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Nerfing Caldari?

First post
Author
Fon Revedhort
Monks of War
#281 - 2012-01-19 08:41:25 UTC
Mars Theran wrote:
I
HACs suffer from being only the barest step above T1 Cruisers; when they should be near equivalent to Command ships, with somewhat higher speed and agility, and a little less EHP.

lol

CS's relate to HAC's just like your fugly Drake relates to cruisers. Never forget this. But I don't see you proponing for cutting off like 50% EHP from Drake, which surely will get it in line with your thoughts above, so that it has a little more EHP than cruisers.

LOL, damn pharisees!

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Mutnin
SQUIDS.
#282 - 2012-01-19 08:45:37 UTC
Buff Jesus wrote:


This would be a half decent thread if there were more people in it that actually have used a Drake and less that surmise that it's some kind of unstoppable juggernaut of doom.


I fly it every day almost and I'm still waiting to see these OP fits of 80k EHP with invuln "off" and 600+ DPS of Doom all on the same ship hull. Lol
Mars Theran
Foreign Interloper
#283 - 2012-01-19 09:17:44 UTC  |  Edited by: Mars Theran
Mutnin wrote:
Mars Theran wrote:


- Easy to train for is relevent in some respects. Regarding the Drake, it's mostly due to missile training not requiring specialization in smaller launchers. This is a problem with Missiles, rather than Ships; and should be counted as such. There are more launcher classes than turrets though.




Claiming it's less to skill for is not really true because Missile skills take longer to train for than Gunnery. It's just with Gunnery you get the small guns included in your training for less time with Missiles you have to train more to use your small weapon systems.

Basic Missile Support skills

Missile Launcher Operation (Rank 1)
Missile Bombardment (Rank 2)
Rapid Launch (Rank 2)
Target Navigation Prediction (Rank 2)
Missile Projection (Rank 4)
Guided Missile Precision (Rank 5)
Warheads Upgrades (Rank 5)

If you Train T2 Heavy Missile Launchers and train the Spec skill to level IV then max all all the missile support sills it takes 147 days on a "base nural mapping" with no implants.

Basic Gunnery Skills

Gunnery (Rank 1)
Motion Prediction (Rank 2)
Rapid Firing (Rank 2)
Sharpshooter (Rank 2)
Surgical Strike (Rank 4)
Trajectory Analysis (Rank 5)

If you Train T2 Med auto cannons with the spec skill at level IV, then train all the supporting Gunnery skills to level V it takes 121 days using the same base nural mapping a Char starts with. Added to this not only does it take less time you also get T2 small A/C's with that 121 days. For Missiles you would have to Train even more to get either Rockets or Standard Missile launchers at T2.

Next advantage of Guns is to train the secondary system like Arti's you only have to then Train the Spec skills to be able to use them. With Missiles you would have to train Heavy Assualt Missiles which is yet another Rank 3 as well as the spec skill.

I didn't add weapons upgrades or advanced weapon upgrades as it would be same training time for both. Missiles require 7 support skills 2 of which are Rank 5's .. Meanwhile Gunnery requires only 6 for auto cannons with only one being a Rank 5.

Even if you train Hybrid guns and have to train Controlled Bursts to V it's still less time than training Missiles. Added to this if you fly a Shield Cane as most do it's the exact same skill training for it's shields as it is for a Drake. This means you can max out a Hurricane Faster than you can max out a Drake by a littler over 25 days faster using a base Char with no implants.

A Hurricane Pilot can actually max out his T2 Guns gunnery support skills & Train his BC to V in the same time it takes to train "1" Med Weapon system and Max out the supporting Missile skills. (assuming both pilots had BC IV)

So can we please stop the non sense in claiming that Drakes are easier to train for. The only real advantage a Drake has over a Hurricane with T1 weapons is the Drake still gets same range of fire by using t1 or Faction ammo where the Hurricane requires Barrige to get it's max range with the T2 ammo.

I hope this helps to show those whom love to Claim it's easier to spec out a Drake are living in wishful thinking wonderland and haven't actually sat down to compare the reality of 2 sets of skill plans for the Drake vs a Hurricane. Big smile


I wasn't actually thinking so much of Max. Skills, as functional skill levels. You're right though, and controlled bursts is only relevent to lasers and hybrids; but, I might add, Guided Missile Precision is only relevent to HMs and the like, so training for a HAM Drake is one Rank 5 skill less requirement.

Really, I was actually suggesting the many statements here about Drakes req. less training, was more the result of Turrets and Missiles than the actual base skills. The relevent skills to actually fly and tank a BC are all essentially the same. Managing the guns/missiles is something else.

I was also suggesting bumping the BC training times up, by adding skill req.; to make Cruisers a more interim training goal. With the req. to train Leadership 5 and Gunnery or Missile Launcher Operation 5; that will increase the time between Cruisers and BattleCruisers to some degree.

If people fly the cruisers early on, they will see their usefulness; rather than being biased towards a Battle Cruiser. Unlike Destroyers, at least; Cruisers don't entirely skip the Food Chain. Unless you actually want to fly one; there is no reason to train them, beyond accessing Interdictors.

Cruisers still need a buff, which should be then applied to HACs to move them up the food chain. Add another little buff here and there too, for those that need it.
zubzubzubzubzubzubzubzub
Mars Theran
Foreign Interloper
#284 - 2012-01-19 09:29:49 UTC
Fon Revedhort wrote:
Mars Theran wrote:
I
HACs suffer from being only the barest step above T1 Cruisers; when they should be near equivalent to Command ships, with somewhat higher speed and agility, and a little less EHP.

lol

CS's relate to HAC's just like your fugly Drake relates to cruisers. Never forget this. But I don't see you proponing for cutting off like 50% EHP from Drake, which surely will get it in line with your thoughts above, so that it has a little more EHP than cruisers.

LOL, damn pharisees!


Watch who you're calling Pharisees. Better yet; don't use the term.

I didn't say CS related to HAC; I said HAC on CS should be on PAR with each other, but directed towards different goals on the Battlefield.

HACs should have better range control, with higher speed and agility than the heavier CS; while they should output approximately the same DPS, and have slightly less EHP. That's a very direct identification of the difference between HACs and CS.

Curently, CS that are worthy, fill the roles of both HACs and CS; more often, they are used as HACs. This is wrong. HACs need the ability to manage range and advantage on the battlefield, solo or in fleet. They don't have that capability as well as they should; and there really is no significant reason to choose them over CS. Just as their is no significant reason to choose Cruisers over Battle Cruisers.

It's pretty simple really, and in fact they are related in a fashion, through their Tech 1 Counterparts; the Command Ship is essentially just a larger, more ponderous cousin to the HAC.
zubzubzubzubzubzubzubzub
Mutnin
SQUIDS.
#285 - 2012-01-19 09:33:55 UTC
Mars Theran wrote:


I wasn't actually thinking so much of Max. Skills, as functional skill levels. You're right though, and controlled bursts is only relevent to lasers and hybrids; but, I might add, Guided Missile Precision is only relevent to HMs and the like, so training for a HAM Drake is one Rank 5 skill less requirement.

Really, I was actually suggesting the many statements here about Drakes req. less training, was more the result of Turrets and Missiles than the actual base skills. The relevent skills to actually fly and tank a BC are all essentially the same. Managing the guns/missiles is something else.

I was also suggesting bumping the BC training times up, by adding skill req.; to make Cruisers a more interim training goal. With the req. to train Leadership 5 and Gunnery or Missile Launcher Operation 5; that will increase the time between Cruisers and BattleCruisers to some degree.

If people fly the cruisers early on, they will see their usefulness; rather than being biased towards a Battle Cruiser. Unlike Destroyers, at least; Cruisers don't entirely skip the Food Chain. Unless you actually want to fly one; there is no reason to train them, beyond accessing Interdictors.

Cruisers still need a buff, which should be then applied to HACs to move them up the food chain. Add another little buff here and there too, for those that need it.


Trust me I have tried to come up with a "useful" Caldari Cruiser set up for my new guys to use and it simply just goes to Drake every time. The Caracal is really only good at being an Anti frig cruiser. The Black bird is really only good at being a ECM boat.

Sure they are both pretty good in those specific roles, but they are not Ruptures, Vexors or Thoraxs. Amarr at least get the Arbitrator which is actually a pretty decent Cruiser that is capable of taking on other T1 Cruisers.

Now I actually like T1 cruisers and I'd love to run T1 Cruiser gangs with the new guys vs having to push them toward Drakes but the simple fact is you have to have very high skill levels to make the Caracal even remotely stand a chance against a Rupture or a Vexor and then it's still most likely going to die in fire.

This means the only real logical plan is to push the new guys straight to Drakes because at least they will have a ship that can soak up some damage even if their DPS output is low as a new player. It's really simple the most effective ship Caldari has even for a new player.

Now with some theory crafting and adding in LOLs Caldari can come up with a workable gang of Blackbirds & Caracals together, but in all practicable applications a Gang of Ruptures, Vexors, Thorax or Arbis is going to be more effective in both getting fights as well as winning them.
Aineko Macx
#286 - 2012-01-19 09:56:49 UTC
Kietay Ayari wrote:
Do what ever you want to anything :3 Just don't touch my Tengu.

Tengu needs a nerf more badly than the Drake.
Fon Revedhort
Monks of War
#287 - 2012-01-19 09:56:57 UTC
Mars Theran wrote:
Fon Revedhort wrote:
Mars Theran wrote:
I
HACs suffer from being only the barest step above T1 Cruisers; when they should be near equivalent to Command ships, with somewhat higher speed and agility, and a little less EHP.

lol

CS's relate to HAC's just like your fugly Drake relates to cruisers. Never forget this. But I don't see you proponing for cutting off like 50% EHP from Drake, which surely will get it in line with your thoughts above, so that it has a little more EHP than cruisers.

LOL, damn pharisees!


Watch who you're calling Pharisees. Better yet; don't use the term.

I didn't say CS related to HAC; I said HAC on CS should be on PAR with each other, but directed towards different goals on the Battlefield.

HACs should have better range control, with higher speed and agility than the heavier CS; while they should output approximately the same DPS, and have slightly less EHP. That's a very direct identification of the difference between HACs and CS.

Curently, CS that are worthy, fill the roles of both HACs and CS; more often, they are used as HACs. This is wrong. HACs need the ability to manage range and advantage on the battlefield, solo or in fleet. They don't have that capability as well as they should; and there really is no significant reason to choose them over CS. Just as their is no significant reason to choose Cruisers over Battle Cruisers.

It's pretty simple really, and in fact they are related in a fashion, through their Tech 1 Counterparts; the Command Ship is essentially just a larger, more ponderous cousin to the HAC.

Where exactly should I look at? I don't see anyone here. So you'd better post with your main.

That's something you could have used to advocate bringing Drake in line with Caracal in terms of firepower ("should output approximately the same DPS") and EHP ("slightly less" for Caracal). Caracal surely has got to retain "ability to manage range and advantage on the battlefield, solo or in fleet" over Drake.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Mr Painless
Perkone
Caldari State
#288 - 2012-01-19 10:03:32 UTC  |  Edited by: Mr Painless
CCP Ytterbium wrote:


DRAKE (and to an extent, tier 2 battlecruisers):

There is a reason why it is the most used battlecruiser out there. The problem with the Drake is that it is does everything too well for little cost or sacrifice, while being easy to train for. Thus, and to an extent most of the tier 2 battlecruisers create a certain number of issues that should be addressed:


OK, nerf Drake's shield recharge time and base shield HP to bring it in line with other tier 2 BC. Don't turn drake into Raven/Caracal/Cerberus missile sniper. It's not like they're popular PvP platforms. Please, don't change Drake's focus.

CCP Ytterbium wrote:

Incorrectly funnel new players:[/b] don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP. What's the point of a Bellicose? Exequror? Maller? Moa? They shouldn't be things you just skip on the way to a greater purpose, like a leaf of salad in my 250gr double-layered onion and egg hamburger.


You fail to reason properly. The core problem isn't in the performance of T1 frigs and cruisers. The core problem is the ease of gaining ISK. Even if you buff all T1 frigs and cruisers, they still (by T1/T2 definition) have to be of lower performance compared to T2. Since ISK is not an issue in those price ranges (especially for frigs), everyone will still choose T2 over T1 and they'll still be ships you just skip on your way to a greater purpose. The same logic applies to T1 cruisers vs. battlecruisers comparison.

CCP Ytterbium wrote:

Have odd, conflicting, or too much versatile roles:[/b] Drake has both a shield resistance and damage bonus, making it quite effective at passive tanking, but doesn't give it a focused purpose. Then you have the Myrmidon, which doesn't really know what it is supposed to do, like some Japanese anime characters don't know which gender they are trying to be: it's a mix of a turret ship without turret bonuses (and often ends up with autocannons fitted, the blasphemy), but also is a drone ship for its drone bonuses, while lacking the bandwidth or bay to support this claim. Some examples to solve this could be to turn the Drake in line with the Caracal and Raven in term of role, as a heavy offensive medium range missile platform, and to turn the Myrmidon into a proper drone ship. That would also help having a consistent, logical progression line between the cruiser and battleship roles as well, if we are careful not having the larger versions override the smaller ones.


What the hell do you mean by saying that Drake lacks a focused purpose??? This implies that every other ship in game that has a tank and a damage bonus lacks focus, which is utter nonsense. I think EVE already has enough niche ships. Especially Caldari.
Mutnin
SQUIDS.
#289 - 2012-01-19 10:05:26 UTC  |  Edited by: Mutnin
btw I've noticed a trend with these Nerf the Drakes whines.. Of course in the past no one ever said Nerf the Drake it was always LOL you fly a Drake? Despite the fact that the Drake was never buffed or changed in that time frame.

However every since people figured out the Drake was an effective low budget counter to the null sec BS & Hac fleets it's been "nerf the Drake" every time there is a big war over the last year or so. Ironically there are large null sec wars with armadas of Drakes being used aside Tengu's with devastating effects on the sniper Maelstroms & Tempest, so once again it's time to "nerf the Drake".

In all honestly to fix that issue it would only require a reduction in locking range for the Drake which would then require the pilot to gimp his tank a bit to fit a sensor booster.
Fon Revedhort
Monks of War
#290 - 2012-01-19 10:10:22 UTC
Mutnin wrote:

In all honestly to fix that issue it would only require a reduction in locking range for the Drake which would then require the pilot to gimp his tank a bit to fit a sensor booster.

Won't change anything for 0-50 km engagements unless you limit its lock range to 20 or - even better - 5 km.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#291 - 2012-01-19 10:27:54 UTC  |  Edited by: Rel'k Bloodlor
Well the only thing the Drake and the Myrm have in common is they both have the same defence bonus the tier 1 BC of there race have. Every one else have a tier 1 for def and a tier 2 for off. In the case of the Drake its giving it a tank it should have never had, and with the Myrm its gimping it's DPS.
Every ones crys of "it's the only good caldari ship" or "it's the only good ship for noobs" are partly right. The Drake as it was lowers the value of the other ships, why fly a corical or moa or ferox one theres drake? Why train skills higher or do T2 one theres drake in less time? That out look tainted my views as a noob for quite some time. Every ship I go it I tryed to fly like a drake and most can't. How many other ships tank that hard for that price? But this buy no means is how I am to day, I branched out tryed new things and learned that most hulls can as part of a team do a job.
This drake change you fear will only make you have to alter you thought proses and reevaluate how you fly. As far as the whole level 4's thing go's how much tank do you lose vs. damage increase? Most fits I've seen use two racial hardeners any way so its not like you have no tank now. Odds are you will still get 6 mids and 5.4k starting shields. For PvP your missiles will hit sooner and more often.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Danny John-Peter
The Congregation
RAPID HEAVY ROPERS
#292 - 2012-01-19 10:48:59 UTC
People seem to forget they are not nerfing the drake they are modifying it, and to be quite honest, drake blobs will probably gain in effectiveness now, due to increased DPS and the fact that Drake blobs generally range tank rather than anything else.

It seems like the PVE people hate this CHANGE, because its an easy PVE solution and the majority of PVP people love it, because MOAR DPS.

You can still PVE in a drake, you dont need a 500 DPS tank to run LVL 3s, arty canes manage fine with far smaller tanks.

The changes they have outlined look awesome, particularly improving the usefullness of Tier 1 BC's and intonating that the CS and T3 might swap leadership bonuses (Soo much win, finally i can zip around the battle in a Claymore and not feel like I would be more usefull sitting at a POS in a Loki).

Oh and EFT Warriors, yes a Nano Cane can get 55k EHP, if you skip out on a point/MWD or possibly both, which wouldnt make it very effective now would it, it does not deal 750-800DPS, the standard practical Nano Cane (3x Gyro etc) gets 617DPS cold I believe with RF EMP and around 46k EHP cold.

Oh and there is some serious Tin Hattery in this thread about making people move to Null etc etc, get a clue people, Null isnt all about moon goo and CTAs, try actually living there before you judge that.

CCP <3, so much win right there.
Alexandra Alt
Doomheim
#293 - 2012-01-19 11:27:08 UTC  |  Edited by: Alexandra Alt
Although I personally don't agree with the removal of the shield resist bonus, (the rest doesn't really matter tbh) I believe the approach on the balancing is quite wrong, since CCP also plays LoL quite often and likes the game (as me) I'll give a simple example as what not to do, why choose champion A when B does all that A does, but better ?

The same applies to EvE and it's ships, with the added variable that the cost of the item is also weighted when making a decision over what to take into the battlefield.

Right now, the drake in PvP is quite often used in blobs, and quite good at it, but then, the hurricanes are too, the rest, not so much, actually on the contrary, they pretty much suck, so for many the obvious course of action would be nerf canes and drakes to put them in line with the rest. I disagree, canes and drakes are pretty much the entry level ships for PvE/PvP for many players, resilient ships that will last long enough for the player adrenaline to show up, contrary to their counterparts, where you're most likely dead before the fat lady starts singing (aka, you start shooting and adrenaline starts pumping), and in a PvE stand point, many new players either get stuck at lvl2's for too long, or they aim at drakes to get to lvl3's, now we all know how mind numbing and dull is to mission, now this nerf will make new players even more bored with missioning and more angry with the game for how mind numbing it is, so, for battlecruisers I would say the best course of action would be to bring tier2 BC's up to par with canes and drakes, would diversify the choice for new players in a PvE stand point to get to lvl 3's faster (and not to have to skill a drake for it) and would allow more diversity in PvP.

CCP Ytterbium wrote:


  • Overshadow other tech 1 hulls: the leap in performance between cruiser and tier 2 battlecruiser classes is just too great for too little cost (average slot count, EHP mainly). This, coupled with the gain in damage for having access to more weapon slots, as well as extra fitting power (ever tried squeezing turrets into an Omen and keep a decent fit?), makes the small loss of speed irrelevant when leaving the cruiser class as battlecruisers still remain fairly mobile. That's partly why the Hurricane also is so popular.



Although I agree with the point you make, I disagree with the comparison, is there supposed to be a leap between tiers ? Wouldn't it be better to have a different perk between tiers instead ?, you bring the Omen into the argument, Omen's have a wonderful tank, really awesome bait ships, a typical case of specializing a ship, we have tier3's now, they're specialized glass cannons, why not specialize better all the crappy tier1 bc options (and many tier2's compared to canes and drakes) to bring them to par instead of the easy route ?

CCP Ytterbium wrote:


  • Overshadows tech 2 counterparts: Heavy Assault Ships and Command Ships are suffering from this situation. This is most apparent with the Nighthawk, but any ship that shares a common role with them is affected. Why take the time to train up and pay for an expensive hull when there is an easy to get into and cheap option available that almost have the same performance?



This I agree, T2 are not worth their money, but, it's not nerfing drakes that will make people choose the nighthawk instead, simply put you need to buff them to make them more appealing and make them worth the money they cost. Right now, imho, they don't, probably the amarr command ships do worth their value the rest doesn't. HAC's wise we end up with the same issue as everything else, you have a race that their race perks favours them in battle more than any other race, thus shadowing all other options, nerfing minmatar is effectively killing the race perk (speedy glass cannon afaik) thus rendering the race useless, why not go the other route, and have the rest on par with minnie (right now I don't have any suggestions how but then you guys are the ones paid to think about it :P)

Then again, I don't think the current problems of command ships are a direct result of the drake over shadowing them, they just aren't worth the bang for the buck, too expensive, for what they offer in the battlefield. HAC's wise, hell, caldari is probably the worst race of them all, a strong example of what should be balanced first.

CCP Ytterbium wrote:


  • Incorrectly funnel new players: don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP. What's the point of a Bellicose? Exequror? Maller? Moa? They shouldn't be things you just skip on the way to a greater purpose, like a leaf of salad in my 250gr double-layered onion and egg hamburger.



That issue is not related to a ship overshadowing the others, but the lack of niche/perks on the other ships. Hell, why should I bother flying a Moa, when any of the other options are way better ? Let's think it through in a new player perspective (like I caught sometimes in noob channels) New players often don't have the support skills up high enough to fly well ships, often times they don't even have the tracking skill at all, a Moa, with rails, no tracking is the most boring mind numbing experience in PvE ever, why should I even bother, how are we going to explain a new player why they should fly Moa's, we can't there's no point, not because drakes overshadow it, because at this time they can't fly BC's, the same applies to many tier1 options, even mining ships, it's not because drake's exists ppl step over tier 1 mining ships and rush to drakes to mine them is it ?, it's because their don't have any perks that justifies flying them over the others.
Alexandra Alt
Doomheim
#294 - 2012-01-19 11:31:04 UTC
CCP Ytterbium wrote:


  • Have odd, conflicting, or too much versatile roles: Drake has both a shield resistance and damage bonus, making it quite effective at passive tanking, but doesn't give it a focused purpose. Then you have the Myrmidon, which doesn't really know what it is supposed to do, like some Japanese anime characters don't know which gender they are trying to be: it's a mix of a turret ship without turret bonuses (and often ends up with autocannons fitted, the blasphemy), but also is a drone ship for its drone bonuses, while lacking the bandwidth or bay to support this claim. Some examples to solve this could be to turn the Drake in line with the Caracal and Raven in term of role, as a heavy offensive medium range missile platform, and to turn the Myrmidon into a proper drone ship. That would also help having a consistent, logical progression line between the cruiser and battleship roles as well, if we are careful not having the larger versions override the smaller ones.



This only justifies even more my point of the lack of specialization of the other ships instead of how good drakes are.

In the end, drakes and canes are fine, the rest is not, the rest is the problem, the lack of specialization in tier1 ships (most of them) allied with how hard they are to fit anything proper (why should I fly a tier1 logistics when I can't fit anything useful in it ?) this is what should be addressed, and not the easy road (easier to nerf 1 or 2 ships and balance the whole 'class') when imho is not the road to success.

my humble 2 cents.
Mara Rinn
Cosmic Goo Convertor
#295 - 2012-01-19 11:53:58 UTC  |  Edited by: Mara Rinn
CCP Ytterbium wrote:


  • Have odd, conflicting, or too much versatile roles: Drake has both a shield resistance and damage bonus, making it quite effective at passive tanking, but doesn't give it a focused purpose. Then you have the Myrmidon, which doesn't really know what it is supposed to do, like some Japanese anime characters don't know which gender they are trying to be: it's a mix of a turret ship without turret bonuses (and often ends up with autocannons fitted, the blasphemy), but also is a drone ship for its drone bonuses, while lacking the bandwidth or bay to support this claim. Some examples to solve this could be to turn the Drake in line with the Caracal and Raven in term of role, as a heavy offensive medium range missile platform, and to turn the Myrmidon into a proper drone ship. That would also help having a consistent, logical progression line between the cruiser and battleship roles as well, if we are careful not having the larger versions override the smaller ones.



The Maller has a resistance bonus and a damage bonus (less cap use = use bigger lenses = DPS bonus). The Abaddon has a resistance bonus and a damage bonus. The Rokh has an optimal bonus (and thus DPS bonus by allowing one step up the hybrid charge damage ladder) and a resistance bonus. Resistance bonuses are good for ships intended to fill an assault or brawling role: resistances amplify the power of logistics.

What is Ytterbium thinking? It really sounds to me like the reasons for nerfing the drake are being invented to justify a decision that has already been made.

Drakes have a purpose: they fling missiles across the darkness. It it is perceived that they have "too much" tank, simply increase the recharge time of battlecruiser shields. Of course, I won't complain about switching 5% kinetic bonus for a 5% RoF bonus: that means the Drake will be doing more DPS overall (and contributing to higher consumption of heavy missiles). The drake really doesn't need a long range missile ability. If anything, the range of heavy missiles should be reduced a little.

One small tweak at a time. No more massive changes, please?
Fon Revedhort
Monks of War
#296 - 2012-01-19 12:05:33 UTC
Mara Rinn wrote:

The Maller has a resistance bonus and a damage bonus (less cap use = use bigger lenses = DPS bonus).


LOL, yet another pharisee. Holy Inquisition, we miss you so much... Who else could repel these savage heretics?..

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

000Hunter000
Missiles 'R' Us
#297 - 2012-01-19 12:22:23 UTC
Yes, please! Nerf Drake! But please!!! Buff NH at the same time!!! Twisted
Hungry Eyes
Imperial Academy
Amarr Empire
#298 - 2012-01-19 12:34:49 UTC
Mr Painless wrote:




stfu
Signal11th
#299 - 2012-01-19 12:35:22 UTC
Aineko Macx wrote:
Kietay Ayari wrote:
Do what ever you want to anything :3 Just don't touch my Tengu.

Tengu needs a nerf more badly than the Drake.



Why exactly?

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Renan Ruivo
Forcas armadas
Brave Collective
#300 - 2012-01-19 12:45:05 UTC
So 15 pages into this what is the current consensus?!

The world is a community of idiots doing a series of things until it explodes and we all die.