These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
 

Interceptor Balance

First post
Author
Robert Caldera
Caldera Trading and Investment
#101 - 2014-01-10 13:06:33 UTC  |  Edited by: Robert Caldera
if you live in a totally hostile territory you dont fly around in a ship people want to fight since there wont be good fight anyways in most cases, so you fly a ship you can gank stuff with and get out quickly. 90% of hostiles dont want a fair fight and outside of big roaming gangs they fly something (seemingly)hard to catch, earlier it were cloakies (reason why I started flying sabre), nowadays its iterceptors.

Reuqh Dew wrote:
Ceptors have always been good at escaping small camps with a bubble, so I don't really see how this is suddenly a huge deal.

not true in any case, a well placed bubble stopped an interceptor 15-20km off gate where you could kill it, today they simply click jump, warp and basically dont even have to give a fck about anything apart of a smartbombing battleship which is pretty ineffective and hence uncommon.
Eve Stargate
Doomheim
#102 - 2014-01-12 00:36:55 UTC
Robert Caldera wrote:
Interceptors are a safe travel ship and this shouldnt be available for this price tag of 20m ISK, IMO there shouldnt be any bubble immunity for anything at all.


god forbid people would actually be able to travel in a space game, right?

something like bubbles should never have been in the game - they are like closed doors which cut most of the players from most of the star map
FT Diomedes
The Graduates
#103 - 2014-01-12 02:23:08 UTC
Eve Stargate wrote:
Robert Caldera wrote:
Interceptors are a safe travel ship and this shouldnt be available for this price tag of 20m ISK, IMO there shouldnt be any bubble immunity for anything at all.


god forbid people would actually be able to travel in a space game, right?

something like bubbles should never have been in the game - they are like closed doors which cut most of the players from most of the star map


Eve is fundamentally a game about risks - balancing them, accepting them, and mitigating them. Anything that is risk free, or the risk is so low that it is negligible, has no place in Eve.

As for all those complaining about gate camps, they are a part of Eve too. People talk all the time about how miners or ratters should get some PVPers to protect them and keep them safe. All well and good… securing an entry point is one way to play defense. When a properly equipped gate camp cannot stop the threat from getting through the gate on anything approaching a consistent basis, then the balance is off.

Based on my experience (including my alts), the balance is just a bit off for interceptors. I have one alt who basically only flies interceptors or interdictors. I love it when blockade runners, covert ops or bombers fly through, because I have a chance to catch them. I don't catch them every time, but enough that it is sporting. If they move properly, I don't manage to decloak them with my single interdictor. With interceptors, it is a different story. I can remote sensor boost her with another alt and have a shot at catching the poorly fit interceptors. The properly fit ones cannot be caught at all.

People have also brought up smart bombs as the answer. My tests have indicated that an interceptor, properly fit, can warp off before a smart bombing battleship can run enough cycles to kill them. If someone is using smart bombing ships to good effect to stop interceptors from getting through, I would love to see some of those kills, so please link them.

I am opposed to low risk travel in 0.0. Personally, I hate cloaky nullified T3s as well. I'd love to see jump freighters removed, or make it so they couldn't jump out of high sec. Moving large ships or expensive ships should require friends, scouts, and coordination. Those are topics for another thread, but I throw them out here to show where I stand.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Eve Stargate
Doomheim
#104 - 2014-01-12 12:28:48 UTC  |  Edited by: Eve Stargate
FT Diomedes wrote:

Eve is fundamentally a game about risks - balancing them, accepting them, and mitigating them. Anything that is risk free, or the risk is so low that it is negligible, has no place in Eve.

You are just complaining because it got harder to protect your precious 0.0 backyard.
Eve is fundamentally a game about risks, you say? Okay.
It just got riskier to own 0.0 space. Deal with it.

FT Diomedes wrote:

As for all those complaining about gate camps, they are a part of Eve too.

As are interceptors with warp bubble immunity. Deal with it.

FT Diomedes wrote:

I am opposed to low risk travel in 0.0. Personally, I hate cloaky nullified T3s as well. I'd love to see jump freighters removed, or make it so they couldn't jump out of high sec. Moving large ships or expensive ships should require friends, scouts, and coordination.

"Wah wah wah. People should play the game on my terms. I don't like mobility in other players. When others can move freely I can't protect my precious backyard as easily as I used to."

That's what I'm hearing.
Robert Caldera
Caldera Trading and Investment
#105 - 2014-01-12 15:17:55 UTC
interceptor bubble immunity is OP.
Eve Stargate
Doomheim
#106 - 2014-01-12 16:29:58 UTC
Robert Caldera wrote:
interceptor bubble immunity is OP.


Repeating the same thing over and over again doesn't make it true, you know?

Robert Caldera
Caldera Trading and Investment
#107 - 2014-01-12 17:52:10 UTC
Eve Stargate wrote:
Robert Caldera wrote:
interceptor bubble immunity is OP.


Repeating the same thing over and over again doesn't make it true, you know?



make? it IS true, no need to make anything.
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#108 - 2014-01-13 01:23:00 UTC
Interceptors are just to fast to travel in now. I think they need one of their super powers nerfed marginally to bring them into proper balance.


  • Fastest ships in game
  • Fastest aligning ships in game
  • Fastest warping ships in game
  • Smallest sig ships in game while MWD


I'm not sure any other ship gets best in category as much as a 20 million isk interceptor gets.

Janna Windforce
Deep Core Mining Inc.
Caldari State
#109 - 2014-01-13 06:55:24 UTC
Malakai Asamov wrote:
Interceptors are just to fast to travel in now. I think they need one of their super powers nerfed marginally to bring them into proper balance.


  • Fastest ships in game
  • Fastest aligning ships in game
  • Fastest warping ships in game
  • Smallest sig ships in game while MWD


I'm not sure any other ship gets best in category as much as a 20 million isk interceptor gets.



And what you get besides that? Miniscule firepower. So it kind of works like you'd expect from Interceptor, right? Catching enemy ships...

P.S.: Leopard is warping faster.
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#110 - 2014-01-13 22:27:37 UTC
Janna Windforce wrote:
Malakai Asamov wrote:
Interceptors are just to fast to travel in now. I think they need one of their super powers nerfed marginally to bring them into proper balance.


  • Fastest ships in game
  • Fastest aligning ships in game
  • Fastest warping ships in game
  • Smallest sig ships in game while MWD


I'm not sure any other ship gets best in category as much as a 20 million isk interceptor gets.



And what you get besides that? Miniscule firepower. So it kind of works like you'd expect from Interceptor, right? Catching enemy ships...

P.S.: Leopard is warping faster.


Pods warp pretty fast as well but i wouldn't count them as a combat ships either.

Interceptors are also the fastest locking ships.

The point is how many ship classes have that many best in field stats?
Janna Windforce
Deep Core Mining Inc.
Caldari State
#111 - 2014-01-16 15:51:43 UTC
10% agility nerf is scheduled for 1.1
Doji Okakura
#112 - 2014-01-16 20:33:19 UTC
Hasikan Miallok wrote:
But lets be honest ... whatever ship is currently the best for small gangs will suddenly appear everywhere. If you nerfed inties something else will take their place. If you made assault frigate gangs the optimal way to fight, there would be AF everywhere.

So what you're saying is that change brings FOTM, and FOTM is an unavoidable consequence of change. If so, that's probably the best point made on a meta level in the context of ship discussions.

You could go all the way back to sniping BS fleets, alpha Caracals and Drake swarms with this. I appreciate the people who say "Just enjoy it", simply because it's totally worth enjoying.
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#113 - 2014-01-16 22:44:31 UTC
Looks like the OP crowd were correct Evil

Good change nothing major but brings the balance back a bit.
Janna Windforce
Deep Core Mining Inc.
Caldari State
#114 - 2014-01-17 06:55:50 UTC
Malakai Asamov wrote:
Looks like the OP crowd were correct Evil

Good change nothing major but brings the balance back a bit.


Although makes you wonder why arguably the best (Crow) has to take the biggest hit...
Froggy Storm
KarmaFleet
Goonswarm Federation
#115 - 2014-01-17 09:18:59 UTC  |  Edited by: Froggy Storm
Janna Windforce wrote:
Malakai Asamov wrote:
Looks like the OP crowd were correct Evil

Good change nothing major but brings the balance back a bit.


Although makes you wonder why arguably the best (Crow) has to take the biggest hit...


Seems intuative that a "good balance" would be one that effects the most a out of balance in the largest way. That is how % based changes work. If the change were a flat reduction by x amount it might well be a better adjustment overall. Someone with better math analysis skills would be better to make that call. But really it seems such a small nerf overall that the narrowed band between most agile and least agile interceptor seems a very small point in the scheme of things.

On a side note, I would love to see before and after align times for combat and travel fit inties. That is if anyone with those previously mentioned math skills had them already worked out.
Speedkermit Damo
Republic University
Minmatar Republic
#116 - 2014-01-17 11:46:27 UTC
Froggy Storm wrote:
Janna Windforce wrote:
Malakai Asamov wrote:
Looks like the OP crowd were correct Evil

Good change nothing major but brings the balance back a bit.


Although makes you wonder why arguably the best (Crow) has to take the biggest hit...


Seems intuative that a "good balance" would be one that effects the most a out of balance in the largest way. That is how % based changes work. If the change were a flat reduction by x amount it might well be a better adjustment overall. Someone with better math analysis skills would be better to make that call. But really it seems such a small nerf overall that the narrowed band between most agile and least agile interceptor seems a very small point in the scheme of things.

On a side note, I would love to see before and after align times for combat and travel fit inties. That is if anyone with those previously mentioned math skills had them already worked out.


I really don't think this tiny nerf is actually going to make any difference at all. Ceptors will still be unlockable.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Froggy Storm
KarmaFleet
Goonswarm Federation
#117 - 2014-01-17 11:51:02 UTC
Call me optimistic perhaps, but if even the "normal" fit ones can be grabbed in the 2 tick time frame is be OK with the speed fit ones escaping. But when even another inti can't begin to get the point, there is something flawed.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#118 - 2014-01-18 07:06:50 UTC
Hasikan Miallok wrote:
I run my interceptors with dual hyper rigs and nano lows so mine aren't a threat to anyone just d@mn hard to catch.

But lets be honest ... whatever ship is currently the best for small gangs will suddenly appear everywhere. If you nerfed inties something else will take their place. If you made assault frigate gangs the optimal way to fight, there would be AF everywhere.

The assumption that "everyone flies ship X therefore ship X is ridiculously overpowered" is nonsense in a game as even being a few percent better in stats will make a ship dominant in a particular role. The alternative is to "balance" things to make all ships identical but that way lies boredom and will kill the game.

The main thing though is 4 or 5 T2 frigates really should be able to kill a T1 cruiser with relative ease. Especially when the T1 cruiser cost 10 or 15 mill fitted and the intercepts cost more like 40 mill each fitted.

What the original poster seems to be saying is he wants to be able to kill 200 mill worth of T2 frigates in a 15 mill T1 cruiser just because its a cruiser.

I think the 'alternative' is to balance things so that x ship + y ship > 2 x z ship. The way to do that is to balance ships against other classes of ships not against other races of the same ships.

That's where CCP falls down constanlty. Apart from the fact they're almost never able to balance even the same class against others of its class (tengu, prot, legion, loki as an example).

A battleship and a carrier should be insta-death to an interceptor ffs.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Sid Crash
#119 - 2014-01-18 11:19:37 UTC
The problem is that the new Intie bubble immunity is a binary thing; you either have it or you don't and THAT means it suddenly changes the landscape to just one ship type, which apart from being boring as hell is inherently imbalanced.

It also means that solo PVP finally died, for real. It's extra ironic that it happened on kil2's watch, let me explain.

Most solo pvp is done in kiting ships (apart from the "lets bust this camp and take down as many as I can" roams), kiting relies on two factors: 1) out maneuvre stuff you can't out dps, 2) out DPS stuff you can't out maneuvre. So if you ran into s small camp it'll have cruisers/BC etc those you can outrun and toy with and the 1 or 2 tackle inties you couldn't outrun but you could separate them and kill them before the rest would show up. NOW you don't see 1 or 2 tackle inties with a gang, you see whole gangs of combat inties, which you can't out run and can't out dps.

So yeah, solo pvp is pretty much dead, UNLESS you fly an intie and even then you still get swarmed. Either way, "must use T2 ship" is terrible power creep.
polly papercut
Royal Amarr Institute
Amarr Empire
#120 - 2014-01-20 14:33:43 UTC
Hasikan Miallok wrote:
I run my interceptors with dual hyper rigs and nano lows so mine aren't a threat to anyone just d@mn hard to catch.

But lets be honest ... whatever ship is currently the best for small gangs will suddenly appear everywhere. If you nerfed inties something else will take their place. If you made assault frigate gangs the optimal way to fight, there would be AF everywhere.

The assumption that "everyone flies ship X therefore ship X is ridiculously overpowered" is nonsense in a game as even being a few percent better in stats will make a ship dominant in a particular role. The alternative is to "balance" things to make all ships identical but that way lies boredom and will kill the game.

The main thing though is 4 or 5 T2 frigates really should be able to kill a T1 cruiser with relative ease. Especially when the T1 cruiser cost 10 or 15 mill fitted and the intercepts cost more like 40 mill each fitted.

What the original poster seems to be saying is he wants to be able to kill 200 mill worth of T2 frigates in a 15 mill T1 cruiser just because its a cruiser.


So by this logic shouldn't a blob of dreads be able to beat the slowcat meta?