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Still Very Little Reason to Employ Combat Recon Ships

Author
Krevnos
Back Door Burglars
#1 - 2015-10-31 18:39:51 UTC
After the recent upgrade of the combat recon ships with the rather nice addition of d-scan immunity, I have been trying to find suitable ways to employ these ships, but still finding it incredibly difficult to do so.

The problem appears to centre around the tactical positioning advantage (and of course the invaluable capacity to re-cloak when no longer targeted) that their force recon counterparts have, while the combat recon ships offer very little in the way of additional strength compared to their cloaked counterparts. They neither tank sufficiently more, regenerate capacity quicker, or manoeuvre around the field more freely.

A second issue is that combat recon ships, even with their d-scan immunity offer no tangible advantage in catching targets upon arriving on the field. Taking into account that a ship arriving out of warp is visible to the enemy before it finally comes to a halt, the difference between this visible time and the targeting delay after de-cloaking of a force recon ship is negligible.

I have honestly tried to employ the combat recon ships, but inevitably find myself returning to the force recon variants because they are inherently a superior choice in almost every situation. The single situation where I have found combat recon to be a better choice is in catching ratters inside gated complexes.

I think, perhaps that the combat recon ships would benefit from slightly higher bonuses per level to their primary roles and a slightly stronger fitting capacity. This would ensure that for longest range tackle, web, neutraliser or e-war, the combat recon would be the better choice, but at the cost of the covert cloak.

Perhaps I am wrong in my assertion and some of you might be able to enlighten me to other situations where I might find advantage to using the combat recon ship.
Bumblefck
Kerensky Initiatives
#2 - 2015-10-31 18:51:31 UTC  |  Edited by: Bumblefck
Luckily There Is Still Every Reason To Capitalise Every Letter In A Sentence


e: I would agree with some of your suggested improvements

Perfection is a dish best served like wasabi .

Bumble's Space Log

Jenshae Chiroptera
#3 - 2015-10-31 19:08:25 UTC
My Rapier likes hot drops and worm holes.
My Huginn likes gang / blob warfare with webs or target painters.

Have had no problems with either of them except I hate the D-scan immunity thing. It would make living in a worm hole horrible.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#4 - 2015-10-31 19:12:21 UTC
Originally they were planned to have full T2 resists, but that was toned back a bit before release as a result of outcry about how it would be too strong when combined with d-scan immunity.

I would personally prefer the T2 resists because in general I agree with most of what you wrote.

I'm happy using either combat or force recon, but if I had to choose a preference, I think the force recon is better.
Zahara Cody
Imperial Corrections Service.
#5 - 2015-10-31 20:48:25 UTC
Still very little reason to continue playing.

Hating is free, that's why poor people do it the best.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#6 - 2015-10-31 21:25:57 UTC
Not enough EHP for them to be very useful in any situation where they're likely to have damage applied to them. The rapier/huginn and curse/pilgrim suffer from it worse than the gallente and caldari ones, because things can actually still shoot while they're being neuted and webbed.

Their bonuses are all fine, their fitting is fine, my only complaint is their EHP. Either an increase in base stats or a T2 resist profile would fix it.
Mr Twinkie
Republic Military School
Minmatar Republic
#7 - 2015-10-31 21:38:36 UTC
Vimsy Vortis wrote:
Not enough EHP for them to be very useful in any situation where they're likely to have damage applied to them. The rapier/huginn and curse/pilgrim suffer from it worse than the gallente and caldari ones, because things can actually still shoot while they're being neuted and webbed.

Their bonuses are all fine, their fitting is fine, my only complaint is their EHP. Either an increase in base stats or a T2 resist profile would fix it.


This.. Right now in any good fleet comp you replace these with t3's tanked to ****
Divine Entervention
Doomheim
#8 - 2015-10-31 22:25:01 UTC  |  Edited by: Divine Entervention
Neither of them seem worth the cost.

Falcon crutches the cloak, so it's allowed to sacrifice mid slots for extra jammers. The 12-14 jam strength of racial jammers is nice, but it's only a couple more ships that are jammable and it's at like, 70% of the range of scorps and blackbirds.

The rook is even worse. It's low slots you'd need for an armor tank means that you're sacrificing signal distoration amps. So that means either have **** poor jams cuz no distortion amps, or switch to multi spectrals which are inherently horrible and have stupid short range since you're now throwing on a couple hardeners and a shield extender. Also, the 3 low slots means if you're going to have any measurable DPS, one of them needs to be a BCS. So that's even more reason to not fit an armor tank, essentially pigeonholing you into a shield tank with hardly any jam capability.

Also, the rook has an inherent 150km range. So it LOOKS like the ship could be a nice blackbird-esque super long range jam ship. Maybe put two particle dispersion projectors, but with only 2 rig slots and zero bonus to jam optimal and fall off, there's pretty much zero reason for it to have such a high range because you'll never be in a position to use it.

Unless it's targeting range is so high with zero bonuses to any of it's slots that would make use to it is to entice the owner to slap a warp core stab on it. Which I guess that could make sense since you'll probably never be doing anything past 100km anyways. Just limit yourself to 75km which is just about heavy missile max range and coupled with your 36km multi spectrals, you're well within what the ship's capable of. But to justify the warp core stab, you'd need to slap a sensor booster with a scan resolution script just to put you back at normal lock on time.

I dunno man, I really think the secret to the rook likes within the warp core stabilizer. But overall both of these ships seem rather lackluster for what you think they'd be able to do.
Moac Tor
Cyber Core
Immediate Destruction
#9 - 2015-10-31 23:44:37 UTC
If you are actively piloting then the Dscan immunity is actually much better than a cloak in many situations. As for the base stats of the combat recons they are slightly more powerful than force recons and so therfore they are very good.

For a stealthy style of combat they are really great. Try going into an enemy mission site with an arazu compared to a lachesis for instance. If you just want to brawl on gates with them then there are much better options.

What have you been trying to use them for so far?
Moac Tor
Cyber Core
Immediate Destruction
#10 - 2015-10-31 23:54:24 UTC  |  Edited by: Moac Tor
Vimsy Vortis wrote:
Not enough EHP for them to be very useful in any situation where they're likely to have damage applied to them. The rapier/huginn and curse/pilgrim suffer from it worse than the gallente and caldari ones, because things can actually still shoot while they're being neuted and webbed.

Their bonuses are all fine, their fitting is fine, my only complaint is their EHP. Either an increase in base stats or a T2 resist profile would fix it.

They have a better base profile that force recons so I don't understand why you would have issue with one but not the other. Also they are not designed for massive fleets, more for small to mid gang warfare where they really shine. CCP did talk about buffing base stats but it was dropped when they correctly realised that they would make HACs redundant.

BTW this isn't the relevant forum, this should be in warfare & tactics, or features and ideas if you want to suggest a buff / nerf. You'll probably get better feedback in either of those two forums.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#11 - 2015-11-01 00:28:35 UTC  |  Edited by: Vimsy Vortis
The "They're not meant for that scale of engagement" would be valid if alternatives existed, but they don't.

There are no gallente or minmatar ewar battleships to use in situations where recons are too light. In fact it's a small miracle that there just so happens to be a web range bonused battleship in the game and joy oh joy it's an expensive pirate faction hull.

Until those ships exist there's a gaping hole in the role tapestry where survivable ewar platforms should be.
Moac Tor
Cyber Core
Immediate Destruction
#12 - 2015-11-01 00:39:15 UTC
Vimsy Vortis wrote:
Until those ships exist there's a gaping hole in the role tapestry where survivable ewar platforms should be.

There is a gap, but perhaps for a reason. Ewar can be annoying enough as it is (especially ECM). The reason combat recons were not given the full T2 resist profile was because it would have completely changed fleet warfare and pushed HACs out of the picture.

As for alternatives I notice a lot of big alliances using small EWAR frigs to great effect. Also I know it probably isn't what you are looking for, but the new super carriers will be survivable ewar platforms by the sounds of it.

Also you have to remember an EWAR ships tank is its EWAR.
Daerrol
Republic University
Minmatar Republic
#13 - 2015-11-01 00:51:03 UTC
Combat Recons? Like Curse, Huggin, and stuff? I see those -far- more often than their cloaky counter part. Not sure what you are smoking.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#14 - 2015-11-01 00:55:18 UTC
Moac Tor wrote:
Also you have to remember an EWAR ships tank is its EWAR.

There is no amount of panting or webbing that can reduce the ability of a ship to shoot at you.
Divine Entervention
Doomheim
#15 - 2015-11-01 00:58:50 UTC
Vimsy Vortis wrote:
Moac Tor wrote:
Also you have to remember an EWAR ships tank is its EWAR.

There is no amount of panting or webbing that can reduce the ability of a ship to shoot at you.


you know what he means, don't get stupid.
Chainsaw Plankton
FaDoyToy
#16 - 2015-11-01 01:12:58 UTC
From zkillboard active pvp, so the last 7 days:
curse 1,726 Pilgrim 925
Rook 426 Falcon 1,000
Lachesis 2,192 Arazu 611
Huginn 2,653 Rapier 1,770

I'd say the force recons are doing pretty well.

@ChainsawPlankto on twitter

Daemun Khanid
Corbeau de sang
#17 - 2015-11-01 01:29:03 UTC
Will take a rook over a falcon and a curse over a pilgrim any day. Imo the only advantage of the others is the safety offered by the covops cloak when travelling. You're a lot less likely to get caught on a gate. Decloaking target delay sucks, missiles on the rook are far better than the hybrids on the falcon, and the curse just plain out performs the pilgrim.

Daemun of Khanid

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#18 - 2015-11-01 01:51:29 UTC
Divine Entervention wrote:
Vimsy Vortis wrote:
Moac Tor wrote:
Also you have to remember an EWAR ships tank is its EWAR.

There is no amount of panting or webbing that can reduce the ability of a ship to shoot at you.


you know what he means, don't get stupid.


Sorry, but I really don't know what he means. If you could please explain to me how to use webs and target painters to avoid taking damage from like 20 railgun tengus in a Huginn that would actually be really helpful to me.
Divine Entervention
Doomheim
#19 - 2015-11-01 01:59:07 UTC  |  Edited by: Divine Entervention
Vimsy Vortis wrote:
Divine Entervention wrote:
Vimsy Vortis wrote:
Moac Tor wrote:
Also you have to remember an EWAR ships tank is its EWAR.

There is no amount of panting or webbing that can reduce the ability of a ship to shoot at you.


you know what he means, don't get stupid.


Sorry, but I really don't know what he means. If you could please explain to me how to use webs and target painters to avoid taking damage from like 20 railgun tengus in a Huginn that would actually be really helpful to me.


meh whatever, I'm super tired so I'm just going to go to sleep. This is only going to devolve into a tsunami of retardation I don't have the motivation to devote the rest of my night to surfing.
Daerrol
Republic University
Minmatar Republic
#20 - 2015-11-01 02:39:03 UTC
Divine Entervention wrote:
Vimsy Vortis wrote:
Divine Entervention wrote:
Vimsy Vortis wrote:
Moac Tor wrote:
Also you have to remember an EWAR ships tank is its EWAR.

There is no amount of panting or webbing that can reduce the ability of a ship to shoot at you.


you know what he means, don't get stupid.


Sorry, but I really don't know what he means. If you could please explain to me how to use webs and target painters to avoid taking damage from like 20 railgun tengus in a Huginn that would actually be really helpful to me.


meh whatever, I'm super tired so I'm just going to go to sleep. This is only going to devolve into a tsunami of retardation I don't have the motivation to devote the rest of my night to surfing.

Teacher! TEACHER! Pick me!

He means to say you use your E-war to mitigate the damage through a variety of different means. The curse/Pilgrim obviously using Weapon Destabilizers and Neuting (turn railguns off!) while more esoteric things like long Range webs give you the control to stay out of range or under the guns of enemy ships. Falcons make you unable to target. I don't think I need to explain. Annd Gal ships nail sensor range, lock time and long range scrams all offer range control.

Do I get an "A?"
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