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[Kronos] Pirate Faction Frigates

First post First post First post
Author
Arthur Aihaken
CODE.d
#1021 - 2014-03-02 05:15:20 UTC
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?

I am currently away, traveling through time and will be returning last week.

Kapytul Gaynez
Hedion University
Amarr Empire
#1022 - 2014-03-02 05:27:18 UTC
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?



Most people are intrigued and are waiting to see how they function once they hit the test server. Then a select few are trying to get bonuses changed for nit picking or completely irrelevant reasons. The exception is the Cruor. Most are confused/concerned by it's conflicting bonuses.
Arthur Aihaken
CODE.d
#1023 - 2014-03-02 05:50:31 UTC
I think we need to see the whole Pirate line-up before we can really give some honest feedback, ie: cruisers and battleships as well.

I am currently away, traveling through time and will be returning last week.

Medalyn Isis
Doomheim
#1024 - 2014-03-02 09:26:48 UTC
Kapytul Gaynez wrote:
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?



Most people are intrigued and are waiting to see how they function once they hit the test server. Then a select few are trying to get bonuses changed for nit picking or completely irrelevant reasons. The exception is the Cruor. Most are confused/concerned by it's conflicting bonuses.


So Sansha being the best speed tanking ships in the Eve universe doesn't seem out of place to you at all?

There are many valid complaints. For instance the a Gallente skill giving a missile bonus.... If you can't see how that is wrong then you need to stay away from balance.

Although it is not just that some of the bonuses are in direct contrast to the overarching concepts which exist within the game, there are also fitting and practical problems which I am aware of with the Succubus and Cruor.

As mentioned many times before, an afterburner bonus means that an afterburner is going to be a necessity on a ship which is renown for shield tanking. That means we are forced to drop a shield mod, and if we want to fit a MWD, then now we can't do that either unless we want to dual prop. Removing fitting options in a sand box is never desirable.

On top of that, we are also forced to reduce the shield further if we want to actually make use of the afterburner bonus as the more shield mods and rigs we fit, the more we lose in our speed tanking ability. The Sansha ships will just become a confused mess in terms of fitting, not to mention in terms of the lore.

I'll leave the Cruor to other people, although that would much better suit an afterburner bonus. Against small targets it may have some tracking problems, but at least it will allow it to get into range and stay there to nuet the target down. Personally though I prefer the 90% webs.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1025 - 2014-03-02 10:20:38 UTC  |  Edited by: Gypsio III
Medalyn Isis wrote:


So Sansha being the best speed tanking ships in the Eve universe doesn't seem out of place to you at all?

There are many valid complaints. For instance the a Gallente skill giving a missile bonus.... If you can't see how that is wrong then you need to stay away from balance.


You're confusing lore with balance, in both cases.

I hope I'm not doing you a disservice, but it strikes me that much of the complaining about Sansha seems to be coming from highsec Incursion runners who just want a tankier or gankier Nightmare.
Medalyn Isis
Doomheim
#1026 - 2014-03-02 10:30:31 UTC
Gypsio III wrote:
Medalyn Isis wrote:


So Sansha being the best speed tanking ships in the Eve universe doesn't seem out of place to you at all?

There are many valid complaints. For instance the a Gallente skill giving a missile bonus.... If you can't see how that is wrong then you need to stay away from balance.


You're confusing lore with balance, in both cases.

I hope I'm not doing you a disservice, but it strikes me that much of the complaining about Sansha seems to be coming from highsec Incursion runners who just want a tankier or gankier Nightmare.


Incorrect, I am talking about both lore and also the performance of the ship. I'm not looking so much at balance as if anything an afterburner is possibly OP.

Also I do not run Incursions, although I do live out in null sec and make extensive use of Pirate ships, primarily Blood Raider and Sansha. I also respect the lore of the game, and really enjoy the Sansha and Blood Raider stories and philosophies on warfare and other such things and try to build my ships around such themes, a hit and run Sansha fleet does little for me, wheras on the other hand a hit and run Blood Raider war band is something which gets my interest.

I am hoping to find out one day how they are linked with each other, it is well known the blood raiders and sansha's have links with one another, and it would be a nice touch if the ships also reflected that.

A overarching lore which makes sense is one of the big draws of the game.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#1027 - 2014-03-02 10:33:25 UTC
After a lot of trial and error, and some help, I learned how to edit the pyfa database files. Now I feel I can give a proper proposal for Sansha ship with more than just mental number crunching.

Quote:
1. Leave all bonuses the same.
(The nightmare and Succubus could use a little more DPS but its not necessary.)

2. Move the two utility highs to one mid and one low.
(This gives all 3 ships what they desperately need, more room to do their job while balancing tank, gank, and cap.)

3. Reduce the cap amount on the Phantasm and the Nightmare by 25%.
(The Succubus doesn’t need this handicap, the Phantasm and the Nightmare can take this reduction for the extra slots they gain.)

4. Reduce the cargo hold on all 3 ships by 30%, 50%, and 50% respectively.
(This cuts down on cap boosters for ASBs and normal boosters, forcing the ships to seek fleet assistance.)

5. Remove all drone bandwidth and drone bays from the ships that have.
(Helps force the ships to seek fleet assistance.)

6. CPU needs to be reduced on the Phantasm and Nightmare by 15-20% and 20-25% respectively.
Power Grid needs to be reduced on the Phantasm and Nightmare by 0-5% and 5-10% respectively.
(After the removal of the 2 utility highs there is too much CPU and Power Grid left over.)


What this does is create a line of ships that tend to have tanks and dps levels that approach the ship class above it. In the case of the Nightmare, it is on-par with its other pirate Battleships because it can perform slightly better than them without any of their unique utility. I feel that this makes the ships not only distinctly Sansha but also makes them compelling as a ship.

For those who want to check my numbers and would like to test my proposed changes
eve.db
^This is the edited Database I've been playing with. Only the slot layout and ?maybe? the 25% cap reduction changes are implemented. To install it just replace the eve.db file in the staticdata folder where you pyfa is located. Be sure to back up your old one.

And for those moaning about the Cruor. The web range bonus is awesome for small gangs. If it stays I WILL be using it, and probably a lot.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1028 - 2014-03-02 10:37:31 UTC
I agree that the AB bonus might be OP at its current magnitude. But it's an interesting bonus that gives the ship a specific ability, worthy of a pirate faction ship. One of the problems with current Sansha and Guristas ships is that they're simply generic gank and tank ship, lacking the special abilities of superior factions, such as the mobility of Angels, the neuts and webs of Blood Raiders and Serpentis. Although the proposed Worm looks powerful, I'm still worried that it lacks the special something.

Sansha doesn't, the AB bonus breaks Sansha out of that hole. Lore is nice and all, so just rewrite it. Blah blah blah... repeated failures of Sansha Incursions blah blah broke the strength of the Sansha fleet blah blah forced a change in tactics to faster more survivable ships blah. There you go. Big smile
Medalyn Isis
Doomheim
#1029 - 2014-03-02 10:59:19 UTC
Gypsio III wrote:
Lore is nice and all, so just rewrite it. Blah blah blah... repeated failures of Sansha Incursions blah blah broke the strength of the Sansha fleet blah blah forced a change in tactics to faster more survivable ships blah. There you go. Big smile
.

Heh. But why not simply make a stand out fleet ship using the existing lore, much easier than rewriting the lore completely. The afterburner bonus is good, so save it for a faction where it makes a lot of sense such as blood raiders or something similar.

If the lore was altered as much as ship and module stats are altered these days then Eve might as well not bother having any lore at all.
Medalyn Isis
Doomheim
#1030 - 2014-03-02 11:03:10 UTC
Onslaughtor wrote:
After a lot of trial and error, and some help, I learned how to edit the pyfa database files. Now I feel I can give a proper proposal for Sansha ship with more than just mental number crunching.

Quote:
1. Leave all bonuses the same.
(The nightmare and Succubus could use a little more DPS but its not necessary.)

2. Move the two utility highs to one mid and one low.
(This gives all 3 ships what they desperately need, more room to do their job while balancing tank, gank, and cap.)

3. Reduce the cap amount on the Phantasm and the Nightmare by 25%.
(The Succubus doesn’t need this handicap, the Phantasm and the Nightmare can take this reduction for the extra slots they gain.)

4. Reduce the cargo hold on all 3 ships by 30%, 50%, and 50% respectively.
(This cuts down on cap boosters for ASBs and normal boosters, forcing the ships to seek fleet assistance.)

5. Remove all drone bandwidth and drone bays from the ships that have.
(Helps force the ships to seek fleet assistance.)

6. CPU needs to be reduced on the Phantasm and Nightmare by 15-20% and 20-25% respectively.
Power Grid needs to be reduced on the Phantasm and Nightmare by 0-5% and 5-10% respectively.
(After the removal of the 2 utility highs there is too much CPU and Power Grid left over.)


What this does is create a line of ships that tend to have tanks and dps levels that approach the ship class above it. In the case of the Nightmare, it is on-par with its other pirate Battleships because it can perform slightly better than them without any of their unique utility. I feel that this makes the ships not only distinctly Sansha but also makes them compelling as a ship.

An interesting proposal which I could support, although it seems a little lacklustre on paper, although like you say you have tested it out on Pyfa, and I don't have time to edit the database myself, so will take your word for it.

Personally I do like at least one additional high utility slot as it gives many more fitting options and more utility to the ship as the name implies, particularly on the frigate and cruiser. Although I can see why you have removed it in keeping with the theme of laser focused pure fleet ships. Also remember that the Sansha ships are already down one slot compared to other ships of their class, so there is room to add a completely new one.

I would suggest bumping up the damage bonus from 150% to 175%. As of now Serpentis already have a 200% bonus, and they also have an excellent Ewar ability. Heavy shields are good and all, but seeing as you are basing a theme around a pure focus on a super powered fleet ship, the damage dealing ability needs to reflect that. With the current trend of tiericide increasing the power of all ships, the pirate ships could get left behind.
Harvey James
The Sengoku Legacy
#1031 - 2014-03-02 14:37:14 UTC  |  Edited by: Harvey James
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?


i certainly am

Blood
- neut/nos range bonus for synergy, a little more tank

Angels
- needs sharper focus, stronger shield tank . nerf armour, remove drones/launchers, nerf speed , buff damage projection of turrets
-maybe add a mwd sig reduction bonus

serpentis
- 90% webs are OP .. nerf base T2 web strength too 45% is the best solution, more tank, DD should have drams drones

sansha
- more base speed, better cap , oversized prop mods need too go

Gurista
- ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway
- change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage
- role bonus should be the missile damage
- stronger damage split between drones/missiles

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Kagura Nikon
Native Freshfood
Minmatar Republic
#1032 - 2014-03-02 16:46:34 UTC
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?



Ever heard of the concept of weekend? And that ALl the deves involved in this thread are currently in New Eden Open covarage?


GEta rgip... this till take tiem to hit server and we are unlikely to see changes on the proposal before end of the week.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#1033 - 2014-03-02 16:47:56 UTC
Harvey James wrote:
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?


i certainly am

Blood
- neut/nos range bonus for synergy, a little more tank

Angels
- needs sharper focus, stronger shield tank . nerf armour, remove drones/launchers, nerf speed , buff damage projection of turrets
-maybe add a mwd sig reduction bonus

serpentis
- 90% webs are OP .. nerf base T2 web strength too 45% is the best solution, more tank, DD should have drams drones

sansha
- more base speed, better cap , oversized prop mods need too go

Gurista
- ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway
- change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage
- role bonus should be the missile damage
- stronger damage split between drones/missiles


Stop and think a bit. NErfign the normal webs as you propose would but blasters BACK into stone age and make missiles even weaker.

Think a bit moreon the effect of your proposals.

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

Harvey James
The Sengoku Legacy
#1034 - 2014-03-02 17:11:00 UTC  |  Edited by: Harvey James
Kagura Nikon wrote:
Harvey James wrote:
Arthur Aihaken wrote:
So 51 pages in... what'd I miss? Yay or nay, or are we pegging our hopes on the second iteration?


i certainly am

Blood
- neut/nos range bonus for synergy, a little more tank

Angels
- needs sharper focus, stronger shield tank . nerf armour, remove drones/launchers, nerf speed , buff damage projection of turrets
-maybe add a mwd sig reduction bonus

serpentis
- 90% webs are OP .. nerf base T2 web strength too 45% is the best solution, more tank, DD should have drams drones

sansha
- more base speed, better cap , oversized prop mods need too go

Gurista
- ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway
- change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage
- role bonus should be the missile damage
- stronger damage split between drones/missiles


Stop and think a bit. NErfign the normal webs as you propose would but blasters BACK into stone age and make missiles even weaker.

Think a bit moreon the effect of your proposals.


losing 15% on T2 webs isn't that HUGE a difference to render blasters useless and missiles are a different issue anyway .. they need the TE/TC/TD change ..... but other than neuts all e-war base stats are usually much weaker than on a bonused ship .. the fact that 60% webs are very effective on an unbonused ship tells you just how OP webs are atm... the change would also make serpentis ships much more useful at 67.5% - 45% webs on other unbonused ships

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Niko Lorenzio
United Eve Directorate
#1035 - 2014-03-02 17:50:42 UTC
The web range bonus on cruor doesn't make sense considering it will have to be really close to use the neut/nos. It should have a range bonus to those as well then.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Aglais
Ice-Storm
#1036 - 2014-03-02 18:40:13 UTC  |  Edited by: Aglais
Medalyn Isis wrote:


There are many valid complaints. For instance the a Gallente skill giving a missile bonus.... If you can't see how that is wrong then you need to stay away from balance.


This is not a valid complaint given the hull it's on.

Remember that the Gallente did not collaborate with the Guristas to construct their ship line. The Guristas took Caldari ships, and revamped them. Who knows- maybe the handwaving for a Gallente skill giving a missile bonus is that they've incorporated systems that ordinarily augment hybrid turret damage into the missile bays (with modifications obviously), showing pirate ingenuity or somesuch?

I do not want the bonuses on the Worm to change just yet, and even moreso because someone thought that a bonus' origin "didn't fit with the lore", rather than "makes it OP as balls". Maybe the Nemesis was involved. Who knows.

Edit: I also see people wanting to remove a slot from the Worm outright.

No! Go away! This is a PIRATE FACTION SHIP; CCP themselves has distinctly ordained that they are to perform better than even T2 while having the flexibility of T1 (1). Of course, this was outlined at roughly the beginning of the rebalancing initiative (which they also have not strayed from so far with T2 or navy ships IMO), so I don't think many of you remember. If any slot wizardry happens on the Worm, I honestly think the useless third high should become a fifth mid. Which will help out a lot in giving us a shield brawler that uses missiles (and drones), rather than pigeonholing it into an LML+drones kiter. Without a missile velocity/range bonus.

1. Devblog "Rebalancing EVE, one ship at a time", CCP Ytterbium 06.03.2012 19:21
Crazy KSK
Tsunami Cartel
#1037 - 2014-03-02 19:01:21 UTC
Harvey James wrote:

Blood
- neut/nos range bonus for synergy, a little more tank


Sentinel
can't have two ships that do exactly the same

Harvey James wrote:

Angels
- needs sharper focus, stronger shield tank . nerf armour, remove drones/launchers, nerf speed , buff damage projection of turrets
-maybe add a mwd sig reduction bonus

the dram should probably get some minor buffs but the other two are just fine right now

Harvey James wrote:

serpentis
- 90% webs are OP .. nerf base T2 web strength too 45% is the best solution, more tank, DD should have drams drones


I would love to have this web nerf on sisi for a month Id imagine nano ships would be too much fun to fly LOL


Harvey James wrote:

sansha
- more base speed, better cap , oversized prop mods need too go

the nightmare is one of the slowest ships in the game it totally needs a speed buff the phantasm too but the succubus as in the OP is just fine I think
better cap they also need the two bigger ones just eat cap boosters like its candy
oversized mods are all over eve and I think are a good game mechanic just imagine if tank mods where restricted how boring that would be

Harvey James wrote:

Gurista
- ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway
- change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage
- role bonus should be the missile damage
- stronger damage split between drones/missiles

yeah all drone ships have it so Gusrista's should too
yeah thats a good idea one should need to have gal frigate 5 to get the full damage bonus(gallente are no missile race either) while not hurting noobs too much
the missile bonus is pointless imo those 50dps I happily trade for more tank or neuts every time

Quote CCP Fozzie: ... The days of balance and forget are over.

Aglais
Ice-Storm
#1038 - 2014-03-02 19:15:15 UTC
Crazy KSK wrote:


Harvey James wrote:

Gurista
- ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway
- change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage
- role bonus should be the missile damage
- stronger damage split between drones/missiles

yeah all drone ships have it so Gusrista's should too
yeah thats a good idea one should need to have gal frigate 5 to get the full damage bonus(gallente are no missile race either) while not hurting noobs too much
the missile bonus is pointless imo those 50dps I happily trade for more tank or neuts every time


Bold Point 1: This is a garbage generalization applied mainly to T1 and T2 ships which I've just made a post about, and how pirate faction ships interact with them in terms of improvement. If Pirate faction ships are to be superior I see no better way to do that than to unlink them with the horrible malus of -1 arbitrary slot. (Though if you'll look at my previous post, I do think the third high should become a mid if anything does happen to it.)

Bold Point 2: I have done math. You are no longer doing a piddly 50DPS with missiles. Your two launchers are doing ~91 DPS. This is superior to the Punisher. That's without a BCS, too. If you slap on a BCS, you're doing 103. While your drones do ~111. The missiles on the new Worm are not useless- not by a long shot. You know how the Bellicose is a bit of a missiles/drones blend? Yeah. The Guristas ships are going to be kind of like that, with the balance tipped slightly more in favour of drones than missiles. Step out of the past, and look at the new ship without bias towards it's lackluster first iteration.

And for the love of ****stop trying to justify the removal of the missile bonus with "HURR DURR GALLENTE DONT INTO MISSILE U STUPID IF U THIKN THEY DO". This is a Gurista frigate. At least come up with a better argument than "but gallente don't use missiles".
Streya Jormagdnir
Alexylva Paradox
#1039 - 2014-03-02 19:24:43 UTC
Onslaughtor wrote:
After a lot of trial and error, and some help, I learned how to edit the pyfa database files. Now I feel I can give a proper proposal for Sansha ship with more than just mental number crunching.

Quote:
1. Leave all bonuses the same.
(The nightmare and Succubus could use a little more DPS but its not necessary.)

2. Move the two utility highs to one mid and one low.
(This gives all 3 ships what they desperately need, more room to do their job while balancing tank, gank, and cap.)

3. Reduce the cap amount on the Phantasm and the Nightmare by 25%.
(The Succubus doesn’t need this handicap, the Phantasm and the Nightmare can take this reduction for the extra slots they gain.)

4. Reduce the cargo hold on all 3 ships by 30%, 50%, and 50% respectively.
(This cuts down on cap boosters for ASBs and normal boosters, forcing the ships to seek fleet assistance.)

5. Remove all drone bandwidth and drone bays from the ships that have.
(Helps force the ships to seek fleet assistance.)

6. CPU needs to be reduced on the Phantasm and Nightmare by 15-20% and 20-25% respectively.
Power Grid needs to be reduced on the Phantasm and Nightmare by 0-5% and 5-10% respectively.
(After the removal of the 2 utility highs there is too much CPU and Power Grid left over.)


What this does is create a line of ships that tend to have tanks and dps levels that approach the ship class above it. In the case of the Nightmare, it is on-par with its other pirate Battleships because it can perform slightly better than them without any of their unique utility. I feel that this makes the ships not only distinctly Sansha but also makes them compelling as a ship.

For those who want to check my numbers and would like to test my proposed changes
eve.db
^This is the edited Database I've been playing with. Only the slot layout and ?maybe? the 25% cap reduction changes are implemented. To install it just replace the eve.db file in the staticdata folder where you pyfa is located. Be sure to back up your old one.

And for those moaning about the Cruor. The web range bonus is awesome for small gangs. If it stays I WILL be using it, and probably a lot.


I feel as though what makes pirate faction ships great is that they have bonuses which generally synergize well with fleets (web bonuses, neut bonuses, resist bonuses, etc) but also make them formidable enough in small squads. These suggested changes look pretty solid, though I would point out that the drone nerf seems pretty heavy-handed. There's not a single battleship that lacks a drone bay, so I'd say give the Nightmare at least a 50m3 drone bay and 25 MB bandwidth so it can at least field a flight of lights a time.

The slot layout changes I completely agree with, and it seems like having too many utility hislots makes the Sansha ships sort of compete with the Blood Raider ships as laser-neuting platforms. The cap reductions are fine considering the addition of more mids and lows which can support the cap use.

I do like the AB bonuses on the the Succubus and Phantasm though, it just feels out of place on the Nightmare.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1040 - 2014-03-02 21:04:17 UTC
Aglais wrote:

And for the love of ****stop trying to justify the removal of the missile bonus with "HURR DURR GALLENTE DONT INTO MISSILE U STUPID IF U THIKN THEY DO". This is a Gurista frigate. At least come up with a better argument than "but gallente don't use missiles".


Fine, how about justifying it with the fact that it would be the only time in the entire game that a Gallente skill is used to buff missiles. The ship uses Caldari skills, so the missiles could more sensibly be attached to that. Or it could just stay with a flat hull bonus like it uses currently. If the ship was just going to rely on Gallente skills, then I guess using Gallente skills to bonus missiles would be the only option. But it isn't. And everyone is questioning it because it just looks like it is put on as an after thought without any consideration for how the skill is used in a broader sense.

Or, even better, we could realize like we did with past ship balancing that split weapons are not optimal, and use the Gallente skill to boost drones like usual, and forget boosting missiles in favor of some other non damage bonus to give the ship more utility than dumping out a bunch of damage.

Even with the current weird drone bonus and the completely bizarre Gallente missile bonus, the Worm will easily be out classed by most Assault Frigates. They will do as much damage, and as fast or faster, and the T2 resists will come pretty close to what the Worm's Caldari shield resists provide.


If the Worm is meant to be a slow but tanky brawler, 5 lights with the usual Gallente 10%/level damage bonus and a couple DDA's is enough. The hull bonus should be something like a scram bonus to keep faster ships from just running away.

And if CCP is dead set on going to the few-but-powerful drone scheme, at least use the Gallente bonus to give the drones better velocity/tracking/range. Those are the bonuses that make the other Gallente drone boats so awesome now. The raw damage bonus doesn't mean much if it takes the drones forever to reach the target or can't track it.