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Player Features and Ideas Discussion

 
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[Odyssey] T1 Frigate Polish Pass and Naglfar fix

First post
Author
Neugeniko
Insight Securities
#281 - 2013-03-22 04:23:53 UTC
Alek Row wrote:
Neugeniko wrote:

Fiddling with 15 fits of mine the changes translate to about a
5% buff to the effectiveness of the rifter.


The issue with the Rifter is not fixable with 1 PG.
What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it?
Despite the initial sarcasm, more PG is always good.
A few examples to fully demonstrate your statement would be a nice thing to have.
Otherwise, it seems you are only throwing more wood into the fire, nothing more.


I have a genolution clone for frig 1v1. The extra 1PG allows me to fit a T2 armor plate for 5% more tank plus another 2% from the +50 armor.

Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Small Projectile Burst Aerator I Micro Auxiliary Power Core II 400mm Reinforced Steel Plates II
Internal Force Field Array I
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I 200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Rocket Launcher II

The extra PG allows a active armor rig increasing the speed of the following rifter by 5% without having
perfect fitting skills and without compromising tank in 1v1 scenarios.

Small Projectile Burst Aerator
Small Anti-Kinetic Pump I
Small Auxillary Nano Pump I
Damage Control II
Small Ancillary Armor Repairer
200mm Reinforced Steel Plates II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Rocket Launcher II

The above fit is a very generic ab rifter fit. The extra speed should
translate to better ability to hold the right range during an engagement

Neug



Peppermintstix
Exsilium Militaris
#282 - 2013-03-22 05:00:06 UTC  |  Edited by: Peppermintstix
i cant be the only person who thought of how high the volley on these nags would be with arty...

About the same volley as a phoenix but from a much farther distance...

You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.

so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#283 - 2013-03-22 05:08:11 UTC
Neugeniko wrote:
Alek Row wrote:
Neugeniko wrote:

Fiddling with 15 fits of mine the changes translate to about a
5% buff to the effectiveness of the rifter.


The issue with the Rifter is not fixable with 1 PG.
What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it?
Despite the initial sarcasm, more PG is always good.
A few examples to fully demonstrate your statement would be a nice thing to have.
Otherwise, it seems you are only throwing more wood into the fire, nothing more.


*fitting stuff*

Neug


Thought we could get away a bit from cookie cutter fits or actually needing implants to be viable (enough). What?

Using tablet, typoes are common and I'm not going to fix them all.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#284 - 2013-03-22 11:36:22 UTC
Neugeniko wrote:
Alek Row wrote:
Neugeniko wrote:

Fiddling with 15 fits of mine the changes translate to about a
5% buff to the effectiveness of the rifter.


The issue with the Rifter is not fixable with 1 PG.
What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it?
Despite the initial sarcasm, more PG is always good.
A few examples to fully demonstrate your statement would be a nice thing to have.
Otherwise, it seems you are only throwing more wood into the fire, nothing more.


I have a genolution clone for frig 1v1. The extra 1PG allows me to fit a T2 armor plate for 5% more tank plus another 2% from the +50 armor.

Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Small Projectile Burst Aerator I Micro Auxiliary Power Core II 400mm Reinforced Steel Plates II
Internal Force Field Array I
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I 200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Rocket Launcher II

The extra PG allows a active armor rig increasing the speed of the following rifter by 5% without having
perfect fitting skills and without compromising tank in 1v1 scenarios.

Small Projectile Burst Aerator
Small Anti-Kinetic Pump I
Small Auxillary Nano Pump I
Damage Control II
Small Ancillary Armor Repairer
200mm Reinforced Steel Plates II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Rocket Launcher II

The above fit is a very generic ab rifter fit. The extra speed should
translate to better ability to hold the right range during an engagement

Neug




Its still terrible.

BYDI recruitment closed-ish

Marian Devers
Rage and Terror
Against ALL Authorities
#285 - 2013-03-22 11:44:32 UTC
CCP Fozzie wrote:
and the +1 grid is primarily a small change to help make the common SAR+200mm and Focused Pulses setup less reliant on the Advanced Weapon Upgrades skill for newer players.


You're supposed to be balancing ships for All Level 5 skills. What is wrong with you?
Alek Row
Silent Step
#286 - 2013-03-22 12:04:10 UTC
Neugeniko wrote:

Fits


I don't see how that works in 1 vs 1 when your opponent knows what he is doing.
Comparing your fits to what we have on live, you are slower, have more armor, you are not using ambits and I still see that fit at the bottom of the food chain.

Honestly, great if that works for you, I can see the first fit in a frigate fleet roaming low-sec hiding between other ships that are way more useful than you. I personally don't like it, to each their own.


Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#287 - 2013-03-23 12:29:30 UTC
Marian Devers wrote:
CCP Fozzie wrote:
and the +1 grid is primarily a small change to help make the common SAR+200mm and Focused Pulses setup less reliant on the Advanced Weapon Upgrades skill for newer players.


You're supposed to be balancing ships for All Level 5 skills. What is wrong with you?


While balancing is done for V, that doesn't mean that lower skill levels should be ignored. If a change means that a ship is better at lower skills, but is still balanced at V, then that's fine.

Peppermintstix wrote:
i cant be the only person who thought of how high the volley on these nags would be with arty...

About the same volley as a phoenix but from a much farther distance...

You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.

so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool


It'll have 86k alpha with a T2 fit, Phoenix has 135k. However, better damage type selectability, instant damage and not being as terrible as a Phoenix will count for something. Big smile
Zimmy Zeta
Perkone
Caldari State
#288 - 2013-03-23 20:56:23 UTC
I didn't even know that Punishers are considered bad at 1v1...I always thought it was me being bad at eve.
With its monstrous > 9k EHP buffer tank I think the Punisher is a very forgiving frigate even in 1v1, that usually wins by outlasting the enemy instead of outgunning him (though AAR Incursuses are very tough opponents now).
If you increase the tracking of small long range weapons (especially a reduction in the tracking malus of t2 long range ammo) many new interesting setups would be viable, and beam Punishers would be useful even outside small gangs or fleets.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#289 - 2013-03-23 22:01:55 UTC
Zimmy Zeta wrote:
I didn't even know that Punishers are considered bad at 1v1...I always thought it was me being bad at eve.
With its monstrous > 9k EHP buffer tank I think the Punisher is a very forgiving frigate even in 1v1, that usually wins by outlasting the enemy instead of outgunning him


Doesn't work that way.

Punisher is not forgiving in 1v1's unless you consider living up to my expectations of dying against anything that orbits close forgiving.

BYDI recruitment closed-ish

Streya Jormagdnir
Alexylva Paradox
#290 - 2013-03-23 22:28:40 UTC
Speaking as an almost exclusively Minmatar pilot, I still feel very strongly that the Slasher should receive a falloff bonus rather than a tracking bonus. This would put it more in line with its "fast attack" counterparts in the cruiser and battlecruiser sizes; the Stabber and Tornado both also receive falloff bonuses. Wouldn't it make sense for players to progress down a line of specialty if they so choose? In this case, "fast attack" players could go from frig --> cruiser --> battlecruiser. In general, falloff-bonused ships using autocannons and Barrage are the primary way in which Minmatar pilots can kite; artillery doesn't track well enough for a fast-moving kite frigate to make do with, tracking bonus or no.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

The VC's
The Scope
Gallente Federation
#291 - 2013-03-23 22:35:30 UTC
The punisher's fine but it is a tricky one to fly well. It can't win rock scissors paper when it's only ever a rock, but it's a bloody good rock.

With good drone skills the Tristan is borderline op, it's a mini destroyer. I'm not sure it needed any extra buff at all.

All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south.
Captain Nares
O3 Corporation
#292 - 2013-03-23 22:37:15 UTC
CCP Fozzie wrote:

Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits


Objection!

That's not light missle electronic kiters (hookbill, condor) strong, that's majority of frig pilots are lost in AB faggotry.
Btw they are being encouraged to be AB faggots by current mechanics done by you, CCP, like static warp-in in FW complexes.

Slow AB stuff with shortrange guns is dead once kited.
Papertanked kiters are dead once being cought.
It is already perfect balance here, you just must choose your side.

Kiting is way more complcated than catching kiters. (You need only technical stuff: proper fit, overload and approach button for catching, while kiting require skill, sometimes extraordinaire one).

I'd much appreciate if I see more strong kiters and less AB stuff in future. Believe me, Kiter vs catcher competition is way better than "whose butt is thicker" comptetition (didn't want to insult any americans).

Pilots who choose AB for better performance in scram range MUST SUFFER consequences of their choice.

I know that most of CCP guys don't fly pvp much, especially frig pvp, but belive me - for 1 kited frag there are approx. 10 missed ones coz of successful swing orbit/insane tank/friends (kiting is slow pvp)/long-range guns or drones/dry capacitor/whatsoever... that's not activate mwd + guns + point + orbit 20.
Streya Jormagdnir
Alexylva Paradox
#293 - 2013-03-23 22:49:46 UTC
The VC's wrote:

All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south.


Part of me thinks it should get a double-damage bonus just like the Rupture, Hurricane, and Tempest above it. Minmatar tank is a good part speed and signature radius, yes, but it is also simply killing the enemy as quickly as possible and warping out before the blob comes. Double-damage, combined with target painters which allow your weapons to track and hit better, can be a beautiful combination at range.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

The VC's
The Scope
Gallente Federation
#294 - 2013-03-23 23:09:56 UTC
Streya Jormagdnir wrote:
The VC's wrote:

All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south.


Part of me thinks it should get a double-damage bonus just like the Rupture, Hurricane, and Tempest above it. Minmatar tank is a good part speed and signature radius, yes, but it is also simply killing the enemy as quickly as possible and warping out before the blob comes. Double-damage, combined with target painters which allow your weapons to track and hit better, can be a beautiful combination at range.



Fair points, although I would say that fights at frig level have a different character than cruiser, bc and bs level. Particularly in a close orbiting brawl where tracking is a much better damage bonus than a more explicit one. As to killing quickly before the blob, that is something I would ascribe to gallante than minmatar. I'd thought minmatar style is more getting into their blind spot and exploiting their weaknesses.
Streya Jormagdnir
Alexylva Paradox
#295 - 2013-03-23 23:22:42 UTC  |  Edited by: Streya Jormagdnir
The VC's wrote:

Fair points, although I would say that fights at frig level have a different character than cruiser, bc and bs level. Particularly in a close orbiting brawl where tracking is a much better damage bonus than a more explicit one.

That is in fact true. Still, it seems that tracking matters much less on frigates. I once fought, while flying an odd rocket-brawling armor Breacher, a beam Slicer and managed to get into scram/web range. I tracking TD'd it and manually piloted to get even closer, and while the Slicer did indeed only deal "grazing" hits it just wasn't enough. Frigate guns generally track other frigates fine, especially when piloted by higher-SP characters with good gunnery skills. Where tracking bonuses on frigates really help is in killing drones! There have been many times my little Rifter will be in a larger gang and help out considerably by killing pesky ECM drones with its tracking bonus.


The VC's wrote:

As to killing quickly before the blob, that is something I would ascribe to gallante than minmatar. I'd thought minmatar style is more getting into their blind spot and exploiting their weaknesses.


I've always thought of Minmatar ships as being intended for more "hit and run" guerilla-style gameplay. You get target painters to help your guns hit targets harder and more consistently, and artillery has the highest alpha in the game. Combine this with fast speeds and enough agility to get out quickly and this leads me to believe that Minmatar ships are meant to kite and gank, avoiding damage with speed and range rather than tank.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

The VC's
The Scope
Gallente Federation
#296 - 2013-03-23 23:31:53 UTC  |  Edited by: The VC's
Does that gank power not come from selectable damage, hitting them hard where it hurts the most. It doesn't seem so much on paper put can shave thousands of ehp of your opponents tank. It's not completely selectable but still rewarding when you get it right.

Ed. if I we were losing the tracking bonus, I'd rather have a falloff bonus than a rof bonus. Bear in mind that a rof bonus would eat into your overheat time, which is especially important in a frig, where you are usually overheated for all of the fight.

Ed2 frig guns can hit frigs, but with what quality? The damage from unbonused ac's can certainly be mitigated by a good close orbit. Remember those punisher's with 200mm auto cannons. You could get under those fairly easily and just take glancing blows. 150's were usually a better choice for the punisher.
Streya Jormagdnir
Alexylva Paradox
#297 - 2013-03-23 23:43:38 UTC
The VC's wrote:
Does that gank power not come from selectable damage, hitting them hard where it hurts the most. It doesn't seem so much on paper put can shave thousands of ehp of your opponents tank. It's not completely selectable but still rewarding when you get it right.

Ed. if I we were losing the tracking bonus, I'd rather have a falloff bonus than a rof bonus. Bear in mind that a rof bonus would eat into your overheat time, which is especially important in a frig, where you are usually overheated for all of the fight.


In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer. It is not rare for me to encounter a ship that I thought was shield tanked, but is in fact armor tanked (or vice versa), and changing out ammo types takes up so much time that the fight may very well already be over.

I agree with the choice of falloff over ROF bonus though, but then I am biased towards ship like the Wolf or Stabber Lol

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

The VC's
The Scope
Gallente Federation
#298 - 2013-03-23 23:57:49 UTC  |  Edited by: The VC's
Streya Jormagdnir wrote:

In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer.


Check their killboard and take a punt :)

The only mid fight switch I might do is changing to barrage or back. If i find myself with the wrong ammo loaded its better to persevere than waste 10 secs.



Ed the wolf needs an optimal bonus, but that's a topic for another threadLol

(Ccp Fozzie nudge, nudge, wink, wink)
Streya Jormagdnir
Alexylva Paradox
#299 - 2013-03-24 03:50:37 UTC
The VC's wrote:
Streya Jormagdnir wrote:

In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer.


Check their killboard and take a punt :)

The only mid fight switch I might do is changing to barrage or back. If i find myself with the wrong ammo loaded its better to persevere than waste 10 secs.



Ed the wolf needs an optimal bonus, but that's a topic for another threadLol

(Ccp Fozzie nudge, nudge, wink, wink)


That is true, I just have a crap computer and quickly using the in-game browser to go to eve-kill is a rather laborious task for it.

And nah, the Jag gets an optimal bonus for your artillery needs. I'm a huge fan of kiting with Barrage autocannons and a nice fat falloff bonus. You can easily reach to the edge of long point range with AFs trained to V and a TE or two in the lows, Barrage in guns.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Mirel Dystoph
Perkone
Caldari State
#300 - 2013-03-24 04:19:03 UTC
Peppermintstix wrote:
i cant be the only person who thought of how high the volley on these nags would be with arty...

About the same volley as a phoenix but from a much farther distance...

You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.

so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool

my slowcat has 3.5m ehp...i don't know how you want to alpha it with 20 naglfars v0v

and it isn't even pimped out or with fleet bonuses....

"Nothing essential happens in the absence of noise."