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[Kronos] Pirate Faction Cruisers

First post First post First post
Author
Medalyn Isis
Doomheim
#521 - 2014-04-08 17:02:25 UTC
CCP Rise wrote:
The Serpentis web bonus is extremely strong. We went into this balance pass thinking it was probably too strong and that we may need to tune it down. In the first Pirate Faction thread (the Frigates) I asked specifically for feedback on this bonus and how players felt about it. We also brought it up with the CSM during the summit.

The vast majority of feedback from all angles pointed towards an agreement that in certain environments this bonus was extremely powerful but that it wasn't having a negative effect on the game overall and we should leave it alone. I'm not sure if anyone remembers by now but when I casually mentioned changing this bonus during a Reddit AMA there was an outcry to prevent us from doing that at all costs.

Internally we are a bit divided even though we all agree it's one of the game's most powerful bonuses. I want to try and leave it because unique points of power like this one, as long as they aren't oppressive, are more interesting than moving everything towards a middle ground.

I disagree with this. Of course there will be an outcry when you propose to nerf someones favourite toy, but that shouldn't prevent you from making the right balance decision.

I feel a bit annoyed that experienced players would make an outcry for selfish reasons without the general balance of the game being taken into consideration. Throwing their toys out the pram just because they wont be able to insta kill frigates with dreadnoughts is quite pathetic.

Personally, webs are very strong, I think they should be bought down to a maximum of 50% strength for the T2 web. And it is simply bad mechanics that a single ship can effectively take the whole speed/transveral/positioning aspect of pvp out of the picture, and makes for a very boring experience.
Rabbit P
Nuwa Foundation
Fraternity.
#522 - 2014-04-08 17:02:48 UTC
CCP Rise wrote:


The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.


can rise please state clear the bonus in the OP?
since you said "destroyer speed", but destroyer warp speed multiplier is 4.5, which equal to 50% bonus in warp speed
but you also said "Cynabal at warp speed multiplier of 5" , 5 is the warp speed multiplier of frigate, which equal to 66.67% bonus
sabastyian
Worthless Carebears
The Initiative.
#523 - 2014-04-08 17:03:04 UTC
Alright, here's my 2 worthless cents about the changes. A vigilant in its current form is only slightly used for standard combat fleets, most cruiser fleets I have attended don't like bringing a vigilant because of the fact that it has a high cost value and is the first primary with a relatively low tank. A Deimos can do about 76% the dps of a Vigilant with about 50% extra EHP for 78% the cost and for that reason, they are flown more often in fleet combat then Vigilants. The Vigilant has extreme fitting restrictions as it is already, you either have to go with a M4 plate, mwd and neutrons ( notice the lack of a cap booster, can easily be capped out ) or fit an ANC rig to get a small cap booster, t2 plate and neutrons, hurting it's already minimal tank. A Vexor Navy issue can push out 800 dps, have 56.5k EHP and cost under 130m. The VNI has 91.4% the dps with 124% the EHP for 46.4% the cost. What we are more commonly seeing is Vexor and VNI fleets roaming about with RR packed into theirs highs solving the logistics issue as well. Vigilants are not as over powered as they are claimed to be, this statement is true when you consider their most common role is just heavy suicide tackler.
Cynabal changes, powergrid nerf still hurts armor Cynabals and the warp speed addition is a strange addition. The warp speed change will help with solo combat but in fleet combat it will more commonly get the Cynabal killed as it will land first with a ( relatively ) weak tank while waiting for it's fleet to catch up. If the main reason for this change is because of the Arty Cynny, consider another way to change the cynabal around without killing it's ability to be shield or armor tanked. Cynabals were the king of kiting in the days gone past, but in these "modern" times a vagabond easily out performs the Cynabal in everything but armor tanking and even then, the Cynabal barely out performs the vagabond.
Ashimmu, real nice changes and I have no complaints.
Gila, slightly lower damage then before, with a strange drone class for it's primary weapon. Usage will probably decline after the first week and it will require another pass-over.
Phantasm will replace the cynabal as the king of kiting.

If anyone has a different opinion, I'm open to hear it.
Jenn aSide
Worthless Carebears
The Initiative.
#524 - 2014-04-08 17:04:14 UTC
Arthur Aihaken wrote:
CCP Rise wrote:
The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.

A warp speed of 5 for the Cynabal and 3 for the Machariel is something I can get behind (and something that's actually useful for PvE). Can something finally be done with the abhorrent and unsightly turret layout on the Machariel? The 7 turrets are effectively 11.66 turrets (7 / 0.75 x 1.25), so what about dropping the Machariel to 6 turrets, swapping a high slot out for another low (so it has more options for an armor tank) and increasing the rate of fire role bonus from 25% to 37.5%? It's a slight buff (+2.8%) to 12 effective turrets (6 / 0.625 x 1.25) but the extra low slot really opens up a lot of possibilities.

And the Nestor… This needs to be included in the Pirate rebalance if only to have a dialog on what can be done to improve it. It's not well-suited to either the logistics or scanning role.


i'd like that, but it can already here the guys at ccp groaning at buffing the mach that much without taking something away. I'd imagine that something being the drone bay and ability to use sentries.

Hey RISE, pretend it's the end of the week already and post the battleship thread ! Big smile
Michael Harari
Genos Occidere
HYDRA RELOADED
#525 - 2014-04-08 17:05:46 UTC
Rabbit P wrote:
CCP Rise wrote:


The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.


can rise please state clear the bonus in the OP?
since you said "destroyer speed", but destroyer warp speed multiplier is 4.5, which equal to 50% bonus in warp speed
but you also said "Cynabal at warp speed multiplier of 5" , 5 is the warp speed multiplier of frigate, which equal to 66.67% bonus


Presumably they are still deciding on the exact bonus.
Cannibal Kane
Viziam
Amarr Empire
#526 - 2014-04-08 17:06:17 UTC  |  Edited by: Cannibal Kane
Jenn aSide wrote:
Arthur Aihaken wrote:
CCP Rise wrote:
The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.

A warp speed of 5 for the Cynabal and 3 for the Machariel is something I can get behind (and something that's actually useful for PvE). Can something finally be done with the abhorrent and unsightly turret layout on the Machariel? The 7 turrets are effectively 11.66 turrets (7 / 0.75 x 1.25), so what about dropping the Machariel to 6 turrets, swapping a high slot out for another low (so it has more options for an armor tank) and increasing the rate of fire role bonus from 25% to 37.5%? It's a slight buff (+2.8%) to 12 effective turrets (6 / 0.625 x 1.25) but the extra low slot really opens up a lot of possibilities.

And the Nestor… This needs to be included in the Pirate rebalance if only to have a dialog on what can be done to improve it. It's not well-suited to either the logistics or scanning role.


i'd like that, but it can already here the guys at ccp groaning at buffing the mach that much without taking something away. I'd imagine that something being the drone bay and ability to use sentries.

Hey RISE, pretend it's the end of the week already and post the battleship thread ! Big smile


Oh please god don't. I fear for what they did to the Vindicator.

"Kane is the End Boss of Highsec." -Psychotic Monk

Harvey James
The Sengoku Legacy
#527 - 2014-04-08 17:07:02 UTC
but with less copy and pasting and typos please :)

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

Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#528 - 2014-04-08 17:16:18 UTC
This just in, vigilant with t1 resists isnt going to be a fleet ship any time soon no matter what kind of plate you can fit on it. But the speed bonus it got made a lot easier to solo kite with it(2240m/s with mwd and no speed mods) which is probably what im going to do with it. Smile
Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#529 - 2014-04-08 17:17:35 UTC  |  Edited by: Carmen Electra
CCP Rise wrote:
Internally we are a bit divided even though we all agree it's one of the game's most powerful bonuses. I want to try and leave it because unique points of power like this one, as long as they aren't oppressive, are more interesting than moving everything towards a middle ground.


I agree, I haven't made much use of serpentis web bonuses, but all the rage in this thread makes me want to go give it a try now. If ship features (in this case, web bonus) can't stand out in meaningful ways, then why bother with this balancing work in the first place? "Moving everything towards a middle ground" as you put it is what most games do, and reduces true variety to a mere illusion of variety.

Also, I'm a little unclear on where the Cynabal stands now. Giving it a warp speed bonus feels a big gimmicky. Gimmicky is fine as long as this token bonus isn't being used to justify a nerf elsewhere. If you're doing fleet warps, it'll be a moot point point 90% of the time. I can't say that warp speed comes up too often in our PvP postmortems. Ugh

The cynabal really doesn't need to be nerfed, at least no one here seems to think so. Is the idea is to just move it out of the spotlight a bit to give other ships a larger chunk of the mindshare?
Marlona Sky
State War Academy
Caldari State
#530 - 2014-04-08 17:18:09 UTC
CCP Rise wrote:
Alright, you guys are getting major real time updates here, I might as well start live tweeting our meetings!

With regards to the Cynabal - we are not going to try and add some kind of web/scram immunity/resistance. While this kind of bonus would certainly be fun, it would force us to make severe changes to all three Angel ships to compensate for the increased power, which would surely feel terrible for all the people enjoying them now. This would be especially true for PVE players who couldn't make use of the new bonus but would be stuck with a much worse ship than they are used to.

The option we do feel good about is warp speed. It supports the hit and run playstyle that Angels are already best at without forcing us to make changes to the combat performance. So, we are looking at roughly a 50% increase in warp speed and acceleration for all three, putting the Cynabal at warp speed multiplier of 5, which is basically destroyer speed. I've also updated the OP with a new powergrid number.

We've also adjusted powergrid on the Ashimmu to make some more room for those PG heavy energy war mods.

We spent time playing with the Vigilant in a lot of different configurations and feel completely confident in the current fitting numbers.

Hope this makes you Angel fans more excited

I like the idea of making changes outside the usual stuff for balancing. Is there other ideas that follow this you have in mind?
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#531 - 2014-04-08 17:18:23 UTC
Silivar Karkun wrote:
so, the Gila now has the same idiotic bonus as the worm, and its bandwidth is nerfed so in case of getting attacked by frigates it has only the backup of 4 unbonused light drones.....pfffff....


So what? The Gila get's to join load of other ships in the game that are vulnerable to frigates. In exchange it's going to be pretty brutal against other cruisers.

Is it just me that seems to think all the Gila pilots here seem to want something that can do everything solo? Eg massively tanky, does huge missile dps, can use sentries to hit hard at 50+km whilst also being able to tear apart frigates? You can't have everything guys. Many ships in this game have some weaknesses vs certain other classes yet that doesn't stop them being great fun and highly affective in other situations.

New Gila is going to be great fun. If you want the drone options the old Gila had - fly an Ishtar.
Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#532 - 2014-04-08 17:24:07 UTC
Carmen Electra wrote:

Also, I'm a little unclear on where the Cynabal stands now. Giving it a warp speed bonus feels a big gimmicky. Gimmicky is fine as long as this token bonus isn't being used to justify a nerf elsewhere. If you're doing fleet warps, it'll be a moot point point 90% of the time. I can't say that warp speed comes up too often in our PvP postmortems. Ugh

That creates a oppertunity for more skilled players who can warp individually without handholding from a fc to excel. Sounds good to me.
Jenn aSide
Worthless Carebears
The Initiative.
#533 - 2014-04-08 17:26:32 UTC
Mr Floydy wrote:
Silivar Karkun wrote:
so, the Gila now has the same idiotic bonus as the worm, and its bandwidth is nerfed so in case of getting attacked by frigates it has only the backup of 4 unbonused light drones.....pfffff....


So what? The Gila get's to join load of other ships in the game that are vulnerable to frigates. In exchange it's going to be pretty brutal against other cruisers.

Is it just me that seems to think all the Gila pilots here seem to want something that can do everything solo? Eg massively tanky, does huge missile dps, can use sentries to hit hard at 50+km whilst also being able to tear apart frigates? You can't have everything guys. Many ships in this game have some weaknesses vs certain other classes yet that doesn't stop them being great fun and highly affective in other situations.

New Gila is going to be great fun. If you want the drone options the old Gila had - fly an Ishtar.


Exactly. The Gila now turns into "something I would not fly anymore after I trained Ishtar" to something different from Ishtar lol. I have a Gila i haven't flown in ages and that sucker is getting dusted off.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#534 - 2014-04-08 17:31:47 UTC
Just need the GIla to get a nice shiny new model and I'll definitely be keeping one in my hangar with the stats as they are currently!

Something else nice, as their dps will be coming from 20m3 of drones instead of 125m3, you'll be able to bring a lot more spares in cargo. Make sure one of you has one of those mobile fitting deployable things - bob's your uncle loads of spare drones.

Warp speed on Cynabal sounds interesting. Having that ability to hit and run in small groups sounds nice.
Kmelx
The Scope
Gallente Federation
#535 - 2014-04-08 17:31:56 UTC  |  Edited by: Kmelx
Medalyn Isis wrote:
CCP Rise wrote:
The Serpentis web bonus is extremely strong. We went into this balance pass thinking it was probably too strong and that we may need to tune it down. In the first Pirate Faction thread (the Frigates) I asked specifically for feedback on this bonus and how players felt about it. We also brought it up with the CSM during the summit.

The vast majority of feedback from all angles pointed towards an agreement that in certain environments this bonus was extremely powerful but that it wasn't having a negative effect on the game overall and we should leave it alone. I'm not sure if anyone remembers by now but when I casually mentioned changing this bonus during a Reddit AMA there was an outcry to prevent us from doing that at all costs.

Internally we are a bit divided even though we all agree it's one of the game's most powerful bonuses. I want to try and leave it because unique points of power like this one, as long as they aren't oppressive, are more interesting than moving everything towards a middle ground.

I disagree with this. Of course there will be an outcry when you propose to nerf someones favourite toy, but that shouldn't prevent you from making the right balance decision.

I feel a bit annoyed that experienced players would make an outcry for selfish reasons without the general balance of the game being taken into consideration. Throwing their toys out the pram just because they wont be able to insta kill frigates with dreadnoughts is quite pathetic.

Personally, webs are very strong, I think they should be bought down to a maximum of 50% strength for the T2 web. And it is simply bad mechanics that a single ship can effectively take the whole speed/transveral/positioning aspect of pvp out of the picture, and makes for a very boring experience.


I read the first 90% web thread wise mentioned last night and it appeared that most of the outcry originated from Suddenly Spaceship pilots who wanted to be able to titan bridge larger fleets in their vindicators so they could say they had fought outnumbered, presumably whilst rolfstomping whoever they bridged. The thread just turned into a farce because of their posts and trolling.

I'd like to think the dev team have the strength of character to balance this bonus, despite the objections of the people who want to continue abusing it. No one in this thread that I've noticed is suggesting that the web bonus be removed from the serp hulls, were just suggesting changes that could be made to give the hulls and the webs balance and prevent the bonus from being so absurdly OP.
Koizumi Atsuchi
Federal Navy Academy
Gallente Federation
#536 - 2014-04-08 17:41:24 UTC
Longdrinks wrote:
Carmen Electra wrote:

Also, I'm a little unclear on where the Cynabal stands now. Giving it a warp speed bonus feels a big gimmicky. Gimmicky is fine as long as this token bonus isn't being used to justify a nerf elsewhere. If you're doing fleet warps, it'll be a moot point point 90% of the time. I can't say that warp speed comes up too often in our PvP postmortems. Ugh

That creates a oppertunity for more skilled players who can warp individually without handholding from a fc to excel. Sounds good to me.


Whats the point giving a cruiser higher warp speed and nerfing its fitting capabilities. So it becomes a big interceptor. What you gonna use it for, to tackle carriers equiping small guns to fight off drones? Ridiculous. Whats good of your warping speed when your fighting abilities are highly crippled?
Wulfgar WarHammer
Unrustled
#537 - 2014-04-08 17:45:58 UTC
What's going to happen to the Nightmare?
Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#538 - 2014-04-08 17:46:31 UTC
having to fit a ACR to get back the lost pg = highly crippled
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#539 - 2014-04-08 17:46:47 UTC
CCP Rise wrote:
The Serpentis web bonus is extremely strong. We went into this balance pass thinking it was probably too strong and that we may need to tune it down. In the first Pirate Faction thread (the Frigates) I asked specifically for feedback on this bonus and how players felt about it. We also brought it up with the CSM during the summit.

The vast majority of feedback from all angles pointed towards an agreement that in certain environments this bonus was extremely powerful but that it wasn't having a negative effect on the game overall and we should leave it alone. I'm not sure if anyone remembers by now but when I casually mentioned changing this bonus during a Reddit AMA there was an outcry to prevent us from doing that at all costs.

Internally we are a bit divided even though we all agree it's one of the game's most powerful bonuses. I want to try and leave it because unique points of power like this one, as long as they aren't oppressive, are more interesting than moving everything towards a middle ground.


basically reddit and the council of nullsec are all awful. pls fix webs.
you should know how people are in this game - JF owners will tell you JFs aren't broken, people who use ASBs will tell you that ASBs are fine.
CCP Rise
C C P
C C P Alliance
#540 - 2014-04-08 17:47:39 UTC
Sorry for the 5 instead of 4.5 typo. It will be 50% increase for all of them so 4.5 for the Cynabal.

@ccp_rise