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[Proteus - January] Recon ships

First post First post First post
Author
Kevin Emoto
No Code of Conduct
Fluffeh Bunneh Murder Squad
#1021 - 2014-12-19 20:23:15 UTC
Come on you PvE and Industry folk!


You've been loving the Easy Button mentality of CCP since December of 2012.

Why you bitching when PvP pilots get an Easy Button that increases the chance of you dying by at least a magnitude.


The Easy Button giveth, the Easy Button taketh away....


Rise and Fozzie have been trying to eradicate the "Learning Curve" graph since the end 2012, and this is another 'design' decision... Their campaign was inevitably going to kick PvE in the balls too, deal with it.
Liet Ormand
Sons of Bacchus
#1022 - 2014-12-19 20:23:17 UTC
Kevin Emoto wrote:


Oh, I get your point, but I don't care. I am sure that when cruisers cost 600M, that Rise will come back and we'll see that Megacyte and Morphite will become available in HS.

Besides Rise has said that the feature is absolutely not going away...when someone puts their pride on the line like that they're not going to back down. Fear not industrialist, they'll put Megacyte and Morphite in HS (or some such other brilliant balance 'design' change) if that really becomes an issue. Your easy money is secure!


I'll be interested to see if people applauding this change "care" when things become more expensive (if, in fact they do).

By the way... I do not mine anything in WH space. Or anywhere else to make ISK, actually. It's interesting that you assumed I did, because it tells me something interesting about the mindset of everyone posting here.


FT Diomedes
The Graduates
#1023 - 2014-12-19 20:23:22 UTC
I'm really looking forward to testing the viability of the ratting Rook.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Celthric Kanerian
Viziam
Amarr Empire
#1024 - 2014-12-19 20:24:40 UTC
Invisible to d-scan? Goodbye wormhole and nullsec exploration, it was nice knowing you as long as it lasted.
maCH'EttE
Perkone
Caldari State
#1025 - 2014-12-19 20:25:06 UTC
Moac Tor wrote:
Komodo Askold wrote:
Aiyshimin wrote:
Komodo Askold wrote:
Combat Probes, people. Yes, you CAN see those Combat Recons entering system, waiting for you on a site, or escorting a friend who's running the site. Drop those probes and you'll see: if it appears on the probes and not on D-Scan, then it's a Combat Recon. That's it. And remember you can place probes all over the system, much further away than your D-Scan range, effectively covering by yourself a much bigger volume. You can even place 1 or more probes at each gate, wormhole or even some sites. And, that will warn you of any kind of ship that is not cloaked, even if you have no Local.

And the insta-lock due to not being cloaked: every non-cloaked ship can do that. Even cloaky ships, if they pursposelly drop their cloak a few thousand kilometers before landing. So, stay away from those warp--in points and you'll have time to see it arrive and mash that Warp button. Especially when the incoming ship can't warp cloaked, such as... Combat Recons. And if it lands directly on you due to Combat Probes... you should have seen them in D-Scan and have acted accordingly.

You have tools to know about incoming ships; use them and you'll avoid not only Combat Recons, but many other ships too.



Now about the ship stats, I wonder if the Rook could get RLML's bonused too, or if that would be too much for it to have.


Sisters Expanded Probe Launcher requires 210 CPU
Fair point. Most of the ships used to run sites can fit it (and it will serve them not only for Combat Probes, but also Core Probes, and have much more of them loaded in the launcher, ths less reloads), but I also think their CPU usage is pretty high, especially now that more people would like to fit them in ships that are not D3's (Confessor and upcoming bros).

I would vote for a CPU cost reduction for Expanded Probe Launchers. Make them still tight, but not that much. What about 180 CPU, for example?

If you are that bothered about perfect intel then you will get a ship with a probe launcher cpu reduction such as a T3 with Emergent Locus Analyser; or you can get a dedicated combat scanner in your fleet, after all they are great to have for locating targets off grid, finding combat boosters, and also with the side benefit of giving the newer players an incredibly useful job which doesn't have too much of a hefty skill requirement.

The more I think about it the more I am not concerned about the dscan immunity, and it gives a great reason to use combat recons in fleets. Good to see CCP shaking the game up.

" or you can get a dedicated combat scanner in your fleet"
haha, that is the funniest doodoo i have heard.
Probes dont work dude, who are you kidding. SERIOUSLY.
As soon as you probes, you cloak or warp and than do the same thing. By the time the probes are out and scanned to a 1au, the target is long gone, laughing at your dumb ass.
What if they have a scout for your prober scout.
CCP is out of their minds, Rise, is the worst ccp employee and so is fonzie.
They have done nothing to improve this game but make it harder and stupid.
A somone who comes from solo/small gang pvp should not so easyly poop on his roots.
Thanatos Marathon
Moira.
#1026 - 2014-12-19 20:27:37 UTC
Kevin Emoto wrote:
Come on you PvE and Industry folk!


You've been loving the Easy Button mentality of CCP since December of 2012.

Why you bitching when PvP pilots get an Easy Button that increases the chance of you dying by at least a magnitude.


The Easy Button giveth, the Easy Button taketh away....


Rise and Fozzie have been trying to eradicate the "Learning Curve" graph since the end 2012, and this is another 'design' decision... Their campaign was inevitably going to kick PvE in the balls too, deal with it.


Not sure which PVE and Indi folks you are talking to but most of the posts I have seen both for and against seem to be from people who engage in spaceship violence at least on a semi-regular basis.

On my side I'm more disappointed in the likely hit to solo/small gang fights. Ganks will probably continue to happen at the rate they currently do, if not slightly higher, especially directly after the change is implemented.
maCH'EttE
Perkone
Caldari State
#1027 - 2014-12-19 20:28:06 UTC
Kevin Emoto wrote:
Come on you PvE and Industry folk!


You've been loving the Easy Button mentality of CCP since December of 2012.

Why you bitching when PvP pilots get an Easy Button that increases the chance of you dying by at least a magnitude.


The Easy Button giveth, the Easy Button taketh away....


Rise and Fozzie have been trying to eradicate the "Learning Curve" graph since the end 2012, and this is another 'design' decision... Their campaign was inevitably going to kick PvE in the balls too, deal with it.

If you cared anything about pvp, you would sit and consider the implications of these changes and how it will effect you. It really is not hard to catch ratting carrier or any other ship these days.
Moac Tor
Cyber Core
Immediate Destruction
#1028 - 2014-12-19 20:30:39 UTC
CCP Rise wrote:
  • The Pilgrim. Opinions seem mixed, gaining neut range is obviously nice but many of you still feel that giving up neut strength is too harsh, or that some other added power is needed (more damage for instance). Will get back to you on this as soon as possible but it's possible that we will make adjustments.
  • Bienator II wrote:
    sentinel neut power: - 108GJ every 6s *3 at 31.5km
    - equals 18GJ per second per neut
    - 54GJ/s total

    new pilgrim:
    - 180GJ every 12s *3 at 37.8km
    - equals 15GJ per second per neut
    - 45GJ/s total

    curse:
    - 360GJ every 6s *5 at 37.6km
    - equals 30GJ per second per neut
    -150GJ/s total

    the pilgrim needs a little more love IMO. Maybe a 10% neut power bonus?
    Antarre Tuure wrote:
    you've just pushed the Curse into an effectively more cloaky ship with the no dcan combat recon than the Pilgrim and then gimped the one thing the Pilgrim was good at (neut amount)

    I find myself agreeing with a lot of the points raised above.

    After some time to reflect, I think removing the Nos/Neut amount bonus is going to needlessly kill a lot of the current applications of the pilgrim and replace it with a completely different role which is dubious as to whether it will actually improve usage.

    For me the nuet/nos amount should be fundamental, and range a secondary consideration. At 20% extra range per level you could keep the current 20% amount bonus and still offer the pilgrim a little extra room to play with if you want to keep yourself out of scram and web range whilst still applying all your ewar; not sure if you are able to cram that many bonuses into a single hull though as I can't see any of the other bonuses being dropped.
    Chainsaw Plankton
    FaDoyToy
    #1029 - 2014-12-19 20:32:44 UTC
    CCP Rise wrote:
    Take the example given somewhere in this thread of a low sec camp with 2 Vexors and 2 Rooks. Before these changes, the gang considering fighting them never would because they know they can't deal with the Rooks. After, they won't see them and so they will probably engage. That's more fights because people are risk averse.


    but that is a fight that no one really wants to get into, and can more or less already be done with falcons. Rooks can more or less do damage too. Domination by Ewar usually makes for very unfun fights.

    will be interesting to see what happens, and with the quicker cycles hopefully an eye will be kept on this.

    @ChainsawPlankto on twitter

    Kevin Emoto
    No Code of Conduct
    Fluffeh Bunneh Murder Squad
    #1030 - 2014-12-19 20:34:30 UTC  |  Edited by: Kevin Emoto
    maCH'EttE wrote:
    Kevin Emoto wrote:
    Come on you PvE and Industry folk!


    You've been loving the Easy Button mentality of CCP since December of 2012.

    Why you bitching when PvP pilots get an Easy Button that increases the chance of you dying by at least a magnitude.


    The Easy Button giveth, the Easy Button taketh away....


    Rise and Fozzie have been trying to eradicate the "Learning Curve" graph since the end 2012, and this is another 'design' decision... Their campaign was inevitably going to kick PvE in the balls too, deal with it.

    If you cared anything about pvp, you would sit and consider the implications of these changes and how it will effect you. It really is not hard to catch ratting carrier or any other ship these days.


    *chuckles* like I said earlier in this thread, this is perhaps one of the worst 'design' decisions to come out of the Fozzie Rise experiment... that being said, I don't decide the game, I just decide month over month to keep paying for it.

    Regardless of the wisdom or lack thereof in this 'design' decision, this one benefits me in the short term. I'm capable of flying these ships, I have friends who are as well and damn if I don't decide to capitalize on it while the people I hunt scramble and try to find some way to counter. Farmers will buy second accounts and set up covert ops to watch and scout for them, NS and LS people will be more careful about setting up ping spots around gates, and easy money people will go back to highsec to be ganked by CODE.


    This game has survived the past two years.... I'm sure it can survive a couple more years of the Fozzie Rise experiment.
    rhiload Feron-drake
    TURN LEFT
    #1031 - 2014-12-19 20:35:32 UTC
    Seeing all this small-gang pvp players who mostly never post on forums are actually posting on a balance thread. this is a sign that these changes will be DEVASTATING towards the small gang pvpers. also rip medium plexing in fw. going to have fun warping into 2 curses in my vexor.

    dont let these changes go through, there is a reason why people are actually taking time to post on this forum and you act like you blatantly ignore what these people are actually saying.
    Malcolm Faust
    Cthulhu Expeditionary Force
    #1032 - 2014-12-19 20:39:21 UTC
    This will break exploration.

    "Use combat probes?"
    Q. Can you probe and hack a container simultaneously?
    A. No


    "Use a scout?"
    I've never heard of an exploration fleet, not once. Not ever.

    Moac Tor
    Cyber Core
    Immediate Destruction
    #1033 - 2014-12-19 20:39:58 UTC
    maCH'EttE wrote:
    Probes dont work dude, who are you kidding. SERIOUSLY.
    As soon as you probes, you cloak or warp and than do the same thing. By the time the probes are out and scanned to a 1au, the target is long gone, laughing at your dumb ass.
    What if they have a scout for your prober scout.

    *chuckles" combat probes do work my friend, if you are good your probes should not be appearing on your opponents dscan range for more than than one cycle.

    "What if they have a scout for your prober scout". *Looks at maCH'EttE quizzically"
    Niskin
    The Dead Parrot Shoppe Inc.
    The Chicken Coop
    #1034 - 2014-12-19 20:44:51 UTC
    Malcolm Faust wrote:
    "Use combat probes?"
    Q. Can you probe and hack a container simultaneously?
    A. No


    Actually you can. You only need to be looking at the solar system map to move the probes. If you set them up around yourself in a defensive layout you can click scan while hacking and still see the results.

    It's Dark In Here - The Lonely Wormhole Blog

    Remember kiddies: the best ship in Eve is Friendship.

    -MooMooDachshundCow

    McChicken Combo HalfMayo
    The Happy Meal
    #1035 - 2014-12-19 20:45:32 UTC
    I think it's a missed opportunity to not have removed the targeting delay after decloaking. I'd also have enjoyed the Pilgrim in the same role as before (same bonuses), just tankier with those T2 resists

    I do understand the motivation for the change though. Right now it's stuck in largely the same fit. 1600 plate and AB. With the range bonus you'd want an MWD, and Cap Booster instead of the web, which means dropping to an 800mm plate. It could work out, but I did like that the Amarr recons were an in-your-face option for the Recon class.

    Nice changes overall, I probably would not think so as a ratter though Blink

    There are all our dominion

    Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

    Kevin Emoto
    No Code of Conduct
    Fluffeh Bunneh Murder Squad
    #1036 - 2014-12-19 20:45:34 UTC
    Marcel Devereux wrote:
    What about extending the trend for the dual weapon systems to the Amarr and Gallente lines. Make all
    the cloaky recons be turret based (Pilgrim, Falcon, Arazu, and Rapier) and make the combat recons the other racial weapon system:

    Curse: Drones
    Rook: Missiles
    Lachesis: Drones
    Huginn: Missiles

    I know there are issues with the manufacturers of the ships, but can't we over look that for some cool game play rather than it being a game design restriction? Also since space objects can't you easily switch the skins/models to accommodate this?

    EDIT:
    In fact wouldn't this give them a weakness to counter their disruption? Drones can be destroyed. Missiles can be smartbombed.



    this ^


    Also, to Fozzie Rise, what do you guys have against projectile weapon ships? I realize that you're trying to reduce the distinctiveness between the races, but us minmatar pilots love our PvP weapons...you know Projectile weapons.... if we wanted to fly PvE boats, we'd have picked to fly caldari missle boats years ago.
    Kevin Emoto
    No Code of Conduct
    Fluffeh Bunneh Murder Squad
    #1037 - 2014-12-19 20:46:22 UTC
    Niskin wrote:
    Malcolm Faust wrote:
    "Use combat probes?"
    Q. Can you probe and hack a container simultaneously?
    A. No


    Actually you can. You only need to be looking at the solar system map to move the probes. If you set them up around yourself in a defensive layout you can click scan while hacking and still see the results.



    "watch as his fingers never leave his hands! it's maaaagic!"
    Tyrant v012
    Sebiestor Tribe
    Minmatar Republic
    #1038 - 2014-12-19 20:46:49 UTC
    Never posted on this forum before.

    Just came to say....

    Role Bonus:
    Cannot be detected by directional scanners


    Is BS.
    Ms Michigan
    Aviation Professionals for EVE
    #1039 - 2014-12-19 20:49:19 UTC
    Petrus Blackshell wrote:
    CCP Rise wrote:

    Combat Recons will now be permanently undetectable by directional scanners

    While I appreciate the gumption it takes to propose such a change, it is completely out of whack with everything else in the game, and I believe will be seriously overpowered, especially combined with the now tankier and more combat-capable combat recons.

    Until now, the only non-dscannable threat was covert-ops ships. All of these (with some few exceptions like the Stratios) are mostly utility ships with poor combat ability. They are now being joined by combat recons, which were already dangerous enough before their combat ability buff. They can singlehandedly turn the tide of fights, which means that the best defense against them is forewarning and information -- a defense that is not available anymore.

    I fear that this change will cause combat recons to enter the "Because of Falcon" role of ship that is used as an "ace up your sleeve" to remove any chance of losing a fight. At least the Falcon doesn't contribute damage itself, and cannot tank very well. These new combat recons can do both of those. That ability will not be used for good fights.

    Being unscannable is a ship ability that is too powerful to be a passive "role bonus". If anything, it should be a cloak-like module that requires a serious trade-off to fit, which can serve as a counter-balance for the extra tactical ability it grants a ship -- in the same way that fitting a cloak gimps a fit. Giving it as a raw role bonus to ships that have extremely powerful ewar, and now good tank and damage, is just too much.

    The changes to Force Recons are good, though. I like them.



    I have to log-in and comment on this change. I agree 110% with the above poster.

    My initial reaction was WTF....non-Dscanable? I am sorry CCP but this is OP even when not combined with the changes. This will make Recons the MUST have ship to which there is no viable counter.... EVE is about RISK Vs. REWARD. There is no risk on recon's now. SORRY - you are wrong.

    (No! Combat probing is not a viable check/balance for this because the ships can harass and warp around to safes all day and basically one guy can shut down a system, FW complex, WH, etc etc)

    Total BULL$H!T CCP - Maybe I could see this bonus if it was a module (like the above poster said) that only recon's could fit...This would trade off with not having a cloak but the element of surprise ON GRID. Otherwise - F#@$@ this. Give the Recon a module that allows it to not show up on D-Scan but then make it to where it can tackle (with tank) but not much else. Then I could see a balance maybe but to do all three is OP.

    I have been very happy with the changes as of late, but this sounds like a stupid CCP RISE crack-brained idea and I am seriously considering unsubscribing if you at least don't comment on this one.
    Tonto Auri
    Vhero' Multipurpose Corp
    #1040 - 2014-12-19 20:54:18 UTC
    CCP Rise wrote:
  • Combat Recons will now be permanently undetectable by directional scanners
  • Was it weed or pills?

    Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison