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[Kronos] Pirate Faction Frigates

First post First post First post
Author
PinkKnife
The Cuddlefish
Ethereal Dawn
#661 - 2014-02-26 07:25:19 UTC
Storm Novah wrote:
CCP Rise wrote:

Sansha: Sansha needs help. The Nightmare is getting used, mostly as a PVE platform, but the Succubus and Phantasm are among the least used ships in EVE. That means we have an opportunity to try something new! The theme we are currently excited about revolves around afterburners. By giving a substantial boost to the velocity bonus from afterburners we create an extremely powerful frigate, a lot of new options for the cruiser, and affect the Nightmare the least, which matches well with the impact we want.

*snip*

SUCCUBUS

Amarr Frigate Bonus:
7.5% bonus to Small Energy Turret tracking speed

Caldari Frigate Bonus:
20% bonus to Afterburner velocity bonus (was 5% energy turret damage)

Role Bonus:
125% bonus to Small Energy Turret damage (was 100% energy turret damage)


Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers
Fittings: 44 PWG(-14), 170 CPU(-5)
Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23)
Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+.09)
Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-.35) / 965000 / 4.68s(-.4)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5
Sensor strength: 13
Signature radius: 33(+2)

Just wanna touch on the major thing that really bothers me about the changes to the succubus. I have no issue with dropping a high slot... I understand and actually agree with it. What I don't understand is why you put it on the lows?.


Because that requires you to actually think about the ship your balancing for more than a 30 minute lunch break. How else does that explain the lack of inspired bonuses and roles being thrown out as balancing. Great another super fast kitey frigate, we sure don't have many of those.
Yankunytjatjara
Ministry of War
Amarr Empire
#662 - 2014-02-26 07:26:55 UTC
Awesome my year plus long investment in pirate ships will finally pay off.

Insert Rage Here: you promised this buff before the last AT argh argh

A bit of feedback: why leaving the special blood bonus vamps only? There'd be a cool thing for neuts too: their neuts could be immune to special effects too, like cap batteries.

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#663 - 2014-02-26 07:39:47 UTC
Can we talk about the Cruor still being garbage?

Or the Succubus having a ****** tracking bonus that is no way as useful as any other bonus you could give it?

BYDI recruitment closed-ish

scimichar
Deep Hole Explorers of New Eden
#664 - 2014-02-26 07:42:38 UTC
Dear CCP Rise,

Please don't pre-nerf the Worm like you did with the Stratios. Thanks!
Spugg Galdon
Federal Navy Academy
Gallente Federation
#665 - 2014-02-26 08:14:15 UTC
To these people complaining about the Worm with only two drones. You guys aren't getting it. It's not a "gimmick". It's actually a very interesting concept.

The new Worm is essentially 3 ships. You have your main ship (the hull) and your two buddies (the drones) who are essentially attack frigates without EWAR.

This means it feels like you're in a small gang when flying solo in a Worm.

This concept being applied to the Gila and the Rattlesnake is extremely interesting.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#666 - 2014-02-26 08:28:12 UTC
Spugg Galdon wrote:
To these people complaining about the Worm with only two drones. You guys aren't getting it. It's not a "gimmick". It's actually a very interesting concept.

The new Worm is essentially 3 ships. You have your main ship (the hull) and your two buddies (the drones) who are essentially attack frigates without EWAR.

This means it feels like you're in a small gang when flying solo in a Worm.

This concept being applied to the Gila and the Rattlesnake is extremely interesting.


What are you on? O.o

BYDI recruitment closed-ish

Kaeda Maxwell
Stay Frosty.
A Band Apart.
#667 - 2014-02-26 08:36:37 UTC
They look mostly fine to me, the only thing I do not like about the succubus is the implication that bonus has for webs applied against it.
I know you can't balance for solo and tiny gangs but the new succubus would be exceptionally hard to apply any significant damage against without at least 2 webs on it. So I have some mild fear you're re-introducing the old pre nerf dramiel only this time with cool spikes.

Other then that to the people talking about the cruor neut range, I'd like to remind you all neuts can be used defensively as well as offensively.
Kaarous Aldurald
Black Hydra Consortium.
#668 - 2014-02-26 08:41:38 UTC
Garviel Tarrant wrote:
Can we talk about the Cruor still being garbage?

Or the Succubus having a ****** tracking bonus that is no way as useful as any other bonus you could give it?


The Cruor can now web out to Scorch range. If you consider that to be "garbage", then I can't help you.

The only other frigate that can do this is the... chuckle... Hyena. Which may as well not exist in comparison.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Sushi Nardieu
Federal Navy Academy
Gallente Federation
#669 - 2014-02-26 08:56:18 UTC
Kmelx wrote:

If you do want to keep a web strength bonus in game, how about this, keep it at 90% on the DD and then have the strength drop off on the vigi and the vindi, the bigger the hull the lower the strength of the web.



Quite agree with this point. The 90% web is very absolute. In the sense that, it just stops your ship.

On the otherhand, I think keeping that 'special-ness' of pirate ships is a very valid criteria in rebalance.

Perhaps a small nerf will be enough to make dreadbought blapping difficult, while keeping the intended idea of bonused web strength alive.

The Guns of Knowledge 

Kaarous Aldurald
Black Hydra Consortium.
#670 - 2014-02-26 09:03:40 UTC
Sushi Nardieu wrote:
Kmelx wrote:

If you do want to keep a web strength bonus in game, how about this, keep it at 90% on the DD and then have the strength drop off on the vigi and the vindi, the bigger the hull the lower the strength of the web.



Quite agree with this point. The 90% web is very absolute. In the sense that, it just stops your ship.

On the otherhand, I think keeping that 'special-ness' of pirate ships is a very valid criteria in rebalance.

Perhaps a small nerf will be enough to make dreadbought blapping difficult, while keeping the intended idea of bonused web strength alive.


I really don't know why people get so upset over the bonused webs thing.

The entire ability is basically: "Get one extra midslot if you have a webifier equipped, that slot can only be used for webifiers".

Two T2 webs does the exact same thing. It's just an extra midslot, that isn't even as good as an extra midslot.

This is nowhere close to the big deal that some people would like you to believe.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#671 - 2014-02-26 09:07:26 UTC  |  Edited by: Shepard Wong Ogeko
Spugg Galdon wrote:
To these people complaining about the Worm with only two drones. You guys aren't getting it. It's not a "gimmick". It's actually a very interesting concept.

The new Worm is essentially 3 ships. You have your main ship (the hull) and your two buddies (the drones) who are essentially attack frigates without EWAR.

This means it feels like you're in a small gang when flying solo in a Worm.

This concept being applied to the Gila and the Rattlesnake is extremely interesting.


The is pretty much how all drone boats work. The reason this is a dumb gimmick is the other comparable drone boats get 5 buddies instead of just 2. And they also offer other nice bonuses to your buddies, like more speed, better tracking, along with more damage and hitpoints. I'd still take an Ishtar over a similarly buffed Gila, because the Ishtar will get me almost as much raw dps, and give me faster heavies or better range on sentries. And more control range without having to eat into CPU using a drone link augmenter.

Regular drone boats are also more durable, in that an enemy has to lock and kill 5 drones instead of just 2. Kill 1 drone from a regular drone boat fielding 5 drones, and you knock out 20% of the dps. Kill 1 of the Worm's drones, and you cut the dps by 50%.


It is a dumb idea. I would rather have velocity and tracking bonuses so my drones could actually get to and hit other frigates. Those work well on the other drone boats, so they should just apply them to the Worm.


Edit;

Also, the Gallente frigate skill gives bonus to missile damage? How does that make any sense? So not only does this ship have really weird drone bonus, but the Gallente skill buffs missiles of all things.

Gallente skills for Gallente drone bonuses. Caldari skills for Caldari shield resists. And the hull bonus should be for e-war.
Kaeda Maxwell
Stay Frosty.
A Band Apart.
#672 - 2014-02-26 09:17:48 UTC
Kaarous Aldurald wrote:
Sushi Nardieu wrote:
Kmelx wrote:

If you do want to keep a web strength bonus in game, how about this, keep it at 90% on the DD and then have the strength drop off on the vigi and the vindi, the bigger the hull the lower the strength of the web.



Quite agree with this point. The 90% web is very absolute. In the sense that, it just stops your ship.

On the otherhand, I think keeping that 'special-ness' of pirate ships is a very valid criteria in rebalance.

Perhaps a small nerf will be enough to make dreadbought blapping difficult, while keeping the intended idea of bonused web strength alive.



Two T2 webs does the exact same thing. It's just an extra midslot, that isn't even as good as an extra midslot.


No, they don' t. Webs are stacking penalized a 90% web slows you down a lot more then 2x 60%.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#673 - 2014-02-26 09:17:55 UTC
Garviel Tarrant wrote:
Spugg Galdon wrote:
To these people complaining about the Worm with only two drones. You guys aren't getting it. It's not a "gimmick". It's actually a very interesting concept.

The new Worm is essentially 3 ships. You have your main ship (the hull) and your two buddies (the drones) who are essentially attack frigates without EWAR.

This means it feels like you're in a small gang when flying solo in a Worm.

This concept being applied to the Gila and the Rattlesnake is extremely interesting.


What are you on? O.o



Those light drones with 300% HP bonus are gonna be as tough as attack frigates. Add a drone durability rig and they will be almost impossible to kill.... they will also be hitting very hard. It will be like having an extra 2 ships with you
Lugalzagezi666
#674 - 2014-02-26 09:29:09 UTC
Kaarous Aldurald wrote:

I really don't know why people get so upset over the bonused webs thing.

The entire ability is basically: "Get one extra midslot if you have a webifier equipped, that slot can only be used for webifiers".

Two T2 webs does the exact same thing. It's just an extra midslot, that isn't even as good as an extra midslot.

This is nowhere close to the big deal that some people would like you to believe.

You dont really know, because you are clueless. 90% web is equivalent to FOUR t2 webs. That basically means full stop to the target and complete range dictation.
What is worse, it also means that big guns (even xl) can easily hit small targets, because they are almost standing still - especially if you apply 2 or more 90% webs, effect, that cannot be done with 60% webs at all, because of stacking penalty.

And cruor is bad. Neut bonus absolutely doesnt synergize with web range bonus and to actually deal any amount of meaningful damage to use its web range it becomes papertank with 1 useless bonus and 2 useless "troll" highs. In such state it doesnt have any wider target selection than 5-10x less expensive slicer or retribution and all it can do with its web is gtfo from all the things that would tear its paper tank apart.
Kaarous Aldurald
Black Hydra Consortium.
#675 - 2014-02-26 09:34:38 UTC  |  Edited by: Kaarous Aldurald
Kaeda Maxwell wrote:
Kaarous Aldurald wrote:
Sushi Nardieu wrote:
Kmelx wrote:

If you do want to keep a web strength bonus in game, how about this, keep it at 90% on the DD and then have the strength drop off on the vigi and the vindi, the bigger the hull the lower the strength of the web.



Quite agree with this point. The 90% web is very absolute. In the sense that, it just stops your ship.

On the otherhand, I think keeping that 'special-ness' of pirate ships is a very valid criteria in rebalance.

Perhaps a small nerf will be enough to make dreadbought blapping difficult, while keeping the intended idea of bonused web strength alive.



Two T2 webs does the exact same thing. It's just an extra midslot, that isn't even as good as an extra midslot.


No, they don' t. Webs are stacking penalized a 90% web slows you down a lot more then 2x 60%.


Stacking penalty for 2 mods is 87% off the second stack.

Quote:
Neut bonus absolutely doesnt synergize with web range bonus


And? The web bonus alone is awesome.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kagura Nikon
Native Freshfood
Minmatar Republic
#676 - 2014-02-26 09:39:17 UTC
My serious observation Rise. The web range works wonders in the bhaalghorn because it matches the range of large neuts.

But in the ashimmu and cruor.. the neuts and NOS have too short range to bennefit from web range.

My feeling is that you are making 2 already underused ships weaker. My group is one of the few that use a lot the ashimmu and the web strength is what makes is useful the most

To make that work you need to tap a bit more on the blood raiders minmatar blood... give them a bit more speed. Otherwise the result will always be, they web first.. then they need to enter enemy 13 km range web range to use the other bonus. Then the enemy will web them as well and since blood raider ships are slow they can pull off to just outside 13 km (to avoid the neuts) .. restarting cycle.

That is a BAD situation that will become common.


So please.. a tad more speed for blood raiders.. please?

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

Kaeda Maxwell
Stay Frosty.
A Band Apart.
#677 - 2014-02-26 09:41:00 UTC
Kaarous Aldurald wrote:
Kaeda Maxwell wrote:
Kaarous Aldurald wrote:
Sushi Nardieu wrote:
Kmelx wrote:

If you do want to keep a web strength bonus in game, how about this, keep it at 90% on the DD and then have the strength drop off on the vigi and the vindi, the bigger the hull the lower the strength of the web.



Quite agree with this point. The 90% web is very absolute. In the sense that, it just stops your ship.

On the otherhand, I think keeping that 'special-ness' of pirate ships is a very valid criteria in rebalance.

Perhaps a small nerf will be enough to make dreadbought blapping difficult, while keeping the intended idea of bonused web strength alive.



Two T2 webs does the exact same thing. It's just an extra midslot, that isn't even as good as an extra midslot.


No, they don' t. Webs are stacking penalized a 90% web slows you down a lot more then 2x 60%.


Stacking penalty for 2 mods is 87% off the second stack.



A Dramiel doing 1952m/sec on AB after having a 90% web applied will go 195m/sec.
A Dramiel doing 1952m/sec on AB after having 2 60% webs applied will go 374m/sec.

That is not as you just claimed the same. In fact the 90% web significantly better.
Kagura Nikon
Native Freshfood
Minmatar Republic
#678 - 2014-02-26 09:41:46 UTC
Kaarous Aldurald wrote:
Kaeda Maxwell wrote:

No, they don' t. Webs are stacking penalized a 90% web slows you down a lot more then 2x 60%.


Stacking penalty for 2 mods is 87% off the second stack.

Quote:
Neut bonus absolutely doesnt synergize with web range bonus


And? The web bonus alone is awesome.


yes.. and the final speed is (100% * 0.6 ) -> 60 * 0.52 -> 31.2 In other words 68.8%

2 60% webs are MUCH MUCH weaker than 1 x 90% web.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#679 - 2014-02-26 09:44:14 UTC
Storm Novah wrote:
CCP Rise wrote:

Sansha: Sansha needs help. The Nightmare is getting used, mostly as a PVE platform, but the Succubus and Phantasm are among the least used ships in EVE. That means we have an opportunity to try something new! The theme we are currently excited about revolves around afterburners. By giving a substantial boost to the velocity bonus from afterburners we create an extremely powerful frigate, a lot of new options for the cruiser, and affect the Nightmare the least, which matches well with the impact we want.

*snip*

SUCCUBUS

Amarr Frigate Bonus:
7.5% bonus to Small Energy Turret tracking speed

Caldari Frigate Bonus:
20% bonus to Afterburner velocity bonus (was 5% energy turret damage)

Role Bonus:
125% bonus to Small Energy Turret damage (was 100% energy turret damage)


Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers
Fittings: 44 PWG(-14), 170 CPU(-5)
Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23)
Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+.09)
Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-.35) / 965000 / 4.68s(-.4)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5
Sensor strength: 13
Signature radius: 33(+2)

Just wanna touch on the major thing that really bothers me about the changes to the succubus. I have no issue with dropping a high slot... I understand and actually agree with it. What I don't understand is why you put it on the lows? I know everyone is going to jump in and be like "damage mods duh" but seriously... who needs 3 damage mods on a frigate that has the kind of damage bonus this one has on the hull already? I think the extra slot would be more beneficial to the mid slots due to the adding of the AB bonus which will practically guarantee anyone fitting a succubus will def be using an AB. Just my thoughts.


From myemmory i dont think any frigate has 5 mids. THInk they fear it become an uber tackler.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#680 - 2014-02-26 09:45:13 UTC
light heaven wrote:
angel ship is OP, so still a little buff to dramiel. Rise you want to make the best ship to be much more popular?



The dramiel was already massively nerfed a few years ago. The cynabal was also nerfed but less. The OP angel platform peopel speak of is the machariel.

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