These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Interceptors

First post
Author
Kaz Mafaele
D-sync
D-sync.
#181 - 2013-10-03 17:49:12 UTC
looks like a fun new wolf pack too me. One thing I don't understand what do people think they will being useing a solo fleet interceptor for the lock range is fine everyone should be used to fighting the extra lock range rig for when your useing a booster and the rest of the time you can solve your problem by assigning a squad leader.
Vyktor Abyss
Abyss Research
#182 - 2013-10-03 17:49:40 UTC
I don't know if anyone mentioned but I think they could use a bit more (minimum 36km with max skills)...


LOCK RANGE
Hera Fyrestus
Valhalla Initiative
#183 - 2013-10-03 17:57:45 UTC
Gorgoth24 wrote:
Just as a first impression, all the initial problems I saw in these ships seemed to be addressed.

Lock range issues? All fleet tackle interceptors have 3 mids (point/prop/sebo) as armor boats and 4 slots (+1 mid for tank) on shield boats. So close range they can use scram/web and long range point/sebo. I like the tradeoff.

Mid slot issues? All the ships that need 3 mids are the long range ones and they have them. It's only the short range ones with 2. I've never been a fan of 2 mid ships, but I can definitely see how it works given how the crusader and claw are set up.

Fitting woes? Buffed

I really think this is a solid pass on these ships. I doubt I'll be heard through all the lock range complaining, but I just thought it should be said.

Just PLEASE keep in mind that any buff to mids or lock range is going to have an enormous impact on the lowsec frigate community. We already have enough OGB boosted, snaked, TD/Damp frigs without these guys being inadvertently buffed into that role.



I like this.
Kazume Nakuo
Magister Mortalis.
#184 - 2013-10-03 20:55:16 UTC
Gorgoth24 wrote:
I've never been a fan of 2 mid ships, but I can definitely see how it works given how the crusader and claw are set up.
No offense ment here, but have you ever flown a Crusader? The only thing it's good at is killing T1 kiters and probably some of the other fleet inties ... it might be the case, that the combat inty was initially designed to counter a fleet interceptor, but if that's the only thing you can do with it, I predict not many people will hop into one in the future (so status quo actually).
I do sometimes, but it's mainly because I love the looks and would love to make it work Roll but the truth is, for almost every situation out there, another ship exists which is better.
Major Killz
inglorious bastards.
#185 - 2013-10-03 21:06:38 UTC
This wont reintroduced interceptors back into frigate combat dynamics. They've been completely overshadowed by their tech 1 counterparts.

There was a time not just 1 year and some months ago when ALL frigate classes were viable but no more...

[u]Ich bin ein Pirat ![/u]

Jack Miton
School of Applied Knowledge
Caldari State
#186 - 2013-10-03 22:41:27 UTC  |  Edited by: Jack Miton
yeah, why is their lock range so awful?
i mean they can point further than they can lock.... seems silly.

Major Killz wrote:
This wont reintroduced interceptors back into frigate combat dynamics. They've been completely overshadowed by their tech 1 counterparts.

ceptors are not FOR frigate warfare, they are for fleet warfare and for that they are way better than anything else now.
if you dont think so then you are severely underestimating the value of bubble immunity.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Major Killz
inglorious bastards.
#187 - 2013-10-03 22:58:48 UTC  |  Edited by: Major Killz
Jack Miton wrote:
yeah, why is their lock range so awful?
i mean they can point further than they can lock.... seems silly.

Major Killz wrote:
This wont reintroduced interceptors back into frigate combat dynamics. They've been completely overshadowed by their tech 1 counterparts.

ceptors are not FOR frigate warfare, they are for fleet warfare and for that they are way better than anything else now.
if you don't think so then you are severely underestimating the value of bubble immunity.


I suppose I am underestimating Interceptors but I thought I was doing so based on experience. You have shown me my error in thinking.

Please inform me (in all honestly I'd like to know). How Interceptors immune to warp disruption bubbles will revolutionize warfare in eve?

Mind you. The changes to the Malediction and Crow alone will already increase their effectiveness in combat solo or in fleets, MINUS z immunity. Mind you, I have not found bubbles in of itself an issue when using a frigate in 0.0. Things like insta locking Rapiers, Lokis, Proteus and be more dangerous. Even offensively dropping bubbles on anything else and flying around them with interceptor while being able to leave said bubbles with little effort is already possible.

NO. I find immunity would be more useful to a solo pilot instead of a fleet of frigates.

Anyway. Tell me what I'm not getting or understanding? Can a Sabre backed up by a fleet of 20 Oracles bubbles and hold down a fleet of 20 Condors? Same question but with a fleet of Harpies or Retributions?

note: that said I can see it revolutionizing life in 0.0 as far as traveling and it may be the prefered choice for avoiding engagements.

[u]Ich bin ein Pirat ![/u]

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#188 - 2013-10-03 23:21:28 UTC
it means you can warp to gates immediately while scouting even if they are out of dscan range. that's huge
Bud Tooper
Caldari Provisions
Caldari State
#189 - 2013-10-03 23:30:51 UTC
What a let down. These ships need more lock range.

At all 5s a post-rubicon Stiletto still falls short of locking past the range of an overheated Warp Disruptor II.

Instead of giving us the illusion of choice why not drop a slot from each ship and roll the sensor buff into the hull?

Other ships that received the tiericide treatment were given the targeting range necessary to perform their role. Why is it suddenly a prohibitive balance issue for Interceptors?
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#190 - 2013-10-04 00:56:07 UTC
So besides this super shuttle and super t2 ship, what else does this ship bring to the field?

What new role will this ship provide? None. T3 nullified already exists

maybe the interceptor gets a special mod that is able to point supers. Make them useful beyond conventional. It cannot deploy a field but a point that goes through the ewar invulnerability
Major Killz
inglorious bastards.
#191 - 2013-10-04 01:11:00 UTC  |  Edited by: Major Killz
Garviel Tarrant wrote:
Prometheus Exenthal wrote:
Garviel Tarrant wrote:
Prometheus Exenthal wrote:
ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter P

And for the record, the Taranis *nerf* results in ~250 eHP less than current.
That's hardly a nerf.



Even in 00 where you don't have to deal with constant AB brawlers in still gets its ass handed to it by just about any other frigate (Assuming pilot skill is even)

You know that.



The #1 problem with the Crusader is the lack of fitting, NOT the lack of mids.
The extra fitting means you can plate the ship for extra tank if you want, or you can fit top-tier weapons to relive days before the locus nerf.

This is the first time a Crusader has been capable of easily breaking 300dps.
It's also the fastest interceptor by a fair margin.

Please trust me when I say that the Crusader will be one of the best (if not the best) dogfighters once again, and I'd happily engage a Taranis in one Blink



The CLAW on the other hand...
Where the double damage bonus makes sense on the Taranis (super high damage, 3 mids), the Claw needs more.
The simple solution isn't giving it another mid, but rather giving it a range bonus (falloff or optimal) in the available frigate bonus.


I guess the tracking wouldn't be much of an issue in 00 unless you're up against a dual prop taranis.. But honestly i'm not seeing it..

Like, yes you will have a better tank than said taranis, but it will out track and gank you..

Also 300 dps? it only has a 5% damage bonus.. That won't be enough to bring it up to 300.. Maybe with conflag two heatsinks, heat and implants?

I will admit that i haven't used it really due to my opinion that its garbage. But i do think i fly enough frigates to not be completely talking out of my ass here, i just really don't see how its a good ship.


Dude is suggesting a Crusader with 2 damage mods and damage rigs. Put on highest tier small lasers and cpu mods and it may need 1 rig for powergrid too. Then his numbers are some what accurate. Thing would have like 3500k ehp or what not and just a man size meta 4 damage control tank.

Aye to not being impressed and with the AAR on an Taranis it would be interesting to see. Hardly anything worth caring about though. BUT fu*k combat Interceptors anyway. I'll be in an assault frigate thank you very much or a Crow or Malediction running away in circles around you like a burning HO3.

[u]Ich bin ein Pirat ![/u]

Rockstara
Reaction Scientific
#192 - 2013-10-04 01:53:16 UTC
So just as interdiction maneuvers link gives you a bonus to web and point range but not other ewar you should mix the interceptor changes with the ewar frig changes

fleet ceptors get a stronger scram/disruptor range like +10% / level (lock range can stay the same, there are modules to overcome it for long points)

combat ceptors get a web range bonus around 50%

these means you probably would need to adjust the keres and the hyena.
DNSBLACK
Dirt Nap Squad
#193 - 2013-10-04 03:13:36 UTC
Fozzie


1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.

2. Make a warp disruptor mod that uses scripts that only a interceptor can use.

Scram Script- short range and 2 points

Disruptor script- Long Range 1 point

Focus Script- script like a focused beam can only be used on Titans and Super carriers

This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.

3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability.
Mike Adoulin
Happys Happy Hamster Hunting Club
#194 - 2013-10-04 03:33:24 UTC
DNSBLACK wrote:
Fozzie


1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.

2. Make a warp disruptor mod that uses scripts that only a interceptor can use.

Scram Script- short range and 2 points

Disruptor script- Long Range 1 point

Focus Script- script like a focused beam can only be used on Titans and Super carriers

This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.

3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability.



+1, would read again.

Everything in EVE is a trap.

And if it isn't, it's your job to make it a trap...:)

You want to know what immorality in EVE Online looks like? Look no further than Ripard "Jester" Teg.

Chribba is the Chuck Norris of EVE.

Prometheus Exenthal
Aliastra
Gallente Federation
#195 - 2013-10-04 04:38:05 UTC
DNSBLACK wrote:
Fozzie


1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.

2. Make a warp disruptor mod that uses scripts that only a interceptor can use.

Scram Script- short range and 2 points

Disruptor script- Long Range 1 point

Focus Script- script like a focused beam can only be used on Titans and Super carriers

This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.

3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability.


1. This argument doesn't make any sense. Are you against the bubble immunity or would you rather it be a rig if it needed to exist. In rig form you're limiting the number of possible fitting combinations. Hush and enjoy the intercepting bonus lol

3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations.

2. This isn't an awful idea, but we've already got this sort of thing for HICtors. IMO if something like the HICtor module were to be scaled down to frigate-sized combat, it would be for the Interdiction class and not something as fast and mobile as Interceptors.

https://www.youtube.com/user/promsrage

DO YOUR JOBS, CCP DEVS. FIX THE GAME INSTEAD OF FKING IT

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#196 - 2013-10-04 06:57:18 UTC
Almost got cranky about the Taranis, until I noticed the 10MB/m3 drone bay!

Again, job well done, Sir!
Onictus
Federal Navy Academy
Gallente Federation
#197 - 2013-10-04 07:43:20 UTC
Meyr wrote:
Almost got cranky about the Taranis, until I noticed the 10MB/m3 drone bay!

Again, job well done, Sir!


It's always had that.
Ametyste Aek
Perkone
Caldari State
#198 - 2013-10-04 10:05:23 UTC
Prometheus Exenthal wrote:

3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations


Note : i'm talking about fleet interceptor here, imho combat one are a whole other issue.

It could certainly have been worse, but in regard of what has been done for other ship classes, it's really nowhere as good.
Allot of the previous re balancing or new ship introduction has been focused on giving players more options. Preventing in & inter race ship overlapping and they've been mostly successful since even if we have some ship fitting the meta better, we've seen an increased diversity.

With these change, you don't really address the issue that : all 4 fleet interceptors perform the same role in exactly the same way. In that regard if you don't give them specifics traits to makes them different in anything else but slot layout & hard stats.

If you give them each a different bonus to some tackling trait, you'll have real reason to want to fly some ceptor because it'll fit your gameplay or the situation better. Right now it's just going down to : which one will perform it's intended role better, and even if all 4 will do it well there's a clear winner here.
Veshta Yoshida
PIE Inc.
Khimi Harar
#199 - 2013-10-04 10:13:58 UTC  |  Edited by: Veshta Yoshida
Awesome, now one can fit the big pulses on the Crusader, do MOAR! paper damage and DIAF from only being able to apply a fraction of it due to tracking. DLP's with tracking bonus is just able to do the furball tango, no way in hell same will apply with bigger guns. resulting in extra fittings going unused if one want to actually hit stuff.
Remove cap bonus (or see point three);
- Gun count.
- Some of extra fittings
+ Extra 5% damage or change to 7.5% RoF keeping cap bonus (depends on whether you actually want the Crusader to be on par with Taranis/Claw of course)
+ Dollop to base capacitor.
= Tracking version of Slicer sans range.
NOTE: It only has ONE midslot for Goddess sake, it needs at least the same considerations as the Claw to be competitive seeing as it has worse base tracking and a cap requirement for guns with the inherent vulnerability.

Why would anyone in their right mind ever fly the Malediction if the Gallente overbuff Ares is available?

Only minute variations in numbers throughout with both being equally proficient with rocks/missile but Ares has a built-in gun option while keeping its utility high.


Rocket crow will be devastating .. scram range out to max flight range, TD and ASB for tank. You sure you want to add tank and not remove some? Big smile

Raptor looks good provided it will have enough room to run some light rails and not pigeoned into blasters. Maybe make the gun bonuses 7.5/7.5 rather than 5/10, in the very least change damage to RoF .. it comes off as a "tanky interceptor" which is absurd.


Taranis as is, reckon you might even add a drone without doing harm assuming the horrible EC-XXX are finally removed from game or made relevant (read: balanced) again.

Ares gets the overbuff. Must have been hard to restrain yourselves and not do same to Taranis so kudos to you all Smile It needs a sacrifice somewhere, saying that it is either gun boat or missile boat when both configs perform on equal terms with dedicated hulls is naff.
Decide which toes to cut (ex. 50+% less cargo) and get to it ..


Claw and Stiletto not getting more than cosmetics is good, already incredibly strong (Claw) and versatile (Stiletto) largely due to capless weaponry.
Thom Mangum
Oruze Cruise
White Stag Exit Bag
#200 - 2013-10-04 10:45:55 UTC
cool changes