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[Carnyx] The Jackdaw

First post
Author
Lev Ironwill
Dark Nebula Academy
O X I D E
#541 - 2015-05-27 15:52:37 UTC
afkalt wrote:
afkalt wrote:
If you're doing a missile look-at in June too, you need to tell us now. Feedback is worthless without knowing this.

I say this because it was mooted previously.



Can we take this as a "No", at this point?

That's what I'm taking it as, we asked way back on (I think) page 2 and there has been 0 response. Besides, why would missiles need to be looked at? The Drake is doing just fine, and is just as useful as intended.
*I use the Drake not because I think the ship could use some looking at, which it definitely could, but because its weapon systems are pretty ****.
Estella Osoka
Cranky Bitches Who PMS
#542 - 2015-05-27 15:56:58 UTC
Compared to the other 2 tactical destroyers, I find the Jackdaw a bit lackluster.
Nagarythe Tinurandir
Einheit X-6
#543 - 2015-05-28 07:45:08 UTC
Estella Osoka wrote:
Compared to the other 2 tactical destroyers, I find the Jackdaw a bit lackluster.



That's the only real problem the Jackdaw has. The performance you get out of the other two is amazing and since the last patch they have also become even cheaper.
But before nerfing Svipul and the 'Fessor into the ground let's give the Jackdaw a chance on TQ.

CCP should however in the light of upcoming T3C rebalance reconsider the place of T3 within the powerspectrum of ships.
Their original statement was that T3 is not significantly more powerful than T1 but very versatile. Right now, T3 ships feel very versatile (good) but on the level T2, faction or even beyond (feels awesopme but is not good for the game)
Caleb Seremshur
Commando Guri
Guristas Pirates
#544 - 2015-05-29 02:23:37 UTC
I don't think there's a single t1 ship destroyer-below that stands a chance against a t3d even in pairs. You might get lucky with catalysts but those can't hold anything down.
Lev Ironwill
Dark Nebula Academy
O X I D E
#545 - 2015-05-29 02:50:14 UTC
My initial impression of the Jackdaw is that, like most missile ships, it will do very well. When there are other ships on-grid to handle minor details like points and webs so that the target(s) can't simply burn away and warp off leaving the Jackdaw pilot to wonder if half-kills count.
Anything that the Jackdaw does manage to get into point and web range of, with a weak enough tank, will surely die and I expect that the Jackdaw will be splendid at hunting weak targets and running away from anything big or fast. The large sig radius will ensure that it will take plenty of damage outside of Defense mode, and the very wanting speed will make sure that if it can be forced into Defense mode it will stand a good chance of dying shortly after.
This is not to say it's horrible, it's not, but I do believe it is on par with what can be expected of a Caldari missile ship:
-big (sig radius)
-slow
-useful when other ships carry much of the load

Again, I'm not saying it's horrible but I do not expect it to see as much use as the Confessor or Svipul, and surely not as much as the Hecate will. The Jackdaw, having been vaccinated against the sins of the Tengu and Drake, will likely be a one-off in small gangs. I will say, it's quick turn and acceleration will, with SeBo's and Hyperspatials, make it useful for initial tackle so long as the rest of the fleet is not too far behind.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#546 - 2015-05-29 03:19:56 UTC
While its slow speed prevents it from being a roflpwnsoloboatkite4dayz ship, it also makes it incredibly easy to track by long range weapons or larger weapons, particularly if its buffer fit. I think if you want to make it as slow as it is, you need to decrease the sig radius of the ship significantly.
Caleb Seremshur
Commando Guri
Guristas Pirates
#547 - 2015-05-29 05:34:40 UTC
The main sin with caldari ships seems to be they're balanced around the principle that any role they've got in a fleet can easily be filled by any equivalent. The same is not said in the reverse. What scenarios prompt the call for caldari ships over the more flexible gallente and minmatar ships?
Lloyd Roses
Artificial Memories
#548 - 2015-05-29 10:31:39 UTC
Lev Ironwill wrote:
I will say, it's quick turn and acceleration will, with SeBo's and Hyperspatials, make it useful for initial tackle so long as the rest of the fleet is not too far behind.


T3Ds can all warp in one tick regardless of aligntime. Just initiate warp in propmode and then immediately switch to another and it will put you into warp.
afkalt
Republic Military School
Minmatar Republic
#549 - 2015-05-29 11:20:13 UTC
Caleb Seremshur wrote:
The main sin with caldari ships seems to be they're balanced around the principle that any role they've got in a fleet can easily be filled by any equivalent. The same is not said in the reverse. What scenarios prompt the call for caldari ships over the more flexible gallente and minmatar ships?


Standup fleet scraps with heavy logistics. Same as Amarr. Because the resist bonuses right up the stack.

The other races are more skirmish suited (with some outlier ships) to local reps.

I'm aware I'm generalising and there are exceptions.
Dailar Toralen
Toralen Industries
#550 - 2015-05-29 16:45:24 UTC
Mudder fuddin' Jackdaws!!!!!!!!!!!!!!!!

Seriously, I want one. NOW. NOW. GIVE ME ONE, NOW! I SAID NOW!

We are Toralen Industries. It doesn't matter if you fight for money, idealogies, or because it's what you are good at and it doesn't matter if you fight threw trade, combat, or diplomacy. No matter what or how you fight, there's a place for you.

elitatwo
Zansha Expansion
#551 - 2015-05-29 20:25:44 UTC
Oh boy, those changes..

While it is new to change ammo in two seconds it still doesn't help the Jackdaw, the ship without purpose or identity. The thing the Jachdaw has going is that it can run away fast and sometimes even fight a frigate or two. Anything more and it is going to be a 100 million isk loss.
The Jackdaw cannot fight a Confessor and hope to win and in no configuration fight a svipul or more, it just can't.

You cannot mitigate incoming damage by speed or movement with a 1mn or a 10mn afterburner and your signature radius makes you a battleship with a mwd on.
Buffer tanks are a futile exercise and active tanks don't help either and believe me, I tried them all.

Rockets used to be one option before the change but brawling isn't really popular these days and you would have to pin your target first, so light missiles it is.

Bring friends you say? Yes sure but then, every other boat scales too in numbers, don't they?


So here it is again, the one million isk question, what are we supposed to fight with it?

Ah, I see - NPCs.

Thank you for yet another Caldari pve boat.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Izmaragd Dawnstar
School of Applied Knowledge
Caldari State
#552 - 2015-05-29 20:41:29 UTC
elitatwo wrote:
So here it is again, the one million isk question, what are we supposed to fight with it?

Ah, I see - NPCs.

Thank you for yet another Caldari pve boat.


The irony is, it is only moderately good for PVE as well. PYFA now has the Jackdaw in the database, so I've been trying to put together a decent PVE fit, and the result is "meh" at best. Basically, you can get only slightly lesser dps and tanking out of a hawk (yes, hawk is limited to kinetic, but that covers "only" half the map). The only advantage compared to other two T3s is projection, but the decrease in dps you get to account for it is waay to high.

If (big IF) this is to be a PVE boat, it needs another bonus instead of the reload rate: shield boost amount or straight +missile damage (possibly limited to kinetic and/or thermal) would be ideal.
Caleb Seremshur
Commando Guri
Guristas Pirates
#553 - 2015-05-30 03:03:59 UTC
afkalt wrote:
Caleb Seremshur wrote:
The main sin with caldari ships seems to be they're balanced around the principle that any role they've got in a fleet can easily be filled by any equivalent. The same is not said in the reverse. What scenarios prompt the call for caldari ships over the more flexible gallente and minmatar ships?


Standup fleet scraps with heavy logistics. Same as Amarr. Because the resist bonuses right up the stack.

The other races are more skirmish suited (with some outlier ships) to local reps.

I'm aware I'm generalising and there are exceptions.


I for one would never fly a fleet tengu. That means ishtars. Not even fleet logi so far as I've seen uses minmatar reps not caldari.
Caleb Seremshur
Commando Guri
Guristas Pirates
#554 - 2015-05-30 03:11:22 UTC
The only truly unique thing a jackdaw could have is a double range bonus I think. Allowing to shoot out to 100 with lights in sharpshooter and about 16-18 with rockets. It could be a mini cerberus.

What would it mean in the long run? Well maybe something that can fight linked kiters at last.
Pashko Morgan
Mining And Science Tech.
#555 - 2015-05-30 08:51:12 UTC
Ok I loved this thread.
> Experts with opinion who got 2-3 kb kills with t3d
> Guys who kicked in within fleets of 10+ t3d with support
> B O I S who want it RIGHT NAOW
> Unlucky poor folks who decided to kill a 300-500 mil snaked boat with their atron but didnt succeed

Thanks for capsuleers fitted with brains who mentioned really important downsides of the concept:
- 6 meds means Thermodynamics 5 or gtfo. That would be the month of burned medium subsystem.
- Low speed with 10mn ab or huge sig with mwd. No kite - no life. Speed tanking was 90% of tanking. Confi and svipuls were op in beam/arty kite fits. All close setups were just dead briks untill something heavy (or any EAF) or not so dumb landed on.
- The amount of fights which will be flipped due to reload speed bonus is a joke. Just remember how many times reload time was more critical than distance/cap control.

Anyway the patchnotes are here and soon we'll be facing talwar 2.0 in action.
Lloyd Roses
Artificial Memories
#556 - 2015-05-30 10:35:30 UTC  |  Edited by: Lloyd Roses
elitatwo wrote:
Oh boy, those changes..

While it is new to change ammo in two seconds it still doesn't help the Jackdaw, the ship without purpose or identity. The thing the Jachdaw has going is that it can run away fast and sometimes even fight a frigate or two. Anything more and it is going to be a 100 million isk loss.
The Jackdaw cannot fight a Confessor and hope to win and in no configuration fight a svipul or more, it just can't.


In a 1v1 brawl, jackdaw >> svipul/confessor. You're constantly applying 300+ dps to their weakest resists, they're happy if they can apply any damage.

For kiting, a jackdaw got 265dps with furies at 30/50km. Not calling that weak when you pop another frig in four volleys latest.

Pashko Morgan wrote:

Anyway the patchnotes are here and soon we'll be facing talwar 2.0 in action.


No, the jackdaw is a terrible talwar replacement. They are fine in that they are like a bad talwar with combat probes, but that's it.
Caleb Seremshur
Commando Guri
Guristas Pirates
#557 - 2015-05-30 11:08:40 UTC
Lloyd Roses wrote:
elitatwo wrote:
Oh boy, those changes..

While it is new to change ammo in two seconds it still doesn't help the Jackdaw, the ship without purpose or identity. The thing the Jachdaw has going is that it can run away fast and sometimes even fight a frigate or two. Anything more and it is going to be a 100 million isk loss.
The Jackdaw cannot fight a Confessor and hope to win and in no configuration fight a svipul or more, it just can't.


In a 1v1 brawl, jackdaw >> svipul/confessor. You're constantly applying 300+ dps to their weakest resists, they're happy if they can apply any damage.

For kiting, a jackdaw got 265dps with furies at 30/50km. Not calling that weak when you pop another frig in four volleys latest.
.


30-50km? Kiting? That's 100mil point at minimum, 100mil point + 1 billion booster at maximum?

Also killing any frigate in 4 shots? Hmm.. it's possible to kill t1's that easily sure but the jackdaw gets ROF not volley while iirc the corax and flycatcher both get raw damage. I can push a flycatchers volley up to 2198 with fury scourge, what does a jackdaw get? 1700 or so? I don't remember.

Like this is the problem - most of these theoretical fits exist only for those with the pre-req billions to shell out for this stuff. Are these the only clientele who should be flying these ships? Do pensioners drive lambourghinis?

I said it earlier in the thread that if the maximum balance of the ship is based around an infinite budget then sure we can work with that but people always assume balance is around some lower fitting and if you start thinking like that then we get perceived imbalances.

Only make balance commentary around the maximum pimp of a ship. The only really valid balance criticism is that based off a ship which cannot be blinged out any further - links included.
bunzing heet
Science and Trade Institute
Caldari State
#558 - 2015-05-30 12:57:32 UTC
It isn't that bad of a boat it just misses its niche
You get decent dps with both lights as rockets
Tank isn't that great but still will do fine against other dessies and frigs
I've been fighting svipuls and confessors on sisi and it has a fair chance of winning
The reload is great it gives you the abbility to choose damage types even during a fight and still come out on top
Still I was hoping it would get a niche like passive tank ability in def or ab speed buff in propulsion
But then again I like flying underestimated ships that's why I like caldari so much
So we will see what will happens once it hits tq
I do like the way it looks great job on that

Fly safe keep killing And remember I'm watching you !!!!

Lloyd Roses
Artificial Memories
#559 - 2015-05-30 15:53:10 UTC
Caleb Seremshur wrote:
30-50km? Kiting? That's 100mil point at minimum, 100mil point + 1 billion booster at maximum?

Also killing any frigate in 4 shots? Hmm.. it's possible to kill t1's that easily sure but the jackdaw gets ROF not volley while iirc the corax and flycatcher both get raw damage. I can push a flycatchers volley up to 2198 with fury scourge, what does a jackdaw get? 1700 or so? I don't remember.

Like this is the problem - most of these theoretical fits exist only for those with the pre-req billions to shell out for this stuff. Are these the only clientele who should be flying these ships? Do pensioners drive lambourghinis?

I said it earlier in the thread that if the maximum balance of the ship is based around an infinite budget then sure we can work with that but people always assume balance is around some lower fitting and if you start thinking like that then we get perceived imbalances.

Only make balance commentary around the maximum pimp of a ship. The only really valid balance criticism is that based off a ship which cannot be blinged out any further - links included.


I've been running with empty head. The 10mn fit is about 130mil on TQ and I used my TQ booster (4link eccm scangu, 350mil boosterfit and 40mil skirmish mindlink), I don't consider that expensive. The defense mode being so not agile is almost beneficial, accelerate in prop and switch to cruise mode.

The volley-statement is just, things I saw happen. Regarding the LML-fit, 22-26km is regular kite range. You got thermo V and a masive heat bonus on the hull, so you can heat your point for about 2 minutes and still not burn that thing. With links, ranges increase to 31/37km pointage, or just barely fury range and CN range using propmode.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#560 - 2015-05-30 16:00:24 UTC
swap back to faction ammo if you want to actually hit