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[Rubicon 1.1] Interceptor Agility Tweak

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Author
Franky Saken
Caldari Provisions
Caldari State
#21 - 2014-01-16 14:49:51 UTC
Doesn't this hurt the tackle role of interceptors more than the travel role?

Has someone tried out what this equates to in the orbiting distance/speed on sisi yet?
Warde Guildencrantz
Caldari Provisions
Caldari State
#22 - 2014-01-16 14:58:41 UTC
i guess i will keep using my condor then

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Altrue
Exploration Frontier inc
Tactical-Retreat
#23 - 2014-01-16 15:08:46 UTC  |  Edited by: Altrue
4gn1 wrote:
Agility is extremly curcial for holding an orbit without loosing the point and still not come close into scram web range. This is already hard enough as the point bonis are not at that much difference especially at the short points.

Interceptors were not uncatchable and if - they were they were not fit too well for combat. This change is nonsense and will lead to problems in the Tackle role. I say again Tackle role - not Travel role.

This nerf comes to soon - people cry because they dont want to make any effort to counter it!!!


Again that's perfectly true.

Is it me or are people actually surprised to see an interceptor able to slip past blockades and catch stuff ?
Then what ? Logi will get a rep nerf because people are complaining they are repping more than logi drones ? :/

CCP Fozzie wrote:

Every interceptor should have their own strengths and weaknesses that make the decision of which to fly interesting.
The Crow has excellent damage application at long ranges (even when it is flying at high speeds), four very valuable midslots and the longest lock range of any interceptor. It's weaknesses are a bit less speed than most others, lower theoretical top end damage, as well as slightly weaker agility.


If you are unsatisfied about the state of missile interceptors, maybe now should be the time to take a look at the missile system in its globality, instead of nerfing missile ships with random stats that will not affect his damage application, but will affect his ability to tackle, which is much more impairing.

This does not mean that I share your analysis of the crow's damage ability. In fact I find it very wrong :( :
1- The Crow has excellent damage application at long ranges even when flying at high speeds. Indeed it does, but its dps with light missiles is quite low. In addition to that, fitting requirements for light missiles makes it impossible to use its other strenghts (i.e med slots) at the same time. You can use ridiculously overpriced meta4 launchers to ease that eventually. And of course, needless to say, dps is not very important for interceptors...
2- The Crow has four very valuable mid slots. Indeed it does, and indeed they are very valuable ! Because if you substract the MWD and Point that an interceptor MUST have, you're left with two med slots for the tank. That's one less compared to three low armor ceptors. Just look at your metrics for the Raptor (which is shield and has three med slots) and try to prove that I'm wrong :D. Also again, that's two med slots that cannot be put to good use at the same time than its damage application. Due to fitting requirements.
3- The Crow has the longest lock range of any interceptor. That is true (by only 7% more than a turret ship like the Ares, but why not...). However every interceptor has enough targeting range to keep target during the full long point range. And at these speeds, the extra range is ridiculous since it reprensent one second of piloting.
4- Nerfing its agility wont prevent tracel ceptors from prevaling, which is normal by the way. But it will cause issues during combat, a moment where current agility stats could even have used a buff.

So, overall, due to secondary and debatable advantages, you're nerfing one of the primary stats of this ship. That is not cool ! Sad
Also, calling it a "Tweak" when you're taking away almost a FULL SECOND of align time (unskilled I know but I wanted to sound dramatic :D) on a ship relying only on agility and speed... That's a bold move ! Like making a post about, say, "Carrier Brandwidth Tweak" to remove 20% of their brandwidth ^^

Edit :
The solution!
Let me suggest you a compromise. If you want to nerf their agility for travel, why not giving them a role bonus that reduces their mass when using MWDs. (Effectively removing the mass penalty, or even going further and decreasing their mass). This way, interception in combat remains the same (or can even be improved), but interceptors for travel are nerfed. Even if you reduce their mass during MWD, you cannot use that to travel because of the one second tick that will negate this benefit (the interceptor will loose the second of acceleration before activation of the module) and because of the sig radius penalty that decrease lock time on an MWDIng interceptor.

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Kagura Nikon
Native Freshfood
Minmatar Republic
#24 - 2014-01-16 15:12:20 UTC
CCP Fozzie wrote:
Overall the Rubicon Interceptor rebalance was a smashing success. We're very happy with the player reaction, with the gameplay involved in flying Interceptors, and with the effect on other areas of EVE.

However we think the gameplay on both sides would be a bit more compelling and the balance between Inties and other frigates would be a bit better if they had slightly weaker agility. We're going to make a tweak to agility in 1.1 and continue to monitor the results.

Every Interceptor is getting a slight agility nerf in this pass, with the missile ceptors (Crow and Malediction) getting bigger changes than the others since they have proven extremely powerful in other ways (especially in groups). On average this will result in a 10% longer align time for the class.

The balance of having Interceptors with more speed (and warp speed and bubble immunity) and Faction Frigates with better agility is one we believe will help keep the frigate pvp landscape diverse and exciting.

Agility (as a modifier on mass) affects the turning time (often measured as align time) of ships. Lower is better.
The align times listed below are for a hypothetical character with 0 skills.


CRUSADER
Mobility (agility / align time): 3.2 (+0.1) / 4.66 (+0.15)

=============================================================================

MALEDICTION
Mobility (agility / align time): 3.7 (+0.55) / 5.12 (+0.76)

=============================================================================

RAPTOR
Mobility (agility / align time): 3.35 (+0.15) / 4.64 (+0.21)

=============================================================================

CROW
Mobility (agility / align time): 3.7 (+0.6) / 5.46 (+0.88)

=============================================================================

TARANIS
Mobility (agility / align time): 3.25 (+0.25) / 4.82 (+0.37)

=============================================================================

ARES
Mobility (agility / align time): 3.35 (+0.25) / 4.6 (+0.21)

=============================================================================

CLAW
Mobility (agility / align time): 3.15 (+0.15) / 4.8 (+0.23)

=============================================================================

STILETTO
Mobility (agility / align time): 3.5 (+0.4) / 4.95 (+0.57)


These changes will be on SISI shortly for you to try out.
Let us know what you think!



Where in heel has ccp stick the cocnept of minmatar? What is the logic of the squirmish race havign the longest align turreted interceptor?

That is becoming more and more stupid.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Praal
Bearded BattleBears
#25 - 2014-01-16 15:16:41 UTC
CCP Fozzie wrote:
Every Interceptor is getting a slight agility nerf in this pass, with the missile ceptors (Crow and Malediction) getting bigger changes than the others since they have proven extremely powerful in other ways (especially in groups). On average this will result in a 10% longer align time for the class.

The balance of having Interceptors with more speed (and warp speed and bubble immunity) and Faction Frigates with better agility is one we believe will help keep the frigate pvp landscape diverse and exciting.

Agility (as a modifier on mass) affects the turning time (often measured as align time) of ships. Lower is better.
The align times listed below are for a hypothetical character with 0 skills.


This balance needs to come from the interceptors' combat strength, not their tackling ability. An interceptor's primary job is to catch things and pin them down, not to kill things. With this in mind the nerf should come in form of reduced damage.

This would lead to fleets that combine fast, agile interceptors to catch enemies with other frigates (such as assault frigs) to deliver the damage.
Marcus Elius
Viziam
Amarr Empire
#26 - 2014-01-16 15:33:47 UTC  |  Edited by: Marcus Elius
Altrue wrote:

As long as they take more than one second to align (which is clearly the case here), interceptors are lockable.


Nope. There's a one server tick delay before the gate cloak wears off, and a one tick delay for the lock even with infinite scanres. Interceptors with <2s align times are 100% impossible to catch on gates.

Test it on Sisi with a few mates.

Unless you believe they should be uncatchable, this nerf was inevitable.
Altrue
Exploration Frontier inc
Tactical-Retreat
#27 - 2014-01-16 15:43:36 UTC
Marcus Elius wrote:
Altrue wrote:

As long as they take more than one second to align (which is clearly the case here), interceptors are lockable.


Nope. There's a one server tick delay before the gate cloak wears off, and a one tick delay for the lock even with infinite scanres. Interceptors with <2s align times are 100% impossible to catch on gates.

Test it on Sisi with a few mates.

Unless you believe they should be uncatchable, this nerf was inevitable.


Sorry Marcus, your point was valid and I'm wrong.

Nontheless I still believe that nerfing their combat agility is a bad thing.
See my proposal for keeping the current agility nerfs, along with a brand new MWD mass reduction role bonus. A few posts higher.

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TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#28 - 2014-01-16 15:56:10 UTC
So you're saying instalock gatecamps being able to catch frigates is intended?
Seranova Farreach
Biomass Negative
#29 - 2014-01-16 15:58:05 UTC
darius mclever wrote:
Why do the 2 missile ceptors get the biggest hit here? why does the crow deserve a 1s slower base align time compared to the ares?

just curious about the reasons.


because CCP hates missiles it seems :/

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Corey Edward
State War Academy
Caldari State
#30 - 2014-01-16 16:10:07 UTC
Looks like Intys are back on the menu boys!! P
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#31 - 2014-01-16 16:15:07 UTC
CCP Fozzie wrote:

The Crow has excellent damage application at long ranges (even when it is flying at high speeds)


Still awaiting a fix for this.
Vahl Ahashion
Viziam
Amarr Empire
#32 - 2014-01-16 16:22:03 UTC
This all seems fair an reasonable.
Atara Thalia
Native Freshfood
Minmatar Republic
#33 - 2014-01-16 16:27:32 UTC  |  Edited by: Atara Thalia
ZheoTheThird wrote:
And it just so happens that many people have been using 1.9s align time Maledictions to harass and kill otherwise unkillable nullsec ratters, most dominantly Goon ones. And now they're getting nerfed hardcore, making them unusable for that task entirely. :tinfoil:


Otherwise unkillable nullsec ratters? What crack are you smoking? VNI's and Ishtars kit out for tanking Gurista's (which is what you mostly find in goonspace) have huge vulnerabilities towards many things. This nerf just means TEST can't run around with an uncatchable 20m isk ship blowing up 100-200m ratting ships while laughing at 30 man sensor boosted gatecamps and roaming gangs trying to catch them. I'm sorry, but if an interceptor specifically warps right into scram range of my sensor boosted assault frigate or counter interceptor, I should have more than a 1 in 20 chance of catching you. Right now, even with a ship that has a 1s lock time against interceptors I still have a razor thin margin to catch you. So razor thin that it has less to do with skill and fitting and more to do with just plain dumb luck and if the server winds want to swing in my favor.

Should interceptors be extremely slippery and be able to dictate their engagements? Yes

Should interceptors be able to run around with absolute impunity against any form of counter defense? No

I for one love people running around goonspace trying to blow us up. It provides valuable lessons and content. But when a single ship is able to engage only the things he wants to, and just laugh and run away from everything else, no matter how big of a defense is mounted against it, that's kind of broken.

Altrue wrote:

The solution!
Let me suggest you a compromise. If you want to nerf their agility for travel, why not giving them a role bonus that reduces their mass when using MWDs. (Effectively removing the mass penalty, or even going further and decreasing their mass). This way, interception in combat remains the same (or can even be improved), but interceptors for travel are nerfed. Even if you reduce their mass during MWD, you cannot use that to travel because of the one second tick that will negate this benefit (the interceptor will loose the second of acceleration before activation of the module) and because of the sig radius penalty that decrease lock time on an MWDIng interceptor.


I agree with others in this thread that say the combat and tackling abilities of interceptors aren't what need to be nerfed. Only their ability to warp in, look, and turn around and warp out before ANYTHING (Even sensor boosted, high scan res frigates in point blank scram range) can catch it. It not impossible, but like I said earlier, it just comes down to %33 percent skill/fit %66 percent dumb luck. Needs more skill/fit, less dumb luck.
4gn1
Republic Military School
Minmatar Republic
#34 - 2014-01-16 16:31:06 UTC
Altrue wrote:

The solution!
Let me suggest you a compromise. If you want to nerf their agility for travel, why not giving them a role bonus that reduces their mass when using MWDs. (Effectively removing the mass penalty, or even going further and decreasing their mass). This way, interception in combat remains the same (or can even be improved), but interceptors for travel are nerfed. Even if you reduce their mass during MWD, you cannot use that to travel because of the one second tick that will negate this benefit (the interceptor will loose the second of acceleration before activation of the module) and because of the sig radius penalty that decrease lock time on an MWDIng interceptor.


This and 10 times this!
CCP Fozzie
C C P
C C P Alliance
#35 - 2014-01-16 16:36:26 UTC
Fun fact, I actually experimented with MWD mass penalty reductions when I was doing the Navy Cruisers. It's so overpowered that I had a blast with it on the test server but it isn't something I expect we'll see on TQ any time soon.

The best thing about it was what happened when you combine with an oversized MWD.

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Abramul
Canadian Forces Corp
United 4 Nations
#36 - 2014-01-16 16:38:53 UTC  |  Edited by: Abramul
CCP Fozzie wrote:
Fun fact, I actually experimented with MWD mass penalty reductions when I was doing the Navy Cruisers. It's so overpowered that I had a blast with it on the test server but it isn't something I expect we'll see on TQ any time soon.

The best thing about it was what happened when you combine with an oversized MWD.

Ceptor shouldn't be able to manage this. Oversized AB would work, though, so MWD-only bonus would probably be best.

Actually, Crusader with just T2 gridstuffs can reach 138 ... so yeah, it could. (And now I have to try this)
Maybe give it a -500,000 kg bonus, instead of a percentage?
Azami Nevinyrall
172.0.0.1
#37 - 2014-01-16 16:47:24 UTC  |  Edited by: Azami Nevinyrall
My Crow fits will remain unaffected by this since I favor speed and agility over damage projection...

What I'd REALLY love to see is new smexy ship models for T2 ships just like bombers got!

Or at the very least, give us different or more ship models that has the same stats!

Moar ship models please!

...

Rek Seven
University of Caille
Gallente Federation
#38 - 2014-01-16 16:52:24 UTC
Does this actually make a difference when trying to catch an inty at a gate?
Altrue
Exploration Frontier inc
Tactical-Retreat
#39 - 2014-01-16 16:53:15 UTC
CCP Fozzie wrote:
Fun fact, I actually experimented with MWD mass penalty reductions when I was doing the Navy Cruisers. It's so overpowered that I had a blast with it on the test server but it isn't something I expect we'll see on TQ any time soon.

The best thing about it was what happened when you combine with an oversized MWD.


I don't see how it could be overpowered. If you keep the agility nerf that you are planning to do, it could just make ceptors return to their previous agility to mass ratio that they had with MWD before the nerf. With just less mass and more inertia modifier.

It may have been overpowered for navy cruisers but we are talking about interceptors right now. They have nothing in common.

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Rekkr Nordgard
Steelforge Heavy Industries
#40 - 2014-01-16 17:04:26 UTC
The problem with interceptors is their interdiction nullification, not their agility. Give them their agility back and remove their bubble immunity.