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Nerfing Caldari?

First post
Author
Zyress
Caldari Provisions
Caldari State
#321 - 2012-01-19 19:06:22 UTC
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.
Melangell
Sebiestor Tribe
Minmatar Republic
#322 - 2012-01-19 19:13:22 UTC
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?
Zyress
Caldari Provisions
Caldari State
#323 - 2012-01-19 19:42:52 UTC
Melangell wrote:
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?


Take the Drake and ECM out of the picture and try to find a ship class that Winmatar don't have the best of
Not-Apsalar
Republic Military School
Minmatar Republic
#324 - 2012-01-19 19:49:02 UTC  |  Edited by: Not-Apsalar
Melangell wrote:
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?


Here, we'll play a game.

Name the combat ships that Caldari has. You know, the ones that have real concepts and are allowed in fleets(small, medium, large, frig, bs, bc, whatever). Drake, Rokh, Tengu. Can you think of any others that are not support/tackle(not combat)?

Now lets name the Minmatar ships for the same.. Rifter, Stabber, Maelstrom, Tempest, Muninn, Rupture, Wolf, Jaguar, Vagabond, Loki, Rupture, Thrasher, Hurricane.. even the Typhoon and Cyclone have some combat utility(probably about as much as the Rokh).

It's not that nerfing the Drake makes 3/4 of the ships useless, it's that they're mostly useless outside of support roles already. If they want to make Caldari a support race, fine, come out and say it and give those that trained for combat a respec. Going the Raven and Caracal route doesn't work, or the Raven and Caracal would be more viable.
Zyress
Caldari Provisions
Caldari State
#325 - 2012-01-19 19:54:45 UTC
Not-Apsalar wrote:
Melangell wrote:
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?


Here, we'll play a game.

Name the combat ships that Caldari has. You know, the ones that have real concepts and are allowed in fleets(small, medium, large, frig, bs, bc, whatever). Drake, Rokh, Tengu. Can you think of any others that are not support/tackle(not combat)?

Now lets name the Minmatar ships for the same.. Rifter, Stabber, Maelstrom, Tempest, Muninn, Rupture, Wolf, Jaguar, Vagabond, Loki, Rupture, Thrasher, Hurricane.. even the Typhoon and Cyclone have some combat utility(probably about as much as the Rokh).

It's not that nerfing the Drake makes 3/4 of the ships useless, it's that they're mostly useless outside of support roles already. If they want to make Caldari a support race, fine, come out and say it and give those that trained for combat a respec. Going the Raven and Caracal route doesn't work, or the Raven and Caracal would be more viable.


Exactly, the shield skills may still be useful on some winmatar ships but missiles aren't very useful. Missile skills are still good for stealth bombers I guess but that sure isn't worth the 7 million skill points I have invested in missile skills
Alara IonStorm
#326 - 2012-01-19 19:58:23 UTC
Not-Apsalar wrote:

Here, we'll play a game.

Name the combat ships that Caldari has. You know, the ones that have real concepts and are allowed in fleets(small, medium, large, frig, bs, bc, whatever). Drake, Rokh, Tengu. Can you think of any others that are not support/tackle(not combat)?

Now lets name the Minmatar ships for the same.. Rifter, Stabber, Maelstrom, Tempest, Muninn, Rupture, Wolf, Jaguar, Vagabond, Loki, Rupture, Thrasher, Hurricane.. even the Typhoon and Cyclone have some combat utility(probably about as much as the Rokh).

It's not that nerfing the Drake makes 3/4 of the ships useless, it's that they're mostly useless outside of support roles already. If they want to make Caldari a support race, fine, come out and say it and give those that trained for combat a respec. Going the Raven and Caracal route doesn't work, or the Raven and Caracal would be more viable.

All those Caldari Ships you consider useless are getting re-balanced as per the CSM Minutes indicate along with Battlecruisers in general. It is a very strong possibility the Hurricane will see a nerf as it is also on the radar.

New Moa, new Caracal, new Osprey, new Merlin, new Blackbird, new Hawk, new Harpy, new Eagle, new Cerb, new Kestrel, new Ferox and while re-balancing the Drake we know what they are taking away but who knows what base stats they will adjust.

I am not near ready to go doom and gloom yet.
Petrus Blackshell
Rifterlings
#327 - 2012-01-19 20:05:04 UTC
I don't know what you people are smoking, but Caldari have plenty of viable and good combat ships beyond the Drake. If fleets don't allow them, then you're hanging out with the wrong people.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Spineker
#328 - 2012-01-19 20:14:47 UTC  |  Edited by: Spineker
Melangell wrote:
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?



If they are trying to make the CS look better why would they boost the Drake DPS? Is it just lies then? The only real thing besides resist the NH has over the Drake is its DPS is better by a bit. I don't have the numbers but it is.

Why would you want to nerf the drake based on a lie by CCP? "We want to make sure it doesn't overshadow CS" yet to increase the drakes dps does just that. Either they don't fly the damn ships are the are liars which is it?
Butzewutze
Doomheim
#329 - 2012-01-19 20:36:19 UTC  |  Edited by: Butzewutze
Surge Roth wrote:
Leisen wrote:
Sure smells like EFT warrior in here.

Sure, the Cane has less EHP than the Drake, as it should. I mean it's not like the Cane is faster, has a larger drone bay, can fit more utility, has a larger capacitor that can support two medium neuts, or benefits from having turret DPS that can do more damage against smaller targets when dual webbed (did I mention it can fit more utility?). Face it, the Drake can fit a nasty tank, that's what it's good at, and that's what it ought to be good at. Most people never mention how you can fit a stronger shield tank on a Myrmidon, or anything of that nature. Caldari ships sacrifice everything for the sake of tank, so why take their tank away, unless you're going to give them what other ships have? The Cane is versatile as hell, that's why people like it. The Drake tanks well, so it's noob friendly, but it's slow and dumb (and has a signature larger than a battleship MAKING IT THE WORST TIER 2 BATTLECRUISER TO TAKE AGAINST A LARGER SHIP CLASS) and as long as you're not a moron you can control the engagement in a way that will leave a Drake nearly helpless, or, worst case scenario, unable to hold you down while you run off and save your ass.


I like you. You're one of the few people left with some sense in them.


It would make sense if it would be true. The Hurricane and drake both have the same amount of cap and the same time to recharge. The cane has 5m3 more dronespace, i dont think that makes a great difference.

Quote:
more damage against smaller targets when dual webbed


Exactly like the drake. So whats the point?

Quote:
Most people never mention how you can fit a stronger shield tank on a Myrmidon, or anything of that nature.


Maybe thats because the Myrmidon with a shieldtank has big resistholes or because it cant be skilled in 1 month, cant shoot 100km with no damage loss without mods, cant ignore tracking, isnt that cheap. And btw. the damage of 10 myrmidons can be killed by 1 large smartbomb in seconds. You dont see any differences here?

Quote:
has a signature larger than a battleship MAKING IT THE WORST TIER 2 BATTLECRUISER TO TAKE AGAINST A LARGER SHIP CLASS


Thats a downside, right... but it doesnt matter if you almost have the same ehp, damage, better damage projection, lower price and so on.
Butzewutze
Doomheim
#330 - 2012-01-19 20:56:56 UTC  |  Edited by: Butzewutze
Alara IonStorm wrote:
Vigrioth Stoneclaw wrote:
Zagam wrote:
When I can easily build a drake that has almost 100k EHP against omni damage....


This I gotta see...

[Drake, Buffer]
Ballistic Control System II
Ballistic Control System II
Co-Processor II
Damage Control II

Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Heat Dissipation Field II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Warrior II x5


[Drake, New Setup 8]
Basic Power Diagnostic System
Pseudoelectron Containment Field I
Ballistic Control System II
Ballistic Control System II

10MN MicroWarpdrive I
Large Shield Extender II
Large Shield Extender II
Magnetic Scattering Amplifier II
Invulnerability Field II
Invulnerability Field II

Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
Heavy Missile Launcher II, Thunderbolt Heavy Missile
[empty high slot]

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Warrior II x5

114k ehp, 129k ehp with overloaded inv. fields.

Remove 15k ehp and it is still a great cheap ship.
Spineker
#331 - 2012-01-19 21:07:34 UTC
Yah and the above fit could kill what again?
Alara IonStorm
#332 - 2012-01-19 21:16:59 UTC
Spineker wrote:
Yah and the above fit could kill what again?

Considering it is a pretty common Drake fleet fit though sometimes the Resist Amp is replaced with Tackle...

EVE Kill

1 Drake 115241
2 Tengu 82389
3 Maelstrom 81249
4 Hurricane 67923
5 Abaddon 46330

Quite a damn lot.

What people do not realize is that you can still get 80k EHP with a full rack of Heavies, 2 BCU, Point, complete field engagement range with 50% less flight time and MWD on a Drake after the resist change.

Makes my head spin that people think that is bad especially with the Entire Caldari Line Up set to be rebalanced.
Boyd Achura
#333 - 2012-01-19 21:26:30 UTC
Although I don't view the drake proposal as a nerf and I hold on to the hope that some of the lacking cal ships will get love in the rebalance to come...

It never ceases to amuse me how obvious minmatar, amarr, or gallente pilots stand up each thread and go on about how good the odd caldari ship is. I've read pages upon pages about how ships like the moa, ferox, cerb, and other marginally useful caldari ships are simply diamonds in the rough that we ignorant caldari have yet to discover.

That's simply not true. I hate the drake and i've always hated it. My favorite ship when I first joined the calmil was the merlin. My second love was the moa. My bc of choice was the ferox and after that I grudgingly began to fly mostly caracals and drakes.

I have actually flown most of the cal ships everyone whines about and from my experience they're not as god-awful as the worst complainers will say, but they certainly aren't under-estimated and competitive platforms. My stomping grounds are usually full to the brim with minmatar ships, gallente ships, angel ships, and drakes. Even among most caldari vets i'm familiar with the other caldari ships are something you fly simply to show off. You get kills in a moa and you brag about it because the opponent had an advantage from the get-go.

Again, I don't think this is a permanent state of fail and I have every confidence in this new iteration/balance theme from CCP, but can we please stop pretending that there are not woefully problematic ships all over the caldari lineup?
Gellenter Pl
Doomheim
#334 - 2012-01-19 21:44:55 UTC
Alara IonStorm wrote:
Not-Apsalar wrote:

Here, we'll play a game.

Name the combat ships that Caldari has. You know, the ones that have real concepts and are allowed in fleets(small, medium, large, frig, bs, bc, whatever). Drake, Rokh, Tengu. Can you think of any others that are not support/tackle(not combat)?

Now lets name the Minmatar ships for the same.. Rifter, Stabber, Maelstrom, Tempest, Muninn, Rupture, Wolf, Jaguar, Vagabond, Loki, Rupture, Thrasher, Hurricane.. even the Typhoon and Cyclone have some combat utility(probably about as much as the Rokh).

It's not that nerfing the Drake makes 3/4 of the ships useless, it's that they're mostly useless outside of support roles already. If they want to make Caldari a support race, fine, come out and say it and give those that trained for combat a respec. Going the Raven and Caracal route doesn't work, or the Raven and Caracal would be more viable.

All those Caldari Ships you consider useless are getting re-balanced as per the CSM Minutes indicate along with Battlecruisers in general. It is a very strong possibility the Hurricane will see a nerf as it is also on the radar.

New Moa, new Caracal, new Osprey, new Merlin, new Blackbird, new Hawk, new Harpy, new Eagle, new Cerb, new Kestrel, new Ferox and while re-balancing the Drake we know what they are taking away but who knows what base stats they will adjust.


Agreed... Caldari as a whole needs a rebalance. Give people some choice to pick something else within the caldari instead of constant nerfing
Mars Theran
Foreign Interloper
#335 - 2012-01-20 00:17:38 UTC  |  Edited by: Mars Theran
Fon Revedhort wrote:
Mars Theran wrote:
Fon Revedhort wrote:
Mars Theran wrote:
I
HACs suffer from being only the barest step above T1 Cruisers; when they should be near equivalent to Command ships, with somewhat higher speed and agility, and a little less EHP.

lol

CS's relate to HAC's just like your fugly Drake relates to cruisers. Never forget this. But I don't see you proponing for cutting off like 50% EHP from Drake, which surely will get it in line with your thoughts above, so that it has a little more EHP than cruisers.

LOL, damn pharisees!


Watch who you're calling Pharisees. Better yet; don't use the term.

I didn't say CS related to HAC; I said HAC on CS should be on PAR with each other, but directed towards different goals on the Battlefield.

HACs should have better range control, with higher speed and agility than the heavier CS; while they should output approximately the same DPS, and have slightly less EHP. That's a very direct identification of the difference between HACs and CS.

Curently, CS that are worthy, fill the roles of both HACs and CS; more often, they are used as HACs. This is wrong. HACs need the ability to manage range and advantage on the battlefield, solo or in fleet. They don't have that capability as well as they should; and there really is no significant reason to choose them over CS. Just as their is no significant reason to choose Cruisers over Battle Cruisers.

It's pretty simple really, and in fact they are related in a fashion, through their Tech 1 Counterparts; the Command Ship is essentially just a larger, more ponderous cousin to the HAC.

Where exactly should I look at? I don't see anyone here. So you'd better post with your main.

That's something you could have used to advocate bringing Drake in line with Caracal in terms of firepower ("should output approximately the same DPS") and EHP ("slightly less" for Caracal). Caracal surely has got to retain "ability to manage range and advantage on the battlefield, solo or in fleet" over Drake.



This is my main, and you're just talking out your ***, best I can tell. Where did you get Caracal from; and how exactly should it output DPS like a Drake? Are you thinking maybe a 50% RoF increase for it? ..because I'm pretty sure it's 2 launchers shy of what the Drake has. Caracal and other T1 Cruisers should put out about 4-500 DPS tops; where Battle Cruisers should be in at about 5-600 DPS average, before considering Gyros, BCUs, and High DPS Tech 2 Ammo.

Kind of random numbers there, but it makes sense considering it's a T1 Cruiser. Before you argue Command Ships and HACs with your silly little backwards logic; consider the training time and skill requirements to get in a HAC as compared to a CS. And then compare that to BCs and Cruisers.

Cruiser is a very short trainer, and one of the first ships Newbs fly and have access to; so the comparison between it and Battle Cruisers, as compared to HACs and CS, is not the same at all. BC and Cruiser are more like big and little brother; same family, but ones 12 years old, and the others 16. Wierd analogy I know, but it has perspective.

That doesn't mean Cruisers should'nt be faster and more agile than a HAC or BC.

edit: How many people do you know, that spend a more than a Billion ISK setting up a Corp and Alliance for a throwaway alt anyway? It's not like it isn't visible right under my avatar for all to see if they look.
zubzubzubzubzubzubzubzub
Mars Theran
Foreign Interloper
#336 - 2012-01-20 00:24:56 UTC  |  Edited by: Mars Theran
Alara IonStorm wrote:
Spineker wrote:
Yah and the above fit could kill what again?

Considering it is a pretty common Drake fleet fit though sometimes the Resist Amp is replaced with Tackle...

EVE Kill

1 Drake 115241
2 Tengu 82389
3 Maelstrom 81249
4 Hurricane 67923
5 Abaddon 46330

Quite a damn lot.

What people do not realize is that you can still get 80k EHP with a full rack of Heavies, 2 BCU, Point, complete field engagement range with 50% less flight time and MWD on a Drake after the resist change.

Makes my head spin that people think that is bad especially with the Entire Caldari Line Up set to be rebalanced.


No offense, but you do realize those numbers are completely irrelevent, being based on the blob as they are. All you have to do is look at the top Alliances for kills and add them up, then compare to the Maels and Drakes kills. Cripes, watch a Goonswarm video, and just look at the hail of Mael. And you know Test and other Alliances, including the swarm, are dishin' out HM DPS with Drakes too.

Field 3K ships per battle, it adds up; especially when they're all the same ships.

Also, when most kills are 6-1 ganks in EVE; that tends to indicate using such measures is a poor means of comparison. All it really means, is a lot of people fly them in Fleet and blob.

When you look at a proper gang, you see 6 different ships, with quite often one of them being a Hurricane; the rest are usually Recon, EWAr, and similar T2 Cruisers or Frigs. When they make a kill, it goes to the person who fired the last shot; which puts the Falcon out right off, and usually the Recon too; which leaves the Hurricane and Wolf, plus maybe a Pilgrim and Onyx. That really only leaves the Hurricane and Wolf, and it'll probably be the Hurrican, because his nose is pushed right up against the hull of whatever they're killing.

Conversely, when you've got 30-40 Drakes, and nothing else, every kill is going to be a Drake.
zubzubzubzubzubzubzubzub
Mars Theran
Foreign Interloper
#337 - 2012-01-20 00:44:16 UTC
Melangell wrote:
Zyress wrote:
Screw it, I've cross trained winmatar, if you only want one viable race so be it, but you might warn new players before they bother traning any other race.


One ship gets an adjustment lowering its (massive) tank and boosting its DPS a bit - *instantly* rendering 3/4 of the ships in the game useless...


drama much?


I thought the DPS boost with RoF was a little odd myself. Might as well just make it 10% Missile Damage for one bonus.

Another thing I've considered, is the fact that Cruisers and Frigates of the T1 variety; are just not often fielded because of a cost scenario. And, I don't mean what you probably are thinking at this point; which would be totally absurd and wrong, and anybody knows it. Actually, what I am referring to, is the negligible cost of a cheap T1 Hull, compared to the huge cost of fitting and rigging it.

Who wants to put 20 million ISK in modules and ammunition, in a hull worth less than 300K ISK? Every time I build a T1 Frigate or Cruiser, I measure it's survivability vs. the cost of its fitting. If there is no way to make that thing survive the average fight in a gang; it becomes a T1 mod only ship, which means it dies in a fire in the first 30s unless ignored, which it probably will be.

Who's going to shoot something that's throwing pebbles in their general direction, when they've got somebody else trying to steamroll them with a massive DPS fit? Almost nobody, unless that fool also happens to have a Warp Disruptor on them.

So, really, it's a measure of potential loss and survivability. A Rifter is mostly survivable, yet costs next to nothing, but you can fit it with 5-10 million ISK in modules without breaking a sweat. You wouldn't do the same with a lot of other T1 Frigs or Cruisers in most cases; because you can almost guarantee you won't survive even in a gang, or being seperated from one. You know you're going to lose all those modules, and all that ISK, and your insurance only covers the Hull.

It's much more practical to buy and fit a survivable 30-40 million ISK Hull and drop all those modules into it; because then you at least know the investment is mostly worth it. Insurance either recovers 2% of your investment, or it recovers 30-50% of your investment.

Doesn't really matter if you GCC and lose it though.

tl;dr: nobody should reasonably want to fit a fragile one-shot-pop little ship with a guaranteed loss of any significant amount of ISK.

zubzubzubzubzubzubzubzub
Alara IonStorm
#338 - 2012-01-20 00:52:07 UTC  |  Edited by: Alara IonStorm
Mars Theran wrote:

No offense, but you do realize those numbers are completely irrelevent, being based on the blob as they are. All you have to do is look at the top Alliances for kills and add them up, then compare to the Maels and Drakes kills. Cripes, watch a Goonswarm video, and just look at the hail of Mael. And you know Test and other Alliances, including the swarm, are dishin' out HM DPS with Drakes too.

Field 3K ships per battle, it adds up; especially when they're all the same ships.

Yes, yet they would not be chosen as the ship to use in that blob if they were not right for it.
Mars Theran wrote:

Also, when most kills are 6-1 ganks in EVE; that tends to indicate using such measures is a poor means of comparison. All it really means, is a lot of people fly them in Fleet and blob.

Of course it is. If most fights are like that then most ships should be balanced on how they preform in fights like that.

Mars Theran wrote:

When you look at a proper gang, you see 6 different ships, with quite often one of them being a Hurricane; the rest are usually Recon, EWAr, and similar T2 Cruisers or Frigs. When they make a kill, it goes to the person who fired the last shot; which puts the Falcon out right off, and usually the Recon too; which leaves the Hurricane and Wolf, plus maybe a Pilgrim and Onyx. That really only leaves the Hurricane and Wolf, and it'll probably be the Hurrican, because his nose is pushed right up against the hull of whatever they're killing.

I don't see what final blow has to do with these numbers as they are not calculated by final blow but who was on the mail.
Mars Theran wrote:

Conversely, when you've got 30-40 Drakes, and nothing else, every kill is going to be a Drake.

Yes they are a good fleet ship and I do not see that changing much with the loss of the resist bonus. As I said, new Drake can still get 80k EHP with a full rack of Heavies, 2 BCU, Point, complete field engagement range with 50% less flight time and MWD.
Mariner6
The Scope
Gallente Federation
#339 - 2012-01-20 01:43:36 UTC  |  Edited by: Mariner6
- Drake argument aside, it seems like too large of a nerf against ECM will just vanilla the game. Sure they are out there and ECM drones are good, but not the end all be all. I mean getting rid of good variety options just drives everyone then into DPS or tackle. Kind of boring. Its also a great way for younger players to have a highly effective and quick entry into PVP. And frankly, I just don't see overwhelming numbers of them used. (except by us that is.)

Take ecm drones away and really drone boats don't have a lot of other things to bring to the table as heavy's are slow and sentries don't have a much of a role with all these fast kiting fleets out there. If someone wants to fly ECM or Damps or whatever, it should be a force multiplier. Good fleets that want to keep hold of a target will bring frigs or destroyers to deal with those drones and have good success. ECM drones are easily dealt with and should be left alone. This will only further cripple Gallente ships, while everyone can use them, ecm drones with HP points boosted are very fun. And frankly they only frustrate those fleets that don't use combined arms. As far as ECM boats go, sure they are strong but variety and having to deal with them, and/or having them along adds spice to fights, and plenty of ways to counter them, especially if Sensor Damps get a boost. Just target range damp the next falcon you see and done. What could use a boost is the power of ECCM. If you commit a mid slot to this mod it should have a much stronger effect than it currently seems to have. That would also push some more people toward armor as so much is shield these days, as speed has become king.

- Really I think CCP needs to take a hard look at making some boats much better at "heavy tackle." And tackle that can actually survive for more than a few seconds. Currently even with a perfect warp in or punt as you land on the targets (ie nano drake, cane, tier 3 bc, etc etc) they are so fast that by the time you lock and scram/web they are out of range, even with perfect interdiction maneuvers boost/and sensor boost. Sure you'll get the long point, but not really worth much as their MWD is still on. There just aren't many good counter kiting options on the table. All the small ships that should be able to deal with this get blown up on approach, even when spiraling in or get nueted/insta popped (because they get webbed) once they achieve scram range. There needs to be some BC's dedicated to this ability. The Mrym would be perfect to get a bonus to Web range. Give the Brutix a big bonus to scram (and scram only) and together they could be used to get heavy tackles on kiters with good warp in's/punts. Or perhaps the Ferox and give it a purpose as it will be faster if shield tanked and finally be useful for something other FC-ing from. Other than some specialty scenarios, drone boats just don't have much going for them, particularly with the lack of mods to their damage (except sentry's), and again, in most mobile fights sentry's are a pain. At the end of the day, its just normally way easier to fly a gun/missle ship, and so that's what everyone does. Watching heavy drones, even when boosted by a nav link, is painful, and then, primary goes pop and you've been no help at all.
Mars Theran
Foreign Interloper
#340 - 2012-01-20 01:44:43 UTC
Alara IonStorm wrote:
Mars Theran wrote:

No offense, but you do realize those numbers are completely irrelevent, being based on the blob as they are. All you have to do is look at the top Alliances for kills and add them up, then compare to the Maels and Drakes kills. Cripes, watch a Goonswarm video, and just look at the hail of Mael. And you know Test and other Alliances, including the swarm, are dishin' out HM DPS with Drakes too.

Field 3K ships per battle, it adds up; especially when they're all the same ships.

Yes, yet they would not be chosen as the ship to use in that blob if they were not right for it.
Mars Theran wrote:

Also, when most kills are 6-1 ganks in EVE; that tends to indicate using such measures is a poor means of comparison. All it really means, is a lot of people fly them in Fleet and blob.

Of course it is. If most fights are like that then most ships should be balanced on how they preform in fights like that.

Mars Theran wrote:

When you look at a proper gang, you see 6 different ships, with quite often one of them being a Hurricane; the rest are usually Recon, EWAr, and similar T2 Cruisers or Frigs. When they make a kill, it goes to the person who fired the last shot; which puts the Falcon out right off, and usually the Recon too; which leaves the Hurricane and Wolf, plus maybe a Pilgrim and Onyx. That really only leaves the Hurricane and Wolf, and it'll probably be the Hurrican, because his nose is pushed right up against the hull of whatever they're killing.

I don't see what final blow has to do with these numbers as they are not calculated by final blow but who was on the mail.
Mars Theran wrote:

Conversely, when you've got 30-40 Drakes, and nothing else, every kill is going to be a Drake.

Yes they are a good fleet ship and I do not see that changing much with the loss of the resist bonus. As I said, new Drake can still get 80k EHP with a full rack of Heavies, 2 BCU, Point, complete field engagement range with 50% less flight time and MWD.


I wasn't aware that EVE-Kill based their numbers on who was on the Killmail, rather than who got the Killmail; and, if you think of it, that means 40 Drakes blobbing and killing one ceptor counts for 40 Kills for Drakes. Interesting.

I'm not suggesting the Drake shouldn't be toned down a bit; but that bit should be marginal, and not involve stripping an otherwise common bonus. That same bonus is apllied elsewhere in many cases, and to not nearly so great an effect usually.
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