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Interceptor Rebalance

Author
Mole Guy
Bob's Bait and Tackle
#21 - 2013-06-24 18:57:16 UTC
i like the idea of a +% to burners. this will allow dual prop. but for web, scram, and 2 prop mods, we need alot more mids..

the ability to have a ceptor be immune or have a reduced effect by webs and reflect neuts back is kewl too.
but, thats a bs's only defense.
when they are out of sb range and too fast for drones, what do ya do?
you web, neut, align and hope to warp before dying...
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#22 - 2013-06-24 21:40:37 UTC
Syrias Bizniz wrote:
Also, Intys don't need more warpspeed, but definately some warp-acceleration. The Warpspeed starts mattering atr warps that are further than 30 AU, and even then it's just 3 seconds or so compared to a standard frig.

Interceptors have really high warp speeds. The real problem is that accelerating to full speed during a warp takes an extremely long time.
NinjaStyle
Deep Core Mining Inc.
Caldari State
#23 - 2013-06-25 14:08:19 UTC
you are Insanely bad at rebalancing
Alvatore DiMarco
Capricious Endeavours Ltd
#24 - 2013-06-25 14:12:42 UTC
I believe every person, no matter who they are, no matter the color of their skin or the space alien they worship or the specific gender(s)/farm animals/electric appliances they like to re-enact cheesy porno movies with, has inside them the spark of someone who is Really Bad at Ship Balancing™.

I will agree, however, that OP's ideas ... to put it politely, they need some work.
Grandma Squirel
#25 - 2013-06-25 15:12:09 UTC
Only thing tackle ceptors really need is a bit more lock range so they can take advantage of their bonused disruptor range without needing targeting range mods/rigs.

Combat ceptors just need to be brought more in line with the Taranis.
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#26 - 2013-06-25 23:27:39 UTC  |  Edited by: Chimpface Holocaust
Warp scramblers(over disruptors), and webs are designed as counters to fast frigates and interceptors

making interceptors immune to these countermeasures not only renders these modules relatively useless but makes interceptors extremely overpowered, able to tackle any ship indefinitely with little to no risk at all.

I therefore offer this counter-proposal

Combat interceptors would be moderately slower with a decent tank and could tackle at relatively long range

designed to hold larger (even warp stabilized) ships for a relatively long time

340 base speed

racial frigate skill bonus: 10% bonus to armor/shield repair amount
5% bonus to racial weapon optimal range

Interceptors skill bonus: 10% bonus to racial weapon accuracy falloff
5% bonus to warp scrambler and warp disruptor range

Role bonus: +1 bonus to warp scrambler and warp disruptor strength


Attack interceptors would be much faster and more agile with decent DPS but with a paper-thin tank

designed to quickly grab and hold primary targets for a shorter duration in large fleet battles and also for eliminating other interceptors

380 base speed

racial frigate skill bonus: 7.5% bonus to racial weapon tracking speed
5% bonus to max velocity

Interceptors skill bonus: 20% reduction in Microwarpdrive signature radius penalty
10% bonus to Stasis Webifier range and velocity factor

Role Bonus: 50% bonus to racial weapon damage
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