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Thread Statistics | Show CCP posts - 14 post(s) |
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CCP Fozzie
C C P C C P Alliance
746

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Posted - 2012.07.23 19:07:00 -
[1] - Quote
Hello everyone! To go alongside our revamped new player experience for Inferno 1.2 we will also be refreshing the rookie frigates. The plan is for these frigates to give new players a better indication of what their racial combat philosophy is all about, so we are giving them a whole bunch of role bonuses that include a good cross section of common bonuses that they can expect from each race. To ensure that the rookie frigs don't end up eclipsing any other t1 frigates for older players, the bonuses are all role bonuses not adjusted by skill levels.
We want these frigates to be versatile and fun for new players while ensuring that once the player gets their skills up past level 2 or 3 another frigate will almost always be the rational choice.
Let us know what you think.
Exact changes below:
IMPAIROR:
Role bonuses: 20% bonus to Small Energy Turret capacitor use 10% bonus to Small Energy Turret damage 10% bonus to Tracking Disruptor effectiveness 10% bonus to armor resistances Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 125 (+46)/ 200 (+12)/ 200 (+44) Capacitor (amount / recharge rate / cap per second): 140 (+15)/ 70s (-23.75s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 300 (+4) / 4.04 / 1090000 Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km (+7.5) / 485 (+10) / 3 (+1) Sensor strength: 6 Radar (+2) Signature radius: 52 (+7) Cargo capacity: 110 (-10)
IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 200 (+82)/ 125 (-24)/ 175 (+57) Capacitor (amount / recharge rate / cap per second): 130 (+5)/ 65s (-28.75s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 295 (-1) / 3.77 / 1163000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 475 / 3 (+1) Sensor strength: 6 Gravimetric (+2) Signature radius: 54 (+9) Cargo capacity: 130 (+10)
VELATOR:
Role bonuses: 10% bonus to hybrid turret damage 20% bonus to drone hitpoints, damage and mining yield 10% bonus to Remote Sensor Dampener effectiveness 15% bonus to Armor Repairer effectiveness Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 150 (+71)/ 175 (-13)/ 225 (+76) Capacitor (amount / recharge rate / cap per second): 135 (+10)/ 67.5s (-25.25s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 305 (+9) / 4.04 / 1148000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 480 (+5) / 3 (+1) Sensor strength: 6 Magnetometric (+2) Signature radius: 56 (+11) Cargo capacity: 140 (+20)
REAPER:
Role bonuses: 10% bonus to velocity 10% bonus to Small Projectile Turret damage 10% bonus to Target Painter effectiveness 15% bonus to Shield Boost Amount Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 175 (+96)/ 150 (-23)/ 150 (+17) Capacitor (amount / recharge rate / cap per second): 125 / 62.5s (-31.25s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 310 / 3.83 / 1157000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km (+7.5)/ 490 (+15) / 3 (+1) Sensor strength: 6 Ladar (+2) Signature radius: 50 (+5) Cargo capacity: 120 |
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CCP Fozzie
C C P C C P Alliance
748

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Posted - 2012.07.23 19:41:00 -
[2] - Quote
mkint wrote:When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs?
These frigates should be capable of running level 1 missions and career agents, but we don't want them to be good enough that players keep using them as primary ships more than a few days into the game. Hence the role bonuses instead of per-level bonuses. |
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CCP Fozzie
C C P C C P Alliance
748

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Posted - 2012.07.23 19:51:00 -
[3] - Quote
Nikk Narrel wrote:A lot of EVE is based on a concept that newer players and older players could conflict with each other, and the newer player might actually have a decent chance at winning.
The lack of scalability on the rookie ship... are there any plans to allow for experienced pilots to have realistic use of T1 frigates and this rookie ship, or are they all ultimately training wheels for faction or T2?
Giving newer pilots a great set of affordable tech one ships that can allow a more skilled newer player to beat older players has always been one of the ship design goals in eve. Rookie frigs are designed as intro ships rather than hardcore pvp ships, but we have a lot of improvements to tech one frigates coming up as part of our removal of ship tiers. CCP Ytterbium posted about some other tech one frigate changes arriving in Inferno 1.2 in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=122912&find=unread
There's going to be even more changes announced here in the coming months, keep an eye out in the features and ideas forum and on singularity. |
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CCP Fozzie
C C P C C P Alliance
749

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Posted - 2012.07.23 19:58:00 -
[4] - Quote
Jarin Arenos wrote:I can't help but notice that the velator has a role bonus to drones... but the IMPARIOR is the only one with a drone bay. Typo or oversight?
Typo, good catch. It's fixed now. |
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CCP Fozzie
C C P C C P Alliance
781

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Posted - 2012.07.24 11:28:00 -
[5] - Quote
A few tweaks:
IMPAIROR: +4 PWG, -5 CPU, +5 Cargohold
IBIS: +2 PWG, +10 CPU, -5 Cargohold
VELATOR: +3 PWG, -5 Cargohold
REAPER: +1 PWG, +5 CPU |
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CCP Fozzie
C C P C C P Alliance
781

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Posted - 2012.07.24 11:51:00 -
[6] - Quote
We're considering cyno usage a side issue for the rookie frigs in that we won't do anything to discourage it but we won't design specifically for it either. The best bet is probably to just stock cheap expanded cargoholds with your cynogens and ozone anyways so you can use cyno 3 alts for all of them. The fact that our changes will drop the requirement to stock MAPCs in your cyno hangers is one of those unintended but perfectly fine side effects.
The different size cargoholds is to account for holding ammo while doing the kind of missions we are building the frigs for. |
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CCP Fozzie
C C P C C P Alliance
786

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Posted - 2012.07.24 13:11:00 -
[7] - Quote
Nevigrofnu Mrots wrote:about noob frigs...
I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.
Can CCP put a "give one noob ship" button in each station?
to avoid abuse and accumulation, just give one if there is none in your inventory.
This is something I would like to see at some point. |
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CCP Fozzie
C C P C C P Alliance
801

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Posted - 2012.07.24 20:36:00 -
[8] - Quote
Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
Low cap but very fast cap regen. |
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CCP Fozzie
C C P C C P Alliance
818

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Posted - 2012.07.25 09:59:00 -
[9] - Quote
MotherMoon wrote:oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them.
The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.
Harvey James wrote:CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp?
Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level. |
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CCP Fozzie
C C P C C P Alliance
819

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Posted - 2012.07.25 10:48:00 -
[10] - Quote
Harvey James wrote:mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp and rather large sig for a tiny ship
The huge sig was part of my attempt to prevent them from eclipsing other frigates. Zero cost can be somewhat difficult to balance for. 
We're currently looking at lowering the sig a bit, but I think the highest priories are making a ship that helps new players learn the game and doing so without replacing other frigates for older players. Allowing creative uses in pvp would be fun but I'm considering that to be of tertiary importance. |
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CCP Fozzie
C C P C C P Alliance
860

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Posted - 2012.07.27 10:29:00 -
[11] - Quote
To be fully clear, all the bonuses on these ships do not scale with level, they are fixed. We'll look at changing the text in the ship info to make that more clear in a later release as it's obviously been a source of confusion.
A few more tweaks:
IMPAIROR: -0.8 Inertia (agility buff) -2km lock range -2 signature radius
IBIS: -0.65 Inertia (agility buff) -2km lock range -2 signature radius
VELATOR: -1.13 Inertia (agility buff) -1.5km lock range -2 signature radius
REAPER: -0.8 Inertia (agility buff) -0.5km lock range -2 signature radius |
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CCP Fozzie
C C P C C P Alliance
862

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Posted - 2012.07.27 11:02:00 -
[12] - Quote
Harvey James wrote:CCP Fozzie wrote:To be fully clear, all the bonuses on these ships do not scale with level, they are fixed. We'll look at changing the text in the ship info to make that more clear in a later release as it's obviously been a source of confusion.
A few more tweaks:
IMPAIROR: -0.8 Inertia (agility buff) -2km lock range -2 signature radius
IBIS: -0.65 Inertia (agility buff) -2km lock range -2 signature radius
VELATOR: -1.13 Inertia (agility buff) -1.5km lock range -2 signature radius
REAPER: -0.8 Inertia (agility buff) -0.5km lock range -2 signature radius these buffs are far too small to be of any real effect you need to go further with these changes and also improve the ships in general including at least more mid slots
We're not trying to have the real effect you're looking for here, sorry.
Goals are for them to be fun for very new players to fly, give new players a look at the combat philosophy of their chosen race, and be useful until they decide to upgrade to a tech one frigate.
I'm also looking forward to comedy fleets and gank nights using these new frigs but flying a rookie frigate should never be a strictly better option than a tech one frigate for players over a week old. |
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CCP Fozzie
C C P C C P Alliance
863

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Posted - 2012.07.27 11:40:00 -
[13] - Quote
Harvey James wrote:
I understand just disappointed as i thought all ships were going to be useful no matter how old our char is. These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius.
Yeah the rookie frigs have to be an exception to that rule since they are spawned out of nothingness instead of being part of the player economy. We don't want them supplanting anything manufactured by players. Rookie frigs are essentially a separate ship class from other frigates rather than a different tier.
We have a ton of cool stuff coming for the manufactured tech one frigates though. |
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