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Combat frigate changes for Inferno

First post
Author
Vaju Enki
Secular Wisdom
#261 - 2012-05-03 20:11:47 UTC
Sizeof Void wrote:
Hmm... so the Incursus gets a bit of a speed nerf, along with losing its falloff bonus, while the Rifter gets a bit of a speed buff.

It was tough enough getting an Incursus into blaster range of a Rifter already. Why make it worse?


Exacly, the rifter was already the most powerfull T1, it doesn't need any type of buff Cry

Don't mess with T1 frigates balance please :( , go change nullsec stuff and ship or whatever Cry

The Tears Must Flow

Ganthrithor
School of Applied Knowledge
Caldari State
#262 - 2012-05-03 21:28:34 UTC
Sizeof Void wrote:
Another thing to consider when making any changes to ship specs: power creep.

Over the years, since the ships were first designed and released, the effective power of the combat ships has been increasing. Where it once used to be challenging to run a L1 mission solo in a frig, or to take on a group of NPCs in a high sec belt, this is not so much the case anymore. Now, it is easy peasy... pop, pop, pop. This applies, ofc, to all of the ship classes (which is why I can now AFK solo most L4s in a T1 fit BS).

Do you really want to make it possible someday to gank haulers and miners with a T1 frig? (Don't answer this, Goons... lol)

Balance includes moving stats down, not just up. Again, I refer you to the successful speed rebalancing, which addressed the speed creep.


Hahaha, what is this utter crap?

You already can gank haulers and miners with T1 frigates. Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs. Who are you and what game do you play?
Nova Fox
Novafox Shipyards
#263 - 2012-05-03 21:31:02 UTC
Well overall I think it should be broken down into families at least

Attack - Pure DPS
Combat - Jack of Trades
Electronics - Debuffer
Intercept - Tackler
Logistics - Healer
Support - Buffer
Battery - Ranged
Bombarder - Tank
Leadership - Party Leader

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#264 - 2012-05-03 21:31:46 UTC
Ganthrithor wrote:
Sizeof Void wrote:
Another thing to consider when making any changes to ship specs: power creep.

Over the years, since the ships were first designed and released, the effective power of the combat ships has been increasing. Where it once used to be challenging to run a L1 mission solo in a frig, or to take on a group of NPCs in a high sec belt, this is not so much the case anymore. Now, it is easy peasy... pop, pop, pop. This applies, ofc, to all of the ship classes (which is why I can now AFK solo most L4s in a T1 fit BS).

Do you really want to make it possible someday to gank haulers and miners with a T1 frig? (Don't answer this, Goons... lol)

Balance includes moving stats down, not just up. Again, I refer you to the successful speed rebalancing, which addressed the speed creep.


Hahaha, what is this utter crap?

You already can gank haulers and miners with T1 frigates. Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs. Who are you and what game do you play?


I remember the days a HAC would sink a battleship in 5 seconds.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Galphii
Caldari Provisions
Caldari State
#265 - 2012-05-04 03:31:23 UTC
Thanks for the update Ytterbium, those stats look a lot better. I do like more drone stuff for the amarr too, it makes sense Smile

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

CirJohn
Sebiestor Tribe
Minmatar Republic
#266 - 2012-05-04 10:28:25 UTC
Loosing the resist bonus on the merlin is a bad call. The merlin has a reputation as a tanky combat frig. So many pilots love this ship in its current role - why ruin that?

Also:
Trying to make all game entities "balanced" by forcing them to fit into categories will only result in bland gameplay and a bitter after-taste. Leave room for uniqueness (within reason).
Kelsar Hemah
Viziam
Amarr Empire
#267 - 2012-05-04 12:09:50 UTC  |  Edited by: Kelsar Hemah
CCP Ytterbium wrote:
Here are some changes just baked from the oven.


TORMENTOR:

We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).


  • Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
  • Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
  • Fittings: 49 PWG, 130 CPU
  • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
  • Drones (bandwidth / bay): 10 / 10


PUNISHER:

Capacitor is back into its rightful place.


  • Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2


MERLIN:

Again, good comments regarding the ship general role and range bonus, so it has been replaced with the old good school shield resistance bonus to turn it back into the heavy tackler / brawler you all learned to care about and love fondly.


  • New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
  • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
  • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s


INCURSUS:

Needs more juice to run the machinery Scotty.


  • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2


RIFTER:

Nothing much to say here.


  • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2




Bringing cap levels back to normal is good it will allow you to tackle bigger stuff long while getting neuted and with more off the ships now having extra high slots where you potentially can fit af nos on will make these ships good tackle.
I really like the look off what you did to the tormentor, it looks really nice and got a lot off potential fitting options,and I like drones on frigs.
The Merlin getting its resistance bonus back is nice, and combinded with the damage bonus this could become the "new rifter" once stuff get on the test server it will be interresting to test.
The Incursus just seem way to strong with the repping bonus, it will be cap boosted and no frig will be able to bring enough dps to kill it which is just silly. Instead give it a tracking bonus or a tanking bonus like most the others. considering it got a big Hull you could potentionally give it like a 10% extra Hull hit points. But really mostly anything else would be nice.
I personally think its silly that you dont what to do anything to the rifter, It seems silly that the caldari ship doesnt have any launcher points while the Rifter stil have 2.

Keep the updates comming!
Bouh Revetoile
In Wreck we thrust
#268 - 2012-05-04 12:36:12 UTC
Good stuff !
Shingorash
School of Applied Knowledge
Caldari State
#269 - 2012-05-04 14:22:14 UTC
This might be a dumb suggestion but why not ask the people who actually fly the ships what the specific problem is with each ship and try to fix it rather than just changing stuff?

Some of the changes look good so far but there needs to be some viable alternative to flying a Rifter all the time. The Tristan was my favorite Frigate when I started playing but it just sucks compared to its Caldari and Minmatar competitors.

Seriously, does a Frigate need a Tracking bonus?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#270 - 2012-05-04 14:27:48 UTC
CCP Ytterbium wrote:

MERLIN:

Again, good comments regarding the ship general role and range bonus, so it has been replaced with the old good school shield resistance bonus to turn it back into the heavy tackler / brawler you all learned to care about and love fondly.


  • New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
  • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
  • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s


Looks a bit Gallente now. What? Glad you upped the agility a bit though, although it still seems to be the least agile, which, is very un-Caldari.

I don't know what to think about the loss of the classic Caldari optimal bonus. The current Merlin works well with its bonuses to optimal and shield resists, despite the lack of a damage bonus. The ability to use 75 mm rails, or null in neutrons, and try to hang out at ~8 km, made the Merlin distinctly different from other frigates and it was effective at that range. Now, it's much more similar to other frigates, things are more homogeneous and it may turn out that you've cut some valuable diversity from the game. What?
Sunviking
Doomheim
#271 - 2012-05-04 14:37:16 UTC  |  Edited by: Sunviking
Hmmm, Merlin getting damage AND resist bonus? Interesting!

It might work well for the Merlin, but I hope it doesn't get replicated for the Rokh when you come to Battleship balancing, as Rokh is supposed to be a long-range platform which needs its optimal range bonus. I would like to see Damage and Range bonus on the Rokh instead of the shield bonus.

I dont want to see Hybrid Damage and Shield Resist bonus on ALL the other Caldari Tech1 gunboats. You need at least some Caldari ships to have that Range bonus.

Here are my ideas for bonuses:

Merlin: Hybrid Damage, Shield Resistances
Moa: Hybrid Damage, Optimal Range
Ferox: Hybrid Damage, Shield Resistances
Rokh: Hybrid Damage, Optimal Range
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#272 - 2012-05-04 14:59:34 UTC
Sunviking wrote:
It might work well for the Merlin, but I hope it doesn't get replicated for the Rokh when you come to Battleship balancing, as Rokh is supposed to be a long-range platform which needs its optimal range bonus. I would like to see Damage and Range bonus on the Rokh instead of the shield bonus.

I dont want to see Hybrid Damage and Shield Resist bonus on ALL the other Caldari Tech1 gunboats. You need at least some Caldari ships to have that Range bonus.


Indeed. A damage/resist Merlin should work, but it probably wouldn't be great for the Rokh, and would be certainly be poor for the Naga. Some tricky balancing work ahead I think.
Sunviking
Doomheim
#273 - 2012-05-04 15:12:10 UTC
Gypsio III wrote:
Sunviking wrote:
It might work well for the Merlin, but I hope it doesn't get replicated for the Rokh when you come to Battleship balancing, as Rokh is supposed to be a long-range platform which needs its optimal range bonus. I would like to see Damage and Range bonus on the Rokh instead of the shield bonus.

I dont want to see Hybrid Damage and Shield Resist bonus on ALL the other Caldari Tech1 gunboats. You need at least some Caldari ships to have that Range bonus.


Indeed. A damage/resist Merlin should work, but it probably wouldn't be great for the Rokh, and would be certainly be poor for the Naga. Some tricky balancing work ahead I think.


Completely forgot about the Naga.

CCP, please don't touch the Naga! Big smile
Nova Fox
Novafox Shipyards
#274 - 2012-05-04 17:34:50 UTC
Well there are problems with making each ship feel different.

The one option I havent seen ccp pursue too much is engineering of the ship.
The built in stats of a ship when altered enough can go a long way in defining a ship.
This becomes even most crucial when you remove the amount of slots available for fitting or bonuses even which is something most frigates have an issue with.

Most people have a hard time beliving the Noctis is the size of a battlecruiser because of the redicilous speeds it can obtain.

I think caldari need more gun boats to be honest half with range half with optimals.

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Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#275 - 2012-05-04 20:39:26 UTC
If you're planning to abandon the 'tiered' feeling of frigates with this new rebalancing effort are you going to be changing the skill requirements of these ships as well?

I realize they're frigates and the skills are short trains already, but I'd think that support and scanning ships would have lower skill requirements than combat or attack frigates. As you change ship roles and adjust where they fit in the grand scheme of ship design, consider also where they fit in the grand scheme of the skill trees as well.

If you set the trend for it now then when you get around to rebalancing destroyers, battlecruisers, and any other class of ship you feel needs rebalancing it won't be something that bushwacks you during the process since those skills are much longer trains than frigates. :)
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#276 - 2012-05-05 03:44:00 UTC
I don't understand how it takes so long to rebalance the frigs.

Katrina Oniseki

Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#277 - 2012-05-05 04:19:53 UTC  |  Edited by: Grenn Putubi
Katrina Oniseki wrote:
I don't understand how it takes so long to rebalance the frigs.


It's a complex thing trying to redesign a large group of ships. Balance is very important, and is the entire reason why they're being redesigned in the first place. Beyond just discussing the changes among themselves and with us they'll have to work out how the planned changes are going to affect the game at large. How will these changes affect the players' decisions on what ships to use, and for what purposes. Then you have justify your changes and how they'll affect the game and the players and finalize the changes you plan to make. Deciding on actual numbers is probably the easiest part once you decide what you're actually going to do.

After you've done all of that you need to actually make the changes to the game, whether that be through actually recoding the ships or through simply altering the stats of the ships. That part is all contingent upon how the game is built behind the scenes, and if they actually need to recode the ships that means programming, iteration of updates, and bug testing to make sure the changes they've made aren't doing anything they didn't intend them to do.

All of this is being done by a small group of developers that have other projects they're responsible for as well. Things I would assume are more important in the long term than rebalancing frigates as a test run and proof of concept for their future plans of rebalancing Destroyers and Battlecruisers, and any other class of ship they feel needs tweaking.

That's why it takes so long, or would you prefer they rush a bunch of haphazard changes into the game? :)
Sizeof Void
Ninja Suicide Squadron
#278 - 2012-05-05 04:51:34 UTC
Ganthrithor wrote:
Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs.

Feel free to test it for yourself. It won't take long.

Create a new toon, run through the NPE (just because you probably haven't done so in a long time), and then run a couple of L1 missions and do some belt ratting. If you have a bit more free time, skill up to cruisers for L2s and/or BCs for L3s.

Is it easier or harder than you remember from 6 years ago?

The old NPCs (ie. non-AI NPCs) haven't changed much over the years, so they are a relatively fair standard by which you can judge whether ships and modules have become more powerful, less powerful, or have remained the same.

On the other hand, PVP does not provide a good measure. Balancing is done with respect to PVP, to keep relative performance between ships somewhat equal. If the absolute performance of all ships goes up (or down), it is much less noticeable, until the increase (decrease) becomes extreme, as it eventually did with ship velocities.
Sizeof Void
Ninja Suicide Squadron
#279 - 2012-05-05 06:10:47 UTC
CCP Ytterbium wrote:

  • GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).

Please keep in mind that using multiple weapons systems is significantly more skill-intensive, which can be a deterrent to new players, many of whom are already put off by having to train for days/weeks to fit and use just one weapon system well, let alone two or three different systems.

Split weapon systems on a ship are particularly bad, since the ship either gets bonuses for only one of the weapon systems, or gets a single bonus applied to each weapon system. This often puts them at a disadvantage compared to ships with a single weapon system. The Tristan, for example, tends to take a backseat to the Incursus, for this particular reason.

Having multiple lines of ships, based upon different weapon systems, within the same race, is almost as bad. Caldari pilots usually choose to go either the missile route or the gun route, not both, in order to maximize their DPS in the shortest amount of skill training time. This effectively limits them to a single line of ships, which they can fly well, and another line of ships, which they can fly poorly (or less well).

Perhaps, it would improve matters if ships simply had generic hardpoints, to which players could choose to fit turrets, launchers, or drone bays - or mix them up as desired. For example a Rifter would have 4 hardpoints, which could be fit with 4 turrets, or 4 launchers, or 4 drone bays (which allows use of up to 4 light drones, say) - or a mixture such as 2 turrets and 2 launchers. (Drone bays are a bit tricky, though, so maybe it would be better to start off by just allowing turrets and launchers to be interchangeable.)

So, a new player could initially focus skill training for projectile turrets, fitting his/her ship with all turrets. Later, the player could expand his/her skills into missiles, and then opt to replace the turrets with launchers, or fit a mix of turrets and launchers, depending on the circumstances.

This would also make ship fits much less predictable, which is always a good thing.
Velarra
#280 - 2012-05-05 06:40:38 UTC
CCP Ytterbium wrote:


  • There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now


Thank you. Very much appreciated.