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Assault frigates changes

Author
Karaburan
Perkone
Caldari State
#1 - 2016-12-14 20:56:08 UTC
At Eve Vegas CCP Fozzie indicated at a roundtable that they are still working on what their design philosophy for Assault Frigates (AF) will be when that change comes. They are current eclipsed in nearly every respect by the Tech 3 Destroyer class. The versatility of the T3Ds makes them more than a Jack of all trades but a bit of a master of all trades.

So, To fix this I think the AF class needs to go the opposite direction and have a laser sharp design philosophy and be focused on filling their role precisely better than any other ship.

Tank stats and bonuses

I propose that for this redesign we look at some conventions in Eve ship design that may need to be modified. Nearly every, if not every, ship in Eve has a resist profile that follows their racial pattern that is improved by T2 resists. But why does EVERY Ship have resists for their non-racially favored tank type (e.g. armor for Caldari or shield for Gallente)? I suggest that there should be ship types, in this case AF, that might not have any resists to their non-racially favored tank, but in exchange their base resists get 10% improvement on their base stats. So, a hawk would have:


Hawk


shield

EM: 5% TH: 88% KI: 76.25% EX: 60%

armor

EM: 0% TH: 0% KI: 0% EX: 0%

hull

EM: 33% TH: 33% KI: 33% EX: 33%

This would mean that there would be no viable fittings for an armor tank hawk. Well, there isn’t anyway. But the extra EHP for the shields comes at the cost of a 10% EHP loss at the armor level. For a net gain overall. And it fits with the specialization theme that T2 ships should have.

Propulsion

Another change I would make is that the current MWD signature radius role bonus is a little weak IMO for a frigate class. I would replace it with about a 100% bonus to Afterburner speed role bonus. This would put the speeds that AF could achieve with AB still less than MWD speeds but still fast enough to be a clearly superior choice to a MWD. Though there would still be some niche fits that use MWD.

This has some significant effects on the ship. One of the most obvious to me is that with those speeds and a small increase in EHP (outlined above) this class would be very survivable especially against heavier ships. With it being the fastest AB ships in the game it would make for some very brawl oriented ships that can get on top of something that was slowed down, by interceptors say, and burn them down. They would likely out pace the T3D at holding ground on the field of battle. They would be a strong choice for defensive fleets covering strategic locations in Null and low sec space. They would be a good counter to interceptors, but not perfect, since they would have trouble engaging the inteys. They would be excellent against large numbers of large ships and might even be superior to bombers at killing lone capitals, but, they can be caught and killed.

This would make a fun class and I think would blunt the T3D menace somewhat and make for some interesting uses for a class that has historically been a lot of fun but has fallen on hard times.
Cade Windstalker
#2 - 2016-12-14 22:16:13 UTC
This would drastically reduce fitting choice in one of the most interesting areas of the game.

Fun fact, Armor-Hawk was a thing for years (and may still be for all I know) despite the lack of Caldari bonuses to it.

Also the MWD sig radius bonus is incredibly strong compared to an AB speed bonus. You get a similar benefit to speed tanking from AB speed bonuses but you don't get nearly the absolute speed value which is what really matters and why oversized ABs are so powerful on the few ships that can pull them off.

A faster AB basically means you can speed tank as well as the AFs already can but can't actually catch anything relying on an MWD.

The end result here would be that shield AFs would melt as soon as they lost shield integrity, and AFs in general would be easily caught and pinned down by T3Ds using MWDs.

IMO this is just a poor direction to go with the class, it doesn't fit what we've already got and doesn't even meet your own design goals.
PopeUrban
El Expedicion
Flames of Exile
#3 - 2016-12-15 11:18:51 UTC  |  Edited by: PopeUrban
A more interesting direction could be to keep the MWD bonus as is, but in stead bonus them for oversized guns. This is similar to the bomber design, a frig sized sig tanking platform with guns designed for battleships and a speciality function (bombs) to compensate for tight fitting resources and bad tank.

Now take an AF, with bonuses specifically designed for sig tanking WITH resources to mount a decent "real" tank like other frigs... and give it bonuses to fitting and use of cruiser sized close range weapons. You could even go so far as to give it a massive damage bonus along with a massive cycle time penalty to encourage its use as a "bombing run" style of alpha striking hit-and-run craft for these engagements to encourage active player rather than sig tank orbiting at gun range, making AF piloting have a unique and somewhat interesting flavor that functions as a mix of kite and brawl.

Alternately, you could scrap the MWD bonus and give it (gasp) immunity to webs, making the interceptor its natural hard counter as an extremely small and mobile ship that it can't hit well with med guns, and that it can't outrun with web immunity, which would nicely create more combat roles for intys.

This gives it a pretty unique role in combat as a frig that is primarily countered by other frigs, but primarily designed to "fight up" to larger ships as a combat vessel rather than a tackle in a way that no current sig tanking ships do, and that is highly disruptive to subcap escort fleet patterns.

Its very existance in this role could make interceptors of various types desirable for fleet combat roles as such a ship would be fairly well equipped to engage a and possibly win dps-vs-tank race against destroyers that usually keep frigs off the field, a viable DPS option against cruisers, and a superior nano-dps option when fighting battleship and larger vessels.

Its an idea anyway. I'm sure it has problems.
Cade Windstalker
#4 - 2016-12-15 16:22:32 UTC
PopeUrban wrote:
A more interesting direction could be to keep the MWD bonus as is, but in stead bonus them for oversized guns. This is similar to the bomber design, a frig sized sig tanking platform with guns designed for battleships and a speciality function (bombs) to compensate for tight fitting resources and bad tank.

Now take an AF, with bonuses specifically designed for sig tanking WITH resources to mount a decent "real" tank like other frigs... and give it bonuses to fitting and use of cruiser sized close range weapons. You could even go so far as to give it a massive damage bonus along with a massive cycle time penalty to encourage its use as a "bombing run" style of alpha striking hit-and-run craft for these engagements to encourage active player rather than sig tank orbiting at gun range, making AF piloting have a unique and somewhat interesting flavor that functions as a mix of kite and brawl.

Alternately, you could scrap the MWD bonus and give it (gasp) immunity to webs, making the interceptor its natural hard counter as an extremely small and mobile ship that it can't hit well with med guns, and that it can't outrun with web immunity, which would nicely create more combat roles for intys.

This gives it a pretty unique role in combat as a frig that is primarily countered by other frigs, but primarily designed to "fight up" to larger ships as a combat vessel rather than a tackle in a way that no current sig tanking ships do, and that is highly disruptive to subcap escort fleet patterns.

Its very existance in this role could make interceptors of various types desirable for fleet combat roles as such a ship would be fairly well equipped to engage a and possibly win dps-vs-tank race against destroyers that usually keep frigs off the field, a viable DPS option against cruisers, and a superior nano-dps option when fighting battleship and larger vessels.

Its an idea anyway. I'm sure it has problems.


The problem with a bonus to oversized guns from a development perspective is that it would require reworking all 8 AF models to accommodate those gun models, making this a very expensive idea in terms of dev time, especially with how squished the art pipeline has been these days.

That's not to say that I hate the idea, but I feel like there are probably other ideas that are just as good or better that are more feasible for CCP to implement, even if it's just taking small guns and giving them a rate of fire/alpha trade-off pairing (though I suspect that's likely to end up OP due to different gun sizes).

Generally not a fan of flat out web-immunity, or flat out immunity to anything really, especially not on a small ship like this. It might make them fun to play but it would make them intensely frustrating to catch and kill, even with an Interceptor, especially since the Inties themselves aren't' going to be web immune which means you could probably web and scram an Inty and line up a death blow on him and he's going to be given a choice between risking web range to shut off your MWD or circling out at long-point range and hoping something else can catch you both.
Lugh Crow-Slave
#5 - 2016-12-15 18:57:44 UTC
to be fair if that was the case AFs becoming the anti inti ship class would not be a bad thing
Karaburan
Perkone
Caldari State
#6 - 2016-12-15 19:23:00 UTC
Cade Windstalker wrote:
This would drastically reduce fitting choice in one of the most interesting areas of the game.

Fun fact, Armor-Hawk was a thing for years (and may still be for all I know) despite the lack of Caldari bonuses to it.

Also the MWD sig radius bonus is incredibly strong compared to an AB speed bonus. You get a similar benefit to speed tanking from AB speed bonuses but you don't get nearly the absolute speed value which is what really matters and why oversized ABs are so powerful on the few ships that can pull them off.

A faster AB basically means you can speed tank as well as the AFs already can but can't actually catch anything relying on an MWD.

The end result here would be that shield AFs would melt as soon as they lost shield integrity, and AFs in general would be easily caught and pinned down by T3Ds using MWDs.

IMO this is just a poor direction to go with the class, it doesn't fit what we've already got and doesn't even meet your own design goals.


It is specifically my intention that this would reduce fitting choices. the point of T2 ships in general is that you are trading some flexibility in fitting for better stats and higher prices. I think this needs to be balanced back into the T2 lines. Since CCP Fozzie began his tiericide works (which I almost completely agree with) a lot of the flexibility of the T1 ships has been lost, so the T2 line, by comparison, looks too similar.

I flew a armor hawk. it wasn't that great. meh.

As far as AF melting as soon as their preferred tank type is gone. yeah, that's the point. you would get a net improvement in EHP for the small price of evaporating when that tank is gone. Trust me, as a long time logi pilot those few armor points wouldn't save you, they aren't bonused or really helpful. giving the logi a few more seconds to save you via your primary tank is more valuable. and it gives self reppers better resists to heal against too.

I agree the MWD is a powerful bonus I love it on the HAC class, my preferred solo pvp ship (not that I'm any good at solo PVP). But I think a AB bonus give some cool things like not being affected by scrams and still having a very powerful tank. Remember there are diminishing returns on speed tanking the difference between 1600m/s and 2300m/s isn't a huge difference especially if interceptors can't kill that MWD.

I think overall a AF running in the 1500-2000m/s range (ballpark) with the bonuses to the shield would make for a very resilient frigate that could stay on the field longer than anything frigate sized and most destroyers and T1 cruisers. Be able to apply DPS consistently, and that's the role of the AF IMO. Be resilient, consistent DPS against any size ship. It's drawback that it's not a tackler is fine that's not it's job. but if you have tackle in your fleet there will be no hesitation about approaching and applying dps. If the AF class were able to catch interceptors, no one would fly combat fit interceptors and they would only be used to ferry around null sec. My thoughts are the AF class, the name notwithstanding, should be the premier choice in defending an objective in the frigate sized hull. It's highly capable of staying on field and applying damage.

I admit things like recons with oversized MWD are a problem but their not the AF problem. Maybe oversized modules need some sort of penalty if we need to reign in that sort of thing.

Cade Windstalker
#7 - 2016-12-15 21:03:17 UTC
Karaburan wrote:
It is specifically my intention that this would reduce fitting choices. the point of T2 ships in general is that you are trading some flexibility in fitting for better stats and higher prices. I think this needs to be balanced back into the T2 lines. Since CCP Fozzie began his tiericide works (which I almost completely agree with) a lot of the flexibility of the T1 ships has been lost, so the T2 line, by comparison, looks too similar.

I flew a armor hawk. it wasn't that great. meh.


T2 ships don't so much trade flexibility as they do fitting space and wiggle room. With the Tiericide CCP have actually been getting away from mandatory fittings like the MWD on the old Deimos because of it's cap-penalty reduction. T2 ships tend to have more slots and more actual fitting options than T1, they just also tend to be specialized, so you end up with a ship that has more it can do within a limited slice of the pie as opposed to a T1 ship that's less specialized and can do more.

As for the A-Hawk I don't particularly care if you don't like it, I don't care about it specifically one way or the other, but I don't believe in these kind of arbitrary restrictions limiting other's options just because I don't personally have an attachment to a particular off-kilter fit.

Karaburan wrote:
As far as AF melting as soon as their preferred tank type is gone. yeah, that's the point. you would get a net improvement in EHP for the small price of evaporating when that tank is gone. Trust me, as a long time logi pilot those few armor points wouldn't save you, they aren't bonused or really helpful. giving the logi a few more seconds to save you via your primary tank is more valuable. and it gives self reppers better resists to heal against too.


With logi, sure, but most Frigate fights (and especially places where AFs get used) don't involve logi. They're small affairs involving a squad at most and quite frequently single ships. In a one on one frigate fight absolute tank value doesn't matter as much as tank over time and quite often the little bit of wiggle room armor buffer or shield regen gets you is enough to pull range or let your repper cycle a bit more.

Also something I forgot to bring up last time, that doesn't even get into Gallente and Minmatar ships which are generally able to run either armor or shield as part of their racial flavor.

Beyond that you're looking at something that's either going to make it very very easy to brick tank, because of the increased resists, or something that will only reduce fitting diversity but just shift buffer from both tank types to a single one. This is especially true because of how resist stacking works and how powerful strong base resists are. I've got a shield Harpy that's already able to just sort of troll-passive tank most single Frigate attackers, with what you're proposing I'd probably be able to fit a fairly minimal tank in terms of mods and just laugh at half the frigs in the game in a 1v1 fight.

Karaburan wrote:
I agree the MWD is a powerful bonus I love it on the HAC class, my preferred solo pvp ship (not that I'm any good at solo PVP). But I think a AB bonus give some cool things like not being affected by scrams and still having a very powerful tank. Remember there are diminishing returns on speed tanking the difference between 1600m/s and 2300m/s isn't a huge difference especially if interceptors can't kill that MWD.


That's not how speed tanking works or the point I was making about the relative utility of a MWD vs an AB. There is no decreasing marginal return for speed tanking, at the same sig 2400m/s is *vastly* better than 1600m/s. In practice we only observe this because MWDs have a sig bloom, given a choice between 100% AB and 50% sig bloom reduction on a MWD I'll take the MWD every day of the week.

This is demonstrated quite clearly on the Sansha ships which get an AB speed bonus and just aren't terribly popular, not even the frigate which gets a 20% per level bonus to AB velocity and still gets outrun by a Harpy with an MWD, a ship with about 100m/s less base speed (with 5s).

The extra speed of an MWD lets you dictate range, avoid getting scrammed in the first place, run away from bad fights, and is just generally amazingly useful.

Karaburan wrote:
I think overall a AF running in the 1500-2000m/s range (ballpark) with the bonuses to the shield would make for a very resilient frigate that could stay on the field longer than anything frigate sized and most destroyers and T1 cruisers. Be able to apply DPS consistently, and that's the role of the AF IMO. - SNIP -

I admit things like recons with oversized MWD are a problem but their not the AF problem. Maybe oversized modules need some sort of penalty if we need to reign in that sort of thing.


Few problems with this, first off that AB is only worth anything until the enemy gets webs on you or can otherwise track you, and that's not so hard to do that you can actually rely on that AB bonus. Second the T3Ds are still going to be able to run you down and nail you to the wall, as will any Inty and even an EWar Frig with an MWD bonus. At that point you don't punch hard enough to fight your way out and your idea doesn't give the frigate any other tricks because you've stripped it's fitting versatility.

I feel like you're missing everything these get used for that's not small fleet engagements and you're trying to shoehorn your own ideas about what class balance should look like into a single idea and ignoring the realities of the game as it stands now.

AFs already tank well in a fleet role, the problem is that's not enough for them to be particularly good, useful, or unique and buffing that significantly makes them OP, as the old brick-tank T3D fits amply demonstrated.
PopeUrban
El Expedicion
Flames of Exile
#8 - 2016-12-15 23:50:22 UTC  |  Edited by: PopeUrban
Cade Windstalker wrote:
PopeUrban wrote:
A more interesting direction could be to keep the MWD bonus as is, but in stead bonus them for oversized guns. This is similar to the bomber design, a frig sized sig tanking platform with guns designed for battleships and a speciality function (bombs) to compensate for tight fitting resources and bad tank.

Now take an AF, with bonuses specifically designed for sig tanking WITH resources to mount a decent "real" tank like other frigs... and give it bonuses to fitting and use of cruiser sized close range weapons. You could even go so far as to give it a massive damage bonus along with a massive cycle time penalty to encourage its use as a "bombing run" style of alpha striking hit-and-run craft for these engagements to encourage active player rather than sig tank orbiting at gun range, making AF piloting have a unique and somewhat interesting flavor that functions as a mix of kite and brawl.

Alternately, you could scrap the MWD bonus and give it (gasp) immunity to webs, making the interceptor its natural hard counter as an extremely small and mobile ship that it can't hit well with med guns, and that it can't outrun with web immunity, which would nicely create more combat roles for intys.

This gives it a pretty unique role in combat as a frig that is primarily countered by other frigs, but primarily designed to "fight up" to larger ships as a combat vessel rather than a tackle in a way that no current sig tanking ships do, and that is highly disruptive to subcap escort fleet patterns.

Its very existance in this role could make interceptors of various types desirable for fleet combat roles as such a ship would be fairly well equipped to engage a and possibly win dps-vs-tank race against destroyers that usually keep frigs off the field, a viable DPS option against cruisers, and a superior nano-dps option when fighting battleship and larger vessels.

Its an idea anyway. I'm sure it has problems.


The problem with a bonus to oversized guns from a development perspective is that it would require reworking all 8 AF models to accommodate those gun models, making this a very expensive idea in terms of dev time, especially with how squished the art pipeline has been these days.

That's not to say that I hate the idea, but I feel like there are probably other ideas that are just as good or better that are more feasible for CCP to implement, even if it's just taking small guns and giving them a rate of fire/alpha trade-off pairing (though I suspect that's likely to end up OP due to different gun sizes).

Generally not a fan of flat out web-immunity, or flat out immunity to anything really, especially not on a small ship like this. It might make them fun to play but it would make them intensely frustrating to catch and kill, even with an Interceptor, especially since the Inties themselves aren't' going to be web immune which means you could probably web and scram an Inty and line up a death blow on him and he's going to be given a choice between risking web range to shut off your MWD or circling out at long-point range and hoping something else can catch you both.


Decent point about the weapon models. Could get around that by basically turning smalls in to meds on the frame with stat magic I suppose (though it would be a massive stat block that may be confusing to look at, you could just cut the tracking speed, up the damage/optimal, etc.)

I get what you're saying about defensive webs, but the entire idea is that they're frustrating to catch and kill as part of the tradeoff that they're only really effective at close range. Think of that balance as a "visible cloak" philosophy. Cloaky ships are frustrating to catch and kill, but when employing the system that makes them frustrating to catch and kill for long periods of time they aren't contributing to the fight. The difference here is that you can see teh AF blueballing you and you can see when it's wheeling around for another attack pass.

If the application of defensive webs is too powerful as a defensive tool you could just cut their ability to mount webs as part of the pseudoscience that makes them immune I guess.

I mean we're talking about some big complex stat blocks here, but in all honesty I think EVE players are mostly pretty okay with that as long as its reasonably clear what the ship is for and that the ship still has some decent fitting options in its slots. The role of the AF itself is really what's in question, but I think everyone agrees that its focus should be a frig platform designed primarily to stay on grid and actually mix it up, and retain that capability in larger and mixed fleet fights where frigs are usually not well suited for that purpose rather than be used as a utility ship.
Deckel
Island Paradise
#9 - 2016-12-16 07:11:08 UTC
Well, oversized guns might be one way to take it, but if this were to occur, it would only be to one of the AF per faction. The suggestion to fix up the other one, or even both of them, I think should be MWD immunity or resistance to scrams. They are already getting a bonus to MWD so why not take it one step further. If this is also not quite enough, a 25% reduction in web efficiency against them to top it off.
Lugh Crow-Slave
#10 - 2016-12-16 07:35:36 UTC
Deckel wrote:
Well, oversized guns might be one way to take it, but if this were to occur, it would only be to one of the AF per faction. The suggestion to fix up the other one, or even both of them, I think should be MWD immunity or resistance to scrams. They are already getting a bonus to MWD so why not take it one step further. If this is also not quite enough, a 25% reduction in web efficiency against them to top it off.



But again Web resistance or mwd scram immunity you start to get a very broken ship that is going to be almost impossible to hold even if you do get the upper hand.
Deckel
Island Paradise
#11 - 2016-12-16 07:59:56 UTC
Lugh Crow-Slave wrote:
Deckel wrote:
Well, oversized guns might be one way to take it, but if this were to occur, it would only be to one of the AF per faction. The suggestion to fix up the other one, or even both of them, I think should be MWD immunity or resistance to scrams. They are already getting a bonus to MWD so why not take it one step further. If this is also not quite enough, a 25% reduction in web efficiency against them to top it off.



But again Web resistance or mwd scram immunity you start to get a very broken ship that is going to be almost impossible to hold even if you do get the upper hand.


A frigs defense is their ability to out maneuver their opponents. I think fiddling MWD scram resists and sig bloom or web resists really could be a solution, though finding the balance and the proper mechanic may take a bit.
Lugh Crow-Slave
#12 - 2016-12-16 08:05:36 UTC  |  Edited by: Lugh Crow-Slave
Deckel wrote:
Lugh Crow-Slave wrote:
Deckel wrote:
Well, oversized guns might be one way to take it, but if this were to occur, it would only be to one of the AF per faction. The suggestion to fix up the other one, or even both of them, I think should be MWD immunity or resistance to scrams. They are already getting a bonus to MWD so why not take it one step further. If this is also not quite enough, a 25% reduction in web efficiency against them to top it off.



But again Web resistance or mwd scram immunity you start to get a very broken ship that is going to be almost impossible to hold even if you do get the upper hand.


A frigs defense is their ability to out maneuver their opponents. I think fiddling MWD scram resists and sig bloom or web resists really could be a solution, though finding the balance and the proper mechanic may take a bit.



Frigs don't just fight larger frigs a mwd scram resistance would make these thing near unkillable by other frigates. And a Web resistance would make them immune to anything bigger than frigates as they could not be sufficiently tackled to let bigger ships get to them. And these are just issues with that in general try putting it into other areas like FW and you really start to see how it upsets game balance


Rather than giving them some gimmicky trait their dps hp speed sig and fitting should be gone back over. Give these guys solid base stats and you will see them used again
Cade Windstalker
#13 - 2016-12-16 15:01:34 UTC
PopeUrban wrote:
Decent point about the weapon models. Could get around that by basically turning smalls in to meds on the frame with stat magic I suppose (though it would be a massive stat block that may be confusing to look at, you could just cut the tracking speed, up the damage/optimal, etc.)

I get what you're saying about defensive webs, but the entire idea is that they're frustrating to catch and kill as part of the tradeoff that they're only really effective at close range. Think of that balance as a "visible cloak" philosophy. Cloaky ships are frustrating to catch and kill, but when employing the system that makes them frustrating to catch and kill for long periods of time they aren't contributing to the fight. The difference here is that you can see teh AF blueballing you and you can see when it's wheeling around for another attack pass.

If the application of defensive webs is too powerful as a defensive tool you could just cut their ability to mount webs as part of the pseudoscience that makes them immune I guess.

I mean we're talking about some big complex stat blocks here, but in all honesty I think EVE players are mostly pretty okay with that as long as its reasonably clear what the ship is for and that the ship still has some decent fitting options in its slots. The role of the AF itself is really what's in question, but I think everyone agrees that its focus should be a frig platform designed primarily to stay on grid and actually mix it up, and retain that capability in larger and mixed fleet fights where frigs are usually not well suited for that purpose rather than be used as a utility ship.


The stats-magic is more or less what I was talking about with the damage/ROF trade on smalls, the issue there is that you're likely to end up with something broken in there somewhere because each size of small weapon doesn't directly translate to the same size of medium gun, so a percentage change on the largest Small gun might be balanced but that same percentage on the smallest gun might result in something broken or completely unusable.

The cloak analogy isn't a bad one but it also does a good job of pointing out the inherent problem here, Cloaky ships trade a lot for those cloaks. They're squishy, they're slow, and with the exception of Bombers they tend to have lower DPS as well. AFs have none of those drawbacks, in fast they tend to be one of the tankiest Frigate hulls and they have the slots and fitting to fit a dual prop in many cases, so if you give them web immunity you're very likely to end up with something that you really really can't pin down or effectively kill, which is intensely frustrating to fight. As various other ships or classes have shown, something doesn't need to be effective at killing you to be frustrating to deal with, frustration is its own kind of damage, especially if the ship is capable of harassing an objective like a FW plex or an Entosisable structure.

Honestly it might be viable to just make AFs have a pretty good buffer for a Frigate. Cut the passive regen and what-not and just give them really thick tanks so they can pull high EHP numbers and outlast opponents. If what AFs are really missing is just staying power (and I'm not 100% convinced that's all they need) then why bother trying to outsmart yourself with a clever solution and just fix the most obvious stat associated with staying power, raw HP.
elitatwo
Zansha Expansion
#14 - 2016-12-16 17:05:00 UTC
Lugh Crow-Slave wrote:
Deckel wrote:
Lugh Crow-Slave wrote:
Deckel wrote:
Well, oversized guns might be one way to take it, but if this were to occur, it would only be to one of the AF per faction. The suggestion to fix up the other one, or even both of them, I think should be MWD immunity or resistance to scrams. They are already getting a bonus to MWD so why not take it one step further. If this is also not quite enough, a 25% reduction in web efficiency against them to top it off.



But again Web resistance or mwd scram immunity you start to get a very broken ship that is going to be almost impossible to hold even if you do get the upper hand.


A frigs defense is their ability to out maneuver their opponents. I think fiddling MWD scram resists and sig bloom or web resists really could be a solution, though finding the balance and the proper mechanic may take a bit.



Frigs don't just fight larger frigs a mwd scram resistance would make these thing near unkillable by other frigates. And a Web resistance would make them immune to anything bigger than frigates as they could not be sufficiently tackled to let bigger ships get to them. And these are just issues with that in general try putting it into other areas like FW and you really start to see how it upsets game balance


Rather than giving them some gimmicky trait their dps hp speed sig and fitting should be gone back over. Give these guys solid base stats and you will see them used again


I agree.

Let's not make some rash decisions and give them modest capacitor and a few fitting changes, nothing drastic and we will see.

The Hawk and the Harpy are very capable as they are, the Enyo is a beast and the Ishkur could use some love with the drone-bay bonus.
The Retribution is a very sad laser-boat but the Vengeance is a very fierce rocket boat.

Give the Hawk, Harpy, Retribution, Enyo and Ishkur a nice capacitor and all of them a tad cpu and powergrid. They should be fine then.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

A8ina
Pator Tech School
Minmatar Republic
#15 - 2016-12-16 23:41:56 UTC
Hey guys I stick my neck out there too since I love flying the Jaguar

What about overheating bonus like 5% to heat reduction and additional 10% for the bonus that the equipment gets when overheated. Pirate
elitatwo
Zansha Expansion
#16 - 2016-12-16 23:55:41 UTC
A8ina wrote:
Hey guys I stick my neck out there too since I love flying the Jaguar

What about overheating bonus like 5% to heat reduction and additional 10% for the bonus that the equipment gets when overheated. Pirate


Oh that sounds nice. I wouldn't mind an overheat bonus of 5% per level. I am not sure about the effectiveness bonus though.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

A8ina
Pator Tech School
Minmatar Republic
#17 - 2016-12-17 00:18:14 UTC
the overheating bonus is like 15% for most of the equipment and it will end up 22% with that 40% or 50% but it will be a special bonus and a signature that will define the Assault frigates
A8ina
Pator Tech School
Minmatar Republic
#18 - 2016-12-18 22:08:28 UTC
Oo it will get the afterburner to 100% for short time I guess you can do a fly by at 2000ms but no orbiting closer than 10k with this speed.
elitatwo
Zansha Expansion
#19 - 2016-12-19 01:22:33 UTC
A8ina wrote:
Oo it will get the afterburner to 100% for short time I guess you can do a fly by at 2000ms but no orbiting closer than 10k with this speed.


So a Succubus with t2 resist, yeah I'm down Lol

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PopeUrban
El Expedicion
Flames of Exile
#20 - 2016-12-19 12:43:53 UTC  |  Edited by: PopeUrban
Cade Windstalker wrote:


The stats-magic is more or less what I was talking about with the damage/ROF trade on smalls, the issue there is that you're likely to end up with something broken in there somewhere because each size of small weapon doesn't directly translate to the same size of medium gun, so a percentage change on the largest Small gun might be balanced but that same percentage on the smallest gun might result in something broken or completely unusable.

The cloak analogy isn't a bad one but it also does a good job of pointing out the inherent problem here, Cloaky ships trade a lot for those cloaks. They're squishy, they're slow, and with the exception of Bombers they tend to have lower DPS as well. AFs have none of those drawbacks, in fast they tend to be one of the tankiest Frigate hulls and they have the slots and fitting to fit a dual prop in many cases, so if you give them web immunity you're very likely to end up with something that you really really can't pin down or effectively kill, which is intensely frustrating to fight. As various other ships or classes have shown, something doesn't need to be effective at killing you to be frustrating to deal with, frustration is its own kind of damage, especially if the ship is capable of harassing an objective like a FW plex or an Entosisable structure.

Honestly it might be viable to just make AFs have a pretty good buffer for a Frigate. Cut the passive regen and what-not and just give them really thick tanks so they can pull high EHP numbers and outlast opponents. If what AFs are really missing is just staying power (and I'm not 100% convinced that's all they need) then why bother trying to outsmart yourself with a clever solution and just fix the most obvious stat associated with staying power, raw HP.


I don't hate the idea of just throwing some EHP on them and calling it a day, but would that really make them a good option when compared to the reason they've fallen out of favor, the T3D?

T3Ds store the AF's thunger as the sort of on-field nano-DPS ship.

My concern here is that giving the AF thicker tank might help, but at the end of the day the balance of kite, tank, and DPS you can field out of the T3D is what started knocking them off field right?

A nice buffer is nice, but a nice buffer with lackluster application for its DPS still seems to me to be a ship that's going to be left behind when decisions are made.

My fear here is not so much the lack of staying power for the AF as it is a lack of a clear role in a world where t3ds can move, tank, and kite to effectively supplant its role in combat.

So, you know, it seems to me that giving the AFs a clear role that differentiates itself from the core job that another combat frig or a t3d does may be a better move, hence the kinda screwy oversized guns idea. Once class of ships that has always had a clear place is stealth bombers simply due to their ability to fill a role that no other ship can. As t2 hulls, it seems to me that specialization, not generalization, should be the name of the game here and as is I have a hard time determining what exactly the AF specializes in that other similarly sized ships can't already do pretty well in addition to their "specialist" tricks.

Going fast to get that long tackle? Interceptors do that. That's their specialization.

Sucking up damage? Take your pick of faction ships, or better yet use a cruiser.

DPS? Again, take your pick of other ships.

Currently the "role" of AFs is "here's a combat frig that tanks slightly better" or "here's a combat frig that does slightly more DPS" and that's where I see the issue really. You want more DPS out of small guns, you can run a destroyer. You want more tank out of a frig platform you have lots and lots of faction options.

They're simply "frigates with slightly different numbers" and lack a clear role. As of tiericide the point of t2 ships is that they HAVE a well defined role, as the "generalist" ships with flexible fits for their ship classes are supposed to be t1s and/or faction ship upgrades to the t1s.

If you're going to have a tanking AF, that ship needs to be the absolute last word in frig tanking. If you're going to have a damage AF, that frig needs to be the absolute last word in frig class damage. Doing either of those things would, I fear, basically kill a lot of other frigs.

In a world without faction ships or sensibly balanced and viable t1s thoe tank or dps assault frig designed would make sense. As it is though, they kinda get lost in the shuffle among a large pool of ships where their only specialization is "do frig stuff in slightly different flavors"
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