arty. Arty isnt meant for dps, but alpha. My 280 jag hits for about 1k, but does like 160dps. Still projects out to long point range as well.That translates to curb stomping dual rep incursus or breachers. As you alpha straight through their reps. Can go double web aar, or single web/mse. Course you need 2PG mods and an implant to do that. Thats why arty really needs a reduction in PG. Least for small/medium.


So since I never managed to come up with an even halfway acceptable artie-jag fit (not even with 250's) you piqued my interested and I took the liberty to go through your killboards (in a respectful manner) and look for those fits you talked about.
So..um...2x tech 2 ACRs and no DCU plus an empty (utility) highslot ? Shocked
Isn't that a bit ridiculous for a ship that is supposed to use those weapons, since it is bonused for them?


Not disputing the need for reduction in arty powergrid. But to make arty "work" in any way shape or form currently, you need multiple grid mods. The one saving grace of the jag is you have a good resist profile without any resist mods (shield anyway). However, i will say that the jag is pretty **** to fit with artillery, and lots of sacrifices have to be made to make a "passable" fit. That jag fit was more of an experiment to see if a viable kite 280 jag could be made. Thats the best i could come up, not enough CPU to fit a DCU, thats why it went double repped. Had enough dps tank for 5 warriors, and that was about it. Only did 150dps (lol). Had a few fun fights in it, but otherwise it was too slow, the reload too long, and a barely passable tank.

The best jag fit for me is something like this:

[Jaguar, Scram Kite]
Gyrostabilizer II
Gyrostabilizer II
Nanofiber Internal Structure II
Navy Micro Auxiliary Power Core

Medium F-S9 Regolith Shield Induction
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[empty high slot]

Small Ancillary Current Router I
Small Projectile Burst Aerator II

That killed quite a bit when i first started flying it, before garmur's and worms became all the rage. That does about 170dps, with 1k alpha's (paper, average 450ish), goes 2944m/s and has about 6.6k EHP. However, to get those stats, you need 2 PG mods (one faction), and a 1% implant (unless you have projectile rigging to 5, and shield skills to 5). All that for alpha. Seems bit excessive for what you get.

You also need to be good at flying, and i don't mean clicking approach/orbit. That jag needs to be manually flown to keep transversal decent, as well as to keep from getting sling shotted with them on top of you. You slowly wittle them down from afar, and then try to skirt OH scram/web range.

It means, the jag takes a lot of skill to fly halfway decently with the poor tank you normally have, and that tank is made worse by arty's horrible fitting. I'm worried the Svipul will be put in a similar spot with artillery if they don't consider PG reductions on arty.

Zimmy Zeta wrote:
Don't get me wrong, I think you were ballsy as hell to fly in those fits and make them work, yet it points to what is fundamentally wrong with Minmatar and projectiles. Minmatar are supposed to be versatile- and they fully lose this versatility if you are forced to gimp these ships into oblivion just to fit half of the weapons (artie) that they are supposed to use.
I really would love to use small artie on frigs, I believe it would be quite fun, but the artie fitting requirements would need to be reduced drastically (about -20% PG & CPU) to make it viable.


I agree for the most part. Arty is fun, but you have to go into it knowing your weakness (tank/rof). Embrace the alpha, and fit around it. You can't skimp on the dps mods, or you won't have the alpha to kill anything quickly. The other thing about flying minmatar, get used to having to use 1-3% PG implants to make the better fits work. Idk if this is for racial flavor, or some remnant of the past (likely), but it makes fits unnecessarily expensive, and sub-optimal in most cases.

There is 1 ship that can fit artillery/tank/prop without PG mods, and its not a minmatar ship (gnosis).
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#195 - 2015-01-23 03:40:44 UTC
Rain6637 wrote:
It's like the only thing that would make you happy is a ship that just... changes its bonus on-the-fly.


Do... you know the purpose of these ships?

How much herp could a herp derp derp if a herp derp could herp derp.

Rain6637
GoonWaffe
Goonswarm Federation
#196 - 2015-01-23 04:41:43 UTC
To explore strange new worlds, seek out new life and new civilizations. To boldly go where no man has gone before.
Catherine Laartii
Doomheim
#197 - 2015-01-23 08:41:50 UTC
Reaver Glitterstim wrote:
Kinborough wrote:
I would go so far to say have the locking range bonus on sharpshooter mode be increased so that it would have a niche as a soft counter to dampening,

I've a hunch that niche will be filled extremely well by the Caldari tactical destroyer. I anticipate it having an even longer lock range in sharpshooter mode than the Cormorant. This combined with small rails' exceedingly long firing range and the T3's greater number of total mid/low slots and powergrid will allow the beast to pluck at targets very near to the limits of sniper Ferox range. This will additionally act as a counter to dampening as it will take a lot to bring the ship's targeting range below Javelin range, which will still be high enough to track targets pretty easily and find a good kiting range. Besides, makes sense it would be Caldari (Gallente's sworn enemies) to counter it, rather than Minmatar, Gallente's allies.

You're assuming that it's going to have hybrids at all; since they likely won't be doing drones at all with any of these things, the likely route will be to have the caldari one with some general but strong missile bonuses with superior kite ability (LM flycatcher would be a good parallel), and the gallente one be a hellbeast with blaster or rails.
Ragori Mitternacht
Republic Military School
Minmatar Republic
#198 - 2015-01-23 08:42:55 UTC
Rain6637 wrote:
To explore strange new worlds, seek out new life and new civilizations. To boldly go where no man has gone before.


Really I thought the tactical destroyers were just meant to blow **** up!
Zarnak Wulf
Task Force 641
Empyrean Edict
#199 - 2015-01-23 08:57:12 UTC
Stitch Kaneland wrote:
I agree for the most part. Arty is fun, but you have to go into it knowing your weakness (tank/rof). Embrace the alpha, and fit around it. You can't skimp on the dps mods, or you won't have the alpha to kill anything quickly. The other thing about flying minmatar, get used to having to use 1-3% PG implants to make the better fits work. Idk if this is for racial flavor, or some remnant of the past (likely), but it makes fits unnecessarily expensive, and sub-optimal in most cases.

There is 1 ship that can fit artillery/tank/prop without PG mods, and its not a minmatar ship (gnosis).


I can get a 780 alpha out to 60 km with a Kestrel. Meta MSE. One fitting mod. A Rifter with a full rack of 280's, one fitting mod, no tank, and ignoring it's utility high slot can get a 750 alpha out to 8 km with around 19 km of falloff. Not to beat a dead horse but the fitting sacrifices are just too great to justify using the ship even if it will have an 825 alpha after the buff. Arty fitting AND individual ship fittings both need to be looked at.
Zarnak Wulf
Task Force 641
Empyrean Edict
#200 - 2015-01-23 09:04:52 UTC  |  Edited by: Zarnak Wulf
Catherine Laartii wrote:
Reaver Glitterstim wrote:
Kinborough wrote:
I would go so far to say have the locking range bonus on sharpshooter mode be increased so that it would have a niche as a soft counter to dampening,

I've a hunch that niche will be filled extremely well by the Caldari tactical destroyer. I anticipate it having an even longer lock range in sharpshooter mode than the Cormorant. This combined with small rails' exceedingly long firing range and the T3's greater number of total mid/low slots and powergrid will allow the beast to pluck at targets very near to the limits of sniper Ferox range. This will additionally act as a counter to dampening as it will take a lot to bring the ship's targeting range below Javelin range, which will still be high enough to track targets pretty easily and find a good kiting range. Besides, makes sense it would be Caldari (Gallente's sworn enemies) to counter it, rather than Minmatar, Gallente's allies.

You're assuming that it's going to have hybrids at all; since they likely won't be doing drones at all with any of these things, the likely route will be to have the caldari one with some general but strong missile bonuses with superior kite ability (LM flycatcher would be a good parallel), and the gallente one be a hellbeast with blaster or rails.


My money is on hybrids for the Caldari as the Flycatcher and Corax already do missiles. I'll also go out on a limb and predict 7-5-3 for Caldari and 7-3-5 for Gallente.