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[Proteus - January] Recon ships

First post First post First post
Author
Faren Shalni
Ministry of War
Amarr Empire
#2141 - 2015-01-02 08:40:31 UTC
Cassius Invictus wrote:
DR BiCarbonate wrote:
Hey rise,

like the changes mostly, Guess eve is gonna change to Curse + ishtar online.

Speaking of the ishtar, the last "nerf" (lol) you did months ago didnt do ****. you mentioned it might be to easy on it. Its time for a change. Nerf that thing out of the game. its extremely unhealthy for the balance of the game. so ******* boring. pretty much all i ever see is the ishtar.

People have had their fun. It's time. Nerf the **** out of the ishtar.


Don’t be ridiculous sir! You can also see Vexor Navy quite often Lol.
If I see Ishtars in WH space more often than t3, than yes it’s f**ked up.


While I cant say for other corps I do know our corp uses the Ishtar on a daily basis, in fact I have gone without flying my T3 in WH combat for weeks at a time.

Null Roam - Ishtar
Pulsar - Consider the Ishtar
Black hole - Ishtar
Fight at 0m on a WH in any of the above - T3 (But often someone will bring an Ishtar)

So Much Space

Cassius Invictus
Viziam
Amarr Empire
#2142 - 2015-01-02 08:50:33 UTC
Faren Shalni wrote:


While I cant say for other corps I do know our corp uses the Ishtar on a daily basis, in fact I have gone without flying my T3 in WH combat for weeks at a time.

Null Roam - Ishtar
Pulsar - Consider the Ishtar
Black hole - Ishtar
Fight at 0m on a WH in any of the above - T3 (But often someone will bring an Ishtar)


While I can't be sure I think that Ishtar is not getting nerfed because of the null lobby - it's their primary farming ship (ab orbit, deploy heavy drones to kill rats, go afk) and nerfing it would force them to actually play the game and farm with more expensive, easier to catch battleships.

But now we will have curse + ishtar so i guess it's a sign of progress Blink.
BallsOfSteel TheKings
Subsidy H.R.S.
Xagenic Freymvork
#2143 - 2015-01-02 10:28:10 UTC
Arbitrary bonuses sound like something out of korean fantasy grind fest rather a sci-fi game. Risk/reward radio is way off with this one, will encourage to stay in high sec more people who plex.
Iebi Vyethar
Federal Defense Union
Gallente Federation
#2144 - 2015-01-02 10:42:08 UTC  |  Edited by: Iebi Vyethar
This change may look appealing and maybe fun to some, because it's totally unfair - but in return all it will achieve will be the opposite. Repeated changes of this kind make the game boring and linear in the end.
Players will never surrender to the game and choose to lose ships because the game was made this way, but find other ways instead, or simply do something else (perhaps just play another game).

It is funny how CCP gradually makes life unbearable for people with thin wallets who live in lowsec, while vets literally swim in hundreds of billions.
I may sound controvesial now, but how am I supposed to farm isk - what if I want to pirate ? Why was ship insurance introduced ? No sentry jamming ? Warp to zero where ever I go ?
The Risk- Averse players are people who often have thin wallets, and the ship they undock is often a good part of their total wealth. That is their playstyle. Feel free to judge them but keep in mind that the best excuse for this ''rebalance'' joke is the Risk Averse pvp-er, how people love to call it. This guy will now have to sweat even more to be able to afford what he wants to fly because of a change made for changes' sake, pushed by people who farm moons and blob since the dawn of time, and have long forgotten what this game has to, or might have to offer
Mary Jane Moonbeam
Descendant Command
#2145 - 2015-01-02 11:34:09 UTC
Iebi Vyethar wrote:
Funny how CCP gradually makes life unbearable for people with thin wallets who live in lowsec, while vets literally swim in hundreds of billions.
This change may look appealing and maybe fun to some, because it's totally unfair - but in return all it will achieve will be the opposite. Repeated changes of this kind make the game boring and linear in the end.
Players will never surrender to the game and choose to lose ships because the game was made this way, but find other ways instead, or simply do something else (perhaps just play another game).

I may sound controvesial now, but how am I supposed to farm isk - what if I want to pirate ? Why was ship insurance introduced ? No sentry jamming ? Warp to zero where ever I go ?
The Risk- Averse players are people who often have thin wallets, and the ship they undock is often a good part of their total wealth. That is their playstyle. Feel free to judge them but keep in mind that the best excuse for this ''rebalance'' joke is the Risk Averse pvp-er, how people love to call it. This guy will now have to sweat even more to be able to afford what he wants to fly because of a change made for changes' sake, pushed by people who farm moons and blob since the dawn of time, and have long forgotten what this game has to, or might have to offer


Erm, what?

Zx00F
Doomheim
#2146 - 2015-01-02 12:12:19 UTC

Rook:

Caldari Cruiser Bonuses:
7.5% bonus to kinetic missile damage

Why? This is a bad idea... Give us all dmg types. Dmg lockin is bad mkay?
Wynta
Caldari Provisions
Caldari State
#2147 - 2015-01-02 13:05:20 UTC
Jaysen Larrisen wrote:
I wonder if CCP Rise & team would consider something like simply swapping some bonuses around for the Caldari ships.

1) Take the spilt range / intensity bonus to ECM from the Blackbird and put it on the Falcon. The Falcon has the thinnest tank; uses range and stealth for survivability and should be the furthest away from direct combat if possible. With the small hull buffs noted in Rise's OP it will be in excellent shape.

2) Take the intensity bonus from the Falcon and put that on the Blackbird. Very solid ECM capability and T1 cruiser hull performance.

3) Keep the current Rook bonus but beef up the eHP to legit T2 levels but not to current HAC levels... I would say roughly 90% of HAC level. I don't like the kinetic dmg lock-in but they could consider upping the proposed kinetic damage bonus of 7.5% per level to 10% per level or perhaps a slight buff to drone bandwidth and bay (25 / 25 up to 30 / 30). I don't think the D-scan immunity is going to be overpowered in conjunction with these ships. You also have two very specific hard counters you can bring to the table in the form of ECCM and kinetic dmg resist mods.

I think this gets you value and equally important differentiation for each of the ships in this chain from T1 to Combat Recon to Force Recon.

Either way...as noted earlier in the thread I assume the final numbers will be coming out in a week or so and we'll see what's up.


I think it is safe to say that if someone is going to invest time into learning Recon Ships, there should be some benefit to doing so. If Recons are going to be balanced as the best in class at EWAR then it cannot be outclassed by a T1. The Force Recon's home is in BLOP fleets and as such is perfectly balanced for them with minimal tank and the briefness of those fights. Force Recon damage blows and it should blow because it is a utility and support ship. Take off the Racial Cruiser bonus that goes to damage and put a range bonus on them. While the Force Recon is a designed for small hit and run fights, the Combat Recon's are for full blown fleet fights. Make their bonuses revolve around EWAR and surviving. And if you are giving them damage bonuses, for heavens sake, don't restrict the damage type, are already unpopular.
Jaysen Larrisen
Caldari Provisions
Caldari State
#2148 - 2015-01-02 13:40:41 UTC
Wynta wrote:
Jaysen Larrisen wrote:
I wonder if CCP Rise & team would consider something like simply swapping some bonuses around for the Caldari ships.

1) Take the spilt range / intensity bonus to ECM from the Blackbird and put it on the Falcon. The Falcon has the thinnest tank; uses range and stealth for survivability and should be the furthest away from direct combat if possible. With the small hull buffs noted in Rise's OP it will be in excellent shape.

2) Take the intensity bonus from the Falcon and put that on the Blackbird. Very solid ECM capability and T1 cruiser hull performance.

3) Keep the current Rook bonus but beef up the eHP to legit T2 levels but not to current HAC levels... I would say roughly 90% of HAC level. I don't like the kinetic dmg lock-in but they could consider upping the proposed kinetic damage bonus of 7.5% per level to 10% per level or perhaps a slight buff to drone bandwidth and bay (25 / 25 up to 30 / 30). I don't think the D-scan immunity is going to be overpowered in conjunction with these ships. You also have two very specific hard counters you can bring to the table in the form of ECCM and kinetic dmg resist mods.

I think this gets you value and equally important differentiation for each of the ships in this chain from T1 to Combat Recon to Force Recon.

Either way...as noted earlier in the thread I assume the final numbers will be coming out in a week or so and we'll see what's up.


I think it is safe to say that if someone is going to invest time into learning Recon Ships, there should be some benefit to doing so. If Recons are going to be balanced as the best in class at EWAR then it cannot be outclassed by a T1. The Force Recon's home is in BLOP fleets and as such is perfectly balanced for them with minimal tank and the briefness of those fights. Force Recon damage blows and it should blow because it is a utility and support ship. Take off the Racial Cruiser bonus that goes to damage and put a range bonus on them. While the Force Recon is a designed for small hit and run fights, the Combat Recon's are for full blown fleet fights. Make their bonuses revolve around EWAR and surviving. And if you are giving them damage bonuses, for heavens sake, don't restrict the damage type, are already unpopular.


I do think we are on the same page with this.

Upon further review, I think swapping the Blackbird EWAR bonus to the Rook might actually be better. Force Recons and T1's will need less of a range advantage from my perspective. The Rook could use the range bonus to increase it's survivability quite a bit.

As for the damage bonus things...i'm not a fan of the kinetic lock in and the options I'm offering in that regard to simply iterate on what Rise put out to make the change more palatable. That said, I would actually prefer the old RoF bonus, however, I would really like to increase the drone bay and bandwidth to 30 / 30. This allows you to put out 3 medium EWAR or utility drones for fleet support or a little extra dmg drones for self defense.

"Endless money forms the sinews of War" - Cicero

Biomassed - Dust & EVE Podcast

Twitter - @JaysynLarrissen

Soldarius
Dreddit
Test Alliance Please Ignore
#2149 - 2015-01-02 15:05:54 UTC
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.

http://youtu.be/YVkUvmDQ3HY

rsantos
The Scope
Gallente Federation
#2150 - 2015-01-02 16:20:27 UTC
Soldarius wrote:
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.


Gime ma EM damage hybrid ammo!
Jaysen Larrisen
Caldari Provisions
Caldari State
#2151 - 2015-01-02 16:40:58 UTC
Soldarius wrote:
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.


Thats a pretty good point. You highlight why they should go with either a much higher kinetic damage buff or go back to DPS application buffs that allow for damage type selection.

"Endless money forms the sinews of War" - Cicero

Biomassed - Dust & EVE Podcast

Twitter - @JaysynLarrissen

Faren Shalni
Ministry of War
Amarr Empire
#2152 - 2015-01-02 16:58:55 UTC
Jaysen Larrisen wrote:
Soldarius wrote:
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.


Thats a pretty good point. You highlight why they should go with either a much higher kinetic damage buff or go back to DPS application buffs that allow for damage type selection.


Or just a general Damage bonus would do

Hell i would even settle for a 5% to all damage types with a 7.5% to kinetic. at least you get options rather than the current lots of kinetic damage with pathetic Em, therm &explosive damage

So Much Space

baltec1
Bat Country
Pandemic Horde
#2153 - 2015-01-02 18:23:45 UTC
Soldarius wrote:
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.


Every single T2 ship in the game has a resistance to hybrid ammo. Rook will manage just fine.
Nevyn Auscent
Broke Sauce
#2154 - 2015-01-02 23:07:51 UTC
Soldarius wrote:
On kinetic damage bnous; let's look at T2 resists profiles, shall we?


  • Amarr: Primary resist type: Explosive. Secondary: Kinetic
  • Minmatar: Primary: EM. Secondary: Thermal.
  • Caldari: Primary: Thermal. Secondary: Kinetic.
  • Gallente: Primary: Kinetic. Secondary: Thermal.


Kinetic and Thermal are the most resisted damage types for T2 ships. So giving a kinetic bonus to anything is a slap in the face. Do you ever see Gallente ships with thermal bonuses? Only on a Stealth Bomber, same as every other race.

It's almost like T2 Ship resist profiles are designed specifically to resist their opposite races primary damage profile.
So of course you see Kinetic a lot when lots of Kinetic damage is done.

Thermal is just as common a resist for T2's btw.
Only EM & Explosive don't feature much on T2's, and that's because nowhere near as much does EM or Explosive damage.

And of course, this is ONLY T2 ships. There are more than just T2 ships in the game, and Resist != Immunity.
Tsra
Obvious Indecision
#2155 - 2015-01-03 02:10:07 UTC
Totally in favor of these changes, should shake things up a bit.

Gonna make my WH thug lyfe even more interesting.

I would love to see you swap the slot layouts for the lachesis and the huginn however.

The huginn gets bonuses to two mid slot modules, so if you want to run both (plus another slot for a point, assuming small gang or solo pvp), plus a prop mod, you're left with only 2 mid slots which means any shield tank will be pretty thin. The new low slot should open up armor fits but that feels pretty weird on a ship designed for speed and agility.

The lachesis gets bonuses to two mid slot mods as well, but one of them is a point which you should have already. Assuming you want to run both damps and a point for the bonuses plus a prop mod you have 4 mid slots left for a shield tank.

It just seems like if you want to fly the ships for their bonuses and in the intended style, the lachesis has a 2 slot advantage over the huginn.

Probably wont matter anyway though with all the nano curses running around Big smile
Ghaustyl Kathix
Rising Thunder
#2156 - 2015-01-03 04:49:54 UTC  |  Edited by: Ghaustyl Kathix
I've changed my tune a bit with these changes. I actually don't think the d-scan immunity really does much that covert-ops cloaking doesn't already do. People have brought up a lot of situations that will be "broken" with the d-scan changes.

1): "What if I'm running an anomaly in wormhole-space, this guy can warp straight to me and point me immediately."
Covert-ops is better at this. You can have an alt or corp-mate run combat scan probes to see a combat recon. If you're solo, then the combat recon still has a delay while he's finishing warp. You can also move away from the warp-in, so the combat recon has to move to get to you. If you're pointed by sleepers in the anomaly, then a covert-ops cloak would've grabbed you anyway. For signatures, look for combat probes.

2): "I can't get a 1v1 fight against this guy because he could have a combat recon off-grid that I can't see on d-scan."
He could also have a covert-ops ship off-grid that you can't see on d-scan. You can turn off your cloak as you land so the calibration delay ends as you finish warp.

3): "A combat recon can land on me as I'm hacking containers and I can't see him on d-scan"
You can see the combat probes on d-scan. If you don't see those, you can see (and hear! Love those warp-in/out effects!) the combat recon landing and be out of there before he's locked you, as well. Also, most relic and data sites I've seen have containers pretty far from the warp-in.

4): "These risk-averse carebears can farm their sites risk-free since nobody can see them on d-scan!"
Combat recons aren't amazing solo combat ships for sites. Their tanks are a bit weak; they probably wouldn't be able to handle a 4/10. Also, rat wrecks appear on d-scan. If they have the presence of mind to destroy wrecks as soon as they make them (at which point they'll still show up for a second while they lock them), then good. Braindead carebear-ism should die a horrible death, but if people are taking the proper steps to pay attention to reduce risk while they're doing PvE in a dangerous environment (reduce, but they can still never eliminate it) then more power to them.

5): "This makes AFK cloakers better!"
How? You can't scan down someone who's cloaked, you can scan down someone who's immune to d-scan.

I am a little concerned about medium FW complexes, though (larges are no problem; they have no acceleration gate, so you can warp a cloaked scout at range, for example). The wiki says that T2 cruisers can enter them, and if that's the case you can't be sure there wouldn't be two or three Curses in there. One solution would be to prevent T2 cruisers from entering mediums. Temporary solution for players is to pick fights in small complexes instead. In other cases, I don't think it's going to be as good as broken or amazing as most think it'll be. I will agree, though, blanket immunity feels like poor design though (I still think bastion mode should have a resistance to EWar effects instead of an immunity to them).
The Arbiter
Murders and Executions
#2157 - 2015-01-03 15:29:33 UTC
Siobhan MacLeary wrote:
Quote:
Combat Recons will now be permanently undetectable by directional scanners


I'd like to know more about the reason you chose this, of all things. You realize this is going to make them pretty overpowered in wormholes, right? You'll literally never see Combat Recons coming until they appear on grid.



I feel recons getting the dscan change is a small but indirect nerf to T3 viability in the economic sense. Less PVE in wormholes equals less tech 3 cruisers, which then equals higher market value and makes T3's even more painful to lose, at which point you might just use a slightly buffed recon anyway unless you have a niché use for the T3 that can't be filled by a vastly cheaper ship.

I think this closes the gap nicely without altering too much, and gives wormholes four new cruisers for PVP.


I also agree on the changes suggested for Arazu and Lachesis, since right now they are more about the long point and a lot less about the damp than their predecessor the Celestis.

I suggest giving the Arazu more damping power and drones as bonused weapon system, while the Lachesis can keep being the long point combat machine it is. This allows for a diversity in damp ships, making one more of a support ship and one a pseudo-HAC with longpoint.
Mario Putzo
#2158 - 2015-01-03 16:38:31 UTC  |  Edited by: Mario Putzo
The Arbiter wrote:
Siobhan MacLeary wrote:
Quote:
Combat Recons will now be permanently undetectable by directional scanners


I'd like to know more about the reason you chose this, of all things. You realize this is going to make them pretty overpowered in wormholes, right? You'll literally never see Combat Recons coming until they appear on grid.



I feel recons getting the dscan change is a small but indirect nerf to T3 viability in the economic sense. Less PVE in wormholes equals less tech 3 cruisers, which then equals higher market value and makes T3's even more painful to lose, at which point you might just use a slightly buffed recon anyway unless you have a niché use for the T3 that can't be filled by a vastly cheaper ship.


Marginal impact at best. Combat Recons are not going to be any real threat to wormhole PVE players or at least not any more of a threat than already exists with the Stratios and other T3's. They simply do not have the capability of being a strike ship (especially in WHs), because of their design limitations and the "hybrid tax".

I would gladly invite any Combat Recon to come visit me in a WH Site while im slugging it out with Seekers in my Tengu. Here is how it would go down.

CR warps into my site.
Seekers target/shoot CR.
I target/shoot CR.
CR Dies.
I keep playing.

They don't have the damage to be a threat, and they do not have the tank to play in sites...and unlike T3's, SB's, Astero, Stratios, or heck even some Force Recons, they can not come into the site with me without taking aggression from the sleepers. I feel comfortable in saying that Combat Recons will have no tangible impact on PVE in WH's, or at least not anymore than is already present with the other ships I mentioned.

*
For people who are unaware of what a hybrid tax is, it is a base reduction in quality of an entity that serves to function in more than one role at the same time. In this case the Combat Recons sees an innate reduction to its combat capacity (Damage/Tank) because it serves the secondary function of providing EWAR. As such people don't like them because they are not optimized in performing a singular role and are often bested by other ships that can perform those roles.


Now if CCP were to axe the EWAR capability from Combat Recons and change the EWAR bonuses to more combat specific ones (more damage, +resists etc) then Combat Recons might actually have the capacity to be a real threat to people. As it stands right now, DSCAN immunity is nothing more than a Gimmick trick on a ship class that has no defined role, and inferior in operation compared to ships that do have defined roles (or be made to have defined roles in the case of T3s).
Aiyshimin
Shiva Furnace
#2159 - 2015-01-03 18:41:38 UTC
Mario Putzo wrote:
The Arbiter wrote:
Siobhan MacLeary wrote:
Quote:
Combat Recons will now be permanently undetectable by directional scanners


I'd like to know more about the reason you chose this, of all things. You realize this is going to make them pretty overpowered in wormholes, right? You'll literally never see Combat Recons coming until they appear on grid.



I feel recons getting the dscan change is a small but indirect nerf to T3 viability in the economic sense. Less PVE in wormholes equals less tech 3 cruisers, which then equals higher market value and makes T3's even more painful to lose, at which point you might just use a slightly buffed recon anyway unless you have a niché use for the T3 that can't be filled by a vastly cheaper ship.


Marginal impact at best. Combat Recons are not going to be any real threat to wormhole PVE players or at least not any more of a threat than already exists with the Stratios and other T3's. They simply do not have the capability of being a strike ship (especially in WHs), because of their design limitations and the "hybrid tax".

I would gladly invite any Combat Recon to come visit me in a WH Site while im slugging it out with Seekers in my Tengu. Here is how it would go down.

CR warps into my site.
Seekers target/shoot CR.
I target/shoot CR.
CR Dies.
I keep playing.

They don't have the damage to be a threat, and they do not have the tank to play in sites...and unlike T3's, SB's, Astero, Stratios, or heck even some Force Recons, they can not come into the site with me without taking aggression from the sleepers. I feel comfortable in saying that Combat Recons will have no tangible impact on PVE in WH's, or at least not anymore than is already present with the other ships I mentioned.

*
For people who are unaware of what a hybrid tax is, it is a base reduction in quality of an entity that serves to function in more than one role at the same time. In this case the Combat Recons sees an innate reduction to its combat capacity (Damage/Tank) because it serves the secondary function of providing EWAR. As such people don't like them because they are not optimized in performing a singular role and are often bested by other ships that can perform those roles.


Now if CCP were to axe the EWAR capability from Combat Recons and change the EWAR bonuses to more combat specific ones (more damage, +resists etc) then Combat Recons might actually have the capacity to be a real threat to people. As it stands right now, DSCAN immunity is nothing more than a Gimmick trick on a ship class that has no defined role, and inferior in operation compared to ships that do have defined roles (or be made to have defined roles in the case of T3s).


There are no other ships in game that can perform the role of a Curse, Huginn or Lachesis. The dominant fleet comp today depends on the unique features of Huginns and Lachesises.

As what comes to wh hunting, the CR used will be an armor Lach, acting as the primary tackler for the gankers, and you certainly can't shoot him. Best protection against it will be to position yourself +80km from the site warpin point. The change from today's ganking tools isn't dramatic, tho.
Mario Putzo
#2160 - 2015-01-03 19:48:13 UTC  |  Edited by: Mario Putzo
Aiyshimin wrote:
[quote=Mario Putzo]
There are no other ships in game that can perform the role of a Curse, Huginn or Lachesis. The dominant fleet comp today depends on the unique features of Huginns and Lachesises.

As what comes to wh hunting, the CR used will be an armor Lach, acting as the primary tackler for the gankers, and you certainly can't shoot him. Best protection against it will be to position yourself +80km from the site warpin point. The change from today's ganking tools isn't dramatic, tho.


With the exception of the Curse, the respective Force Recons of Minmatar and Gallente and Caldari are nearly the exact same as the Combat Recons, with similar fitting.

A quick comparison

Lach (4/7/4)
10% bonus to Hybrids Tracking
20% bonus to Points
7.5% bonus to Damps
10% to Hybrid Optimal

Arazu (4/6/4)
5% bonus to Hybrids
20% bonus to points
7.5% bonus to Damps
Cov Ops Cloak
Cov Ops Cyno

So what do you gain here...better tracking and optimal range damage wise? I suppose that would be nice. I guess if you shield fit them it would also be beneficial to have a Lach for that extra mid slot. Lach has 1 more weapon but the Arazu gets 25% more damage which is close in straight up damage potential...as well as the free slot to place a cloak in, or a missile launcher to actually end up having more upfront total damage output than the Lachesis if thats your thing.

The Lach has a bit more base Armor HP, but nothing to write home about, and a bit quicker lock speed, again nothing exceptional. Then the Arazu has the ability to forgo any damage, and act in a pure utility role with Cov Ops Cloak, Cov Ops Cyno can be an on grid warp in as well.

Similar story between the Huginn and Rapier, and the Rook and Falcon.

The only Combat Recon with a notable increase in its base functionality is the Curse vs the Pilgrim, the rest of them are all more or less carbon copies, with the same EWAR application and similar damage application. And after the change. 1 will have a Cov Ops cloak, the other will have DSCAN immunity...or Gimmick Cloak. Force Recons still can do Black Ops, Combat Recons still can not.

Pretty freaking unique eh!.