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Player Features and Ideas Discussion

 
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Fast frig overhaul

Author
Kassar Hekard
Doomheim
#1 - 2017-03-25 09:52:20 UTC  |  Edited by: Kassar Hekard
So this thread is regarding the slot layout and bonuses of the Slasher, Atron, Condor, and Executioner.

The two reasons i can think of that all of them have a utility high slot is for fitting a nos for close range fights, and to intentionally nerf their slot layout due to their comparably large speed and agility advantage relative to other t1 frigates. That said, it poses some problems in regards to how the bonuses work vs their role, and the simple waste of space a utility high poses if you're not using a cap warfare mod on it. So I have some thoughts on each of them with where they are vs where they should be.

-Slasher
The Slasher does well as a close-ranger tackler, due in no small part to its high speed, abundant mid slots, and its tracking speed bonus lending well to fighting under turrets. As it benefits little from a nosferatu, i believe it would do best by moving the utility high to a low slot, allowing for more damage and mobility options.

-Atron
The Atron is all-around the healthiest ship in its class, with excellent close-range damage and balanced tanking options. The pervasive issue issue it faces is that it remains stuck at close ranges, with its other counterparts being able to field their long-range weapon systems much more effectively. Two proposals to mitigate this would be to keep the slot layout as-is, but swap the falloff bonus for a tracking speed bonus to allow more effective use of railguns (siri: Comet lite). The other would be to go with a four-turret setup, with optimal range and tracking bonuses, akin to what we see for many of the Roden t2 ships. I would be amenable to fixing the Ares with this as well, as it could do with moving a low to a high. The latter may be a bit too oppressive, but poor fitting space makes a good counter to this.

-Condor
The Condor is maligned as a light missile boat, excelling at long-range combat and providing decent ewar and shield tanking options. IMO it would definitely shine if it was pushed a little more into a fleet support role rather than the solo/small gang powerhouse it is, and would achieve that by dropping some powergrid in favor of cpu, and moving its utility high into a 5th mid slot. This could open it up as a dedicated cheap fast tackler, and provide a wide variety of ewar options, at the expense of some defensive and offensive fitting ability. Forcing fitting choices with having to put in the extra effort to run lights would balance it out well, and would open up more possibilities for effective close-range builds with rockets.

-Executioner
While it's effective enough at scramkiting, the Executioner has very few fitting options outside of scram-range builds. Taking a page from the Punisher would be ideal in this setting, with adding a gun and swapping the damage bonus for tracking speed would help out beam AND pulse fits significantly, but it would need a bump in powergrid to compensate. The loss of the nos would balance this out some, and porting some more of its hp into armor would mitigate the effectiveness of kiting builds somewhat.

Thoughts? I'm curious to see what people use these for outside of factional warfare. Pirate