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Warfare & Tactics

 
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FW rebal thread

Author
Catherine Laartii
Doomheim
#21 - 2014-04-14 08:26:52 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
Catherine Laartii wrote:
[That's part of why I am advocating a change to how missions are performed; for one, changing the contested level of a system would be a great start, but the issue lies with accessability. Sure, running them in a bomber is easy to farm, but you have to deal with the inherent issue that the ships normally used for running hisec missions, especially level 4s, are completely impractical to travel in lowsec with, even if you stab them up. In my mind, gearing the mechanics more towards being group efforts are ideal because you promote more cooperative gameplay that way.

Certainly we can say that while the system has its issues it's come a long way (and it has), but we do have to consider how over-exploited it is in regards to farming, and how lopsided the missions favor different races and snub others. Finding ways to give equal opportunity WITHOUT nerfing it to lend to more farming, and promote cooperative gameplay is the holy grail for people like myself who love FW, but have become disenfranchised with it due to all the petty politics and unchecked, unhelpful farming.

Personally, I feel that L4s OUGHT to be difficult to run. In every other L4 combat mission, you generally need to run them in BS / BC / HAC / T3 / Marauder / etc. You're not running Worlds Collide in a Manticore, that's for sure. So requiring something along the lines of a HAC or T3 to run L4s in the warzone isn't too far out of the question in my opinion.

At the moment, you can easily make 50-60k LP plus about 5mil isk per hour at TIER 1 in a stealth bomber. That's as much if not more than you can make in highsec blitzing L4s on a good day, and at the lowest level of warzone control. That's assuming you've got enough agents available, of course, but still.

Like I said, just adding a couple elite MWD frigates in each mission that web - not even scram, just webs - would drastically change mission balance overnight. All of the sudden, you can't just afk them in a bomber with a 3 month old alt. That alone would change the warzone dynamics dramatically in my opinion.

I don't disagree at all about them needing to be harder in the least, I mean for god's sake; as long as I've been in cal mil, I've run the indy-killing missions and Dead men in a freaking merlin. This is the fit setup I've used since the old frigate rebalance without much incident:
[Merlin]

[High Slots]
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S

[Med Slots]
Medium Shield Extender II
Kinetic Deflection Amplifier II
Thermic Dissipation Amplifier II
1MN Afterburner II

[Low Slots]
Micro Auxiliary Power Core I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

[Rigs]
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I

The main order is to trash frigates/dessies than sig/resist tank the room. It takes a little longer, but you get the gigantic ego boost of being the nutcase who runs lvl 4s in merlins and wins. Dead men has web/scram frigates that I chew through without much issue, so there is something seriously broken with a number of these missions if I can run them in a freaking merlin Something is wrong with this picture...
Veskrashen
Deep Core Mining Inc.
Caldari State
#22 - 2014-04-14 11:18:07 UTC
Yup. That kind of sig tanking just isn't viable for Gallente missions, because missiles. And ECM makes it a whole lot harder to gank the small stuff quickly.

You could theoretically use something like a dual MASB / dual MAAR AF to run them, but it'd take so long I really don't think it'd be worth it. Especially since a lot of the jamming rats are battleships, making them take a long time to kill.

Like I said, mission balance is the first thing that needs to get fixed. Once that happens and a lot of farmer alts leave, we'd be better able to reassess what else would need to be done to FW to make it better.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Joshua Foiritain
Coreli Corporation
Pandemic Legion
#23 - 2014-04-14 15:25:43 UTC
Pirate factions in FW \o/

The Coreli Corporation is recruiting.

Catherine Laartii
Doomheim
#24 - 2014-04-14 18:25:34 UTC
Veskrashen wrote:
Yup. That kind of sig tanking just isn't viable for Gallente missions, because missiles. And ECM makes it a whole lot harder to gank the small stuff quickly.

You could theoretically use something like a dual MASB / dual MAAR AF to run them, but it'd take so long I really don't think it'd be worth it. Especially since a lot of the jamming rats are battleships, making them take a long time to kill.

Like I said, mission balance is the first thing that needs to get fixed. Once that happens and a lot of farmer alts leave, we'd be better able to reassess what else would need to be done to FW to make it better.

After discussing it with one of my friends for awhile, I considered a harpy with 90 sensor strength a viable option, although I was unsure to how it would perform vs all the missiles since I've never done a gal mission. I assumed once the frigs would down it could passive tank them.
Veskrashen
Deep Core Mining Inc.
Caldari State
#25 - 2014-04-15 00:47:39 UTC
Catherine Laartii wrote:
Veskrashen wrote:
Yup. That kind of sig tanking just isn't viable for Gallente missions, because missiles. And ECM makes it a whole lot harder to gank the small stuff quickly.

You could theoretically use something like a dual MASB / dual MAAR AF to run them, but it'd take so long I really don't think it'd be worth it. Especially since a lot of the jamming rats are battleships, making them take a long time to kill.

Like I said, mission balance is the first thing that needs to get fixed. Once that happens and a lot of farmer alts leave, we'd be better able to reassess what else would need to be done to FW to make it better.

After discussing it with one of my friends for awhile, I considered a harpy with 90 sensor strength a viable option, although I was unsure to how it would perform vs all the missiles since I've never done a gal mission. I assumed once the frigs would down it could passive tank them.

Maybe, not sure. I've got a 55 sensor strength dual MASB Harpy I'm looking at, but those kinds of things I think are best in teams of 3-4.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Catherine Laartii
Doomheim
#26 - 2014-04-15 01:09:53 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
Catherine Laartii wrote:
Veskrashen wrote:
Yup. That kind of sig tanking just isn't viable for Gallente missions, because missiles. And ECM makes it a whole lot harder to gank the small stuff quickly.

You could theoretically use something like a dual MASB / dual MAAR AF to run them, but it'd take so long I really don't think it'd be worth it. Especially since a lot of the jamming rats are battleships, making them take a long time to kill.

Like I said, mission balance is the first thing that needs to get fixed. Once that happens and a lot of farmer alts leave, we'd be better able to reassess what else would need to be done to FW to make it better.

After discussing it with one of my friends for awhile, I considered a harpy with 90 sensor strength a viable option, although I was unsure to how it would perform vs all the missiles since I've never done a gal mission. I assumed once the frigs would down it could passive tank them.

Maybe, not sure. I've got a 55 sensor strength dual MASB Harpy I'm looking at, but those kinds of things I think are best in teams of 3-4.

Here's the setup; see if it works for you:
[Harpy]

[High Slots]
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II

[Med Slots]
Medium Shield Extender II
Conjunctive Gravimetric ECCM Scanning Array I
Conjunctive Gravimetric ECCM Scanning Array I
Coreli A-Type 1MN Afterburner

[Low Slots]
Gravimetric Backup Array II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

[Rigs]
Small Anti-Kinetic Screen Reinforcer I
Small Core Defense Field Extender II

It does require a 3% slot 6 pg implant to run which should be fairly cheap. Aside from that, I'd think the best way to make sure it would work would be having a wingman to run them in pairs with, that way when aggro flips you have some time to regen the small hits your shields took from the tiny missile hits that pepper you, as well as drop commanders in short order. Generally the best strategy to is immediately go after and drop the frigates and destroyers in the room, as they have the highest tracking so they actually hurt. After they're gone, it should be fairly easy to sig-tank the room aside from some stray missiles that should be able to be taken care of by the passive regen.

In regards to travel, you can all fit 3 warp stabs, and one or both of you would be carrying a mobile depot that you could refit in when you get to the mission site. Fairly straightforwards and low-risk.
ALUCARD 1208
Naga's Be Trippin
#27 - 2014-04-15 05:57:27 UTC  |  Edited by: ALUCARD 1208
Catherine Laartii wrote:
considered a harpy with 90 sensor strength a viable option,


My tengu has well over 100 sensor strength and still gets jammed.

Just pick up missions with an alt and main and sit alt off accel gate to mission cloaked in a covops or something(if u have 2 screens) anything warps to ur gate warp out t3 and cloak... always make a safe in system missions in as ur warping to accel gate makes a great bug out point.....
Catherine Laartii
Doomheim
#28 - 2014-04-15 09:34:02 UTC
ALUCARD 1208 wrote:
Catherine Laartii wrote:
considered a harpy with 90 sensor strength a viable option,


My tengu has well over 100 sensor strength and still gets jammed.

Just pick up missions with an alt and main and sit alt off accel gate to mission cloaked in a covops or something(if u have 2 screens) anything warps to ur gate warp out t3 and cloak... always make a safe in system missions in as ur warping to accel gate makes a great bug out point.....


I think the idea is seeing what you CAN do that balances cost efficiency with effectiveness. Certainly a tengu is viable, but tandem harpies seem like a good idea since either one of them has the tank to break the mission boss, if there is one. There are a lot of good ideas, but generally I like approaching situations in-game with a minimalist attitude.
Veskrashen
Deep Core Mining Inc.
Caldari State
#29 - 2014-04-15 12:26:40 UTC
Catherine Laartii wrote:
I think the idea is seeing what you CAN do that balances cost efficiency with effectiveness. Certainly a tengu is viable, but tandem harpies seem like a good idea since either one of them has the tank to break the mission boss, if there is one. There are a lot of good ideas, but generally I like approaching situations in-game with a minimalist attitude.

Please understand, we like your attitude - and a lot of GalMil folks would love to find a reliable solution that would let us run missions in something under 200-400mil. I like your Harpy idea, I really do - and you're right that in teams it would probably get the job done.

The problem is that it's really got no staying power. You've got to traverse about 60-110km to reach your target from the warp-in, and more rats spawn as the mission goes on. You'd need to constantly be peeling off to kill light stuff, making your time to complete missions skyrocket. That'd kill your efficiency and make it worse than plexing.

In teams of 4-5 though, it'd probably work just fine. Going for a single MASB instead of multiple ECCM would be viable, and keep you applying DPS longer, making the missions shorter.

I keep coming back to the comparison to high sec L4s though. Best way to run those are in well tanked, high DPS boats like BS / BC / HAC / T3s. I'm coming around to the idea that perhaps the issue is that FW L4s are simply too easy to run in smaller stuff. While they need to be a bit easier than highsec L4s, the rewards are so much greater on average that balancing risk / reward gets very very tricky at higher tiers.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Catherine Laartii
Doomheim
#30 - 2014-04-15 21:36:40 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
Catherine Laartii wrote:
I think the idea is seeing what you CAN do that balances cost efficiency with effectiveness. Certainly a tengu is viable, but tandem harpies seem like a good idea since either one of them has the tank to break the mission boss, if there is one. There are a lot of good ideas, but generally I like approaching situations in-game with a minimalist attitude.

Please understand, we like your attitude - and a lot of GalMil folks would love to find a reliable solution that would let us run missions in something under 200-400mil. I like your Harpy idea, I really do - and you're right that in teams it would probably get the job done.

The problem is that it's really got no staying power. You've got to traverse about 60-110km to reach your target from the warp-in, and more rats spawn as the mission goes on. You'd need to constantly be peeling off to kill light stuff, making your time to complete missions skyrocket. That'd kill your efficiency and make it worse than plexing.

In teams of 4-5 though, it'd probably work just fine. Going for a single MASB instead of multiple ECCM would be viable, and keep you applying DPS longer, making the missions shorter.

I keep coming back to the comparison to high sec L4s though. Best way to run those are in well tanked, high DPS boats like BS / BC / HAC / T3s. I'm coming around to the idea that perhaps the issue is that FW L4s are simply too easy to run in smaller stuff. While they need to be a bit easier than highsec L4s, the rewards are so much greater on average that balancing risk / reward gets very very tricky at higher tiers.


The setup with the merlin works for me generally because most of the time it's only the initial light spawns that cause any severe issue. Dropping them, especially the t1 dessies is extremely easy; shades of gray does have an elite spawn, but they take so long to get within weapons range to you that it's a complete non-issue to that mission and many of the commander-killing missions as well. The timetable actually balances out fairly nicely, especially if you have a wingman, and the missions that I generally avoid are ones where there are battleship neuts, and that one with the starbase main reactor. Other than that, you can solo the indy-killing ones quite easily, and if you have a buddy they and the commander-killing missions go extremely quickly.

Staying power is FAR less of an issue than you might think; in the caldari missions, the railguns and blasters can't hit the broadside of a barn if they're larger than smalls, so you only barely get scratched by any as long as you're moving and NOT moving straight at or away from a battleship. The same applies to the amarr missions, and considering the resists on that harpy fit vs kin/therm, the issue with being peppered my missiles won't really be too much of a problem with the passive shield regen.

Also, you do make an excellent comparison with them needing to be a lot tougher like hisec level 4s. Perhaps a good way to change it up a bit to allow for use of larger ships would to make the mission sites local in the same way normal missions are? Adding more elite frigates and fast ships would be a great way of discouraging use of a bomber for everything.
Veskrashen
Deep Core Mining Inc.
Caldari State
#31 - 2014-04-16 03:24:04 UTC  |  Edited by: Veskrashen
Catherine Laartii wrote:
The setup with the merlin works for me generally because most of the time it's only the initial light spawns that cause any severe issue. Dropping them, especially the t1 dessies is extremely easy; shades of gray does have an elite spawn, but they take so long to get within weapons range to you that it's a complete non-issue to that mission and many of the commander-killing missions as well. The timetable actually balances out fairly nicely, especially if you have a wingman, and the missions that I generally avoid are ones where there are battleship neuts, and that one with the starbase main reactor. Other than that, you can solo the indy-killing ones quite easily, and if you have a buddy they and the commander-killing missions go extremely quickly.

Staying power is FAR less of an issue than you might think; in the caldari missions, the railguns and blasters can't hit the broadside of a barn if they're larger than smalls, so you only barely get scratched by any as long as you're moving and NOT moving straight at or away from a battleship. The same applies to the amarr missions, and considering the resists on that harpy fit vs kin/therm, the issue with being peppered my missiles won't really be too much of a problem with the passive shield regen.

I will simply point out that everything you have said is true and correct for Caldari, Amarr, and Minmatar missions. None of your information about staying power / etc is at all correct for Gallente missions. I've run Caldari and Minmatar missions with ease on alts less than 3 months old - Gallente ones are in a completely different league.

In Gallente missions, the frigates can hit out to 35km with light missiles, the cruisers out to 96km with heavies (200+ for the elite versions) and the battleships can hit out to 200+km as well. You simply can't outrange them and can't speedtank them. And that doesn't factor in the multiple ECM boats in each mission, which can completely hose your DPS application. Against the commander rats, that can make missions take 4-5x as long as normal to complete. I've been jammed 14 times in a single L4 Lethal Strike while running a 120+ sensor strength Tengu.

I totally agree that your Merlin / Harpy setups are perfectly viable in Caldari missions. I invite you to make an alt and try the Gallente ones - or even make and alt and tag along into a mission with a GalMil pilot to see it for yourself. There is literally no comparison between the Gallente missions and the rest of the factions in terms of difficulty / ship requirements.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Bad Messenger
Rehabilitation Clinic
#32 - 2014-04-16 05:56:34 UTC
Veskrashen wrote:
Catherine Laartii wrote:
The setup with the merlin works for me generally because most of the time it's only the initial light spawns that cause any severe issue. Dropping them, especially the t1 dessies is extremely easy; shades of gray does have an elite spawn, but they take so long to get within weapons range to you that it's a complete non-issue to that mission and many of the commander-killing missions as well. The timetable actually balances out fairly nicely, especially if you have a wingman, and the missions that I generally avoid are ones where there are battleship neuts, and that one with the starbase main reactor. Other than that, you can solo the indy-killing ones quite easily, and if you have a buddy they and the commander-killing missions go extremely quickly.

Staying power is FAR less of an issue than you might think; in the caldari missions, the railguns and blasters can't hit the broadside of a barn if they're larger than smalls, so you only barely get scratched by any as long as you're moving and NOT moving straight at or away from a battleship. The same applies to the amarr missions, and considering the resists on that harpy fit vs kin/therm, the issue with being peppered my missiles won't really be too much of a problem with the passive shield regen.

I will simply point out that everything you have said is true and correct for Caldari, Amarr, and Minmatar missions. None of your information about staying power / etc is at all correct for Gallente missions. I've run Caldari and Minmatar missions with ease on alts less than 3 months old - Gallente ones are in a completely different league.

In Gallente missions, the frigates can hit out to 35km with light missiles, the cruisers out to 96km with heavies (200+ for the elite versions) and the battleships can hit out to 200+km as well. You simply can't outrange them and can't speedtank them. And that doesn't factor in the multiple ECM boats in each mission, which can completely hose your DPS application. Against the commander rats, that can make missions take 4-5x as long as normal to complete. I've been jammed 14 times in a single L4 Lethal Strike while running a 120+ sensor strength Tengu.

I totally agree that your Merlin / Harpy setups are perfectly viable in Caldari missions. I invite you to make an alt and try the Gallente ones - or even make and alt and tag along into a mission with a GalMil pilot to see it for yourself. There is literally no comparison between the Gallente missions and the rest of the factions in terms of difficulty / ship requirements.


ant that is how it should also be, variety between different races, different solutions.
ALUCARD 1208
Naga's Be Trippin
#33 - 2014-04-16 05:58:44 UTC
same for me just not quiet as often as 14 times tho i have the sensor comp trained to 5 and 2 eccms that i use heat on to get unjammed carry lots of nanite paste in ur hold for repairs after each mission the missile spam/ecm makes the missions a ***** were as all other factions can be blitzed in a few mins
Veskrashen
Deep Core Mining Inc.
Caldari State
#34 - 2014-04-16 14:43:02 UTC
Bad Messenger wrote:
ant that is how it should also be, variety between different races, different solutions.

Assuming that all races had to put in an equivalent amount of effort or take an equivalent amount of risk, I would agree with you. At this point in time, however, Caldari / Amarr / Minmatar militia pilots get the same reward for a lot less risk and a lot less investment in skills / equipment. That's what's totally skewed about this deal.

The same does not hold for regular L4 combat missions. Those all require similar equipment, kitted differently for the various races. In addition, running missions for Caldari Navy for example can have you facing several different factions. The amount of work a normal L4 mission runner has to put in in terms of fits, ships, and the like is far far far greater than a CalMil bomber pilot does - there's a reason you see multibillion isk mission running ships get ganked in highsec, and not in FW. And yet the Caldari Navy L4 runner only gets 40-50mil isk/hr worth of isk and LP, while the State Protectorate alt in a Manticore can easily clear 250k LP / hour and another 15+ million isk at Tier 3.

THAT is why the balance is so out of whack. Until it gets fixed, Caldari / Minmatar / Amarr FW will continue to be seen as a mechanism to make a whole lot of easy low risk isk without having to be involved in the occupancy warfare aspect.

Gallente, thus, is the only true home for real PvPers, since we don't have easy mode isk faucets. Q.E.D.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Bad Messenger
Rehabilitation Clinic
#35 - 2014-04-16 15:41:25 UTC
Veskrashen wrote:
Bad Messenger wrote:
ant that is how it should also be, variety between different races, different solutions.

Assuming that all races had to put in an equivalent amount of effort or take an equivalent amount of risk, I would agree with you. At this point in time, however, Caldari / Amarr / Minmatar militia pilots get the same reward for a lot less risk and a lot less investment in skills / equipment. That's what's totally skewed about this deal.

The same does not hold for regular L4 combat missions. Those all require similar equipment, kitted differently for the various races. In addition, running missions for Caldari Navy for example can have you facing several different factions. The amount of work a normal L4 mission runner has to put in in terms of fits, ships, and the like is far far far greater than a CalMil bomber pilot does - there's a reason you see multibillion isk mission running ships get ganked in highsec, and not in FW. And yet the Caldari Navy L4 runner only gets 40-50mil isk/hr worth of isk and LP, while the State Protectorate alt in a Manticore can easily clear 250k LP / hour and another 15+ million isk at Tier 3.

THAT is why the balance is so out of whack. Until it gets fixed, Caldari / Minmatar / Amarr FW will continue to be seen as a mechanism to make a whole lot of easy low risk isk without having to be involved in the occupancy warfare aspect.

Gallente, thus, is the only true home for real PvPers, since we don't have easy mode isk faucets. Q.E.D.


You can always change militia if you do not like yours, so no need to complain about pve.
X Gallentius
Black Eagle1
#36 - 2014-04-16 15:44:45 UTC
Bad Messenger wrote:
You can always change militia if you do not like yours, so no need to complain about pve.

Agreed. There are also hidden benefits to harder missions such as overall higher isk/lp ratios and players joining your militia that value pvp over easy missions.
Veskrashen
Deep Core Mining Inc.
Caldari State
#37 - 2014-04-16 16:07:22 UTC
Bad Messenger wrote:
You can always change militia if you do not like yours, so no need to complain about pve.

Nah, I'd rather just keep alts in the other militias to feed my PvP habits. More fun to watch the failtastic Caldari Militia chat as an outsider than have to actually associate with it.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Andre Vauban
Federal Defense Union
Gallente Federation
#38 - 2014-04-16 17:07:27 UTC
X Gallentius wrote:
Bad Messenger wrote:
You can always change militia if you do not like yours, so no need to complain about pve.

Agreed. There are also hidden benefits to harder missions such as overall higher isk/lp ratios and players joining your militia that value pvp over easy missions.


^This. I would like to see the other factions missions get harder to match Gallente difficulty, not make Gallente easy-mode as well.

.

Veskrashen
Deep Core Mining Inc.
Caldari State
#39 - 2014-04-16 17:35:39 UTC
Andre Vauban wrote:
X Gallentius wrote:
Bad Messenger wrote:
You can always change militia if you do not like yours, so no need to complain about pve.

Agreed. There are also hidden benefits to harder missions such as overall higher isk/lp ratios and players joining your militia that value pvp over easy missions.


^This. I would like to see the other factions missions get harder to match Gallente difficulty, not make Gallente easy-mode as well.

I think that introducing Sugar Kyle to Caldari and Gallente L4 FW missions - especially since she does L5 missions in low sec with her corp - would be a great way to get the issue more visibility with CCP. Even if she doesn't get a CSM9 spot - something I seriously doubt - a blog post from her on the issues would get the ball rolling quicker than anything we could do here on the public forums IMO.

And yes, to be clear, the difficulty of Cladari / Amarr / Minmatar missions should be raised significantly.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Thanatos Marathon
Moira.
#40 - 2014-04-16 18:06:12 UTC
That or you could just get rid of FW missions.