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[December] Navy EWar Frigates

First post
Author
Aries Stark
Black Powder Ballistics
Hole Control
#241 - 2015-10-22 23:25:31 UTC
Two boats getting reduced range on EWAR
Two boats getting Increased range on EWAR.


Can you not give 2 boats an unjustified advantage?
Vigil getting web range and maulus getting disruptor/scram range sets them above not only their new counterparts, but pre-existing boats aswell.

Keep them with their primary function, Target painter and Sensor Damps.

Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#242 - 2015-10-23 05:27:30 UTC
Tyberius Franklin wrote:
EWAR ship bonuses seem to suggest otherwise, though, in principle what's to say that preventing something from warping or moving as well is fundamentally different from preventing locking or shooting as well?


racial ewar

caldari = ecm
gallente = damps
minmatar = painters
amarr = TDs

Recons and EAFs get a secondary bonus to 'utlity' modules, minus caldari who double up on ecm.

gallente = points
minmatar = webs
amarr = nos/neut

It would make far more sense for the amarr ship to have neut range.
Lucy Alfrir
Immortalis Inc.
Shadow Cartel
#243 - 2015-10-23 06:45:47 UTC
Khan Wrenth wrote:
ColdBeauty wrote:
Barrogh Habalu wrote:
ColdBeauty wrote:
There can be no reason other than to deal with WCS. What this represents is a tacit admission that WCS in FW plexes are working as intended.

Now that DSTs are a thing, it may be related more than just to stabbed FW ships.


I have flu and I'm missing the acronym, could you spell it out a bit for a sick simpleton please ? Big smile


Deep Space Transports. They have a native +2 warp core strength.


If you are relying on your warp core strength to get your DST safely thru lowsec you are doing it wrong!!

Also one of these frigs will last about 3 volleys of gateguns.

In null you have bubbles anyway.

Shouldn't really have any effect on DSTs, stabbed campers tho...
Fourteen Maken
Karma and Causality
#244 - 2015-10-23 08:40:40 UTC  |  Edited by: Fourteen Maken
I like that Caldari are finally getting a Hybrid navy ship, but I don't like that all it's bonuses are in ECM and then the ECM is gimpeed to the point where it's less useful than it would be on a non bonused ship, whats the point of that? Caldari are the sniper specialists, they should be getting a hull with range bonuses - not range nerfs. An ECM griffin with bonus to rail guns would be more caldari style

Griffin Navy Issue
Caldari Frigate bonuses (per skill level):
15% bonus to Small Hybrid Turret damage
10% bonus to Small Hybrid Optimal range

Misc Bonus:
100% bonus to ECM strength



The Navy Crucifier is even worse, if they are going to be shoe horned into brawling they should have full range on their td's so they can load range disruption scripts and force missile/turret boats to come into their engagement range or bugger off.
Arla Sarain
#245 - 2015-10-23 12:40:55 UTC
Consider giving the crucifier a neut bonus with -range.

The implication being that it would have to keep dunking into close range where lasers can lose due to tracking.
Vailen Sere
State War Academy
Caldari State
#246 - 2015-10-23 18:41:53 UTC
Templar Dane wrote:
Tyberius Franklin wrote:
EWAR ship bonuses seem to suggest otherwise, though, in principle what's to say that preventing something from warping or moving as well is fundamentally different from preventing locking or shooting as well?


racial ewar

caldari = ecm
gallente = damps
minmatar = painters
amarr = TDs

Recons and EAFs get a secondary bonus to 'utlity' modules, minus caldari who double up on ecm.

gallente = points
minmatar = webs
amarr = nos/neut

It would make far more sense for the amarr ship to have neut range.

Your "Double up" ECM ships are the only truly effective ones in game that involves small gang combat.

Looking at the stats, the Navy griffen might be able to pull its own better than the griffen, but that range cut might nueter it to the point a tristan can just get in close and slam it to death.

The damage is always a distant 3rd on an ECM platform. It isn't there to do damage. It is there to Jam.

Small gang frigate group.. this might be real fun to fly.. or not. I agree on a rnage cut, but I'm thinking at 15% total range, this would put Jams at the same range as blasters, which with no tank = 1 quickly dead ECM ship which will be insta-primary.

I'd also get rid of a high and add a medium slot at least for a little tank.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#247 - 2015-10-23 20:30:32 UTC  |  Edited by: Tyberius Franklin
Templar Dane wrote:
Tyberius Franklin wrote:
EWAR ship bonuses seem to suggest otherwise, though, in principle what's to say that preventing something from warping or moving as well is fundamentally different from preventing locking or shooting as well?


racial ewar

caldari = ecm
gallente = damps
minmatar = painters
amarr = TDs

Recons and EAFs get a secondary bonus to 'utlity' modules, minus caldari who double up on ecm.

gallente = points
minmatar = webs
amarr = nos/neut

It would make far more sense for the amarr ship to have neut range.

Webs and point/scrams are listed under electronic warfare, nos/neuts are not. There is no "utility" module section that the latter set of mods fall under, thus I'm not sure where this classification comes from.

Though admittedly that makes my prior statement off regarding cap warfare mods.
Poranius Fisc
State War Academy
Caldari State
#248 - 2015-10-23 21:26:13 UTC
Tyberius Franklin wrote:
Templar Dane wrote:
Tyberius Franklin wrote:
EWAR ship bonuses seem to suggest otherwise, though, in principle what's to say that preventing something from warping or moving as well is fundamentally different from preventing locking or shooting as well?


racial ewar

caldari = ecm
gallente = damps
minmatar = painters
amarr = TDs

Recons and EAFs get a secondary bonus to 'utlity' modules, minus caldari who double up on ecm.

gallente = points
minmatar = webs
amarr = nos/neut

It would make far more sense for the amarr ship to have neut range.

Webs and point/scrams are listed under electronic warfare, nos/neuts are not. There is no "utility" module section that the latter set of mods fall under, thus I'm not sure where this classification comes from.

Though admittedly that makes my prior statement off regarding cap warfare mods.

I think it's all E-war.
Vaju Enki
Secular Wisdom
#249 - 2015-10-24 01:22:56 UTC
Great, more overpowered ships... powercreep is bad. Don't release this ships.

The Tears Must Flow

Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#250 - 2015-10-24 02:36:18 UTC
Tyberius Franklin wrote:

Webs and point/scrams are listed under electronic warfare, nos/neuts are not. There is no "utility" module section that the latter set of mods fall under, thus I'm not sure where this classification comes from.

Though admittedly that makes my prior statement off regarding cap warfare mods.


If you look at the bonuses the different races get in their tech 1 lineup, and then look at what those modules do......and consider that neuts/webs/scrams are things that we fit on our ships regardless of bonuses.....damps/TDs/painters/ecm are a completely different animal.

The navy crucifier getting a TD bonus is really odd. It should stay as is but with the TD bonuses removed. Give it a long range neut but no slot changes.

Then it'll look like...

2 lasers
1 neut

mwd
injector
point
whatever

tank in lows

It couldn't fit multiple neuts without gimping its dps, and with a long range neut it could at least eventually cap out the kiter and then be able to go in for the tackle.

The only issue is it would probably need the sentinel's range bonus as well as amount. That's 400% range and 100% amount. Idiots would likely cry foul because the number looks really big, but it's the bonus the sentinel has and it would only have one of them.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#251 - 2015-10-24 03:18:38 UTC
Templar Dane wrote:
Tyberius Franklin wrote:

Webs and point/scrams are listed under electronic warfare, nos/neuts are not. There is no "utility" module section that the latter set of mods fall under, thus I'm not sure where this classification comes from.

Though admittedly that makes my prior statement off regarding cap warfare mods.


If you look at the bonuses the different races get in their tech 1 lineup, and then look at what those modules do......and consider that neuts/webs/scrams are things that we fit on our ships regardless of bonuses.....damps/TDs/painters/ecm are a completely different animal.

The navy crucifier getting a TD bonus is really odd. It should stay as is but with the TD bonuses removed. Give it a long range neut but no slot changes.

Then it'll look like...

2 lasers
1 neut

mwd
injector
point
whatever

tank in lows

It couldn't fit multiple neuts without gimping its dps, and with a long range neut it could at least eventually cap out the kiter and then be able to go in for the tackle.

The only issue is it would probably need the sentinel's range bonus as well as amount. That's 400% range and 100% amount. Idiots would likely cry foul because the number looks really big, but it's the bonus the sentinel has and it would only have one of them.


Why fly a sentinel then? Not like people use it to td.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#252 - 2015-10-24 11:23:52 UTC
I would've preferred an Assault Frigate patch.
Fourteen Maken
Karma and Causality
#253 - 2015-10-24 11:44:39 UTC  |  Edited by: Fourteen Maken
Vaju Enki wrote:
Great, more overpowered ships... powercreep is bad. Don't release this ships.


I don't even know how I'd suggest they balance a ship with missiles and +50% web range bonus, or drones and +50% scram range bonus. it's insane, it's near pirate faction levels of godliness on cheap navy hulls. just make them go away.
Harvey James
The Sengoku Legacy
#254 - 2015-10-24 11:50:54 UTC
Fourteen Maken wrote:
Vaju Enki wrote:
Great, more overpowered ships... powercreep is bad. Don't release this ships.


I don't even know how I'd suggest they balance a ship with missiles and +50% web range bonus, or drones and +50% scram range bonus. it's insane, it's near pirate faction levels of godliness on navy hulls just make them go away.


mm.. i really don't like that frigs can send their close range high dps drones upto 60km

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Iyacia Cyric'ai
Lai Dai Counterintelligence
#255 - 2015-10-24 15:44:01 UTC  |  Edited by: Iyacia Cyric'ai
Okay so here's my genuine feedback in the context of small gang/solo (since this is my area of experience and what CCP states are what these ships are designed to excel at).

Crucifier Navy Issue:
I assume the bonus will apply to the new missile disruption module, which means that if it lands a scram on you and your primary source of DPS isn't drones, it wins. 4 effective turrets, 2 drones and 4 mids make it a superb brawler. However it's rather slow so it's quite vulnerable to kiting. It's weapon disruption penalty makes disruption ineffective past 11-12km.

Conclusion: Whatever this ship can kill, the Sentinal can as well and do so without committing to scram range. Also weak against drone boats. Has some use in situations where ships land at 0 near you and you can chose the fight by spamming the directional to see what will land :D


Griffin Navy Issue:
Here's how I can outline the flaw with this ship. Let's just forget the bonus for one second. This ship has more effective turrets (with the potential for an extra missile or nos/neut), more base HP, more base cap, more base CPU (identical base PWG) and more base speed than the Merlin. It doesn't have the Merlin's tank bonus but it has an extra mid. Granted it has one less low which will means it has to sacrifice a magstab (more than made up for by the fact that it had more effective turrets and a launcher slot) or forego the auxiliary power core necessary to fit a medium shield extender (can still fit a medium ancillary without auxiliary power core).

Conclusion: tl/dr, it's a better Merlin with the option to fit a jammer. Bring a mobile depot and one of each racial jammer. A fun ship if you're into winning through dishonour. Rename to Merlin Lucky Rabbit Foot Issue


Tristan Overpowered Issue Maulus Navy Issue
What can I say, it's a Tristan with the ability to scram out to 16.2 with t2 scram or 20+ with faction scram and/or links. Not even my poor troll Venture is safe from this fit :( Extra low plus the additional CPU to fit an extra DDA or more speed as well. Oh and more base HP as well.

Conclusion: Will be extremely strong, likely overpowered when combined with links. Unlike the Garmur which can on some occasions be outplayed and die if you catch them, this ship, like the Tristan, will beat a lot of t1 brawlers even if you do manage to catch them. I noticed that this ship has the current speed of the Tristan before the proposed 10m/s speed nerf. I propose applying the same nerf to this ship and/or lowering the base EHP so that it rewards players who do manage the difficult task of catching it.


Vigil Fleet Issue
19.5km OH web. Obviously more with faction/links. Solid 4 mids, excellent base speed, 4.5 effective launchers with nova missiles, 4 effective launchers with every other damage type AND 3 drones. Extremely strong especially as webs affect oversized prop mods (Svipul/Confessor). Very strong ship. Nothing more to say.

Conclusion: I like the idea of anything that causes Svipul pilots tears. This ship has enough DPS to down almost any other frigate in the 3 minutes it has to OH its web. Garmurs however have more base tank and DPS than it so against non-oversized AB ships or ships that have MJDs the Garmur is still superior. This is definitely a strong ship but I welcome the addition of any ship that can help gangs hunt Svipuls and Confessors (will still die to Beam Confessors and Artillery Svipuls though so be careful VFI pilots).
ColdBeauty
The Scope
Gallente Federation
#256 - 2015-10-24 15:51:41 UTC  |  Edited by: ColdBeauty
Iyacia Cyric'ai wrote:


Tristan Overpowered Issue Maulus Navy Issue
What can I say, it's a Tristan with the ability to scram out to 16.2 with t2 scram or 20+ with faction scram and/or links. Not even my poor troll Venture is safe from this fit :( Extra low plus the additional CPU to fit an extra DDA or more speed as well. Oh and more base HP as well.

Conclusion: Will be extremely strong, likely overpowered when combined with links. Unlike the Garmur which can on some occasions be outplayed and die if you catch them, this ship, like the Tristan, will beat a lot of t1 brawlers even if you do manage to catch them. I noticed that this ship has the current speed of the Tristan before the proposed 10m/s speed nerf. I propose applying the same nerf to this ship and/or lowering the base EHP so that it rewards players who do manage the difficult task of catching it.

It's just another waste of space that literally nobody will bother engaging solo unless in a similar wanky ship.
EDIT I initially thought that if ppl flew brawler MNI fits that the scram bonus wouldn't be much of an issue but everyone is going to fly the MWD kite defensive scram version obviously Roll Kind of pointless releasing these kind of ships isn't it ?
Harvey James
The Sengoku Legacy
#257 - 2015-10-24 16:06:12 UTC
would love too know why all 4 have so many drones, its not like they lack dps from launchers/turrets.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Ray P
Unquestionable Prosperity
Commonwealth Vanguard
#258 - 2015-10-24 17:23:09 UTC
Iyacia Cyric'ai wrote:
Okay so here's my genuine feedback in the context of small gang/solo (since this is my area of experience and what CCP states are what these ships are designed to excel at).

Crucifier Navy Issue:
I assume the bonus will apply to the new missile disruption module, which means that if it lands a scram on you and your primary source of DPS isn't drones, it wins. 4 effective turrets, 2 drones and 4 mids make it a superb brawler. However it's rather slow so it's quite vulnerable to kiting. It's weapon disruption penalty makes disruption ineffective past 11-12km.

Conclusion: Whatever this ship can kill, the Sentinal can as well and do so without committing to scram range. Also weak against drone boats. Has some use in situations where ships land at 0 near you and you can chose the fight by spamming the directional to see what will land :D


Griffin Navy Issue:
Here's how I can outline the flaw with this ship. Let's just forget the bonus for one second. This ship has more effective turrets (with the potential for an extra missile or nos/neut), more base HP, more base cap, more base CPU (identical base PWG) and more base speed than the Merlin. It doesn't have the Merlin's tank bonus but it has an extra mid. Granted it has one less low which will means it has to sacrifice a magstab (more than made up for by the fact that it had more effective turrets and a launcher slot) or forego the auxiliary power core necessary to fit a medium shield extender (can still fit a medium ancillary without auxiliary power core).

Conclusion: tl/dr, it's a better Merlin with the option to fit a jammer. Bring a mobile depot and one of each racial jammer. A fun ship if you're into winning through dishonour. Rename to Merlin Lucky Rabbit Foot Issue


Tristan Overpowered Issue Maulus Navy Issue
What can I say, it's a Tristan with the ability to scram out to 16.2 with t2 scram or 20+ with faction scram and/or links. Not even my poor troll Venture is safe from this fit :( Extra low plus the additional CPU to fit an extra DDA or more speed as well. Oh and more base HP as well.

Conclusion: Will be extremely strong, likely overpowered when combined with links. Unlike the Garmur which can on some occasions be outplayed and die if you catch them, this ship, like the Tristan, will beat a lot of t1 brawlers even if you do manage to catch them. I noticed that this ship has the current speed of the Tristan before the proposed 10m/s speed nerf. I propose applying the same nerf to this ship and/or lowering the base EHP so that it rewards players who do manage the difficult task of catching it.


Vigil Fleet Issue
19.5km OH web. Obviously more with faction/links. Solid 4 mids, excellent base speed, 4.5 effective launchers with nova missiles, 4 effective launchers with every other damage type AND 3 drones. Extremely strong especially as webs affect oversized prop mods (Svipul/Confessor). Very strong ship. Nothing more to say.

Conclusion: I like the idea of anything that causes Svipul pilots tears. This ship has enough DPS to down almost any other frigate in the 3 minutes it has to OH its web. Garmurs however have more base tank and DPS than it so against non-oversized AB ships or ships that have MJDs the Garmur is still superior. This is definitely a strong ship but I welcome the addition of any ship that can help gangs hunt Svipuls and Confessors (will still die to Beam Confessors and Artillery Svipuls though so be careful VFI pilots).


Roll

conclusion: somebody's been busy farming minmattar lp
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#259 - 2015-10-24 19:40:44 UTC
W0lf Crendraven wrote:


Why fly a sentinel then? Not like people use it to td.


Because weapon distruptors aaaaaaaaaaaaaaaaaaaaaaaand

Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps


Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps


Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps
W0lf Crendraven
The Tuskers
The Tuskers Co.
#260 - 2015-10-24 20:45:07 UTC
Templar Dane wrote:
W0lf Crendraven wrote:


Why fly a sentinel then? Not like people use it to td.


Because weapon distruptors aaaaaaaaaaaaaaaaaaaaaaaand

Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps


Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps


Templar Dane wrote:

It couldn't fit multiple neuts without gimping its dps


cause you fly a sentinel for its lousy 4 drones?