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Cpt Branko
Retired Pirate Club
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Posted - 2010.04.09 18:25:00 -
[1]
Edited by: Cpt Branko on 09/04/2010 18:27:15 Edited by: Cpt Branko on 09/04/2010 18:26:37 Interceptors are fine. It used to cost money to make your interceptor safe from virtually everything, you know. Now it's very safe in comparison with default T2 stuff, and interceptors are rather cheap (read: cost about as much as a properly - meaning T2 where it counts - cruiser, maybe a tad more or less depending on cruiser).
Today's interceptor is the equivalent of the old 14.000m/s interceptor when we talk about tracking. I'd say that is enough.
Also, Dramiels are easier to hit at 20-ish km orbits, since they get all the beautiful effects of sig bloom from a MWD.
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.09 18:33:00 -
[2]
Originally by: Poses
I'd argue that they have no role at all, and i don't see how your proposed update would change that.
They have a role outside of the situations you consider?
The only way to make it have the role some people want is to basically make them invulnerable and that doesn't work, really.
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.10 00:59:00 -
[3]
Originally by: Number 17
Don't have any ideas on how to balance this, but i think something to do with ship role bonuses would do.
Balance what exactly? That the Dramiel is awesome? What does have got to do with interceptor bonuses?
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.10 10:57:00 -
[4]
Originally by: Faffywaffy
Now, please return to the topic at hand, which is, to remind everyone, "Is there a way to boost interceptors to make them useful in their intended role(s)?".
What are these intended roles and how do we prevent boosting interceptors to fullfill them essentially breaking interceptors or anti-frig ships?
(Oh, and by the way, we can't really rebalance stuff based on the Dramiel. It'd require a rebalance of everything frig sized, including other pirate frigates bar maybe Daredevil just because of one ship.)
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.10 11:18:00 -
[5]
Originally by: Faffywaffy
Originally by: Raimo
Slight dram nerf, focusing on the LR tackle fits would help some.
How is nerfing the dramiel going to fix interceptors? My point was that interceptors are currently inadequate at their primary intended role (tackling) and they should be boosted to make them better at it. If that happens, a dramiel nerf may not be necessary at all because it will no longer outclass interceptors in their intended role. Aka killing two birds with one stone.
Only nerfing the dramiel will still leave ceptors broken.
But interceptors tackle and stuff. They're vulnerable to anti-frig ships, though, BUT, this is actually working as intended.
CCP plan is to make them cheaper still by insurance changes (they more or less said that stuff which has good odds of dying will get a very high insurance payout compared to production cost while recons and stuff which should not die will more or less be as they are now), which turns them into a kind of T2 begginer ship ;P
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.10 14:44:00 -
[6]
Originally by: Suitonia Lol scram or web immunity would be abused so much, its such an op ability and if such a thing ever went through I would have a field day.
The Dramiel is the problem, it's the fastest, most agile ship in the game, it has 4 mids so it can fit MSE, dual prop and scram. While having almost the same dps of a Blaster Taranis. It needs to be adjusted slightly. Otherwise, Interceptors are basically fine except for some. Raptor could use some speed, Crow/Malediction need rockets to not be ****.
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.11 18:52:00 -
[7]
Originally by: Seriously Bored
Witchcraft! It's a witch! Burn it at the stake! (How the hell do you do that?)
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Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.11 18:53:00 -
[8]
Edited by: Cpt Branko on 11/04/2010 18:54:12 Also, interceptors got screwed by scram changes how? If I remember correctly, before scramblers shutting off MWD was introduced, old webs would not only slow you down to a crawl but also retain your huge sig radius, a win/win combination for survival. I used to go ceptor hunting in a Hurricane in the old days 
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Cpt Branko
Retired Pirate Club
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Posted - 2010.04.11 19:00:00 -
[9]
Originally by: Bibbleibble
...
Giving out the secrets of the forum warrior for free. Shameful.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.11 20:29:00 -
[10]
Edited by: Cpt Branko on 11/04/2010 20:31:37
Originally by: Suitonia The Scram changes (and web nerf) were a huge buff for interceptors that engage in web range. QR made them much more viable.
For those of you who don't understand traversal.
Lets say I have a Taranis, we both start 500m apart from eachother, which is the best scenario for me. Hurricane, webs me, and I web him, he turns on his MWD and burns in a random direction, he is now faster than me, and eventually, he gets far enough away that his autocannons track me, I die. I can turn on my MWD to become faster than him to counteract this, however, being in web range with now a cruiser signature radius, I die.
Now I can tackle a hurricane at 500m in my dual prop ranis, and have a reasonable chance of success. A dual neut hurricane with a web and warriors will probably kill me (maybe hurricane wasn't the best example), but I can avoid all the damage from his guns while I am alive and have him scrammed.
Another interceptor buff that was introduced in QR was their sig radius reduction bonus was changed, it used to be a flat 5% sig reduction per level, which still resulted in 120+ sig radius when you had interceptor 5 on most interceptors. My Ares/Taranis now has about 60m less signiture radius than it did have with mwd on. I used to be able to be tracked by a Hurricane with 220's mwding away from me, while I was going 6km/s easily. Now the same hurricane cannot track me at 4km/s.
This should be stickied somewhere.
QR was a massive buff for (not the really pimped ones) interceptors in general and a huge buff for anything short range + frig sized.
You could often kill the not so awesomely flown / skilled interceptors before they could get to disengage in a falloff rigged Hurricane. Now you can drive them off reasonably reliable in a dual-TE fit, but it's safer to tackle then it used to be by miles, and you can fly a non-fail interceptor on the cheap.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Cpt Branko
Retired Pirate Club
|
Posted - 2010.04.12 13:46:00 -
[11]
Edited by: Cpt Branko on 12/04/2010 13:51:09
Originally by: Mrs Management To fix Interceptors they need to change Neuts to sig size based effect.
Interceptors are not broken, and should not have a free card to kill everything regardless if counterfit or no. There also exists the tackle interceptor which has a bonus to disruptor range enabling it to exceed any non-faction/officer neut range.
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