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The Ferox is underpowered and needs a buff

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2016-01-25 02:27:20 UTC
We can see that the Ferox is clearly underpowered by simply comparing it with the two ships which are most similar to it in design: the Harbinger and Brutix. All three battlecruisers have 6 weapon slots and 7 high slots along with a combined total of 10 medium and low slots. Both the Brutix and Harbinger have a 10% damage bonus combined with a standard weapon or defensive bonus, but the Ferox gets a standard weapon bonus with a 5% damage bonus. Couple this with its much smaller drone bay/bandwidth and you get a ship which fits similarly but hits a lot softer and has no bonuses to counter this.



I have two solutions to fix this:


Ferox - new skill bonus setup 1
Caldari Battlecruiser bonuses (per skill level)
10% bonus to Medium Hybrid Turret damage(increased from 5%)
10% bonus to Medium Hybrid Turret optimal range

Role Bonus:
- can fit Warfare Link modules
25% bonus to Medium Hybrid Turret optimal range and falloff



Ferox - new skill bonus setup 2
Caldari Battlecruiser bonuses (per skill level)
10% bonus to Medium Hybrid Turret optimal range
4% bonus to all shield resistances(giving it back its old defensive bonus)

Role Bonus:
- can fit Warfare Link modules
25% bonus to Medium Hybrid Turret optimal range and falloff
20% bonus to Medium Hybrid Turret damage(makes up for 1 less weapon, same as other combat battlecruisers)




With either of these buffs, it'll still be a bit weaker in raw power due to its reduced drone capacity, but that is a much smaller variation which it can live with.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Diomedes
The Graduates
#2 - 2016-01-25 04:59:04 UTC
Personally, I think the Ferox is just fine. Please post comparisons for the fitted ships, not just something based on the hull bonuses.

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

Lann Shahni
The Cinder Cell
#3 - 2016-01-25 05:57:11 UTC
I to think the ferox is fine, fitting it correct you get a ship capable dealing a good damage a long range, combine that with MJD, and you got a winner
Stitch Kaneland
The Tuskers
The Tuskers Co.
#4 - 2016-01-25 06:25:56 UTC
Ferox is one of the stronger BC's right now. Good range, decent damage and more forgiving fitting than it used to have. Not to mention you can squeeze big tanks on them now. Its tank is just as sustainable as a brutix, but better, with less dps. Thats the price you pay, but you can still get around 550-600 dps with a fit like this.

[Ferox, XLASB]
Co-Processor II
Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

X-Large Ancillary Shield Booster, Cap Booster 400
X-Large Ancillary Shield Booster, Cap Booster 400
Adaptive Invulnerability Field II
10MN Y-S8 Compact Afterburner
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Small Energy Nosferatu II

Medium Anti-EM Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I

Acolyte II x5

This doesn't even touch on the fact that many alliances and other groups are using Ferox as cheap rail doctrines. Where they will be better than brutix as a rail platform. That is their main role, long range sniping. Something the brutix cannot do well, and the harb is marginal at.
Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2016-01-25 06:43:14 UTC  |  Edited by: Reaver Glitterstim
FT Diomedes wrote:
Personally, I think the Ferox is just fine. Please post comparisons for the fitted ships, not just something based on the hull bonuses.

Comparisons, all using T2 long range guns, T2 or faction ammo, max skills, no other bonuses. The rest of the ship is left unfit out of haste, but the remaining fitting room is quite comparable though I will admit the Brutix has both less CPU and powergrid--but keep in mind it is designed for blasters. I am putting rails on the Brutix for better comparison of damage projection. These are comparing only the weapons, not the drones.



Harbinger, Imperial Navy Gamma
Range: 23+13
DPS: 375
Tracking: 0.037

Ferox, Javelin
Range: 17+19
DPS: 331
Tracking: 0.032

Brutix, Federation Navy Antimatter
Range: 23+19
DPS: 391
Tracking: 0.026

In this comparison, the Harbinger and Ferox have about the same range, but the Harbinger has both higher DPS and higher tracking. The Brutix has lower tracking but it has significantly higher range and considerably higher damage.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Harbinger, Imperial Navy Standard
Range: 38+13
DPS: 273
Tracking: 0.037

Ferox, Federation Navy Antimatter
Range: 34+19
DPS: 326
Tracking: 0.026

Brutix, Federation Navy Uranium
Range: 34+19
DPS: 326
Tracking: 0.026

In this comparison, the Brutix and Ferox have identical projection. The Harbinger has considerably less DPS with considerably better tracking. Note that here, where the Ferox is using antimatter, it is using one of the two best-projecting ammos (the other being spike), while the Harbinger and Brutix are using longer range navy ammo and losing a lot of DPS for that. Even so, the Ferox is not a clear winner over either of the other two.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Harbinger, Aurora
Range: 68+13
DPS: 237
Tracking: 0.009

Ferox, Spike
Range: 122+19
DPS: 189
Tracking: 0.006

Brutix, Spike
Range: 81+19
DPS: 227
Tracking: 0.006

It is difficult to give long range comparisons because of the huge disparity between faction and tech 2 ammo along with the huge difference in range of the weapon systems between these ships. I am comparing the T2 long range ammo for the three ships despite the huge range difference.

The Harbinger has a bit more DPS than the Brutix, with the bigger difference being that it gives up some range in favor of a LOT more tracking. The Ferox and Brutix have the same tracking, and the Ferox has significantly more range but the DPS is quite a bit lower.




My conclusion: if range is the only thing that's important to you, the Ferox can outrange the other two. But its damage projection doesn't particularly shine at any level and rather fails at some levels. And remember, this is before drones. Add in drones and the Harbinger and Brutix easily dominate the Ferox. If you think the Ferox's guns alone are balanced already, then at least consider that the Ferox should have a slightly more powerful set of weapons to offset what it lacks in drone power.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2016-01-25 07:24:54 UTC
I cannot agree with the assumption the Ferox is underpowered compared to other BC. Especially in fleets, the Ferox' longer lock range compared to, for instance, the Hurricane makes it more viable than the Cane. Damage output is also similar to the cane. I probably don't need to mention that the tank on the Ferox also outclasses that of the Hurricane.

In your last post's comparison, you compare the Ferox with Spike to a Harbinger with Faction short range and a Brutix with Faction short range ammo. I hope you see the mistake yourself.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2016-01-25 07:48:45 UTC  |  Edited by: Reaver Glitterstim
Rivr Luzade wrote:
In your last post's comparison, you compare the Ferox with Spike to a Harbinger with Faction short range and a Brutix with Faction short range ammo. I hope you see the mistake yourself.

lemme edit that

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Morrigan LeSante
Perkone
Caldari State
#8 - 2016-01-25 07:52:45 UTC
You called spike javelin. I did a double take too.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#9 - 2016-01-25 07:58:35 UTC
Now that makes more sense. But I still do not see a problem. A Ferox with the same DPS of a Brutix in combination with the 120 km range and the better tank of the Ferox would make this ship outclassing everything in the BC range when fitted with long range weaponry.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2016-01-25 08:29:54 UTC
Rivr Luzade wrote:
Now that makes more sense. But I still do not see a problem. A Ferox with the same DPS of a Brutix in combination with the 120 km range and the better tank of the Ferox would make this ship outclassing everything in the BC range when fitted with long range weaponry.

That might be true if the Ferox actually had better tank than the Brutix but it doesn't. It has similar damage projection to the Brutix despite the Brutix being the one with considerably stronger defense. The Brutix gets its damage projection with one skill bonus while the Ferox has two skill bonuses dedicated to its weapons, and from that it gets only as much as the Brutix gets with one.

Not sure how this is difficult to see.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Andrew Indy
Cleaning Crew
#11 - 2016-01-25 08:32:12 UTC
Range is a huge bonus in eve.

Quote:
Ferox - new skill bonus setup 1


So the same DPS as a Brutix but with 50% more range. Next week you will be posting a thread about the brutix being bad.


Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2016-01-25 09:27:26 UTC  |  Edited by: Reaver Glitterstim
If we assume that the Harbinger and Brutix are in the right place, then the Ferox, Drake, Hurricane, and Cyclone are all underpowered. If the Drake isn't underpowered, it's because cruiser missiles are overpowered (which they aren't).


Allow me to demonstrate:

Harbinger:
Turrets: 6
10% damage bonus plus a standard weapon bonus
Effective turrets: 9, not counting weapon bonus
Utility high slots: 1
Utility Weapons: 0
Drones: 50mbit/sec

Brutix:
Turrets: 6
10% damage bonus plus a standard defensive bonus
Effective turrets: 9
Utility high slots: 1
Utility Weapons: 0
Drones: 50mbit/sec

Ferox:
Turrets: 6
5% damage bonus plus a standard weapon bonus
Effective turrets: 7.5, not counting weapon bonus
Utility high slots: 1
Utility Weapons: 0
Drones: 25mbit/sec

Drake:
Launchers: 6
10% kinetic only damage bonus plus a standard defensive bonus
Effective missiles: 9 kinetic, 6 any other type
Utility high slots: 1
Utility Weapons: 0
Drones: 25mbit/sec

Cyclone:
Launchers: 5
5% rate of fire bonus plus a standard defensive bonus
Effective missiles: 6.667
Utility high slots: 2
Utility Weapons: 2
Drones: 50mbit/sec

Hurricane:
Turrets: 6
5% rate of fire, 5% damage
Effective turrets: 10
Utility high slots: 1
Utility Weapons: 1
Drones: 40mbit/sec

In case you don't see the disparity yet, let's do some cross-canceling. They all have at least 25 mbit/sec drone bandwidth and 1 utility high, so I'll eliminate those. They all have a skill bonus other than damage, except the Hurricane. I'll also erase the turrets consideration and skill bonuses for now to condense the chart further.



Harbinger:
Effective turrets: 9
Drones: +25mbit/sec

Brutix:
Effective turrets: 9
Drones: +25mbit/sec

Ferox:
Effective turrets: 7.5

Drake:
Effective missiles: 9 kinetic, 6 any other type

Cyclone:
Effective missiles: 6.667
Utility high slots: +1
Utility Weapons: +2
Drones: +25mbit/sec

Hurricane:
Effective turrets: 10
Other skill bonuses: -1
Utility Weapons: +1
Drones: +15mbit/sec


So here in the condensed chart you can see that the Harbinger and Brutix both have 9 effective turrets. They fill 6 slots to get this, and pay powergrid/CPU for 6 turrets. They then have a utility high remaining, +25mbit/sec bandwidth over the minimum, and either a weapon bonus or defensive bonus.

The Ferox falls short quite clearly, as it has just 7.5 effective turrets before the weapon bonus, despite it having to pay for those same 6 weapons. But it gets even worse, the Ferox has no extra drone bandwidth. It is rather impotent next to the much more powerful Harbinger, or the much more durable Brutix. The Ferox should at minimum have its damage bonus increased to 10% per level.

The Hurricane musters slightly more weapon power out of the same six weapon slots, but at the cost of lacking any other bonus aside from raw damage. Like the Ferox, the Hurricane has been shortchanged on its damage bonus. Now it can fit a utility weapon for a total effective weapons count of 11, but it must pay the powergrid and CPU to fit it, as well as using up the ship's utility high so that's not much of a bonus in its overall strength as a ship. Were it given a proper 10% per level bonus to damage, it would have 12 effective turrets but no other weapon skill bonus. Now I can see where that might be a bit overpowered, giving it too much room for use as a fast gank ship. So compromise and give it a 7.5% damage bonus per level. That will leave it at 11 effective turrets, 12 total effective weapons if it uses the utility high for a weapon. That high raw power comes at the cost of it not having any range or tracking bonuses, and since it's using projectiles it still won't have all that much DPS.

The Drake has a 10% damage bonus, but only to kinetic. To understand this problem, you must understand how missiles work. They deal less DPS than turrets (lasers and hybrids) for the same range because they have the advantage of being able to deal damage of any type. When you give a ship a bonus only to kinetic missile damage, you are taking away its ability to get top damage with its choice of type, making its missiles much more on par with laser/hybrid turret damage application. You must then follow through and give the ship laser/hybrid damage. The Drake should have a 20% bonus to kinetic missile damage, or 15% to kinetic and 5% to other types, or 10% to all missile damage. At 20% to kinetic per level, its effective launchers amount will be 12 when using kinetic, or 6 when using any other (other damage types will be essentially useless). You might think that 12 seems way too high, but consider how much weaker missiles are. I ran a comparison between Drake and Brutix. I used Railguns with Antimatter vs. Heavy Assault Launchers with Scourge:
Brutix: 23+19 | 340
Drake: 25.3 | 281//374
Drake with 9 effective launchers deals much less damage at shorter range. Drake with 12 effective launchers does a bit more damage which helps make up for the reduced range.

The Cyclone has only 5 launcher hardpoints, yet it gets a weak 5% rate of fire bonus. This is the weakest battlecruiser of all, as it gets absolutely no grand bonus to offset this huge glaring weakness. With 2 turrets fit, it still nets a mere 8.667 effective weapons, still less than a Brutix or Harbinger which have their utility high left over. Increase the rate of fire bonus to 7.5% and the Cyclone will get 8 effective weapons out of the 5 slots. Then with 6 weapons fit, it will have 9 effective weapons. The drawback of having mixed weapons on high damage fits is countered by its ability to use two utility highs and maintain full damage bonus from ship bonus.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#13 - 2016-01-25 09:29:23 UTC
Andrew Indy wrote:
So the same DPS as a Brutix but with 50% more range. Next week you will be posting a thread about the brutix being bad.

How do you get figures suggesting to you that the DPS is the same? The Brutix has much better DPS than the Ferox.

Why would I post saying the Brutix is bad? It's far more powerful than the Ferox. There's nothing wrong with the Brutix except for its speed. It's a blaster boat, it shouldn't be so much slower than some of the other combat battlecruisers.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

elitatwo
Zansha Expansion
#14 - 2016-01-25 09:34:59 UTC
In my opinion the Ferox is just fine the way she is. The only thing I don't agree on is the pricetag but that's for another day - if EVE stays online until then.
If you fly the Ferox like the most hated ship of all times - coincidentely a missile boat - you have a strong ship. Use Null M a lot, it helps.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2016-01-25 09:46:29 UTC  |  Edited by: Reaver Glitterstim
elitatwo wrote:
In my opinion the Ferox is just fine the way she is. The only thing I don't agree on is the pricetag but that's for another day - if EVE stays online until then.
If you fly the Ferox like the most hated ship of all times - coincidentely a missile boat - you have a strong ship. Use Null M a lot, it helps.

That's a terrible idea. The Brutix is faster and tougher, and can deal MUCH more damage with Javelin at significantly higher range. The only benefit from using the Ferox with Null is better tracking.



After thinking about it a bit, I take back what I said about giving the Hurricane only 7.5% damage bonus per level. No, it should have the full 10% damage bonus per level. I compared it to a Brutix in EFT. Even with the full 10% bonus damage per level, the Hurricane still dealt only a bit more damage than Brutix (both short range ammo) when the Hurricane had an extra launcher fitted, and less damage when it didn't. Its range is marginally better than the Brutix except for the launcher so it's basically just trading the utility of having variable damage type for the armor repair bonus on the Brutix.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Morrigan LeSante
Perkone
Caldari State
#16 - 2016-01-25 09:53:49 UTC
I'm honestly not getting the problem.

Ferox with 250s and CNAM is 326 @34+19. The brutix is 391 @23+19.

That is quite a significant projection decrease and as I'm sure you're aware range is essentially a DPS buff for turrets.

If the brutix wishes to compete at that range then it has to load CNUR which is....wait for it....326 @34+19


Brutix is brawlier, ferox is a longer ranged beast. /shrug. Seems alright to me.


All done on empty fits with 250mm rails.
Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2016-01-25 10:00:31 UTC
Morrigan LeSante wrote:
I'm honestly not getting the problem.

Ferox with 250s and CNAM is 326 @34+19. The brutix is 391 @23+19.

The Brutix has an armor rep bonus. The Ferox does not have any other bonus outside its weapons. What does the Ferox get to counterbalance the Brutix's bonus?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Morrigan LeSante
Perkone
Caldari State
#18 - 2016-01-25 10:11:12 UTC
Range Smile

I do not think giving the ferox MORE dps is a good move because that vastly strengthens the fleet use, where a rep bonus counts for absolutely nothing. Likewise a resist bonus has the same effect.

They're just different, I don't think the balance is a million miles away.
Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2016-01-25 10:28:08 UTC
Morrigan LeSante wrote:
Range Smile

I do not think giving the ferox MORE dps is a good move because that vastly strengthens the fleet use, where a rep bonus counts for absolutely nothing. Likewise a resist bonus has the same effect.

They're just different, I don't think the balance is a million miles away.

So what you're saying is that since the rep bonus isn't useful for fleets, it's not worth counting when balancing the two ships? The Brutix isn't a fleeting ship, it shouldn't be on par with a Ferox when used in fleet PVP operations.

So we've agreed on this much so far:
The Ferox has more range.
The Brutix has more damage.
The Brutix has more defense.

Eliminate the damage disparity and you have a fair trade off.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Nevyn Auscent
Broke Sauce
#20 - 2016-01-25 10:38:43 UTC
Yet somehow people love the ferox and it's featuring very strongly in fleets. EFT warrioring on very specific aspects with weird choices of numbers does not tell the whole story.
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