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Player Features and Ideas Discussion

 
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Rookie Frigate Changes

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#101 - 2012-07-27 11:40:01 UTC
Harvey James wrote:


I understand just disappointed as i thought all ships were going to be useful no matter how old our char is.
These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius.


Yeah the rookie frigs have to be an exception to that rule since they are spawned out of nothingness instead of being part of the player economy. We don't want them supplanting anything manufactured by players. Rookie frigs are essentially a separate ship class from other frigates rather than a different tier.

We have a ton of cool stuff coming for the manufactured tech one frigates though.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
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Hannott Thanos
Squadron 15
#102 - 2012-07-27 13:42:11 UTC
CCP Fozzie wrote:
Harvey James wrote:


I understand just disappointed as i thought all ships were going to be useful no matter how old our char is.
These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius.


Yeah the rookie frigs have to be an exception to that rule since they are spawned out of nothingness instead of being part of the player economy. We don't want them supplanting anything manufactured by players. Rookie frigs are essentially a separate ship class from other frigates rather than a different tier.

We have a ton of cool stuff coming for the manufactured tech one frigates though.

Oh you tease you

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Duchess Starbuckington
Doomheim
#103 - 2012-07-27 15:35:23 UTC
Harvey James wrote:
in what way is ecm broken do you know what you are talking about how many ecm ships have you used?

All of them, including the pre-nerf 200km range ROFLFALCON. So kindly shut the **** up, kid.

Overall the numbers look good though, minus that ECM bonus.

Quote:
We have a ton of cool stuff coming for the manufactured tech one frigates though.

DO WANT.
Harvey James
The Sengoku Legacy
#104 - 2012-07-27 17:13:03 UTC
Duchess Starbuckington wrote:
Harvey James wrote:
in what way is ecm broken do you know what you are talking about how many ecm ships have you used?

All of them, including the pre-nerf 200km range ROFLFALCON. So kindly shut the **** up, kid.

Overall the numbers look good though, minus that ECM bonus.

Quote:
We have a ton of cool stuff coming for the manufactured tech one frigates though.

DO WANT.


you still didn't tell me in what way ecm is broken :P

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

Duchess Starbuckington
Doomheim
#105 - 2012-07-27 20:32:22 UTC
Hideously overpowered in small gangs and extremely poorly implemented from a game mechanics point of view.

My corp are already coming up with ways to abuse the new Ibis for no purpose other than flat out trolling. This bonus is a huge mistake.
Doddy
Excidium.
#106 - 2012-07-30 14:36:08 UTC
Duchess Starbuckington wrote:
Hideously overpowered in small gangs and extremely poorly implemented from a game mechanics point of view.

My corp are already coming up with ways to abuse the new Ibis for no purpose other than flat out trolling. This bonus is a huge mistake.


It has a whole 30% more jamming power than previously, why are there not swarms of jamibis on tq atm?

It has a third the potential jamming power of a frig 5 griffin
Connall Tara
State War Academy
Caldari State
#107 - 2012-07-30 15:30:27 UTC
so.. a griffin with a 15% bonus per level and 4 mid slots to play with is fine... but an Ibis with 2 slots and a FIXED 30% bonus is OMGWTF BROKEN! good to know ^_^

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Nikko Jiangtibayan
Ghosts That Linger
#108 - 2012-08-01 10:23:52 UTC
I think phrasing the velocity and resistance boosts as bonuses might be misleading. Bonuses compared to what? The ship's base velocity/resistances? That's just a larger base, not a bonus.

Hello...mate. 

Mizhir: "Brakes are for cowards and they makes the ship heavier."

Johan March
The Scope
Gallente Federation
#109 - 2012-08-01 14:00:30 UTC
I can't wait to do a noob ship roam with the new ships.
Lin-Young Borovskova
Doomheim
#110 - 2012-08-02 20:07:05 UTC
The 30% ECM bonus vs 10% Damp bonus makes me a sad panda. However these changes are great overall, rookie ships stronger and funnier to play means more dudes liking pewpew thus more friends to shoot at or fly with.

Except this little detail for EWAR that bothers me personally great +1 (buff my damps plz !!)

brb

Debir Achen
Makiriemi Holdings
#111 - 2012-08-05 07:28:12 UTC
Lin-Young Borovskova wrote:
The 30% ECM bonus vs 10% Damp bonus makes me a sad panda.
That's pretty much in-line with Griffin vs Maulus at racial frigate 2. Remember that most EW is somewhat effective without bonus, whereas ECM either needs a ship bonus or stupidly large numbers (see ECM drones).

I assume these guys still warp at 3 AU/s?


Thought on acquiring Rookie ships:

What if they were acquired via a button in-station (with a token timer to prevent people spamming vast numbers thereof), and the race of ship matched the host station rather than the pilot? It's always struck me as odd that the Gallente Federation has an endless supply of Ibises deep in Gallente space.

There might be a slight issue with minimal skills for the appropriate weapon systems, but it's not that hard to get to level 1, and racial frigate bonuses aren't relevant.

Alternatively, let the pilot choose the race of ship.


I like this new take: a jack-of-all-trades frigate, able to just about anything a tech 1 frig could do, but not nearly as well as a pilot with decent skills.

One concern: could pilots be led into thinking that racial frigate skill isn't relevant, and then find themselves unable to fly the T1 ships? Or will this be figured out quickly enough from the pre-reqs? Perhaps the revamped tutorial needs a section on "racial frigate skills", both as pre-req and as power multiplier. ("Your rookie ship uses limited autonomous systems. This means that any pilot can fly it at minimal effectiveness, but also prevents an expert pilot from fully exploiting their skills. Military grade frigates require specific skills to interface with the hull, and improving your skill improves the hull's effectiveness. ... ")

Aren't Caldari supposed to have a large signature?

CCP Ytterbium
C C P
C C P Alliance
#112 - 2012-08-07 10:42:47 UTC
Unpinning this topic as well to make way for new design suggestions.

Thanks for your feedback peopel.