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[Kronos] Pirate Faction Cruisers

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Author
Loraine Gess
Confedeferate Union of Tax Legalists
#1241 - 2014-05-30 08:31:39 UTC  |  Edited by: Loraine Gess
So very late, but I just realized they're all getting cargohold buffs according to the posted numbers, but there's no "(+XX)" indication of that being so. Can a dev please confirm the cargoholds are being buffed? Would be very nice for some of my intended uses!


e: Nevermind, confirmation posted all the way on page 43. Works for me.
Lloyd Roses
Artificial Memories
#1242 - 2014-05-30 08:58:31 UTC
elitatwo wrote:
Flyinghotpocket wrote:
Zamyslinski wrote:
Flyinghotpocket wrote:
all these cynabears crying cuz they cant fit all t2 largest tank and guns anymore without grid rigs or co-pro's

LOL



you do reaise you can fit all other criusers without any compromise?

yeah? except the ashimmu, phantasm, vigilant, oh yeah and the gila.


Shhhh, you forgot the Moa, the Thorax, the Maller, the Omen and the list continues...

Ever tried to fit 250mm railguns on a Moa or an eagle? I have yet to find a boat that is smaller than a battleship to fit them on and fit a tank.


Fitting 250s to an eagle is a piec of cake. Fitting biggest guns to a t1 cruiser is supposed to not work without fitting mods.

Also, rail guns are good, boasters are good, lasers are good - but auto cannons are the reference for a crap weapon system. If the hulls weren't outstanding, they'd be as crap as heavies.

So while other pirate hulls are blessed with ability to fit biggest sized guns easily, the cynabal just can't keep up with that AND is punished by relying on ACs (or arty if you dislike tank or like fitting multiple PG-rigs), which are arguably the worst weapon right now.

(HPL-phantasm np, 250 rails vigi, one t1ACR, Gila can fit ANYTHING, orthus is currently broken OP but that's intended I guess, lol 2XL-asb pirate cruiser with 330 llml-dps cold, ashimmu can fit neuts, plate and an ab - still laughs at just that)

With how insanely strong especially Gila and orthus are, the current cyna is dumpster level at best. It warps fast and you can squeeze artillery on it, so at least it's promising as a one trick pony. RIP cynabal, RIP dramiel, welcome new mordus overlords.
Harvey James
The Sengoku Legacy
#1243 - 2014-05-30 10:08:47 UTC
i see the Phantasm has been left with its poor agility for release :( ... how can you expect them too take full advantage of using the AB bonus??

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

elitatwo
Zansha Expansion
#1244 - 2014-05-30 11:54:53 UTC
Harvey James wrote:
i see the Phantasm has been left with its poor agility for release :( ... how can you expect them too take full advantage of using the AB bonus??


Sig and active shield tanking. Maybe the agility on the Phantasm isn't good with an afterburner running but nobody said it has to be on all the time.

You need to focus on the good things, with lasers you have range and even beams are viable on that boat and the afterburner lets you get out of tricky situations because no scram (yeay you can see it now if you get scrammed or pointed, thanks for that) will slow you down.

If you get webbed the webs are actually helping your movement, you maybe slower but you can make turn much better when you get webbed.

There is just one tiny thing that will make you have a bad day in the Phantasm, neuts or Blood Raider boats.

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Markus Taggart
Imperial Academy
Amarr Empire
#1245 - 2014-05-30 13:03:35 UTC
[quote=CCP Rise]I'm back!

Getting to finally show you guys these is very exciting! I hope you understand the delay. The drone changes outlined in this Dev Blog had a big enough impact on the balance for pirate cruisers and battleships that we really wanted to wait on posting these. Thankfully, that's happened and we can get on with it!

So, there's a lot of changes here but the precedents set in the frigate pass should be mirrored fairly well. Here's some high level explanation on each of the Cruisers:

Phantasm:

Ashimmu:

Gila:

Vigilant:

Cynabal:


A lot of these are not shown on the Eve homepage ship viewer. Are they new?
I thought ships were only being modified somewhat.

"Life is a knife fight in a dirt floor bar. If you get knocked down you better get back up!"

"You can't run from death forever, but you can make the bastard work for it!"

NewGit
Mercenaries of Mayhem
#1246 - 2014-05-30 17:16:04 UTC
I'm looking at the numbers here, using my current Gila fits, and am having a hard time trying to figure out how these changes are supposed to make the Gila better.

Gila in pre-Kronos (current configuration) = 842.7 dps from drones (2 Gecko, 2 Hammerhead IIs, 1 Hornet II and 2 x Drone Damage Amp IIs).

Gila in post-Kronos (2 medium Hammerhead II drones) configuration 128.5 dps *500% bonus = 642.5 dps. (same mods as previous configuration).

Change = -200 dps.

An extra launcher and (kinetic/thermal) missile damage bonus looks to add perhaps an additional 100dps (with T2 Scourge), leaving a post-Kronos net loss of about 100 dps.

Am I missing something, or is this in fact a nerf-in-disguise ?
Mario Putzo
#1247 - 2014-05-30 17:27:07 UTC
Your drones last a lot longer, meaning your on field DPS is better for longer engagements. Come at me with a Gila on Tranq and I blap your drones you do **** all for DPS. So you lose 100 top end damage (using Gekkos is hardly a benchmark stat to go by either). and you effectively gain 2 little cruiser sized BFFs that take much more time to put down. Your effective damage at the end of the day is higher.

Unless of course you only fight people who don't shoot drones from a drone boat.
Graybie Tsero
Deep Core Mining Inc.
Caldari State
#1248 - 2014-05-30 19:23:06 UTC
If I understand correctly, all other drones will be getting their base damage boosted to balance with the changes to drone interfacing while the Geckos will remain the same, thus effectively losing dps. I haven't done the math, but I have a feeling that you will not be losing that 100 dps if you take that into consideration.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#1249 - 2014-05-31 01:29:48 UTC
NewGit wrote:
I'm looking at the numbers here, using my current Gila fits, and am having a hard time trying to figure out how these changes are supposed to make the Gila better.

Gila in pre-Kronos (current configuration) = 842.7 dps from drones (2 Gecko, 2 Hammerhead IIs, 1 Hornet II and 2 x Drone Damage Amp IIs).

Gila in post-Kronos (2 medium Hammerhead II drones) configuration 128.5 dps *500% bonus = 642.5 dps. (same mods as previous configuration).

Change = -200 dps.

An extra launcher and (kinetic/thermal) missile damage bonus looks to add perhaps an additional 100dps (with T2 Scourge), leaving a post-Kronos net loss of about 100 dps.

Am I missing something, or is this in fact a nerf-in-disguise ?


yeah, it's a nerf

stuff that's changing, that most people seem to have overlooked because they've been blinded by a 500% bonus to 1 subset of an entire weapon system

Maximum Drone Control Range (Nerfed)
Maximum Missile Range (Nerfed)
Missile DPS (Buffed)
Drone DPS (Nerfed)
Light Drone (any type) x5 (Nerfed)
Medium Drone (any type) x5 (Nerfed)
Heavy Drone (any type) x5 (Nerfed)
Sentry Drones x5 (Nerfed)

eventually people are going to work out that the gila got butt-f**ked, but by then it will be too late
it will be the new least used pirate faction cruiser
Rowells
Blackwater USA Inc.
Pandemic Horde
#1250 - 2014-05-31 02:10:13 UTC  |  Edited by: Rowells
NewGit wrote:
I'm looking at the numbers here, using my current Gila fits, and am having a hard time trying to figure out how these changes are supposed to make the Gila better.

Gila in pre-Kronos (current configuration) = 842.7 dps from drones (2 Gecko, 2 Hammerhead IIs, 1 Hornet II and 2 x Drone Damage Amp IIs).

Gila in post-Kronos (2 medium Hammerhead II drones) configuration 128.5 dps *500% bonus = 642.5 dps. (same mods as previous configuration).

Change = -200 dps.

An extra launcher and (kinetic/thermal) missile damage bonus looks to add perhaps an additional 100dps (with T2 Scourge), leaving a post-Kronos net loss of about 100 dps.

Am I missing something, or is this in fact a nerf-in-disguise ?

Don't use pre Kronos geckos as benchmark since they are changing. I don't know the numbers for what fit you were using before but right now geckos are just a temporary OP fun drone.
Moragrine
Viziam
Amarr Empire
#1251 - 2014-05-31 10:15:01 UTC
Please consider to increase new Gila drone bandwith from 20 to 25, to allow use of full set of light drones.
elitatwo
Zansha Expansion
#1252 - 2014-06-01 01:30:30 UTC
Moragrine wrote:
Please consider to increase new Gila drone bandwith from 20 to 25, to allow use of full set of light drones.


But..

The Gila get the special ability to have full set of all medium drones plus one spare or four little light drones and you like the Rattlesnake, she can fit all rocket and missile launchers she want to with bonus to kinetic and thermal damage on them, all of them.

You basically can choose a specific damage type with your drones as you fly along and become death, destroyer of worlds.

You may not see it yet but the Gila gets a free Caracal built in plus a dronebay for nine (9) medium drones or eight (8) plus four (4) small ones.

The only thing that changes is that the drone bonus is limited to medium drones, two at a time. That doesn't mean that it is a bad thing.

Just like I said before, come to SiSi, buy a Gila and fill the dronebay with the drones you like and go to the nearest asteroid belt.

It doesn't have to be nullsec, try them in empire space.

If you think those two medium drones won't do, you have the choice to fit bonussed rocket launchers, light missile launchers, rapid light missile launchers, heavy assault missile launchers and heavy missile launchers.

Okay cruise missile launchers and torpedo launchers won't fit but they would have the bonus too.

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Dehval
Ascendance Rising
Ascendance..
#1253 - 2014-06-01 06:00:18 UTC  |  Edited by: Dehval
NewGit wrote:
I'm looking at the numbers here, using my current Gila fits, and am having a hard time trying to figure out how these changes are supposed to make the Gila better.

Gila in pre-Kronos (current configuration) = 842.7 dps from drones (2 Gecko, 2 Hammerhead IIs, 1 Hornet II and 2 x Drone Damage Amp IIs).

Gila in post-Kronos (2 medium Hammerhead II drones) configuration 128.5 dps *500% bonus = 642.5 dps. (same mods as previous configuration).

Change = -200 dps.

An extra launcher and (kinetic/thermal) missile damage bonus looks to add perhaps an additional 100dps (with T2 Scourge), leaving a post-Kronos net loss of about 100 dps.

Am I missing something, or is this in fact a nerf-in-disguise ?

Your math is slightly incorrect.

With 2 DDAs and Gal Spec IV, two Hammerheads will do 91.8 dps before ship bonuses. After the Gila Bonus is applied that comes out to 550 dps.

4 RLML with a 50% bonus is 6 effective launchers. With full skills and no BCUs it is 178dps cold (Spec IV).

So the new Gila will total at 708 dps. However, this is 708 dps of extremely strong damage application. Geckos are great, but do not apply nearly close to their full damage unless the target is either a BC+ or immobile. They are also losing 25% of their damage come patch day so I don't understand why everyone continues to use them as a baseline. The RLML will do nearly full damage to everything and the Hammerheads will track better while moving 80% faster than their heavy counterparts. So in actuality what does the Gila lose?

It loses range from the use of sentries and a small hit to damage type selection (forced kinetic therm missiles). It also loses potential paper damage against larger/locked down targets. Post-Kronos in normal situations it will hit harder, with more consistency, and have a wider selection of targets because of this. A Gila with RLML and Valks with at least one drone tracking mod will make every frigate in a 50km radius run for the high hills. There is no reason to worry about being able to use a full flight of lights beyond missing that 5th EC-300 drone which I will admit can be important in many "oh ****" situations.

Kitty Bear wrote:

*snip*
eventually people are going to work out that the gila got butt-f**ked, but by then it will be too late
it will be the new least used pirate faction cruiser
Have you actually flown the Gila on the test server?

It is a monster and its combat capabilities far surpass that of its old iteration. Just because the numbers go down doesn't mean the dps isn't going up. The new Gila trades range and damage against larger targets for a more powerful tool-set when fighting at or below its weightclass. Just because it can't use 5 sentries doesn't mean it's a worthless drone boat. The mindset that people rave and fight over the use of five drones, even when it would hinder the ship to balance for it, is inane and needs to die out.

The least used cruisers will likely continue to be the Phantasm and Ashimmu. The former due to its past stigma of being terribad and the latter because, while a much stronger ship now, will have a very limited number of situations where it is useful and cost justified.
Vincintius Agrippa
Crimson Serpent Syndicate
#1254 - 2014-06-01 06:39:40 UTC
Lloyd Roses wrote:
elitatwo wrote:
Flyinghotpocket wrote:
[quote=Zamyslinski][quote=Flyinghotpocket]all these cynabears crying cuz they cant fit all t2 largest tank and guns anymore without grid rigs or co-pro's

LOL



you do reaise you can fit all other criusers without any compromise?

and fit a tank.


Fitting 250s to an eagle is a piec of cake. Fitting biggest guns to a t1 cruiser is supposed to not work without fitting mods.

Also, rail guns are good, boasters are good, lasers are good - but auto cannons are the reference for a crap weapon system. If the hulls weren't outstanding, they'd be as crap as heavies.

So while other pirate hulls are blessed with ability to fit biggest sized guns easily, the cynabal just can't keep up with that AND is punished by relying on ACs (or arty if you dislike tank or like fitting multiple PG-rigs), which are arguably the worst weapon right now. .[/quo

Actually from my experience, autocannons are quite good. In reference to medium autocannons, if I remember correctly have the same if not better tracking than blasters and have over 4-5x the range ( As ac's are fall off based weapons of around 10-15km, and blasters are optimals from 2-5km). Of course blasters do the most damage. Blasters are high volley and moderaate rof (around 3.5s). Ac's have low volley, but excessive rate of fire (1.29-2s. Ac's don't require cap.

I disagree with you on rails, especially medium rails. they just suck completely, or almost completely on any ship that doesnt have a tracking bonus. I mean blasters v rail= 2 different extremes.
Only YOU can prevent internet bullying!
Sheimi Madaveda
Sebiestor Tribe
Minmatar Republic
#1255 - 2014-06-01 07:18:13 UTC
Vincintius Agrippa wrote:

Actually from my experience, autocannons are quite good. In reference to medium autocannons, if I remember correctly have the same if not better tracking than blasters and have over 4-5x the range ( As ac's are fall off based weapons of around 10-15km, and blasters are optimals from 2-5km). Of course blasters do the most damage. Blasters are high volley and moderaate rof (around 3.5s). Ac's have low volley, but excessive rate of fire (1.29-2s. Ac's don't require cap.

I disagree with you on rails, especially medium rails. they just suck completely, or almost completely on any ship that doesnt have a tracking bonus. I mean blasters v rail= 2 different extremes.


Dat misquote!

Anyways, the weapon system tracking pattern:
BEST - Blasters > Autocannons > Pulse > Beam > Railgun > Artillery - WORST
NOTE: Medium ranged weapon rebalance BROKE THIS PATTERN!
BEST - Beam > Artillery >= Railgun - WORST for cruiser sized weaponry. Artillery tracks minutely better than Railguns at the largest size, so they are essentially the same.
Keep in mind that this pattern doesn't take into account the effects of ammo types (namely projectile tracking ammo)

Railguns have the greatest damage at range of the medium weapons in the game, and usually tracking is not too bad of an issue because of that.

"Hybrid" weapons are called that for a reason - they split their ranges between both optimal and falloff, so measuring them solely by their optimal range is not really fair (unless you're flying an Eagle, Naga, etc), and Null loaded blasters can reach a healthy distance. In fact, it's possible to hit to something like 21km end of falloff with Null loaded Deimos Blasters.

Other fun info-
People tend to think of artillery as better for optimal range bonuses and AC as better with falloff range bonuses. I won't dispute the fact that FALLOFF benefits Autocannons, but Projectile weaponry has innately high falloff, even on their Artillery!

As an example, the Vagabond can get 39km of Falloff with 720mm Arty with all ammo types and a single Tracking Enhancer, where an Autocannon would get only 32km assuming it loaded barrage.

Projectiles suit a good number of situations quite well, and what helps them be more than just "middle of the road" is damage selection and being independent of capacitor. Their on paper DPS is worse than any of the other options, and is applied worse than Blasters but at a very slightly greater range, or tracks better than pulse but at significantly worse range.

Now that you're at the end of my post, keep in mind that I didn't really say much besides numbers disguised as words, and I shouldn't be taken as a serious contender in any argument about the strength of medium projectiles.

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Vincintius Agrippa
Crimson Serpent Syndicate
#1256 - 2014-06-01 07:34:32 UTC
Sheimi Madaveda wrote:
Vincintius Agrippa wrote:

Actually from my experience, autocannons are quite good. In reference to medium autocannons, if I remember correctly have the same if not better tracking than blasters and have over 4-5x the range ( As ac's are fall off based weapons of around 10-15km, and blasters are optimals from 2-5km). Of course blasters do the most damage. Blasters are high volley and moderaate rof (around 3.5s). Ac's have low volley, but excessive rate of fire (1.29-2s. Ac's don't require cap.

I disagree with you on rails, especially medium rails. they just suck completely, or almost completely on any ship that doesnt have a tracking bonus. I mean blasters v rail= 2 different extremes.


Dat misquote!

Anyways, the weapon system tracking pattern:
BEST - Blasters > Autocannons > Pulse > Beam > Railgun > Artillery - WORST
NOTE: Medium ranged weapon rebalance BROKE THIS PATTERN!
BEST - Beam > Artillery >= Railgun - WORST for cruiser sized weaponry. Artillery tracks minutely better than Railguns at the largest size, so they are essentially the same.
Keep in mind that this pattern doesn't take into account the effects of ammo types (namely projectile tracking ammo)

Railguns have the greatest damage at range of the medium weapons in the game, and usually tracking is not too bad of an issue because of that.

"Hybrid" weapons are called that for a reason - they split their ranges between both optimal and falloff, so measuring them solely by their optimal range is not really fair (unless you're flying an Eagle, Naga, etc), and Null loaded blasters can reach a healthy distance. In fact, it's possible to hit to something like 21km end of falloff with Null loaded Deimos Blasters.

Other fun info-
People tend to think of artillery as better for optimal range bonuses and AC as better with falloff range bonuses. I won't dispute the fact that FALLOFF benefits Autocannons, but Projectile weaponry has innately high falloff, even on their Artillery!

As an example, the Vagabond can get 39km of Falloff with 720mm Arty with all ammo types and a single Tracking Enhancer, where an Autocannon would get only 32km assuming it loaded barrage.

Projectiles suit a good number of situations quite well, and what helps them be more than just "middle of the road" is damage selection and being independent of capacitor. Their on paper DPS is worse than any of the other options, and is applied worse than Blasters but at a very slightly greater range, or tracks better than pulse but at significantly worse range.

Now that you're at the end of my post, keep in mind that I didn't really say much besides numbers disguised as words, and I shouldn't be taken as a serious contender in any argument about the strength of medium projectiles.



Only thing I dont like about Projectiles is despite being able to select damage types on t1 and faction ammo, you are limited to only explosive damage for t2 ammo.
Only YOU can prevent internet bullying!
Kitty Bear
Deep Core Mining Inc.
Caldari State
#1257 - 2014-06-01 12:26:28 UTC
Dehval wrote:

]Have you actually flown the Gila on the test server?

It is a monster and its combat capabilities far surpass that of its old iteration. Just because the numbers go down doesn't mean the dps isn't going up. The new Gila trades range and damage against larger targets for a more powerful tool-set when fighting at or below its weightclass. Just because it can't use 5 sentries doesn't mean it's a worthless drone boat. The mindset that people rave and fight over the use of five drones, even when it would hinder the ship to balance for it, is inane and needs to die out.

The least used cruisers will likely continue to be the Phantasm and Ashimmu. The former due to its past stigma of being terribad and the latter because, while a much stronger ship now, will have a very limited number of situations where it is useful and cost justified.



So let me get this straight

pre change - Effective against small, medium & large Targets
pre change - high flexibility & utility optionsAttention

post change - highly effective vs small ships, standard efficiency vs medium ships
post change - niche role with limited utility and no flexibility

and you still see this as a good thing ??

btw Attention marks the change in the gila that I am the least happy with .. the change in overall dps pattern/application is a secondary concern. this is the area where the gila receives the biggest nerf

Dehval
Ascendance Rising
Ascendance..
#1258 - 2014-06-01 16:43:43 UTC  |  Edited by: Dehval
Kitty Bear wrote:

So let me get this straight

pre change - Effective against small, medium & large Targets
pre change - high flexibility & utility optionsAttention

post change - highly effective vs small ships, standard efficiency vs medium ships
post change - niche role with limited utility and no flexibility

and you still see this as a good thing ??

btw Attention marks the change in the gila that I am the least happy with .. the change in overall dps pattern/application is a secondary concern. this is the area where the gila receives the biggest nerf
I still don't understand what you mean by "high flexibility and utility options".

Drones are supposed to be a utility weapon system, but only a few drones are actually worthwhile to use. All of the EWAR drones are trash beyond the EC- series. Even then most people only keep a flight of 300s because the larger classes are too slow and too spacious to justify placing in a limited drone bay. Repping drones? I can see that and they are somewhat useful as an out of combat repair system. The problem with repping drones, in combat on any drone boat, is that they repair such a paltry amount of damage that only in very rare circumstances can one justify losing an entire cruiser's worth of dps to maybe save the life of an ally. Until Rise/Fozzie decide to relook at the non-damage drones the weapon system will be classified as "utility" in name only.

And your post change summery is blatantly off. It remains highly effective against all ship types, even those nasty little interceptors which are currently the FOTM, without the need for any sort of web, TP, scram. In exchange it loses about 10-15% total damage against Battleships and immobile targets, can only launch 4 EC-300s, and requires that you *gasp* train missile skills. The new damage application of the Gila means is actually MORE flexible in what it can and cannot shoot and can now engage nearly every ship in the game and be on equal footing. It is no longer limited to slow moving brawlers or completely locked down kiters.
Maya Sazas
Doomheim
#1259 - 2014-06-01 19:49:27 UTC  |  Edited by: Maya Sazas
Dehval wrote:
The new damage application of the Gila means is actually MORE flexible in what it can and cannot shoot and can now engage nearly every ship in the game and be on equal footing. It is no longer limited to slow moving brawlers or completely locked down kiters.


Actually i see a huge problem here: Basic drone mechanics. It is true that against a web/scrammed target your damage application is pretty neat, as long as your drones can establish a tight orbit. Anything moving at 1,5+ k/s though can easily "kite" your med drones (yes even Valkyries, it gets painfully obvious with hammerheads though) due to the fact that they shut off their MWD once they get in range. Your damage application on an unwebbed/scrammed target is basically none existent. Drone Navigation Computers are not a solution to this problem.

Considering that the Gila is a kiting ship at heart (even after the buffed fitting stats you have to sacrifice to much to fit a decent tank which would make it a viable brawler. Active tanking is not a real option because of the laughable cap pool) it will be pretty much useless for solo work once Kronos hits Tranquility.

Just for fun i tried a tripple DNC fit on SISI. I wasn´t even able to scratch the shields of a Deimos burning at 1.8 k/s. Damage application was close to zero, no matter which med drones were used.

That being said: Yes, after these changes you will be able to fit decent brawler fits as long as you got logi support and tackle. But in the end this is just another kick in the face for every solo pilot.
Curant Thanger
Center for Advanced Studies
Gallente Federation
#1260 - 2014-06-01 20:51:06 UTC
CCP Rise wrote:


CYNABAL

Gallente Cruiser Bonus:
10% bonus to Medium Projectile Turret falloff




I feel like this bonus doesn't make any sense. While Gallente do get falloff bonuses, they're not all that common on gallente, added to that, it makes no sense for a projectile bonus to be coming from Gallente.

I know it's been this way for a while, but as most people on this thread have already said, the cynabal needs a rebalance anyway, so why not use this faction bonus to rebalance the ship...