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CCP, any thoughts on Navy Issue/ faction frigs and cruisers?

First post
Author
SegaPhoenix
Chicks on Speed
#21 - 2012-09-13 19:27:30 UTC
Ever sicne the nano nerf Hacs and recons have been less popular because BC's and t1 cruisers can perform on par with these hulls now. Solution? Bring back speed to t2 cruisers. Doesn't have to be pre-nerf speed but make them all skirmishers and I would be a happy camper.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#22 - 2012-09-13 20:36:36 UTC  |  Edited by: Tyberius Franklin
CCP Ytterbium wrote:
The linked blog still is accurate.


  • Tech1: base frame of reference for ship hulls. Versatile, generic hulls with good ISK/performance ratio

  • Navy: plain improvement of tech 1 hulls. You get more slots, EHP, fittings when moving to Navy

  • Pirate: usually better than Tech1 and Navy, but with a twist. Twist being that the definition of "better" is up to the Pirate faction you are looking at, as they each have different combat philosophies, which sometimes differ quite a lot from Tech1 hulls (ex: Blood Raiders, Gurista ships)

  • Tech2: plain specialization over Tech1. It should be noted that despite popular belief, Tech2 ships should not necessarily be plain better in all areas next to Tech1 hulls. For instance, Tech1 Attack Frigates + Mobility specialization = Interceptors. Interceptors shouldn't necessarily have more EHP than Tech1 frigates. On the same way, Tech1 Combat Frigates + Resilience / Damage = Assault Frigates. Assault frigates shouldn't be faster than Combat Frigate hulls.

  • Tech3: generalization over Tech1, while being on par with Faction hulls regarding performance. The difficult part is to make them competitive without stepping on other ship roles, like they are right now. Example: Tech3 gang link configurations should give bonuses to more gang link fields than Tech2, but the bonus amount they give should be lesser than Command Ships as they are more specialized. We have some ideas on how to solve Tech3s on the long run - as in make them different instead of plainly nerfing them, but it's still a longshot so, we'll skip individual details for now P


Navy Cruisers need to be looked at yes, but we'll most likely won't have time for them this winter. Giving you 40 revamped hulls to play with keep you busy until the next iteration round though Pirate

In trying to understand, if I were trying to have a breakdown of say, a particular set of hulls it might look like:
Potential Damage output: Vexor < Navy Vexor < Ishtar
Speed/Agility: Vexor = Ishtar < Navy Vexor
Tank: Vexor < Navy Vexor < Ishtar

But I'm confused on if this last one would ring true, but it sounds so from the explanation:
Slot count/fittings: Vexor <= Ishtar < Navy Vexor

Is this the general idea?
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