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[Hyperion] Burner Missions

First post
Author
CCP Fozzie
C C P
C C P Alliance
#101 - 2014-08-22 16:52:38 UTC
Eke Patang wrote:
CCP Fozzie wrote:
Hey guys. We've got a set of tweaks that should hit SISI tomorrow, that include a reduction in the active tank of the Blood Burner and a fix for the issue that caused the Guristas Burner to reactivate his MWD while scrammed if he switches targets.

This package also includes a number of other changes, such as an increase in the bounty of the Burners and a rebalance of the loot drops, additional mass and inertia for all of them so that they fly a bit more naturally and some tweaks to their target switching behavior.

We've been running these guys quite a bit internally with the new stats and we're quite happy with them. It's likely that the version that hits SISI tomorrow will be the version that reaches TQ and we'll continue to tweak from there.

I can re-confirm that all of these guys are very doable solo. I've been able to come up with reliable strategies to kill them all solo using at least two different ship types and T2/meta modules, no expensive implants and no gang boosts.

Thanks for the feedback everyone, and hopefully you enjoy the tweaks that will be hitting SISI tomorrow.





Were any of those successful ships Minmatar?


Yup. I think a lot of people are underestimating how helpful T2 resists can be.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Altrue
Exploration Frontier inc
Tactical-Retreat
#102 - 2014-08-22 16:57:58 UTC  |  Edited by: Altrue
CCP Fozzie wrote:

I can re-confirm that all of these guys are very doable solo. I've been able to come up with reliable strategies to kill them all solo using at least two different ship types and T2/meta modules, no expensive implants and no gang boosts.


Are we talking about pirate ships or T2 ships?
Edit, answered. GoodBig smile

What about the relation risk/reward?

  • Now we can try these out on Sisi pretty easily, what about those who will join after the release and will loose hundreds of millions of isk in ships before figuring out strategies?
  • How many burner missions will it take for them to just regain their isk back?
  • How many missions total will you need to run to get this many burner missions?
  • Assuming 5 missions a day, how many months will it take to just reimburse the losses, in burner missions reward?


I don't see these answers being any positive. I don't see how, in their current state, burner missions could be even remotely profitable. Oh sure you can decline them for free, but new content shouldn't be designed around the fact that you end up skipping it... :/

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Eke Patang
Republic Military School
Minmatar Republic
#103 - 2014-08-22 16:58:05 UTC
CCP Fozzie wrote:
Eke Patang wrote:
CCP Fozzie wrote:
Hey guys. We've got a set of tweaks that should hit SISI tomorrow, that include a reduction in the active tank of the Blood Burner and a fix for the issue that caused the Guristas Burner to reactivate his MWD while scrammed if he switches targets.

This package also includes a number of other changes, such as an increase in the bounty of the Burners and a rebalance of the loot drops, additional mass and inertia for all of them so that they fly a bit more naturally and some tweaks to their target switching behavior.

We've been running these guys quite a bit internally with the new stats and we're quite happy with them. It's likely that the version that hits SISI tomorrow will be the version that reaches TQ and we'll continue to tweak from there.

I can re-confirm that all of these guys are very doable solo. I've been able to come up with reliable strategies to kill them all solo using at least two different ship types and T2/meta modules, no expensive implants and no gang boosts.

Thanks for the feedback everyone, and hopefully you enjoy the tweaks that will be hitting SISI tomorrow.





Were any of those successful ships Minmatar?


Yup. I think a lot of people are underestimating how helpful T2 resists can be.


Cheers i'll keep plugging away thenLol
Lil' Brudder Too
Pistols for Pandas
#104 - 2014-08-22 17:01:27 UTC
CCP Fozzie wrote:
This NPC is an extremely powerful frigate with stats based on those of a player flying a pirate frigate with officer/deadspace gear, pirate implants, and command links.

Please confirm that this is the case. Because last i looked, there was no deadspace fit for most of these frigates that will do the kind of dps that we are seeing them do, all while having a ridiculous tank. And how many different full implant sets are each of these guys sporting...or are you doing each particular stat individually..."well if he had max armor fit, his tank would be this...plus if he had max dps fit, his dmg would be this...plus if he was max nano-fit, his speed and orbit would be this.." ?

From the comments i've seen so far, it feels like you just took sansha incursion frigates and put them in a mission by themselves then called them something else with a new skin.

As to the 'atleast two different ships'....does it happen to be the same two ships for all the missions? And most players consider T2 rigs as not-cheap to fit, and don't regularly fit them to throw-away ships.
Altrue
Exploration Frontier inc
Tactical-Retreat
#105 - 2014-08-22 17:14:55 UTC  |  Edited by: Altrue
You do realize, Fozzie, that two valid ships per burner means that most people will have to cross-train just for these missions...

(In other words, they will skip them after loosing some isks, and the content becomes useless :/)

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

CCP Fozzie
C C P
C C P Alliance
#106 - 2014-08-22 17:21:11 UTC
Lil' Brudder Too wrote:
CCP Fozzie wrote:
This NPC is an extremely powerful frigate with stats based on those of a player flying a pirate frigate with officer/deadspace gear, pirate implants, and command links.

Please confirm that this is the case. Because last i looked, there was no deadspace fit for most of these frigates that will do the kind of dps that we are seeing them do, all while having a ridiculous tank. And how many different full implant sets are each of these guys sporting...or are you doing each particular stat individually..."well if he had max armor fit, his tank would be this...plus if he had max dps fit, his dmg would be this...plus if he was max nano-fit, his speed and orbit would be this.." ?

The fits these guys are based on only have one pirate implant set each and each NPC is based on just one fit. There are of course some stats that don't match the baseline fits (for instance we gave the Burners more tracking than players would have since NPCs are only capable of orbiting at full speed and can't manage transversal) but the basics are mostly pretty close to the fits I created as guidelines at the start of the design. Some stats were tweaked down (for instance the Blood Burner now has a significantly lower active tank than the player fit I based it on) and some were tweaked up (like the tracking speeds).

I never said these guys would be easy, but they are definitely doable and once the EVE hivemind has had a bit of time to mull them over I'm sure you guys will consider them to be trivial within a few weeks. Big smile

Lil' Brudder Too wrote:

As to the 'atleast two different ships'....does it happen to be the same two ships for all the missions? And most players consider T2 rigs as not-cheap to fit, and don't regularly fit them to throw-away ships.

There's quite a variety of ships I've been able to beat these guys with so far. Some ships appear on the list of viable options a lot (most people have realized that Worms can run a lot of these, although they are often far from the best option) and others appear for just a few.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Chainsaw Plankton
FaDoyToy
#107 - 2014-08-22 17:31:09 UTC
Altrue wrote:
You do realize, Fozzie, that two valid ships per burner means that most people will have to cross-train just for these missions...

(In other words, they will skip them after loosing some isks, and the content becomes useless :/)



I thought it was more or less normal to train multiple races. also note that he was saying that was with t2 and meta mods, add in some shiny and that should improve chances. Also with 2 ships and 5 missions that means there are a few that can be done. worst case you ignore a few of them and decline them at no penalty

Sad I really wish I was on sisi trying these out right now

@ChainsawPlankto on twitter

Niko Lorenzio
United Eve Directorate
#108 - 2014-08-22 18:15:34 UTC
These are a lot harder than expected. 1.5 days and dozens of wrecks later I got the Guristas & Serpentis ones figured out. Honestly, while I'm really enjoying these rats, if there was no test server to do these on, I probably would have never bothered with them.

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!

Altrue
Exploration Frontier inc
Tactical-Retreat
#109 - 2014-08-22 18:28:47 UTC
Chainsaw Plankton wrote:
I thought it was more or less normal to train multiple races.


For the running of lv4 missions? What's the point?

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[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Gilbaron
The Scope
Gallente Federation
#110 - 2014-08-22 18:40:13 UTC
You are providing to much Intel on them. People will know how to solo them with a few select fittings after a week or two and all the tinkering and trying out will vanish. Just like incursions and wormholes.

Some things need to be unpredictable in order to make that content fun and engaging for longer than that.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#111 - 2014-08-22 19:29:54 UTC
What would be the best way to make an interesting alternative to these burners? Would you want to make v2 and v3 that are direct main counters to the main way of fighting against the burners? Or would it be better to spend some time on burner AI, and make it possible for them to warp away or have a couple alternative fighting styles based on how you engage. For example, they could pop their own drugs if they feel too threatened for a chance to be extra evasive or dangerous.
Jori McKie
Hedion University
Amarr Empire
#112 - 2014-08-22 19:52:11 UTC  |  Edited by: Jori McKie
@Fozzie
While i did my testruns i noticed something strange, it seems Missile DPS compared to Drone DPS is way to low. I used a Hawk and a Worm vs the NPC Daredevil both ships had 100% kinetic damage output so it should be compareable.
Setup
Hawk with All V EFT char
2x Damage Mods+Rockets+Caldari Navy Scourge = 365 damage per volley per round from all 4 Launcher with 217 DPS

Worm with All V EFT char
2x Damage Mods+1x Hornet II = 438 damage per volley per round from 1x Drone with 110 DPS


Now the strange thing, from my damage logs ingame, i used no web on the NPC Daredevil in both cases.
- Hawk hit for 56 damage that means only 15.3% from the 365 damage volley got through
- Worm hit with 1x Hornet II at average for 153 damage (i only used the average hit quality "hit", no grazed or smashed etc) that means 34.9% from the 438 damage volley got through.

34.9% with Hornet II and average hit quality after including the NPC resistance sounds reasonable but only 15.3% from the Hawk is a bit odd. I know Drones have a good tracking and i didn't used a target painter on the NPC so the Missile explosionradius is the standard 15 but still. The NPC Daredevil isn't really fast, ~1300m/s, that can't be the reason why the Missile hits are so bad.


Maybe you can test it yourself because right now Missile ships can't be used at all vs the new NPC frigs.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Sven Viko VIkolander
In space we are briefly free
#113 - 2014-08-22 19:55:29 UTC
I think something in their AI needs to be tweaked so that they orbit / keep at range from the closest player target. The reason for this is that when the burners switch targets to a drone, for instance, they allow player ships to get in close and instead solely focus on orbiting the drone. Or, when multiple players engage the burners, currently they will pick a target, orbit that player and do their stuff, and completely ignore everyone else, making it very easy for other players to get in close and web etc. You can use this to easily kill these burners in groups, such as by having the player being orbited draw the burner toward other players who can then pounce.

If, instead, the burners kept at range and orbited whoever the closest player ship is, this would make it much more difficult (and better IMO) for groups to swarm burners easily.
Clark Ostus
GOB Holdings
#114 - 2014-08-22 20:37:48 UTC
I have to ask, can these npcs be capped out? because thats about the only way I can see me killing them, I'm using max booster pilot and main which has 90m SP and I can barely make a dent in half these things before I pop
Niko Lorenzio
United Eve Directorate
#115 - 2014-08-22 20:39:28 UTC
Clark Ostus wrote:
I have to ask, can these npcs be capped out? because thats about the only way I can see me killing them, I'm using max booster pilot and main which has 90m SP and I can barely make a dent in half these things before I pop


They can't be capped out. Try using ships which directly counter the faction you're fighting.

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!

Owen Levanth
Sagittarius Unlimited Exploration
#116 - 2014-08-22 20:41:53 UTC
Altrue wrote:
Chainsaw Plankton wrote:
I thought it was more or less normal to train multiple races.


For the running of lv4 missions? What's the point?


The point is less boredom from using the same ships over and over.

Besides, crosstraining into other frigates is pretty fast. Taking them all to 5 just takes a couple of weeks, not months like with larger ships.

LT Alter
Ryba.
White Squall.
#117 - 2014-08-22 21:04:43 UTC
Though this is an untactful post to make I really feel the need to make it.

Fozzie you have posted several posts in this thread over the past few days and have (seemingly) ignored some of the other threads regarding to the hyperion changes, most notably the wormhole changes. With hyperion coming soon the wormhole player-base that is in outcry over the mass-based spawn distance feel that you have abandoned the thread and are going through with the change regardless of the player feedback posted there. This is just the general opinion on the thread I'm not accusing you of such, however I would really appreciate seeing a post from you in that thread to confirm you have been reading it and to let us know what is going on on that front.

Now, to make this not a completely off topic post. The burner missions have a lot of potential, the one thing I would like to see in the future with them is some form of 'public missions' where a bounty is placed on the NPC and players have to use locator agents and speed to find and catch the burner, adding some competition .Also having the burners be even tougher in these public sites, and if they survive and win a fight with a player to leave to a new system and maybe have their bounty increased proportionally to the player's lossmail (Like the current bounty system in reverse, preventing people from just continously dying to the burner on purpose to increase it's bounty)
Nam Dnilb
Universal Frog
#118 - 2014-08-22 21:25:44 UTC  |  Edited by: Nam Dnilb
Guristas Burner down. (with Claymore links like a true bad)

Worm with a T2 gimmick fit did him in.

edit: OK, collected them all. With links they lose their sting and react well to a worm. Except the Blood Raider, he's a ****.

I really do not like the fact a scram does not work on the things. Tackling with an over-heated (unlinked) web is beyond what I can reliably pull off in this game and thus had trouble with the fast movers. The rest are relative easy prey. I have a feeling I am not alone in this, frigate combat moves so damn fast there is really no margin for error.

In my opinion this feature would have been better suited for the T1 cruisers. Fights move slower and you have take time actually learn something. It would also be a lot cheaper than the T2/Pirate frigate setup we are going to get next tuesday. People will be crying. Pirate
Lugalzagezi666
#119 - 2014-08-22 23:41:58 UTC
So, I finally played abit with new burner missions...

Easiest to me was angel burner, I used triple web vengeance, warped in thinking that he will permatank my 180 rocket dps with low sig, but he dropped very fast in like 40 secs without doing any serious damage to me (actually was tanking him with 1 sar).

Guristas burner... oh well, after failed try to catch him with enyo (2,2k/s vs 3,6k/s) I just warped 170dps lml hawk at 0 and killed him withou moving, comfortably tanking him with medium booster. Quite easy too.

Serpentis pirate, I tried to kill him with hawk, but he just laughed at my rockets sitting 1km from my webs (ofc I could overheat, but they burned before I was able to kill him and I consider switching heat damaged mods with depot too cheesy) - so I docked my hawk and ganked him with worm.

Sansha - I expected hard fight, but apparently he doesnt tank nor dps very well, I was already tired, so decided for quick gank with worm, not much issues with him.

Cruor bastard - this guy is on another level thanks to his neuting and tank. I tried wolf, jag, daredevil (I thought dd can get under his guns, well, nope), hawk, vengeance - but either I couldnt break his tank or couldnt survive long enough to properly dps him. So, worm time - even with 340 dps worm (yup, bought augmented drones) it took so long, that I almost ran out of boosters in my asbs. Yeah, and I killed him with 2 last drones in structure.

This was done only with t2/meta modules (incl t2 rigs) and 3% implants - so I guess on tq with bunch of faction/deadspace stuff things will be little easier, except for drones (I cant see myself using augmented drones on tq, they die like flies when targeted).

My feelings about burner missions... mixed. I like new pve content, but these mission feel so static to me - figure out specific fit and then just warp in, hit f1 and wait. I would be happier if burner rats had actually less tank and better ai + more variety in fits.

Btw, if you want to try burner missions without losing ships, just take depot with you and refit to wcs if you want to leave, it is also good for trying different fits and tactics against burners.

P.S. Imo these mission should be available only for 1 pilot, with 2 pilots they are laughably trivial.
Nam Dnilb
Universal Frog
#120 - 2014-08-23 00:04:35 UTC
Lugalzagezi666 wrote:
Guristas burner... oh well, after failed try to catch him with enyo (2,2k/s vs 3,6k/s) I just warped 170dps lml hawk at 0 and killed him withou moving, comfortably tanking him with medium booster. Quite easy too.


This is weird, light missiles fromrange did nothing to the guy for me. Like, not even scratching him. Question