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CCP Fozzie
C C P C C P Alliance
920

|
Posted - 2012.08.09 13:39:00 -
[1] - Quote
Insert tired and overused Game of Thrones reference here.
Good news everyone! Now that we have Inferno 1.2 out the door we're going to start posting threads for stuff we are working on for the winter. My first set is the T1 EW frigs (Crucifier, Griffin, Maulus, Vigil). We're giving them the tiericide treatment which means that since they were formerly low-tier they are getting very significant buffs.
Our vision for these ships is that they become commonly used by newer players to take useful roles in fleets of many sizes. These changes are not being made in a vaccum, we expect to release them alongside a lot more balance changes in the Winter that should include the T1 EW cruisers and some tweaks to certain ewar mechanics themselves (among other things).
The Crucifier and Vigil are being given strong roles towards longer range disruption, and the fact that the Griffin and Maulus are more medium range oriented is intended and part of the overall environment change.
We also realize that these changes will make the current problems with EAFs even more obvious, and we're putting a lot of thought into them as well.
Like all the posts we make in this forum, these ships are a work in progress and we're looking for as much feedback as possible.
Without further ado, here's what we've got so far:
CRUCIFIER:
Frigate skill bonuses: 7.5% Bonus to Tracking Disruptor effectiveness per level 10% Bonus to Tracking Disruptor optimal range per level Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets Fittings: 27 PWG (+2), 235 CPU (+20) Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21) Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000 Drones (bandwidth / bay): 15(+10) / 45(+40) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6 Sensor strength: 14 Radar Signature radius: 38 (-8) Cargo capacity: 265 (+100)
GRIFFIN:
Frigate skill bonuses (unchanged): 15% Bonus to ECM Jammer strength per level 10% Bonus to ECM Jammer cap use per level Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers Fittings: 24 PWG (-1), 240 CPU (+15) Defense (shields / armor / hull) : 400(+9) / 250 / 250 Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482) Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1) Sensor strength: 17 Gravimetric Signature radius: 42 (-8) Cargo capacity: 260 (+100)
MAULUS:
Frigate skill bonuses: 7.5% Bonus to Sensor Damp effectiveness per level 10% Bonus to Drone MWD velocity and Drone control range per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 26 PWG (+1), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100) |
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Warde Guildencrantz
TunDraGon
27
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Posted - 2012.08.09 13:45:00 -
[2] - Quote
when can we expect the missile boats? |

Michael Harari
The Hatchery Team Liquid
191
|
Posted - 2012.08.09 13:53:00 -
[3] - Quote
Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. |
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CCP Fozzie
C C P C C P Alliance
920

|
Posted - 2012.08.09 13:54:00 -
[4] - Quote
Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships.
I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways.
As for the second part, I have plans.  |
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mkint
842
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Posted - 2012.08.09 14:03:00 -
[5] - Quote
damps are still useless. I'd still mock rookies who think flying a maulus is a good idea in any way. Fly a combat boat, or cross-train griffin. |

Fleet Warpsujarento
Caldari's Pride - Factional Warfare Cadet School
143
|
Posted - 2012.08.09 14:15:00 -
[6] - Quote
Got to question the point of the Maulus drone speed bonus. There's a reason you virtually never see drone navigation computers on PvP ships, and it's because Hobs and Warriors II are already fast enough.
What might be nice is a bonus to the range of the damps. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
8
|
Posted - 2012.08.09 14:43:00 -
[7] - Quote
I'll let everyone else do the necessary 'OH GOD ECM IS SO ********' posts. How about two damp bonuses on the maulus?
The cap bonus on the griffin doesn't really make sense to me. Damps use more cap than jammers, I believe, and painters use a similar amount. Is it supposed to be especially cap stable, or would giving it anything else make it more OP than you'd like?
Also, optimal bonus on painters when they are 45 optimal 90 falloff base? Maybe the ranges should be reworked, idk. |
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CCP Fozzie
C C P C C P Alliance
922

|
Posted - 2012.08.09 14:59:00 -
[8] - Quote
We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful. |
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Mira Luhtanen
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 15:04:00 -
[9] - Quote
Fleet Warpsujarento wrote:What might be nice is a bonus to the range of the damps. yes please
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
8
|
Posted - 2012.08.09 15:05:00 -
[10] - Quote
CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful.
You could give the griffin missile range instead of ecm strength? |

Cameron Zero
Red Federation
84
|
Posted - 2012.08.09 15:07:00 -
[11] - Quote
Quote:VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100)
This will see the Vigil's speed bonus removed, right? Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p "I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. GǪ" |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
284
|
Posted - 2012.08.09 15:08:00 -
[12] - Quote
CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful.
I understand the fear of making the Maulus too good if it were to receive an optimal range bonus to sensor dampers. The drone bonus is unattractive though.
May I suggest a cap usage reduction to sensor dampers instead? They are relatively cap intensive modules and such a bonus would help running a MWD together with them. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |
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CCP Fozzie
C C P C C P Alliance
923

|
Posted - 2012.08.09 15:09:00 -
[13] - Quote
Cameron Zero wrote:Quote:VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100) This will see the Vigil's speed bonus removed, right?  Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p
The new Slasher isn't quite as fast as a level 5 Vigil, but I think you'll still like it. |
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Mira Luhtanen
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 15:10:00 -
[14] - Quote
Cameron Zero wrote:This will see the Vigil's speed bonus removed, right?  Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p
In fairness, we do have the Slasher now.
e: FOZZIE! |

PinkKnife
Noir. Academy Noir. Mercenary Group
184
|
Posted - 2012.08.09 15:12:00 -
[15] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways. As for the second part, I have plans. 
So then, you're saying don't fit any of those new Drone Navigation Computer II's on it?
Can we fix drones in general while we are it? |

Fleet Warpsujarento
Caldari's Pride - Factional Warfare Cadet School
144
|
Posted - 2012.08.09 15:12:00 -
[16] - Quote
CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful.
These ships aren't meant to do damage. That's why the other frigs in this buff don't have any kind of damage bonus, they have two bonuses to their ewar.
Giving the Maulus a bonus to damps would bring it in line with the others. |

Arkady Sadik
Gradient Electus Matari
694
|
Posted - 2012.08.09 15:13:00 -
[17] - Quote
CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. Could be worse. Like an optimal range bonus to the most useless ewar module.
Target painters do not improve damage all that much in larger engagements. It's not even enough to make annoying interceptors at 100km hitable by large artillery, and that would be a pretty niche role. And contrary to other ewar, it's not useful to spread out, so once you have 3-4 painters in the whole fleet, any others are not only of "little use", but literally useless.
What exactly do you see as the role of the Vigil in fleets? I can see useful uses for the three other frigates where a rookie can join a fleet and affect things, but the Vigil? |

Bloodpetal
Mimidae Risk Solutions
766
|
Posted - 2012.08.09 15:14:00 -
[18] - Quote
Cameron Zero wrote:Quote:VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100) This will see the Vigil's speed bonus removed, right?  Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p
It looks like they built half of the bonus into the hull...
CCP consider giving the full bonus up to 440m/s?? 
Especially with the loss of a low slot and that their "EWAR" bonus is in no way defensive, you're really leaving the vigil a bit under whelmed.
CCP Ytterbium mentioned something at Fanfest panel of "Minmatar EWAR, Target painting, REALLY?!" - Are we going to see a move away from TP as main Minmatar EWAR in the near future?
Mimidae Risk Solutions Recruiting |
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CCP Fozzie
C C P C C P Alliance
923

|
Posted - 2012.08.09 15:16:00 -
[19] - Quote
I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time) |
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Mira Luhtanen
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 15:20:00 -
[20] - Quote
Takeshi Yamato wrote:May I suggest a cap usage reduction to sensor dampers instead? They are relatively cap intensive modules and such a bonus would help running a MWD together with them. good idea
Tracking Disruptor II: 1.80 cap/s Target Painter II: 2.40 cap/s ECM - Racial Jammer II: 2.85 cap/s Remote Sensor Dampener II: 3.60 cap/s ECM - Multispectral Jammer II: 3.95 cap/s
CCP Fozzie wrote:I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time) In my experience target painting can be really annoying when trying to speed tank in pve, because stacking penalties don't seem to apply correctly to NPC painters.
hint. |

Michael Harari
The Hatchery Team Liquid
191
|
Posted - 2012.08.09 15:20:00 -
[21] - Quote
CCP Fozzie wrote:I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time)
Highslot painter go go go. |

Bloodpetal
Mimidae Risk Solutions
766
|
Posted - 2012.08.09 15:22:00 -
[22] - Quote
CCP Fozzie wrote:I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time)
So you're saying Target Painters are gonna be Doomsday devices for frigates.
I like it!
 Mimidae Risk Solutions Recruiting |

John Nucleus
Red Federation RvB - RED Federation
18
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Posted - 2012.08.09 15:24:00 -
[23] - Quote
CCP Fozzie wrote:
CRUCIFIER:
Frigate skill bonuses: 7.5% Bonus to Tracking Disruptor effectiveness per level 10% Bonus to Tracking Disruptor optimal range per level Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets Fittings: 27 PWG (+2), 235 CPU (+20) Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21) Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000 Drones (bandwidth / bay): 15(+10) / 45(+40) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6 Sensor strength: 14 Radar Signature radius: 38 (-8) Cargo capacity: 265 (+100)
This looks like a very fun ship to fly, add the TD effect to missile and it's gold.
|

Michael Harari
The Hatchery Team Liquid
191
|
Posted - 2012.08.09 15:27:00 -
[24] - Quote
One issue I have with this is that ewar range is already quite long, and a range bonus is not going to be particularly valuable.
What about giving them a secondary bonus to their "ally" ewar type.
ie, vigil and maulus would get damps and tps (with the maulus damp bonus being better than the vigil's, and the opposite for TPs), and the same for the crucifier and griffin. |

Del Vikus
Gradient Electus Matari
7
|
Posted - 2012.08.09 15:29:00 -
[25] - Quote
I'm OK with the Vigil losing the speed bonus, but it's by far the least useful ship in this list. Why? Not because of the new layout, but because TPs are just inherently crap compared to the other forms of EWAR. it is universally acknowledged that TPs are crap compared to the other forms of EWAR. Nobody really flew Vigils before because of the TP bonus; they flew them because of speed, sig radius, etc. Now that those bonuses are gone, all you're left is the TP bonuses, which were always the least useful part of the Vigil.
Put another way: I'm fine with these changes as long as you've got TP changes in store. If not, I just don't see the point of getting into a Vigil (as compared to the changes to the Crucifier, which make it really really nasty). All you've done is take things away from the Vigil. |

Vakr Onzo
Elite Amarr Navy Academy
0
|
Posted - 2012.08.09 15:33:00 -
[26] - Quote
Del Vikus wrote:I'm OK with the Vigil losing the speed bonus, but it's by far the least useful ship in this list. Why? Not because of the new layout, but because TPs are just inherently crap compared to the other forms of EWAR. it is universally acknowledged that TPs are crap compared to the other forms of EWAR. Nobody really flew Vigils before because of the TP bonus; they flew them because of speed, sig radius, etc. Now that those bonuses are gone, all you're left is the TP bonuses, which were always the least useful part of the Vigil.
Put another way: I'm fine with these changes as long as you've got TP changes in store. If not, I just don't see the point of getting into a Vigil (as compared to the changes to the Crucifier, which make it really really nasty). All you've done is take things away from the Vigil. So TP doesn't make a target easier to hit for bigger guns? |

Del Vikus
Gradient Electus Matari
7
|
Posted - 2012.08.09 15:36:00 -
[27] - Quote
Vakr Onzo wrote:So TP doesn't make a target easier to hit for bigger guns?
In response, let me quote Arkady:
Quote:Target painters do not improve damage all that much in larger engagements. It's not even enough to make annoying interceptors at 100km hitable by large artillery, and that would be a pretty niche role. And contrary to other ewar, it's not useful to spread out, so once you have 3-4 painters in the whole fleet, any others are not only of "little use", but literally useless.
|

John Nucleus
Red Federation RvB - RED Federation
18
|
Posted - 2012.08.09 15:37:00 -
[28] - Quote
Michael Harari wrote:One issue I have with this is that ewar range is already quite long, and a range bonus is not going to be particularly valuable.
What about giving them a secondary bonus to their "ally" ewar type.
ie, vigil and maulus would get damps and tps (with the maulus damp bonus being better than the vigil's, and the opposite for TPs), and the same for the crucifier and griffin.
I don't know, for the crucifier I'd rather have the optimal bonus than two bonuses with no synergy. In fleet battle, it allows you to fly it like a mini arbitrator: stay away from the blob, TD their main dps ship and use your drone to apply dps on the primary. Fun little ship. |

Bubanni
ElitistOps Pandemic Legion
414
|
Posted - 2012.08.09 15:42:00 -
[29] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways. As for the second part, I have plans. 
:) heh you should try fitting the drone navigation modules then, specially on a carrier with 15 warriors out... they move so fast you can't even recall them to the ship again (they basicly just orbit you at very high speed then :DD!!!!) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Bloodpetal
Mimidae Risk Solutions
766
|
Posted - 2012.08.09 15:42:00 -
[30] - Quote
Going back to my point about the Vigil being underwhelming is really simple.
The target painting bonus for range sounds good but in reality it doesn't help the Vigil in a real situation. A T2 TP reaches 30km base, with some skills it'll go out to 45km currently, with recommended applied bonus it will get out to 67km.
So, that sound great, but when you have a Vigil out at 67km target painting, a sniping cruiser can hit it easy. BLAP, off the field.
The problem with setting up EWAR for long range is basically that the transversal/sig radius calculation to hit is pretty not generous in these situations and they become easy targets for long range cruisers. The Crucifier has the ability to TD the most threatening turret ship potentially, but the Vigil just becomes an easy target. The Maulus can dampen a ship trying to target it, the Griffin can try and jam it. But the Vigil just shines a pretty laser at them. Also, it has no weapon system that will be able to reach that far. Light missiles will reach 40km. So they're going to really just get pinched out of whatever functionality you want.
Also, the powergrid is really weak.
25PG With L5 Skills = 31.25 PG
1MN MWD (Meta) - 15 PG = 16.25 PG LML II ................... - 8.1 PG x2 = .05 PG remaining
And where am i supposed to fit the Target Painter?
OR Meta 4 launchers 7.2x2 = 1.85 PG
So I can only fit 1 TP but have 3 mid slots open?
I think your PG on all the ships seems low TBH. Give them a boost so that they can actually have some fitting space. I understand these aren't DPS ships, but giving them the ability to fit 22 DPS or maybe some tank (God forbid) is hardly going to break them.
And I had to find the quote from CCP Ytterbium about Target painting because it's probably my favorite quote from Fanfest :: http://www.youtube.com/watch?v=r5wnCBfkMh8&feature=player_detailpage#t=2605s Mimidae Risk Solutions Recruiting |

Vakr Onzo
Elite Amarr Navy Academy
0
|
Posted - 2012.08.09 15:49:00 -
[31] - Quote
Erm, can I get a transcript of those quotes? the captioning on those are...."gibberish" |

Del Vikus
Gradient Electus Matari
7
|
Posted - 2012.08.09 15:50:00 -
[32] - Quote
Bloodpetal wrote:Going back to my point about the Vigil being underwhelming is really simple. *snip*
This. |

Bloodpetal
Mimidae Risk Solutions
767
|
Posted - 2012.08.09 15:57:00 -
[33] - Quote
Vakr Onzo wrote:Erm, can I get a transcript of those quotes? the captioning on those are...."gibberish"
What! I understand him perfectly fine... 
Link #1 :
Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?!
Link #2 So we're not happy with ECM in general but again it's very tricky to do beacuse we don't want to make it useless, if anything we want to take a look at EWAR in general, we want to take a look at dampeners. You use the Arazu or Lachesis for warp disruption range generally not for the dampening. Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?!
Mimidae Risk Solutions Recruiting |

Vakr Onzo
Elite Amarr Navy Academy
0
|
Posted - 2012.08.09 15:59:00 -
[34] - Quote
Bloodpetal wrote:What! I understand him perfectly fine... Link #1 :Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?! Link #2 So we're not happy with ECM in general but again it's very tricky to do beacuse we don't want to make it useless, if anything we want to take a look at EWAR in general, we want to take a look at dampeners. You use the Arazu or Lachesis for warp disruption range generally not for the dampening. Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?! Thank you and well, I'm deaf and well-read. The captioning for Audio Transcribe on some of those youtube clips make my eyes bleed 
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Mira Luhtanen
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 16:04:00 -
[35] - Quote
Vakr Onzo wrote:So TP doesn't make a target easier to hit for bigger guns? Assuming that I've done my math right*: 1 TP is equivalent to a 32% web 2 TPs are equivalent to a 52% web 3 TPs are equivalent to a 60% web
*max skilled T2 TPs with a 5%/level ship bonus, no rigs |

Bloodpetal
Mimidae Risk Solutions
768
|
Posted - 2012.08.09 16:07:00 -
[36] - Quote
Vakr Onzo wrote:Bloodpetal wrote:What! I understand him perfectly fine... Link #1 :Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?! Link #2 So we're not happy with ECM in general but again it's very tricky to do beacuse we don't want to make it useless, if anything we want to take a look at EWAR in general, we want to take a look at dampeners. You use the Arazu or Lachesis for warp disruption range generally not for the dampening. Same for the Minmatar, Target Painters for EWAR, SERIOUSLY?! Thank you and well, I'm deaf and well-read. The captioning for Audio Transcribe on some of those youtube clips make my eyes bleed 
Google Translate doesn't seem to handle the foreign accents so well... And CCP Ytterbium is infamously difficult to understand. Glad to help you out. :)
I thought you were just having a hard time understanding him (as some do), hence the comment! (CCP Ytterbium, love your work on Ship Balancing, don't hate on me ;p ) Mimidae Risk Solutions Recruiting |

Bloodpetal
Mimidae Risk Solutions
768
|
Posted - 2012.08.09 16:09:00 -
[37] - Quote
Mira Luhtanen wrote:Vakr Onzo wrote:So TP doesn't make a target easier to hit for bigger guns? Assuming that I've done my math right*: 1 TP is equivalent to a 32% web 2 TPs are equivalent to a 52% web 3 TPs are equivalent to a 60% web *max skilled T2 TPs with a 5%/level ship bonus, no rigs
I guess I'm trying to understand how you're converting from Sig Radius to speed reduction in this case?
Mimidae Risk Solutions Recruiting |

Mira Luhtanen
Center for Advanced Studies Gallente Federation
13
|
Posted - 2012.08.09 16:20:00 -
[38] - Quote
Bloodpetal wrote:I guess I'm trying to understand how you're converting from Sig Radius to speed reduction in this case? From here: Tracking Formula
Doubling sig radius should affect tracking in the exact same way as halving transversal speed. |

Michael Harari
The Hatchery Team Liquid
191
|
Posted - 2012.08.09 16:44:00 -
[39] - Quote
Bubanni wrote:CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways. As for the second part, I have plans.  :) heh you should try fitting the drone navigation modules then, specially on a carrier with 15 warriors out... they move so fast you can't even recall them to the ship again (they basicly just orbit you at very high speed then :DD!!!!)
They also overshoot frigates and lose out on tons of damage when they are that fast. |

kodohumper
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.08.09 18:03:00 -
[40] - Quote
CCP Fozzie wrote:
VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100)
In the immortal words of Darth Vader:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!
*sniffle* don't remove the speed bonus *sniffle*
|

Joshua Samson
Perkone Caldari State
10
|
Posted - 2012.08.09 19:36:00 -
[41] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways. As for the second part, I have plans. 
Firstborn will be yours if ECM gets a rusty mace to its backdoor. |

Intaki Kauyon
Quantum Cats Syndicate
0
|
Posted - 2012.08.09 20:36:00 -
[42] - Quote
CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful.
Agreed. Please keep the drones.
On a side note, When you guys are done T1 Frigs, are you touching any T2 frigs before you move into Crusiers?
I really would like to see the Keres and Hyena be what they should be. I'm not sure I could wait for a full round of T1 changes through Battleships for you to make these EFs useful for the costs. Would love to see the Keres be an upgraded Maulus to what you are proposing here.
In fact with these changes, an EF on field would be a inferior to a degree of its T1 counterpart. Great changes, just maybe give the EFs a quick duct tape fix to hold them over until a true revamp is ready. EFs are already farily gimp, these guys will make sure they never get any ladies. |

Liang Nuren
Heretic Army Heretic Nation
1787
|
Posted - 2012.08.09 20:47:00 -
[43] - Quote
CCP Fozzie wrote: CRUCIFIER:
Frigate skill bonuses: 7.5% Bonus to Tracking Disruptor effectiveness per level 10% Bonus to Tracking Disruptor optimal range per level Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets Fittings: 27 PWG (+2), 235 CPU (+20) Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21) Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000 Drones (bandwidth / bay): 15(+10) / 45(+40) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6 Sensor strength: 14 Radar Signature radius: 38 (-8) Cargo capacity: 265 (+100)
This will be an excellent ship and I will make people cry with it.
Quote: GRIFFIN:
Frigate skill bonuses (unchanged): 15% Bonus to ECM Jammer strength per level 10% Bonus to ECM Jammer cap use per level Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers Fittings: 24 PWG (-1), 240 CPU (+15) Defense (shields / armor / hull) : 400(+9) / 250 / 250 Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482) Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1) Sensor strength: 17 Gravimetric Signature radius: 42 (-8) Cargo capacity: 260 (+100)
There is no meaningful feedback possible until you reveal the changes you're planning for ECM.
Quote: MAULUS:
Frigate skill bonuses: 7.5% Bonus to Sensor Damp effectiveness per level 10% Bonus to Drone MWD velocity and Drone control range per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 26 PWG (+1), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
Damps on the Maulus will be almost useful, but either that drone bonus really needs to go or you need to fix the problem with fast drones being 100% useless.
Quote: VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100)
So the Vigil appears to be trading the speed bonus for a hard coded Min Frig 3. That's not too bad but the loss of a low is remarkably painful. Overall the ship's probably going from a marginally useful T1 interceptor to completely useless outside of dread/titan Blap Fleets.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Kristen Andelare
Abacus Industries Group Aerodyne Collective
22
|
Posted - 2012.08.09 20:48:00 -
[44] - Quote
Intaki Kauyon wrote:CCP Fozzie wrote:We completely understand that the drone speed and control range bonus on the Maulus is a fairly weak bonus. I consider the extra 10m3 dronebay the bigger portion of the buff to it's damage dealing.
The drone speed and control range was mostly chosen since it's a bonus that has good synergy with damps as well as little chance of becoming too powerful. Agreed. Please keep the drones. On a side note, When you guys are done T1 Frigs, are you touching any T2 frigs before you move into Crusiers? I really would like to see the Keres and Hyena be what they should be. I'm not sure I could wait for a full round of T1 changes through Battleships for you to make these EFs useful for the costs. Would love to see the Keres be an upgraded Maulus to what you are proposing here. In fact with these changes, an EF on field would be a inferior to a degree of its T1 counterpart. Great changes, just maybe give the EFs a quick duct tape fix to hold them over until a true revamp is ready. EFs are already farily gimp, these guys will make sure they never get any ladies.
This!
If you can manage to fix Ewar overall, it will help at least the Keres. Right now the damps are pretty useless. The Vigil as pointed out, has essentially no defense use of its primary bonused role (TP). Please give a little love to EAFs as possible so they aren't completely overshadowed by their T1 brethren. (And yes, I fly a Maulus and love the little guy.) |

Alticus C Bear
University of Caille Gallente Federation
62
|
Posted - 2012.08.09 20:58:00 -
[45] - Quote
ItGÇÖs actually the Maulus Drone control range bonus that I would question how that sort of control range bonus is useful as it is at the edge of lock range, you would be well out of turret range and so could fit range augmenter or a drone control rig instead if you wished. Also drones are very vulnerable used at that range, hitpoints or tracking (to help with the increased speed issue) may be better. |

Milton Middleson
Rifterlings Ushra'Khan
78
|
Posted - 2012.08.09 20:58:00 -
[46] - Quote
Unless the ECM change is coming at the same time as these rebalances, the Griffin is going to go from excellent to horrifyingly overpowered.
I like the crucifier changes, even though it will apparently force me to train actually train drone skills to use it to maximum effectiveness (jk, I'm putting salvagers in the highs and salvage drones in the drone bay).
Still not that impressed with the vigil, though I think the fault there lies with target painters and not the hull. |

Intaki Kauyon
Quantum Cats Syndicate
0
|
Posted - 2012.08.09 21:03:00 -
[47] - Quote
Alticus C Bear wrote:ItGÇÖs actually the Maulus Drone control range bonus that I would question how that sort of control range bonus is useful as it is at the edge of lock range, you would be well out of turret range and so could fit range augmenter or a drone control rig instead if you wished. Also drones are very vulnerable used at that range, hitpoints or tracking (to help with the increased speed issue) may be better.
Big Agree. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
224
|
Posted - 2012.08.09 21:13:00 -
[48] - Quote
Problem with Maulus as I see it:
All other disruption frigates get 2 bonuses for disruption. Maulus gets one bonus to disruption and one to drones. Granted, those could be disruption as well, but drones are so easily destroyed that I would like to see a +10% HP bonus to drones as well. Without it, drones will very quickly get popped.
Having said that, I guess it depends on what you guys are planning to do with sensor dampening in the expansion. If you make it work decently in synergy with drones (that is, dampening makes targeting drones impossible until they get close, and slow when they're in targeting range), it might be OK. But without knowing what dampening changes will be, it's hard to even consider how well the ship measures up.
As a sidenote, how come Amarr always have larger drone bay sizes than Gallente? It may work fine for smaller hulls, but beyond a certain point (cruiser hulls and up, where ships reach 5 drone maximum for deployment) this gives Amarr an edge where Gallente are supposedly the drone kings? Never quite made sense to me. Gallente should have both the most bandwidth and the biggest drone bay, IMHO. |

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
30
|
Posted - 2012.08.09 21:45:00 -
[49] - Quote
drone mwd speed could be useful if the maulus would get allowed to use bigger drones then it usually could. maybe combine the mwd speed in a volume und bandwidth reduction for electronic warfare and logistic drones? making the maulus using logistic drones would also dreate a logistic frigate a lot of people are asking for. |

Liang Nuren
Heretic Army Heretic Nation
1789
|
Posted - 2012.08.09 21:47:00 -
[50] - Quote
Nagarythe Tinurandir wrote:drone mwd speed could be useful if the maulus would get allowed to use bigger drones then it usually could. maybe combine the mwd speed in a volume und bandwidth reduction for electronic warfare and logistic drones? making the maulus using logistic drones would also dreate a logistic frigate a lot of people are asking for.
I admit that this idea makes me very excited.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Pink Marshmellow
Caucasian Culture Club Transmission Lost
38
|
Posted - 2012.08.09 21:53:00 -
[51] - Quote
I believe 7.5% bonus to sensor damps is not enough as a bonus. I suggest a 10% increase to sensor damps would be more sensible. Sensor Damps are pretty gimped, and 7.5% makes it barely, barely usable. 10% will certainly make them worth using. 15% would make it awesome though.
I don't get why the other ships get an optimal range bonus, while the maulus gets a drone control range and speed bonus.
Tracking disruption is strong ewar, so i think 7.5% is good.
Target Painting is lacking the modules need a boost or a boost in bonus would be ideal.
I believe a boost from 7.5% to 15% would certainly make it worthwhile.
|

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
30
|
Posted - 2012.08.09 22:00:00 -
[52] - Quote
Liang Nuren wrote:Nagarythe Tinurandir wrote:drone mwd speed could be useful if the maulus would get allowed to use bigger drones then it usually could. maybe combine the mwd speed in a volume und bandwidth reduction for electronic warfare and logistic drones? making the maulus using logistic drones would also dreate a logistic frigate a lot of people are asking for. I admit that this idea makes me very excited. -Liang
though i have to admit, huge potential for beeing op. but it would make the maulus a very versatile disruption frigate.
|

Liang Nuren
Heretic Army Heretic Nation
1789
|
Posted - 2012.08.09 22:04:00 -
[53] - Quote
Pink Marshmellow wrote:I believe 7.5% bonus to sensor damps is not enough as a bonus. I suggest a 10% increase to sensor damps would be more sensible. Sensor Damps are pretty gimped, and 7.5% makes it barely, barely usable. 10% will certainly make them worth using. 15% would make it awesome though.
I don't get why the other ships get an optimal range bonus, while the maulus gets a drone control range and speed bonus.
Tracking disruption is strong ewar, so i think 7.5% is good.
Target Painting is lacking the modules need a boost or a boost in bonus would be ideal.
I believe a boost from 7.5% to 15% would certainly make it worthwhile.
There was some ~maths~ done when the sensor damp nerf hit that showed 12.5% would bring bonused scripted damps up to the same level they were before they nerf. At least, for the half that it was scripted for.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Denuo Secus
58
|
Posted - 2012.08.09 22:28:00 -
[54] - Quote
While I really like the idea behind the new Maulus (drones applied at range) I think this tactic suffers from serious issues with drone survivability at the moment. Drones are just getting destroyed when used at range. It works in medium sized fleets but solo or very small gang (Gallente style) drones are primary.
If my opponent cannot reach me - he simply has to attack my drones! At least that's my own experience so far.
IMHO drones are way to easy to destroy. Even on ships with drone HP bonus - ships intended to use drones as main weapon. I think it should be more difficult to get rid of drones. Assuming this, the new Maulus would be awesome for solo/very small gang PvP. Being an ewar frig it could engange targets a non-ewar frig could not. Destroyers for instance. |

EI Digin
Dreddit Test Alliance Please Ignore
278
|
Posted - 2012.08.09 22:55:00 -
[55] - Quote
Maulus would be good if ecm drones (other than the jamming drones) were less killable (speed helps) and had more effective ecm bonuses.
All other ships look pretty rad. A griffin with 3 jammers, a prop mod and a shield extender sounds pretty menacing, and the vigil with 5 (!) midslots is going to be very fun. |

Vilnius Zar
Ordo Ardish
111
|
Posted - 2012.08.10 00:37:00 -
[56] - Quote
can I be annoying and ask why this has to wait till winter? I mean, fine tuning some of the ideas/stats (they look pretty ok to me apart from drone control range on the maulus, seems a bit of a non-bonus) doesn't have to take that long?
p.s. that Griffin needs toning down. Amat victoria curam. |

Galphii
Sileo In Pacis THE SPACE P0LICE
56
|
Posted - 2012.08.10 02:13:00 -
[57] - Quote
I like the amarr approach with drones you seem to be taking: limited bandwidth, but plenty of space for carrying multiple sets of drones for flexibility.
Looking forward to hearing more about the ewar changes coming, and hoping this includes a new approach to ecm.
These numbers look good - no complaints (I seriously love all this reworking of ship designs, it gives me a happy.)  |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
23
|
Posted - 2012.08.10 02:17:00 -
[58] - Quote
I don't get why you're doing these changes so slowly
I think posting them on the forums, and if things don't go apeshit applying them in 2 weeks would be plenty of time..
At this rate the ship rebalance will take years... |

Celedris
Stimulus Rote Kapelle
2
|
Posted - 2012.08.10 02:21:00 -
[59] - Quote
The 7.5% bonus on damps is quite good. With signal suppression trained to 5, two damp rigs, and an unbonused info superiority link, you are looking at about 75% strength damps. That is quite powerful: two of them would result in -93% targeting range.
A 10% bonus would result in ~82% strength damps with an unbonused link. A 15% damp bonus would lead to 100% strength damps when using a proteus link.
TDs with 7.5% might even be too strong. You are already looking at potentially 89% strength for a balmers with just TD rigs and an unbonused info superiority link. Investor TDs and a Proteus link and it's closer to 95% strength. Two of those and even small blasters would have the tracking of a sieged beam revelation, or enough optimal reduction to drop large blasters under 0.2km. |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
29
|
Posted - 2012.08.10 04:23:00 -
[60] - Quote
So is anyone working on general electronic warfare balancing for the base modules?
Having TD's do something to missiles.
Nerfing ECM or radically changing how it works.
Buffing Damps
Making Painters useful over all. |

Bocephus Morgen
The Suicide Kings Goonswarm Federation
36
|
Posted - 2012.08.10 05:06:00 -
[61] - Quote
The second Maulus bonus is lame, just drop it for a Damp optimal range one. |

Viribus
Love Squad Confederation of xXPIZZAXx
73
|
Posted - 2012.08.10 07:58:00 -
[62] - Quote
Should just give it a second hybrid damage bonus
If you remove the damage bonus I won't be able to solo cruors with it anymore
EDIT: I hope the ECM fix involves something like your ship self-destructing if it misses a jam |

Benny Ohu
Blue Republic RvB - BLUE Republic
258
|
Posted - 2012.08.10 09:53:00 -
[63] - Quote
Are you considering making T2 EWAR worth taking while you are rebalancing disruption frigates? Right now Meta 4 is better than T2. T2 was cheaper than Meta 4 for a while, but with the whole Technetium business Meta 4 was cheaper and better. With the rebalancing of T2 armour plates, T2 EWAR is the only T2 set of mods with worse stats than their Meta 4 equivalents (I think). What is the design goal for T2 modules over Meta 4 in general? Is EWAR an intended exception?
Meta 4 ECM Tech 2 ECM
Meta 4 Tracking Disruptor Tech 2 TD
The activation cost and fitting requirements are both better for Meta 4. This is also true for Sensor Dampers, Target Painters, ECCM, Sensor Backup Arrays, Projected ECCM and ECM burst. |

NightShift Darthbobo
Adversity.
23
|
Posted - 2012.08.10 11:20:00 -
[64] - Quote
When are you doing the Electronic attack ships?
Because the Kitsune is worse then the griffin as it stands now and after the buff it will be even worse...
The Kitsune standard ship bonus contradicts the the Electronic attack skill bonus
the book give you an optimal range bonus but the ship can only target out to 50km but my optimal is around the 75km area.
|

Hipster Dude
School of Applied Knowledge Caldari State
2
|
Posted - 2012.08.10 13:35:00 -
[65] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. As for the second part, I have plans. 
Perhaps there could be stronger bonuses on effects like target painting, but proper counters to them. For example, one can fit ECCM to boost sensors against jamming. Perhaps a low slot module like a "Metamaterial Composite Hull" would permit defense against target painting (the exact behavior of real life stealth bomber hulls to protect them against detection). The module could also reduce signature radius, making sig tanking on unexpected ships a possibility.
ECCM should probably do something more than just provide a little more protection against jams, just like the recent buffs to capacitor batteries provided some protection against neuts/vamps, to incentivize their use. Currently the modules don't get fit on many ships other than logistics because the mid slots are so valuable and an ECCM is completely useless to a pilot if he never encounters a jammer.
Jammers are excellent, but the ships they're put on are extremely fragile. This seems to limit them to skirmishes, in my experience, since larger fleets can't be jammed enough to keep these ships from being swatted. Perhaps a special type of cloak could be made for these ships which permit cloaking even when being targeted, but cannot be turned off during their cooldown and only run for one cycle. This gives the jam ship the ability to do the job they're meant to, and possibly even survive a larger engagement to justify their hull cost. Of course, the typical mechanic for decloaking a ship (closing range) would still work and it could be quickly killed. For the duration of the cooldown, all of the other modules could be disabled and warp drive put offline (forcing the ship to remain on field), but the cloak could give a speed boost to the ship while engaged like cloaks do with black ops ships. Perhaps this cloak would only be available to Force Recon ships. Tactically, the cloak gives the pilot a get-out-of-jail-free card, but also renders them temporarily helpless if they're caught, and might even be used to get into position a bit better (the speed boost while under cloak).
Sensor damps should probably be made stronger and do something which aids close-quarters fighting. Unlike jams, which are always useful, damps are too limited to one fighting style (and, face it, how often do any of us see sniper fleets?). Plus, they offer no benefit at all for Gallente blaster ships, and railguns are generally regarded as sucky. I can't think of anything to fix this, so perhaps someone more clever than I am could make suggestions for them.
I haven't used tracking disrupters, so I won't comment on their efficacy in combat. |

tofucake prime
The Hatchery Team Liquid
49
|
Posted - 2012.08.10 13:59:00 -
[66] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. I've done a fair bit of testing with the 10% per level bonus and it's worked well so far. May get changed though with further testing. I also tried a 20% per level bonus for fun and it did break things in quite funny ways. As for the second part, I have plans.  By "fix" he meant "remove"
ECM is a godawful mechanic as it is. Change it to a lock breaker rather than lock block. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
312
|
Posted - 2012.08.10 14:00:00 -
[67] - Quote
CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. As for the second part, I have plans. 
The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse.
So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic.
Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s.
All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties. |

Aren Dar
Griffin Capsuleers Ad-Astra
16
|
Posted - 2012.08.10 14:11:00 -
[68] - Quote
When you re-balanced the attack frigates, it appears you also introduced a (fairly quiet) re-balance of the material requirements to all the frigates you buffed/nerfed so far (along with new NPC seedinng prices for BPOs), should we expect something similar to accompany these changes? |

Bloodpetal
Mimidae Risk Solutions
773
|
Posted - 2012.08.10 14:14:00 -
[69] - Quote
My recommendation for the Griffin. Will be much more balanced this way.
GRIFFIN:
Frigate skill bonuses (unchanged): -99% Bonus to ECM Jammer strength per level +100% Bonus to ECM Jammer cap use per level Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers Fittings: 24 PWG (-1), 240 CPU (+15) Defense (shields / armor / hull) : 400(+9) / 250 / 250 Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482) Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1) Sensor strength: 17 Gravimetric Signature radius: 42 (-8) Cargo capacity: 260 (+100)

I know the 3rd bonus may be more technically difficult to implement, but I know CCP has a lot of experience with how to make players Rage, so I'm sure you can work it out. 
MAULUS:
Frigate skill bonuses: 12.5% Bonus to Sensor Damp effectiveness per level 10% Bonus to Sensor Damp Optimal Range per level 50% Bonus to Sensor Dampeners Rage Factor per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 26 PWG (+1), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level
Role Bonus : Can Fit Titan Doomsday Weapons, -100% PG/CPU for Modules requiring Doomsday Operation
Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 25 PWG , 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 36 (-8) Cargo capacity: 250 (+100)[/quote]
I think this will bring it much more in line with the other EWAR platforms in terms of usefulnses.  Mimidae Risk Solutions Recruiting |

Viribus
Love Squad Confederation of xXPIZZAXx
73
|
Posted - 2012.08.10 16:32:00 -
[70] - Quote
There are a lot of ways you could fix ECM and make it more niche like the other EWAR instead of being ubiquitous and rage-inducing. You could make it so you can only lock one target, or keep the targets you have locked but make you unable to lock new ones, or make it shut off the EWAR/tackle of its target. Stuff that would make it useful for disrupting logi or support, but not able to completely shut down solo or small gang ships.
My idea for a fix was that if you get off three jams in a row, CCP uses your credit card to hire a bricklayer to come to your house and punch you in the **** |

Sofia Wolf
Ubuntu Inc. Varangon Tagma
54
|
Posted - 2012.08.10 16:57:00 -
[71] - Quote
Balancing target painters will be hard, they are suboptimal choice in most situation making it a waist of a slot that is better used for some other module. But when used to support blaping titans, dreadnoughts, carriers and suppercarriers they could easily become horribly overpowered.
Because of capital ships stacking penalty for target painters should not be removed. But I think they should by default have bigger range. Also giving fixed increase to signature radius of say +40 m instead of relative bonus of + 25 %, and keeping normal stacking penalty, could make target painter more usefully for killing smaller ships but actually reduce their utility for targeting big ships that are topically priority targets for blaping capitals.
Also here is my old proposal fr rebalancing ECM |

Liang Nuren
Heretic Army Heretic Nation
1793
|
Posted - 2012.08.10 17:13:00 -
[72] - Quote
Gypsio III wrote:CCP Fozzie wrote:Michael Harari wrote:Increased drone velocity is actually harmful, since it makes the drones overshoot.
Also for gods sake, fix ecm before you start buffing ecm ships. As for the second part, I have plans.  The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse. So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic. Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s. All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties.
I really hate saying that Caldari should get the Gallente Ewar, but damn if this post doesn't make a ton of sense. Certainly the part about ECM not being fixable.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Takeshi Yamato
Blue Republic RvB - BLUE Republic
289
|
Posted - 2012.08.10 17:26:00 -
[73] - Quote
Gypsio III wrote:The balance of ECM isn't really the problem, it's broadly balanced these days. The problem is that it's an utterly terrible mechanic. It's hopelessly binary, being either ineffective or rage-inducing, and lends itself to being a remote-WCS. All that can be said of it is that old-style ECM, which just used a simple comparison of sum of jam strengths against sensor strength without any % chance roll, was even worse.
So I don't believe there is anything you can do with ECM to make it a better mechanic without basically making it Not ECM. ECM is therefore Not Fixable. So get rid of ECM completely. Give Caldari Gallente's RSDs instead, with appropriate balancing of ship bonuses etc. to ensure that Caldari retains a sensible degree of ewar advantage over the other races. Arguably, RSDs are what ECM should be - capable of inflicting a permajam if the right conditions are met, with the target still able to alter those conditions himself. RSDs are still a bit binary, but it's a much better mechanic.
Gallente should get a new ewar of missile "tracking" disruptors to replace RSDs, as befits their racial enemy. Don't add the missile disruption effect to tracking disruptors, you're in danger of making them too powerful, particularly with the new 7.5% per level bonuses that you're throwing about, and the ubiquitous link T3s.
All we need then is a secondary ewar for Caldari. Something like a module that disrupts remote assistance maybe, to help replace the logistics-suppression role of old ECM. The module would reduce the range and transfer amount of shield, armour and cap transfers by some amount, subject to normal stacking penalties.
Good arguments and suggestions in this post.
It could also be done the other way around: giving gallente the anti-logi ewar, and caldari sensor damps + anti-missile ewar. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Bloodpetal
Mimidae Risk Solutions
778
|
Posted - 2012.08.10 17:28:00 -
[74] - Quote
Personally, ECM should operate in one of the following ways :
#1 - Randomly unlocks a target and reduces your max targetable # of objects. To deny someone locking ability would take a lot more jammers, but still possible. Alternately, cycling your jammers is more likely to cause disruption. Much higher chance of success than currently possible.
#2 - Unlocks all your targets but doesn't deny you the ability to lock for the duration of the effect, instead only half the time of the ECM effect. So on a 12second cycle, you have 6 seconds where you can't lock and 6 seconds where you can lock. For them to "perma-jam" you would take 2 jammers per ship cycled properly. Chance of success would remain roughly same as current, perhaps improved slightly. Mimidae Risk Solutions Recruiting |

Khulmad
Pain Delivery.
0
|
Posted - 2012.08.10 18:11:00 -
[75] - Quote
How about giving vigil bonus to minmatars real e-war, webs? Not the useless target painters. |

Eternal Error
Exitus Acta Probant
116
|
Posted - 2012.08.10 18:32:00 -
[76] - Quote
Honestly, you're going to have to balance EW before you make a serious attempt at balancing EW frigs. And I don't mean "this would be nice," I mean the majority of people who engage in any form of PvP would love you if you made even small, incomplete adjustments to EW prior to working on these frigs.
That being said, a few things that jump out at me: Giving griffin an extra mid puts it too close to the kitsune; also, it's already a great ship Maulus: drone speed+range isn't much of a bonus, and damps are still awful TPs are still just not useful for a lot of situations, so I'm really not sure what to say about the vigil. Crucifier looks OK.
|

Jarin Arenos
Card Shark Industries
26
|
Posted - 2012.08.10 18:39:00 -
[77] - Quote
Anything about making EWAR other than target-painting functional in PvE? It's a really confusing dual-standard for new pilots who want to train EWAR. |

Obsidiana
White-Noise
122
|
Posted - 2012.08.10 19:11:00 -
[78] - Quote
I always thought that EWar never made sense for Minmatar and Amarr.
Amarr should have cap drain; they are the capacitor race. Minmatar, the faster ships, should have TD.
Gallenete SD (while broken) makes sense because it forces close range engagements. Caldari ECM makes sense because it's the strongest and they are an EWar race.
Then again, I think of EWar as an offensive module that belongs in high slots and that the ships would need a decent defense since they did virtually no damage. Yes, this would radically change things, but things are being radically changed.
TP makes sense in any slot as there are modules that add damage or affect ships in any slot. I would like to see it in a high slot since missile/shield ships already can't fit tackle and fit a tank. That said, CNR pilots flying pimped PvE would argue against me (yet they need 5 slots to tank and have to tackle). Missile ships, like the future Minmatar ships and the current Golem, should get the TP bonus so that they can boost their own damage.
Give the Breacher the TP bonus.
I also think PvP in general needs to be looked at. I would like to see webs and warp disruptors get a falloff so that slow Caldari ships can actually use their range advantage. WD falloff would be chance based, which is how scrams were originally intended to work. The mechanics in this system feel old to me.
Also, while appreciate the worry that ECM at range is dangerous, the Caldari are the long range race. All of our weapons are based around this. Medium range and Caldari does not makes sense unless we get more ships like the Merlin. |

Deena Amaj
Native Freshfood Minmatar Republic
23
|
Posted - 2012.08.10 19:20:00 -
[79] - Quote
Bloodpetal wrote:Cameron Zero wrote:Quote:VIGIL:
Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000
This will see the Vigil's speed bonus removed, right?  Guess it's time to say good bye to the fastest T1 frigate in the game and go looking for something else that can play with the Interceptors. ;p It looks like they built half of the bonus into the hull... CCP consider giving the full bonus up to 440m/s??  Especially with the loss of a low slot and that their "EWAR" bonus is in no way defensive, you're really leaving the vigil a bit under whelmed.
Looks like the math is correct (not too certain, but wth) but I don't feel the half-built in speed is sufficient.
I don't know if it is the right moment to nerd rage, but I'm cleary not happy about those changes. If I could, I'd do a "Arab-Spring" moment just now - even if it is just about a T1 frig.
For the love of gods, please give the Vigil the full bonus we'd normally have. Heck, I'd even trade in both painting bonuses for that velocity bonus ;P. Taking away my favorite attribute.
Or, for the lulz, give us some bizarre structure resistance bonus to beef up our stacking Damage Control II resistances so we can survive against just a bit longer before blowing up.
This is just me, but I'd say have the Vigil have the painting range and give the effectivity to the Bellicose; provided it is suppose to remain a painting cruiser. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Khaim Khal
Valkyries of Night
0
|
Posted - 2012.08.11 00:44:00 -
[80] - Quote
Could someone explain the idea behind the "ship stats by race"? The rebalanced ships seem to follow a set pattern of {N, N+K, N+2K, N+3K} for many stats - for example, the new attack frigates have speeds of 400 / 410 / 420 / 430, targeting range of 22.5 / 25 / 27.5 / 30, etc. Some stats don't have exactly the same interval (I suspect sig 29 was too good on the Slasher), and some stats have a different pattern entirely (sensor strength), but there is a clear overall pattern. Within a single stat, the ships of a single class have a fixed rank by race - so speed is always Minmatar > Gallente > Amarr > Caldari, cap size is always Amarr > Gallente > Caldari > Minmatar, etc.
My question is: why is Caldari on the low end of almost every stat? They're 4th for speed, 4th for total HP, 3rd for sig radius, 3rd for PG, and 3rd for cap. To compensate they're 1st for CPU (good), 1st for targeting range (useful), and 1st for sensor strength. That's right, sensor strength. Not scan resolution - they're 4th for that too.
I guess Caldari are the computer nerds of EVE, because they suck at everything else. |

Liang Nuren
Heretic Army Heretic Nation
1794
|
Posted - 2012.08.11 04:42:00 -
[81] - Quote
Khaim Khal wrote:Could someone explain the idea behind the "ship stats by race"? The rebalanced ships seem to follow a set pattern of {N, N+K, N+2K, N+3K} for many stats - for example, the new attack frigates have speeds of 400 / 410 / 420 / 430, targeting range of 22.5 / 25 / 27.5 / 30, etc. Some stats don't have exactly the same interval (I suspect sig 29 was too good on the Slasher), and some stats have a different pattern entirely (sensor strength), but there is a clear overall pattern. Within a single stat, the ships of a single class have a fixed rank by race - so speed is always Minmatar > Gallente > Amarr > Caldari, cap size is always Amarr > Gallente > Caldari > Minmatar, etc.
My question is: why is Caldari on the low end of almost every stat? They're 4th for speed, 4th for total HP, 3rd for sig radius, 3rd for PG, and 3rd for cap. To compensate they're 1st for CPU (good), 1st for targeting range (useful), and 1st for sensor strength. That's right, sensor strength. Not scan resolution - they're 4th for that too.
I guess Caldari are the computer nerds of EVE, because they suck at everything else.
You way underestimate the power of missiles and mid slots. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Paul Clancy
Korpu no Byakko Tower of Dark Alliance
10
|
Posted - 2012.08.11 07:00:00 -
[82] - Quote
So Maulus able to lock targets for 81, send the drones for same range (ok, 90 is the really really perfect state), and dampers work for 45+90, is that really stated medium range? :) |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
318
|
Posted - 2012.08.11 11:02:00 -
[83] - Quote
Khaim Khal wrote:Could someone explain the idea behind the "ship stats by race"? The rebalanced ships seem to follow a set pattern of {N, N+K, N+2K, N+3K} for many stats - for example, the new attack frigates have speeds of 400 / 410 / 420 / 430, targeting range of 22.5 / 25 / 27.5 / 30, etc. Some stats don't have exactly the same interval (I suspect sig 29 was too good on the Slasher), and some stats have a different pattern entirely (sensor strength), but there is a clear overall pattern. Within a single stat, the ships of a single class have a fixed rank by race - so speed is always Minmatar > Gallente > Amarr > Caldari, cap size is always Amarr > Gallente > Caldari > Minmatar, etc.
My question is: why is Caldari on the low end of almost every stat? They're 4th for speed, 4th for total HP, 3rd for sig radius, 3rd for PG, and 3rd for cap. To compensate they're 1st for CPU (good), 1st for targeting range (useful), and 1st for sensor strength. That's right, sensor strength. Not scan resolution - they're 4th for that too.
Caldari is also supposed to be first for electronic warfare, and Minmatar fourth. This is why we need to be careful of ideas that involve changing ECM to still allow one lockable target, or giving Minmatar T1 ships a web bonus instead of one to painters, as this turns the racial ewar balance on its head.
Many of these ideas don't alter the ECM mechanic, they alter the power of its effect. But I'm of the view that the balance of ECM boats is generally okayish, it's the mechanic that's godawful. Hence, some of these ideas seem to be taking the worst of both worlds - we end up with weak Caldari ewar that still use a terrible mechanic. Since general racial balance requires powerful Caldari ewar, solutions of this fashion are not good. Which is why I favour removing ECM entirely. |

Deena Amaj
Native Freshfood Minmatar Republic
24
|
Posted - 2012.08.11 11:38:00 -
[84] - Quote
ECM is unfortunately close to "stun mechanics" or what may be crowd control.
But if ECM is removed entirely, what would Caldari have instead?
Or is their advantage just being King of Missiles? confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Khaim Khal
Valkyries of Night
0
|
Posted - 2012.08.11 13:29:00 -
[85] - Quote
Liang Nuren wrote:You way underestimate the power of missiles and mid slots. :)
At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating?
Gypsio III wrote:Caldari is also supposed to be first for electronic warfare, and Minmatar fourth.
That might explain the imbalance for disruption frigates (and their larger family), but it hardly seems fair to give the Caldari crappy versions of everything-not-a-ewar-ship in return. |

Liang Nuren
Heretic Army Heretic Nation
1795
|
Posted - 2012.08.11 22:40:00 -
[86] - Quote
Khaim Khal wrote:Liang Nuren wrote:You way underestimate the power of missiles and mid slots. :) At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating?
Dude what? Caldari ***** all over Minmatar at the frigate level: - Hookbill >>>>>>> Firetail - Hawk > Jag/Wolf - Harpy > Jag/Wolf - Griffin > Vigil - New Griffin > New Vigil (lolpainter) - Kitsune > Hyena - Merlin > Rifter
Man the list goes on and on. But hey keep telling us how Caldari suck.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Marcel Devereux
Aideron Robotics
128
|
Posted - 2012.08.12 01:25:00 -
[87] - Quote
Liang Nuren wrote:Khaim Khal wrote:Liang Nuren wrote:You way underestimate the power of missiles and mid slots. :) At the frigate level Caldari and Minmatar have the same slot layout. What exactly am I underestimating? Dude what? Caldari ***** all over Minmatar at the frigate level: - Hookbill >>>>>>> Firetail - Hawk > Jag/Wolf - Harpy > Jag/Wolf - Griffin > Vigil - New Griffin > New Vigil (lolpainter) - Kitsune > Hyena - Merlin > Rifter Man the list goes on and on. But hey keep telling us how Caldari suck. -Liang
To be fair, it requires a experienced PVP pilot to make the above true. |

Marcel Devereux
Aideron Robotics
128
|
Posted - 2012.08.12 01:30:00 -
[88] - Quote
CCP Fozzie wrote:
MAULUS:
Frigate skill bonuses: 7.5% Bonus to Sensor Damp effectiveness per level 10% Bonus to Drone MWD velocity and Drone control range per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 26 PWG (+1), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
So let me get this straight. You give the Maulus a gimp bonus and only one more drone and 15 less bay than the Crucifier. Seriously nice troll. We are paying attention. Please give us the real stats. |

X Gallentius
Justified Chaos
370
|
Posted - 2012.08.12 04:42:00 -
[89] - Quote
w.r.t Maulus:
1. Will Navitas still be "sniping" drone boat? 2. Why drone bonus and not another damps bonus (such as capacitor use of damps per level)? |

Soon Shin
Caucasian Culture Club Transmission Lost
129
|
Posted - 2012.08.12 05:05:00 -
[90] - Quote
I don't get why the maulus doesn't get a sensor damp range bonus like the other frigates do? |

Deena Amaj
Native Freshfood Minmatar Republic
24
|
Posted - 2012.08.12 08:48:00 -
[91] - Quote
I'm not sure what to think of that either.
//Vigil Come to think of it, I don't even know how much of a "Disruption" Target Painting is. It is more of a support/utility tool than an actual EWAR tool like dampening, ecm etc.
All others, minus Griffen, seem to be capable of deploying some 5 drones while the Vigil has and correct me if I am wrong please
a) apparently half the velocity bonus it had before (not sure about this one) b) -1 drone, meaning none while all others do c) Being able to paint perhaps across a whole world, yet what's the real point if everybody sitting in a missile boat takes a painter + web along as standard?
The old velocity bonus was pretty much the key to success. The single drone still allowed us to tease and poke like a mosquito - and "back then" some two years ago, it was more of a specialty to have painting. But now, everybody who is using a missile-heavy ship will fit a target painter; that extra optimal range on Vigil will be too situational.
I see 5 med slots, which is quite powerful for a frigate, but the dual painter bonus suck in my eyes. It is not that much of a disruption frig like the others unless one were to do a "wannabe disruption frig fit" and fit ECM and Damps ~.~
I don't want the Vigil to be Winmatar, but it was great as it was :/
The more I see painting bonuses, the more I feel it should have all gone to the Breacher, as that frigate is a real missile ship. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Mechael
Ouroboros Executor Collective
219
|
Posted - 2012.08.12 12:45:00 -
[92] - Quote
CCP Fozzie wrote:I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time)
Please, please, pretty please take a look at the damage formulas sometime soonish? Maybe, like, I dunno, before you try to rebalance a ship like the Eagle?  Whether or not you win the game matters not. -áIt's if you bought it. |

Khaim Khal
Valkyries of Night
2
|
Posted - 2012.08.12 15:15:00 -
[93] - Quote
Liang Nuren wrote:Dude what? Caldari ***** all over Minmatar at the frigate level: - Hookbill >>>>>>> Firetail - Hawk > Jag/Wolf - Harpy > Jag/Wolf - Griffin > Vigil - New Griffin > New Vigil (lolpainter) - Kitsune > Hyena - Merlin > Rifter
Man the list goes on and on. But hey keep telling us how Caldari suck.
Sorry, I guess I wasn't clear. I didn't mean to suggest that "Caldari class-X is worse than Minmatar class-X" for all X. The part you quoted was just me observing that Caldari and Minmatar frigates have the same slot layout (by class). My more general point was that the "base template" for Caldari ships appears to be much worse than the "base template" for other races.
Now it could be the case that Caldari have better role bonuses, or use better types of weapons/modules, or some other factor that is not easily observable and makes up for their weaker base stats. So far I haven't seen evidence of that. |

Duchess Starbuckington
Starbuckington Manor
244
|
Posted - 2012.08.12 15:17:00 -
[94] - Quote
One idea I read for target painters ages ago was an added effect on ships bonused for them: a target painted ship can be locked even if you've been ECM'd. Not really a serious suggestion, just throwing it out there.
But EWAR does need a serious overhaul and, radical as it is, I kinda like Gypsio's ideas (as is increasingly often the case these days). |

Scatim Helicon
GoonWaffe Goonswarm Federation
688
|
Posted - 2012.08.12 16:52:00 -
[95] - Quote
I really like these, for the same reasons as I didn't like the Attack Frigates update - you've kept the focus on e-war frigates, greatly improved them in their existing role, without jumping head first into the 'T1s should be good at everything' thinking by giving them double weapon bonuses or anything silly like that.
For the maulus, yes, the drone bonus you have here seems lacking. One thought you could look at, how about a bonus to the effectiveness of e-war drones along with an increased dronebay? That ties in closely to the gallente and e-war frigate themes, while giving the hull a large degree of flexibility (though it may well require some rebalancing of e-war drones first). Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

ITTigerClawIK
Galactic Rangers
128
|
Posted - 2012.08.12 16:58:00 -
[96] - Quote
Every time someone from the balancing team puts up a post im always going to hear "Good new Everyone!"
anyways loving the looks of the changes so far, looking foward to seeing whats gunna happen to the missile frigates though, looking foward to hopping into the inquisitor at some point ^_^
|

VR Highfive
Hayabusa Hikotai
78
|
Posted - 2012.08.12 19:06:00 -
[97] - Quote
Vakr Onzo wrote:So TP doesn't make a target easier to hit for bigger guns?
Kinda. It increases the changes of a hit.
http://wiki.eveonline.com/en/wiki/Turret_damage
The bigger the sig radius is the higher the chance is of hitting the target. Still a TP increase the sig percentage wise so increase a frig sig by 30% (T2 TP) and you will still have a hard to hit to target if u are using large guns.
http://haykilogs.blogspot.com/ Learning solo PvP, one explosion at a time. |

Alticus C Bear
University of Caille Gallente Federation
64
|
Posted - 2012.08.12 20:47:00 -
[98] - Quote
I suspect that the Maulus does not get a range bonus to damps to bring the ships in closer, probably in an attempt to balance the effect of damps.
Still not keen on the range control bonus, and I think i needs to be able to fit afterburner, damps and 150mm rails which I do not think it can at the moment without fitting mods, only needs 2-3 powergrid more i think.
Regarding ECM as a game mechanic. Problem for me is that when I am jammed I effectively feel as though I have stopped playing the game. Not even able to visualise whether the enemy are even taking significant damage.
I would prefer it prevented the activation of all high slot modules on any specific targets. This is a nerf to ECM in many ways but has a few key playability changes.
I can keep the target locked and view their ship health, have drones target them specifically.
They remain locked so I do not have to re lock them and can start firing immediately.
I can use my own mid slot e-war against them.
Still prevents weapons fire and breaks logi chains.
|
|

CCP Fozzie
C C P C C P Alliance
941

|
Posted - 2012.08.13 11:17:00 -
[99] - Quote
Hey everyone. Thanks for the feedback, it's been great to see so much discussion on these ships.
Remember that we have plenty of time to tweak things and take feedback into account with all these ship changes so we'll be continuing to iterate up to and beyond the winter release.
From the feedback you've been giving I'm preparing the next (and definitely not the last) set of slight tweaks to the ship design, including heavily considering giving the Griffin and the Vigil their drone buddies back. Will update the OP soon.
To answer a few specific concerns:
I don't think we'll be seeing the full speed of an old level 5 Vigil return. The only way to balance that kind of speed on a t1 ewar frigate is to make the ship otherwise suck, which isn't really the direction we want to go with it. If you are looking for a superfast tech one frigate I advise taking a peek at the new Slasher, it's pretty dope.
The idea of matching the painter bonus with a missile damage bonus was actually the first one on the table, but we rejected it mainly because painters have virtually no effect on frigate size missiles in practical use. Look for the idea to return at ship sizes where it can work more effectively.
We'll be getting the proposed changes to ewar out to you guys as soon as we can, don't worry it will be available to you long before the patch release so we can have a good discussion about them. I totally understand that you can't give full feedback on these ships until you see those details, and I'm going to be setting aside time to focus on this thread again to digest the extra wave of feedback once we make that ewar post.
As for the Maulus, I'm keeping the idea of changing the drone bonus to a damp cap use bonus in mind as a strong option. I do however believe that with the design of the ship as it is making that switch would reduce the power of the Maulus. I look forward to letting you guys get your hands on the ship on the test server as I think the relative weakness of that one bonus belies the fact that the rest of the ship stats (especially the big dronebay) have turned it into a very powerful and fun frigate for small and medium gangs. If you guys still think it's underpowered after getting a chance to kick the wheels I can always swap the bonus to damp cap use to help focus it even more on the ewar role.
Keep up the feedback I really do appreciate it. |
|

El 1974
Bendebeukers Green Rhino
62
|
Posted - 2012.08.13 11:37:00 -
[100] - Quote
Target painters increase signature radius, which would mean that other ships not only do more damage, but would also be able to lock the painted target faster. Now I don't know how signature radius affects locking. Is the locking speed based on the target's signature at the moment I start locking, or will a change in signature affect my locking speed while locking is in progress? In the second case I could really see a role for a fast locking frigate painting targets in fleetfights and gatecamps. |

Lunaleil Fournier
StarFleet Enterprises Red Alliance
4
|
Posted - 2012.08.13 12:29:00 -
[101] - Quote
CCP Fozzie,
I posted this in the destroyer thread for Ytterbium, but would appreciate your opinions on ship variation and uniqueness as well ....
I am concerned that ships undergoing re-balancing are starting to look a bit too.....standardized. While standardization makes balancing easier, it saps uniqueness and variation from the different races and ships within the same class.
The slot layouts for destroyers....8/2/3 or 8/3/2. You did this also for the EAFs.....2/4/3 or 2/5/2. All ships within these two classes also have bonuses that mirror each other (racially, of course)
Where's the variation? Why are there only 2 slot layouts per class instead of 3 or 4? Where's the destroyer that uses speed and damage to take out frigs, the destroyer that's slower but focuses on scram/web to take them out, and the destroyer that doesn't have the big damage but tanks the assault frigates better? (I'll refer to these as sub-roles)
Lets take Combat Recons for example. Same role, EW based. 4 different slot layouts. All have racial EW bonuses, but fight very different because of their sub-roles....Huginn based on slowing people down, Lachesis based on locking people down, Curse based on disabling ships down, and Rook based on jamming ships down. Shouldn't all ship classes try to be as varied and interesting?
Can you take some time to explain your philosophy on keeping ships within the same class unique, while making them balanced? |
|

CCP Fozzie
C C P C C P Alliance
941

|
Posted - 2012.08.13 12:43:00 -
[102] - Quote
Lunaleil Fournier wrote:CCP Fozzie,
I posted this in the destroyer thread for Ytterbium, but would appreciate your opinions on ship variation and uniqueness as well .... (I'd say maybe the racial EW bonuses should be a role bonus, and a ship bonus be added to add uniqueness in the case of EAFs)
I am concerned that ships undergoing re-balancing are starting to look a bit too.....standardized. While standardization makes balancing easier, it saps uniqueness and variation from the different races and ships within the same class.
The slot layouts for destroyers....8/2/3 or 8/3/2. You did this also for the EAFs.....2/4/3 or 2/5/2. All ships within these two classes also have bonuses that mirror each other (racially, of course)
Where's the variation? Why are there only 2 slot layouts per class instead of 3 or 4? Where's the destroyer that uses speed and damage to take out frigs, the destroyer that's slower but focuses on scram/web to take them out, and the destroyer that doesn't have the big damage but tanks the assault frigates better? (I'll refer to these as sub-roles)
Lets take Combat Recons for example. Same role, EW based. 4 different slot layouts. All have racial EW bonuses, but fight very different because of their sub-roles....Huginn based on slowing people down, Lachesis based on locking people down, Curse based on disabling ships down, and Rook based on jamming ships down. Shouldn't all ship classes try to be as varied and interesting?
Can you take some time to explain your philosophy on keeping ships within the same class unique, while making them balanced?
It's an excellent point, but one thing we've found is that making viable ships with few slots (like frigates that are stuck at 9 or 10 slots, or destroyers which have 8 of their 13 slots locked up in the highs) limits options for slot layouts quite a bit. Once we get to ships with more than 10 slots it gets easier and easier to vary the slot layouts between each ship.
We're counting on other statistics and bonuses to vary the way each ship flies more than the slot layouts for frigates and destroyers. That being said we're always looking to take feedback into account and you may see some slot changes to increase variation as best we can while keeping all the ships useful. |
|

Lunaleil Fournier
StarFleet Enterprises Red Alliance
4
|
Posted - 2012.08.13 13:07:00 -
[103] - Quote
Thanks for the response :) |

Deena Amaj
Native Freshfood Minmatar Republic
24
|
Posted - 2012.08.13 14:28:00 -
[104] - Quote
I think it is imperative to feature a handfull of frigate specific modules to give the ships more versatility. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Bloodpetal
Mimidae Risk Solutions
782
|
Posted - 2012.08.13 14:29:00 -
[105] - Quote
Giving a drone back isn't going to really solve the issue with the Vigil.
One of the reasons I fell in love with the Vigil was because of how flexible it was as a hull. It could be a little combat boat, or a little ewar platform (rarely for TP), or it could do a little armor tanking or a little shield tanking, etc. I think you have to let the Minmatar propensity for flexibility show itself here to let the Vigil shine.
Because, OK, little Vigil, you can't really do any disruption better than any other frigate - but! you can do a little support TP when you need it, OR you can do a little combat for surprise if you really need it, etc.
Recommend slot layout of 2H, 4M, 3L with a couple extra drones, and it can maybe do a little armor tanking, or a little extra DPS, or a little EWAR (Forget about TPs, seriously). Or a little bit of speed. Ya, the mid slot seems like a bit loss for an EWAR platform, but seriously, how many TPs do you want on the Vigil?
Fleet Support Vigil Mid Slots
1MWD, 2xTarget Painter, 1MASB(or SASB), 1 Warp Disruptor (cuz you can?)
Small Gang Vigil
1MWD, 1Warp Disruptor, 1TP, 1xMASB, redundant mid slot, rather have it for a low slot for speed, Micro Auxiliary Power core, etc
Solo Vigil
1MWD, 1 Warp Disruptor, 1TD, 1xMASB, redundant mid slot, rather have it for more damage.
Also, you didn't seem to acknowledge me recommendation for a little more PG on these ships:
1 or 2 Extra PG on these fits will make them a little more friendly to fly, you really cutting it close to the chest and this is with L5 skills.
https://forums.eveonline.com/default.aspx?g=posts&m=1770650#post1770650
Quote:25PG With L5 Skills = 31.25 PG
1MN MWD (Meta) - 15 PG = 16.25 PG LML II ................... - 8.1 PG x2 = .05 PG remaining
And where am i supposed to fit the Target Painter?
OR Meta 4 launchers 7.2x2 = 1.85 PG
So I can only fit 1 TP but have 3 mid slots open?
I think your PG on all the ships seems low TBH. Give them a boost so that they can actually have some fitting space. I understand these aren't DPS ships, but giving them the ability to fit 22 DPS or maybe some tank (God forbid) is hardly going to break them. Mimidae Risk Solutions Recruiting |

Del Vikus
Gradient Electus Matari
9
|
Posted - 2012.08.13 15:03:00 -
[106] - Quote
CCP Fozzie wrote: From the feedback you've been giving I'm preparing the next (and definitely not the last) set of slight tweaks to the ship design, including heavily considering giving the Griffin and the Vigil their drone buddies back. Will update the OP soon.
To answer a few specific concerns:
I don't think we'll be seeing the full speed of an old level 5 Vigil return. The only way to balance that kind of speed on a t1 ewar frigate is to make the ship otherwise suck, which isn't really the direction we want to go with it. If you are looking for a superfast tech one frigate I advise taking a peek at the new Slasher, it's pretty dope.
The idea of matching the painter bonus with a missile damage bonus was actually the first one on the table, but we rejected it mainly because painters have virtually no effect on frigate size missiles in practical use. Look for the idea to return at ship sizes where it can work more effectively.
Thanks for the response, it's nice to have constructive dialogue.
I think the consensus here is that nobody really considers the Vigil speed bonus to be a heavy advantage -- but rather something which added to the ship's versatility in many, many situations. Despite its utter badness as an EWAR frigate, you still saw lots of Vigils in space, because their layout was very good, and the speed bonus WAS their tank. Nobody won wars in Vigils, but lots of solo pilots -- myself included -- benefited from their versatility.
I completely understand wanting to revamp the ship in line with the Disruption model. So major points for "vision." The problem is that EWAR mechanics simply in no way compensate -- I mean that, in NO WAY -- for what is being lost. Even if you doubled the TP bonuses (which I'm not recommending), it would not come close to making up for the lost low slot and the lost speed bonus. A single drone is meaningless, too. (And by the way, I don't mind at all that the single drone was lost.)
I think you need to go back to the table with the Vigil, or do the necessary work to make TPs worthwhile. I think it's quite a sign that nearly everyone in a ship forum is giving you the same feedback on a ship! :) Take it seriously! Save the Vigil! |
|

CCP Fozzie
C C P C C P Alliance
945

|
Posted - 2012.08.13 15:10:00 -
[107] - Quote
To a large extent we are intending the Slasher to take the place of the old Vigil. You're right that it was a really fun ship: I have great memories of defending POS against overwhelming assaults using nothing but alpha clone vigil characters and gunners. That being said, part of the revamp of the EW frig class is that we want to make all of the ships viable for ewar, not just for being fast. In the case of the Vigil, it will be getting worse for solo play, although I do believe that the optimal bonus will give it a place in fleets (try to fight an army of Tengus and then tell me TPs are useless). We also want to make TPs more usable in more situations, but that will primarily involve changes to the rest of the environment as opposed to changes to the TP module itself.
As for the fittings question, yes I do think we can reasonably increase the PG on the Vigil without causing problems. Main reason for the intentionally tight PG is to prevent people from too easily fitting heavy buffer tanks, but we may have pushed that a bit too far. |
|

X Gallentius
Justified Chaos
371
|
Posted - 2012.08.13 15:26:00 -
[108] - Quote
CCP Fozzie wrote: That being said, part of the revamp of the EW frig class is that we want to make all of the ships viable for ewar, not just for being fast.
The drone bonus on the Maulus and the large drone bays on the Crucible and Mauls still confuses me. How do these features make these ships better at EW? I'd really love to understand the thinking behind this. Are they a balance to the extra midslot of the other EW frigs? Don't get me wrong - I can think of many great uses for the drone-bonused Maulus but none of them correspond to using the ship as a remote sensor dampening platform.
|

Del Vikus
Gradient Electus Matari
9
|
Posted - 2012.08.13 15:38:00 -
[109] - Quote
CCP Fozzie wrote:We also want to make TPs more usable in more situations, but that will primarily involve changes to the rest of the environment as opposed to changes to the TP module itself.
I have no idea what that means. Could you be a little more specific?
Quote:As for the fittings question, yes I do think we can reasonably increase the PG on the Vigil without causing problems. Main reason for the intentionally tight PG is to prevent people from too easily fitting heavy buffer tanks, but we may have pushed that a bit too far.
That, at least, is good to hear. Previous feedback was right about this, so glad you're listening! |

Shandir
Indigo Archive
164
|
Posted - 2012.08.13 16:01:00 -
[110] - Quote
Can I suggest a role bonus that limits or removes the stacking penalty for their special type of EWAR in small-medium groups?
So that, for example, a swarm of TP frigs can be overwhelming, but 1, 2 or 3 is not *that* big a deal.
They're frigates, they're supposed to be force of numbers, but with (non-ECM) modules - 4+ is irrelevant until they start exploding. |

MeBiatch
Republic University Minmatar Republic
515
|
Posted - 2012.08.13 16:27:00 -
[111] - Quote
Quote:MAULUS:
Frigate skill bonuses: 7.5% Bonus to Sensor Damp effectiveness per level 10% Bonus to Drone MWD velocity and Drone control range per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 26 PWG (+1), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
honestly if you are going to increase the speed you also need to increase the tracking or else the drones wont be hitting anything... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MeBiatch
Republic University Minmatar Republic
515
|
Posted - 2012.08.13 16:39:00 -
[112] - Quote
John Nucleus wrote: This looks like a very fun ship to fly, add the TD effect to missile and it's gold.
sure thing just make it so tacking comps and tracking enhancers affect missiles and we are game!
give them a flight time bonus a explosion velocity bonus and for te's give them a explosion radius bonus...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Dersen Lowery
Knavery Inc. StructureDamage
63
|
Posted - 2012.08.13 16:44:00 -
[113] - Quote
Shandir wrote:Can I suggest a role bonus that limits or removes the stacking penalty for their special type of EWAR in small-medium groups?
So that, for example, a swarm of TP frigs can be overwhelming, but 1, 2 or 3 is not *that* big a deal.
They're frigates, they're supposed to be force of numbers, but with (non-ECM) modules - 4+ is irrelevant until they start exploding.
Edit: This would also help balance out the fact that ECM doesn't really suffer a stacking penalty, just weakly diminishing returns.
I just thought of a change that would make the Vigil and its cousins viable as TP platforms: Change TP modules so that they only make the targeted ship look clearer for the ship doing the painting, unless the ship is a dedicated TP EWAR ship. That way, you can have a couple of Vigils along to balloon enemy sig radiuses for the whole fleet without worrying about a drake blob all TPing the same target, blowing its sig up to the size of a planet, and then welping it with HMLs.
The main drawback is that this change might involve some tricky changes to pretty fundamental code. But I think it could work. |

Dersen Lowery
Knavery Inc. StructureDamage
63
|
Posted - 2012.08.13 16:44:00 -
[114] - Quote
[Stupid Firefox.] |

PinkKnife
Noir. Academy Noir. Mercenary Group
188
|
Posted - 2012.08.13 17:33:00 -
[115] - Quote
CCP Fozzie wrote:
From the feedback you've been giving I'm preparing the next (and definitely not the last) set of slight tweaks to the ship design, including heavily considering giving the Griffin and the Vigil their drone buddies back. Will update the OP soon.
Please stop gimping Gallente by giving drones out like free candy to every ship that might want some. |

Obsidiana
White-Noise
139
|
Posted - 2012.08.13 17:37:00 -
[116] - Quote
Well, sounds to me tat CCP is dead set on giving the Vigil a TP bonus and keeping TP as the Minmatar "disruption" type. Everyone I know thinks that this is a joke and I've seen more than one thread to that effect. No, no one agrees on an answer, but most agree on the problem: TP is not disruptive.
Case in point: The TP bonus on the Golem does not disrupt anything. I just lets it hit small things that a BS gun would need a tracking enhancer to hit. VENGA uses TPs on SBs for the same reason in PvP. If they want disrupting, the use SDs.
Disrutpion mean that they do less damage. TP is the reverse of disruption. The proposed Vigil in not a disruption frigate.
It lets you do more damage. If anything, it is anti-EWar, like external tracking enhancers. Those do the same thing. They are not EWar; they are counter EWar. Same thing for external ECCM. Same thing for external anti-cap-drain (cap transfer).
TP is also out of line with EWar ships design philosophy. The idea is that they should have weak to moderate defenses because they have a powerful defensive mechanism in EWar. ECM, SD, and TD all can make a ship invulnerable under specific circumstances. ECM can break and block locks. SD can put medium targets out of lock range. TD can do basically the same thing to guns. In no way can TP directly protect a ship, leaving the ship vulnerable and weak at the same time. |

Nikuno
Atomic Heroes The G0dfathers
60
|
Posted - 2012.08.13 17:49:00 -
[117] - Quote
I fear with the Maulus drone bonus that you are taking your eye off the ball. The other frigs have dual ew bonuses - regardless of the relative effectiveness of the various ew types, this sets the frigs up to make best use of these bonuses for fleets of all sizes versus ships of all sizes. The Maulus drone bonus directly sets this ship as an ew frig to fight 1v1 with other frigs. You have stripped it of it's fleet role in one simple stroke. There is not a single rational player who would claim that a frig with such a limited form of ew, and realistically only 2 slots available for the purpose, is viable in the role given to the other 3.
I want gallente ships to viable in fleets, please stop excluding them by design  |

MotherMoon
Blue Republic RvB - BLUE Republic
1088
|
Posted - 2012.08.13 17:50:00 -
[118] - Quote
CCP Fozzie wrote:I'd rather make target painters good, but that's actually a fairly complex issue. (Doesn't make me any less interested in doing it, just means it might take some time)
CAn't you just increase the bonus? Make the different betweenusing a target painter on a normal ship and using it on a target painter bonused ship something more like,
20% bonus to painter strength per level?
You can even nerf the painters a bit. But by increasing the gap between a normal painter and a boosted painter I think it gives the ships a role and fixes painters at the same time. I think that's what breaks them, if you make painters too good, then why use a special EW bonus ship? If target painters were really good the I'd just use a rfiter with a target painter instead of the Vigil.
I think you need to rethink the whole way EW is balanced. In fact a great example is why you handle webs. Ships with a web bonus almost turn the web into a whole new module. 150% bonus to web range? yes please and thank you ccp.
The Vigil should get a 150% bonus to painter strength. The damp ships should get similar bonuses. Making damps AMAZING on damp ships and meh pretty good on non-specialized ships. Just like you did with webs.
And if you read this and think, "no that's a bad idea haha stupid player" then give us a reason why webs get such a huge bonus and other modules do not. That's all I ask. http://dl.eve-files.com/media/1206/scimi.jpg |

Obsidiana
White-Noise
139
|
Posted - 2012.08.13 17:55:00 -
[119] - Quote
Target painters are good... on a Golem, a CNR, and a SB. |

X Gallentius
Justified Chaos
374
|
Posted - 2012.08.13 18:22:00 -
[120] - Quote
Nikuno wrote:I want gallente ships to viable in fleets, please stop excluding them by design  I was expecting a capacitor bonus on rsd's since being not being cap stable is what really kills the current Maulus. If the ship were able to apply damps and be cap stable (without having to put in multiple cap mods) it would be an effective e-war platform in its current form.
|

Lord Helghast
Dirty Old Bastards Nulli Secunda
115
|
Posted - 2012.08.13 19:33:00 -
[121] - Quote
Since damps currently suck and probably wont be fixed soon, shouldn't the damp be a bit higher? Also would be nice if that MWD bonus also reduced mwd bloom and the drones per level |

Bouh Revetoile
Barricade.
48
|
Posted - 2012.08.13 22:51:00 -
[122] - Quote
probably not the right thread, anyway here is an idea : New EWAR : target spammer when hited by this module, the target get one more identical target for each target she have locked. Target need to fire again all of its targeted module. Though, now, the target will have two identical target for each of its target, and hence get one chance out of two of selecting the wrong one.
Each cycle of the module reshuffle the target panel of the victim, so it must choose its target each cycle and have one chance out of two of selecting the wrong one.
Using more than one module simply add one target for each lock, hence rising the "wrong target chance" each time, but like ECM, you always have a chance of selecting the right target.
You can use sensor strength to make the module chance based like ECM are.
That can replace ECM or make for the minmatar EWAR. |

Hustomte
The Scope
91
|
Posted - 2012.08.14 00:38:00 -
[123] - Quote
With the Vigil AB nerf, what is going to be the next best ninja salvaging boat? Currently I have an expanded probe launcher on mine, i'd be bummed if I couldn't zip form wreck to wreck salvaging someone else's kill.  ...Signature... |

Obsidiana
White-Noise
142
|
Posted - 2012.08.14 00:39:00 -
[124] - Quote
What, TP not good enough to count as EWar? :P
I think this is a fine place for the idea, but others may not agree. I think (and posted) that I view TP as quasi-logistical (external tracking enhancer mainly for missiles) and not in any way a direct "disruption" to an opponent. I suggested TD be for Minmatar (complimenting thier speed) and make Amarr cap-drain. However, a new type of EWar for Minmatar would also work.
ECM both won and lost matches in ATX, so dispite complaints, it is decently balanced. (Note: I think a lot of people don't like EWar in general.) |

Marcel Devereux
Aideron Robotics
129
|
Posted - 2012.08.14 02:02:00 -
[125] - Quote
Without knowing the changes to EW you are making it is really hard to know how these frigates are suppose to stack up and fulfill their intended roles. Right now it looks really unbalanced for both Gallente and Minmatar. Since you've said you are looking for feedback I thought I would suggest something different than what you have proposed. Again since you haven't spoiled the EW this may or not make sense.
Proposal:
Instead of having each race specilaze in a particular type of EW, you have two races that specialize (Amarr and Minmatar) and two races that are EW generalist (Caldari, Gallente).
Caldari would receive a bonus to all module based EW (ECM, Remote Sensor Damping, Tracking disruption, etc...).
Gallente would receive a bonus to EW drones (not as good as the module based bonuses). They would also receive a boost to remote sensor modules (Remote Sensor Boosters, Tracking Links, Projected ECCM, etc...)
Amarr would receive a bonus Energy Vampire and Energy Neutralizer and Tracking Disruptor
Minmatar would receive a bonus stasis webifiers and target painters.
Before you dismiss this and go all Greyscale on me here a few points.
Caldari
- Would get bonuses that would rate the as "good" in all EW areas excluding webifiers and energy drain modules. - Would be consider the "kings" of EW as their canon suggests. - When a Caldari EW ship comes on the field their would be a bit of a surprise factor into what EW it has fitted. - I actually hate Caldari and I can not believe I made the suggestions above. - Death to the Caldari Scum!
Gallente
- The drone theme fits with what you want to do with the Malaus - Drones can be destroyed and take time to move to the target. - The second bonus to the remote modules fits with the canon that Gallente are the sensor kings. It also fits with the EW counter.
Amarr and Minmatar
- These bonuses already are inline with what you are thinking. Maybe not for the T1 frigate. - These are specialized ships and would still be appealing over the generalized ships because of their bonuses
General
- If you like this idea please don't tell Soundwave it is from me. He is apparently mad at me ;-) - Despite this looking like a troll it is not. Please take it seriously and discuss amongst the other designers. |

Mortimer Civeri
Aliastra Gallente Federation
161
|
Posted - 2012.08.14 02:09:00 -
[126] - Quote
The problem with damps is that even with the ship bonus the effect is not strong enough singly, and you have to at least double or triple up on the damps on a single target to have any effect. The same can be said with target painters. ECM on the other hand is frustrating in that a single module can shut down a target, with no need to double or treble the amount of modules to have a desired effect. This makes Caldari ECM superior, as they are able to spread out their limited ECM modules fitted to have a larger impact on opposing forces, whereas Gallente E-War ships must focus most/all of their ships E-war modules on a single target to have any meaningful effect on it. This does not make sensor damps a force multiplier like ECM does
10% per level for sensor damps, will give them a 75% effect. (math from earlier in the thread) I believe this is sufficiently crippling to a target, that this makes sensor damps able to spread out their modules as ECM is able to do now, and be a force multiplier. Anything less and the problem of multiple sensor damps on a single target reducing the effect of being a "force multiplier" crops up again, and anything more than that makes sensor damps overpowered. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Obsidiana
White-Noise
142
|
Posted - 2012.08.14 04:28:00 -
[127] - Quote
Marcel Devereux wrote:Caldari would receive a bonus to all module based EW (ECM, Remote Sensor Damping, Tracking disruption, etc...). ... - Would be consider the "kings" of EW as their canon suggests. That is how it used to be, at least for the Blackbird: "Special Ability: 5% Kinetic Missile Damage per skill level and 10% bonus to EW modules cap need per level." CCP wanted to expand EWar to each race.
In late 2005 a devblog announced that all of that was changing as part of the MK2 project. These overhauls are really nothing new, but very much needed.
Btw, an EWar drone bonus to the Gallente is something I've suggested for the Eos. |

Roime
Shiva Furnace Dead On Arrival Alliance
1048
|
Posted - 2012.08.14 07:21:00 -
[128] - Quote
This needs to done together with other things:
- reduce RSD cap usage across the board, damping ships need to be able to MWD to keep range, and damp for sustained periods - increase RSD base strength by a small amount - if you insist on making all races drone races, please at least give Gallente drone ships bonus to all drone effects Gallente - the choice of the interstellar gentleman |

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
39
|
Posted - 2012.08.14 08:28:00 -
[129] - Quote
swap one or all TP bonuses of the proposed vigil for one moderate web range bonus (so it reaches out to 15-20 km) and we have a winner.
web range + tp strength bonus would make a strong "disruption" frig people want to fly. maybe it needs to be more on the squishy side to give it a down side. basicly would make the vigil a cheap hyena, but EAFs in general will get overshadowed by the new disruption frigs, so why not?
|
|

CCP Fozzie
C C P C C P Alliance
970

|
Posted - 2012.08.14 12:54:00 -
[130] - Quote
Ok new update taking some of the feedback so far into account as well as some more testing.
We found that although the Maulus' 10% per level drone speed bonus was working quite well in most test cases, it was still causing drones to repeatedly overshoot against targets with very small hitboxes. This meant that the Maulus was having a hard time applying damage to shuttles and pods primarily. Combined with the desire many of you have voiced to see the ships focused more clearly on an ewar role and the fact that the ship is intended to be viable for newer players who will have weak cap skills, we're swapping the drone bonus for a 10% reduction in dampener cap use per level.
We're also making a series of small tweaks to the ships in this iteration, details of which are below:
Griffin: +5 dronebay and bandwidth Maulus: Changed bonus to damp cap use, +2 pg Vigil: +5 dronebay and bandwidth, +1 pg, +1.5 km lockrange, +10 velocity, -2 signature radius
The OP has been updated with these changes. |
|

Spugg Galdon
APOCALYPSE LEGION
156
|
Posted - 2012.08.14 13:00:00 -
[131] - Quote
Get them on SiSi NOW!!!!!
Yeah. They look pretty damn good now CCP Fozzie. Well done and fantastic working with the players with quick feedback and adjustments.
Just fix Damps and TP's now. ECM is fine  Waiting patiently for the anti ECM lynch mob |

Del Vikus
Gradient Electus Matari
11
|
Posted - 2012.08.14 13:12:00 -
[132] - Quote
CCP Fozzie wrote: Vigil: +5 dronebay and bandwidth, +1 pg, +1.5 km lockrange, +10 velocity, -2 signature radius
Look, I'm glad you've been open to suggestions...but I fear that you're inventing your own here.
Among which of the feedback posts have folks been saying, "Removing that drone nerfed the Vigil"? Correspondingly, giving it BACK doesn't change the fact that it's still lost a lowslot and the only useful bonus it had. Yay for 1 more PG (it could use another), but the rest is just laughable.
|

Spugg Galdon
APOCALYPSE LEGION
156
|
Posted - 2012.08.14 13:14:00 -
[133] - Quote
Del Vikus wrote:CCP Fozzie wrote: Vigil: +5 dronebay and bandwidth, +1 pg, +1.5 km lockrange, +10 velocity, -2 signature radius
Look, I'm glad you've been open to suggestions...but I fear that you're inventing your own here. Among which of the feedback posts have folks been saying, "Removing that drone nerfed the Vigil"? Correspondingly, giving it BACK doesn't change the fact that it's still lost a lowslot and the only useful bonus it had. Yay for 1 more PG (it could use another), but the rest is just laughable.
We don't know what the plans for TP's are yet. They're getting posted soon(tm) though. Might make all the difference |
|

CCP Fozzie
C C P C C P Alliance
974

|
Posted - 2012.08.14 13:16:00 -
[134] - Quote
Del Vikus wrote:CCP Fozzie wrote: Vigil: +5 dronebay and bandwidth, +1 pg, +1.5 km lockrange, +10 velocity, -2 signature radius
Look, I'm glad you've been open to suggestions...but I fear that you're inventing your own here. Among which of the feedback posts have folks been saying, "Removing that drone nerfed the Vigil"? Correspondingly, giving it BACK doesn't change the fact that it's still lost a lowslot and the only useful bonus it had. Yay for 1 more PG (it could use another), but the rest is just laughable.
The Vigil changes are intentionally minor. We can keep tweaking as we go forward (especially as they hit the test server so people can try them out)
The Vigil won't be getting the 5% speed bonus back, sorry. |
|

Michael Harari
The Hatchery Team Liquid
215
|
Posted - 2012.08.14 13:21:00 -
[135] - Quote
What about removing the actually harmful speed bonus on the maulus' drones? 50% velocity means light drones will lose tons of damage to overshooting |
|

CCP Fozzie
C C P C C P Alliance
974

|
Posted - 2012.08.14 13:31:00 -
[136] - Quote
Michael Harari wrote:What about removing the actually harmful speed bonus on the maulus' drones? 50% velocity means light drones will lose tons of damage to overshooting
I had originally tested the +50% bonus and found that as long as you don't fit any navigation computers on top of the bonus the drones responded quite well against most targets. Going back and retesting with shuttles and pods found that the problem still existed for the really small hitboxes.
So as I posted above we're dropping the drone speed bonus and replacing it with a cap use bonus for damps.
I still really like the concept of a drone "sniper" and feel it would have good synergy with damps, but for now we'll have to shelve the idea. |
|

Bloodpetal
Mimidae Risk Solutions
786
|
Posted - 2012.08.14 13:32:00 -
[137] - Quote
Glad you took some thoughts to heart.
The Vigil will get some more tweaking I'm sure. I still think the main issue with it right now is just the slot layouts make it really a tough sell for the minmatar philosophy, but I guess we'll have to get on SISI to see it happen.
The Maulus' more focused role will be better, imho. The drone role was a nice idea and I like when ships stand out from their counter parts in a class, but from a cohesive perspective it was definitely turning into more of a gimmick bonus than anything with any serious gravity to it.
Great job! \o/ Mimidae Risk Solutions Recruiting |

Michael Harari
The Hatchery Team Liquid
215
|
Posted - 2012.08.14 13:34:00 -
[138] - Quote
CCP Fozzie wrote:
I still really like the concept of a drone "sniper" and feel it would have good synergy with damps, but for now we'll have to shelve the idea.
Bandwidth bonus for sentries? |

Bloodpetal
Mimidae Risk Solutions
786
|
Posted - 2012.08.14 13:45:00 -
[139] - Quote
Michael Harari wrote:CCP Fozzie wrote:
I still really like the concept of a drone "sniper" and feel it would have good synergy with damps, but for now we'll have to shelve the idea.
Bandwidth bonus for sentries? Ie, something like a role bonus: -80% bandwidth need for sentry drones, -50% range to sentry drones, -50% damage to sentry drones
Maulus is a frigate. Missing the point a bit :) Mimidae Risk Solutions Recruiting |

Del Vikus
Gradient Electus Matari
14
|
Posted - 2012.08.14 14:03:00 -
[140] - Quote
CCP Fozzie wrote:
The Vigil changes are intentionally minor. We can keep tweaking as we go forward (especially as they hit the test server so people can try them out)
The Vigil won't be getting the 5% speed bonus back, sorry.
I'm happy with receptiveness to change so far, so I'm confident progress can be made. :)
And I'm not crushed about the speed loss, to be honest. It's sad, but as long as it is replaced with a reasonable alternative, then there's no net loss.
The problem, as you're seeing here, is that it just hasn't been replaced with a real alternative. Sorry. Maybe CCP sees something in TPs that the rest of us don't? You clearly hit the mark with the Crucifier (seriously!) and the Griffin; Maulus is about 75%, in my eyes; I just don't see why anybody would fly this current iteration of the Vigil. |

Michael Harari
The Hatchery Team Liquid
217
|
Posted - 2012.08.14 14:05:00 -
[141] - Quote
Painters are actually pretty good. |

Spugg Galdon
APOCALYPSE LEGION
156
|
Posted - 2012.08.14 14:34:00 -
[142] - Quote
CCP Fozzie wrote: I still really like the concept of a drone "sniper" and feel it would have good synergy with damps, but for now we'll have to shelve the idea.
Hey CCP Fozzie, your dream synergy can still be achieved. Just you need to use two ships. The new Maulus paired with an Imicus or Drone Navitas would be fun. Synergy achieved through team work. But, in a multiplayer game? How rude!
|

Letrange
Chaosstorm Corporation
49
|
Posted - 2012.08.14 14:49:00 -
[143] - Quote
Del Vikus wrote:CCP Fozzie wrote:
The Vigil changes are intentionally minor. We can keep tweaking as we go forward (especially as they hit the test server so people can try them out)
The Vigil won't be getting the 5% speed bonus back, sorry.
I'm happy with receptiveness to change so far, so I'm confident progress can be made. :) And I'm not crushed about the speed loss, to be honest. It's sad, but as long as it is replaced with a reasonable alternative, then there's no net loss. The problem, as you're seeing here, is that it just hasn't been replaced with a real alternative. Sorry. Maybe CCP sees something in TPs that the rest of us don't? You clearly hit the mark with the Crucifier (seriously!) and the Griffin; Maulus is about 75%, in my eyes; I just don't see why anybody would fly this current iteration of the Vigil. Yep it needs a web range bonus. Make it a mini Huginn. Then it'll actually be useful. |

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
39
|
Posted - 2012.08.14 15:02:00 -
[144] - Quote
Letrange wrote:Del Vikus wrote:CCP Fozzie wrote:
The Vigil changes are intentionally minor. We can keep tweaking as we go forward (especially as they hit the test server so people can try them out)
The Vigil won't be getting the 5% speed bonus back, sorry.
I'm happy with receptiveness to change so far, so I'm confident progress can be made. :) And I'm not crushed about the speed loss, to be honest. It's sad, but as long as it is replaced with a reasonable alternative, then there's no net loss. The problem, as you're seeing here, is that it just hasn't been replaced with a real alternative. Sorry. Maybe CCP sees something in TPs that the rest of us don't? You clearly hit the mark with the Crucifier (seriously!) and the Griffin; Maulus is about 75%, in my eyes; I just don't see why anybody would fly this current iteration of the Vigil. Yep it needs a web range bonus. Make it a mini Huginn. Then it'll actually be useful.
my thoughts exactly (see previous page). would not turn into a mini huginn, because missing the missiles but it would turn into a "better bang for buck" hyena. |

Marcel Devereux
Aideron Robotics
129
|
Posted - 2012.08.14 15:24:00 -
[145] - Quote
Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. |

Deena Amaj
Native Freshfood Minmatar Republic
29
|
Posted - 2012.08.14 15:36:00 -
[146] - Quote
Nagarythe Tinurandir wrote:Letrange wrote:Del Vikus wrote:CCP Fozzie wrote:
The Vigil changes are intentionally minor. We can keep tweaking as we go forward (especially as they hit the test server so people can try them out)
The Vigil won't be getting the 5% speed bonus back, sorry.
I'm happy with receptiveness to change so far, so I'm confident progress can be made. :) And I'm not crushed about the speed loss, to be honest. It's sad, but as long as it is replaced with a reasonable alternative, then there's no net loss. The problem, as you're seeing here, is that it just hasn't been replaced with a real alternative. Sorry. Maybe CCP sees something in TPs that the rest of us don't? You clearly hit the mark with the Crucifier (seriously!) and the Griffin; Maulus is about 75%, in my eyes; I just don't see why anybody would fly this current iteration of the Vigil. Yep it needs a web range bonus. Make it a mini Huginn. Then it'll actually be useful. my thoughts exactly (see previous page). would not turn into a mini huginn, because missing the missiles but it would turn into a "better bang for buck" hyena.
Yeah, hyena's special was having web range bonus.. even with t2 resists, vigil would make it obsolete. That is why the velocity bonus on vigil was awesome.
Breacher needs that TP bonus nextt to10% explo missile dmg. confirthisposmed
Yes. I'm a writer. And I'm a writer. |
|

CCP Fozzie
C C P C C P Alliance
979

|
Posted - 2012.08.14 15:36:00 -
[147] - Quote
Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5.
Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. |
|

Marcel Devereux
Aideron Robotics
129
|
Posted - 2012.08.14 15:47:00 -
[148] - Quote
CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts.
I hear there is this rebalancing effort. Hopefully it can buck this trend and make Gallente ships more versatile ;-) |

X Gallentius
Justified Chaos
385
|
Posted - 2012.08.14 16:33:00 -
[149] - Quote
Bloodpetal wrote: The Maulus' more focused role will be better, imho. The drone role was a nice idea and I like when ships stand out from their counter parts in a class, but from a cohesive perspective it was definitely turning into more of a gimmick bonus than anything with any serious gravity to it.
Maulus has huge CPU. You will still be able to fit ample drone mods to create a "sniper drone" boat.
Something on the order of (+/- a few mods, eft'ing with old eft):
110 dps out to 90+km (??) 2x drone link augmentor
1x mwd 2x damps 1x drone navigation computer
2x drone damage amplifier 1x damage control unit
1x small ionic 2x overclocking
4x hobgoblin II
By definition, the Drone Sniper Navitas will be better than this. :) |

PinkKnife
Noir. Academy Noir. Mercenary Group
189
|
Posted - 2012.08.14 16:36:00 -
[150] - Quote
CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts.
So, what then is the usefulness of the race that specializes in Drones, and is supposed use them as a secondary weapon? 2 Medium drones are not more useful than 4 lights. While they may do more damage, it is almost never applied and they are easily alpha'd off the field in 1 volley.
I can only reiterate that drones are by far given out to too many ships in the game that don't need them. It gimps one of the strengths of the Gallente race, and makes them even less desirable.
A drone sniper while sounding cool, is completely useless using anything but sentry drones. |

X Gallentius
Justified Chaos
386
|
Posted - 2012.08.14 16:44:00 -
[151] - Quote
PinkKnife wrote:CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. So, what then is the usefulness of the race that specializes in Drones, and is supposed use them as a secondary weapon? .... A drone sniper while sounding cool, is completely useless using anything but sentry drones. Gallente are supposed to be able to apply more dps - hence larger drone bandwidth. Most often this dps is best applied to bigger ships at closer range (that's why 75m3 bandwidth for Vexor... 2x Ogres can hit BCs easily enough once you web down your opponent).
Also, drone sniper will be very cool - especially if you start thinking about support drones for your fleet where tracking doesn't matter. Nuet the f! out of those drams! |

Deena Amaj
Native Freshfood Minmatar Republic
29
|
Posted - 2012.08.14 17:06:00 -
[152] - Quote
Considering Vigil, how about that bonus hp to structure, to get more vital seconds of holding tackle before blowing up? Next to one of the painting nonuses. Would give more means to having damage control. For what it is worth.
Doubt it is a solution though. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
24
|
Posted - 2012.08.14 17:06:00 -
[153] - Quote
I don't get the hate TP's get..
People do realize that Sig is a part of the tracking equation right? It does not just help big stuff hit small stuff.. |

Liang Nuren
Heretic Army Heretic Nation
1829
|
Posted - 2012.08.14 17:22:00 -
[154] - Quote
CCP Fozzie wrote: Griffin: +5 dronebay and bandwidth Maulus: Changed bonus to damp cap use, +2 pg Vigil: +5 dronebay and bandwidth, +1 pg, +1.5 km lockrange, +10 velocity, -2 signature radius
The OP has been updated with these changes.
Comments: - Griffin: I have to admit I'm surprised to see another boost to the Griffin. The ECM mechanic by itself makes the ship absurdly powerful... more details on this planned ECM change of yours would be swell. - The Maulus: This seems like a net improvement. I would have preferred you to fix the core problem with drones overshooting small hitbox targets. Also note that the problem is not limited to pods/shuttles - it's also a tremendous problem with moving interceptors. Try fitting up an Ishtar with several drone nav comps and orbit it in an inty to see what I mean. - The Vigil: Yeah so that doesn't really help that much. There's no reason for the Vigil to have 5 mids - so move that mid back to a low. Otherwise it's probably "fine". I mean, as fine as an ewar ship with two painter bonuses can be. 
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Deena Amaj
Native Freshfood Minmatar Republic
29
|
Posted - 2012.08.14 17:29:00 -
[155] - Quote
It is not hate, at least on my side. But, and a big but, Vigil had two different bonuses, not one of the same.
Having speed allowed me to catch and suicixe tackle stuff. Again, just me.
I just find the painting not as much of a special anymore, because ALL playera can put it on their ships. If TP had the fitting restrictions like Covert Cloaking/Cyno modules (and the -99% cpu for vigil, belli, phoon) i'd shut up like that.
Same to apply for other race-respective ewar. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.14 17:31:00 -
[156] - Quote
CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts.
Looks like there was some error in your research. 1.5 doesn't fit into the Gallente scheme. It needs to be either 1.33, 2, or 3. I did the research for you:
https://docs.google.com/spreadsheet/ccc?key=0Apbgh8v1tblLdEJzbE1BWFhRZnlXWlNCT3ZwWXhJN2c
It looks like you have some holes in your design template for Gallente ships! |

Del Vikus
Gradient Electus Matari
14
|
Posted - 2012.08.14 17:34:00 -
[157] - Quote
Garviel Tarrant wrote:I don't get the hate TP's get..
People do realize that Sig is a part of the tracking equation right? It does not just help big stuff hit small stuff..
Things like lock time issues (or tracking) are rather secondary benefits, all things considered. A ship fitted with RSBs can apply benefits directly to friendly ships throughout an entire fight. A ship with TPs must first lock a target and then apply a TP (which might miss), and then the remaining ships must lock and target that one. That's one step too many in the midst of a fight; it has no direct support or disruptive power. It is purely "supplementary", but not in a way that makes it substantially threatening.
|

Deena Amaj
Native Freshfood Minmatar Republic
29
|
Posted - 2012.08.14 17:46:00 -
[158] - Quote
Del Vikus wrote:Garviel Tarrant wrote:I don't get the hate TP's get..
People do realize that Sig is a part of the tracking equation right? It does not just help big stuff hit small stuff.. Things like lock time issues (or tracking) are rather secondary benefits, all things considered. A ship fitted with RSBs can apply benefits directly to friendly ships throughout an entire fight. A ship with TPs must first lock a target and then apply a TP (which might miss), and then the remaining ships must lock and target that one. That's one step too many in the midst of a fight; it has no direct support or disruptive power. It is purely "supplementary", but not in a way that makes it substantially threatening. Exactly. It is like asupport module, like remote sensor booster or tracking link - vaguely. Not a real disruption. Only difference is that it works for you too. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
238
|
Posted - 2012.08.14 18:22:00 -
[159] - Quote
Marcel Devereux wrote:CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. I hear there is this rebalancing effort. Hopefully it can buck this trend and make Gallente ships more versatile ;-)
I very much agree with this. What good is bandwidth is a flight of drones is lost or destroyed and you have no replacements because your drone bay is too small? Makes absolutely no sense. |

X Gallentius
Justified Chaos
386
|
Posted - 2012.08.14 18:46:00 -
[160] - Quote
One target painter provides additional tracking/damage to the entire fleet whereas one Remote Sensor Booster applies benefit to a single ship.
|

Zarnak Wulf
Imperial Outlaws
503
|
Posted - 2012.08.14 18:56:00 -
[161] - Quote
CCP Fozzie wrote:We also want to make TPs more usable in more situations, but that will primarily involve changes to the rest of the environment as opposed to changes to the TP module itself.
If I were a betting man I'd say the tracking formula is on the operating table.  |

Liang Nuren
Heretic Army Heretic Nation
1832
|
Posted - 2012.08.14 19:09:00 -
[162] - Quote
Zarnak Wulf wrote:CCP Fozzie wrote:We also want to make TPs more usable in more situations, but that will primarily involve changes to the rest of the environment as opposed to changes to the TP module itself. If I were a betting man I'd say the tracking formula is on the operating table. 
Tracking nerfs and sig radius changes would also work. Though TBH making LML explosion radius better doesn't lean that way.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Michael Harari
The Hatchery Team Liquid
225
|
Posted - 2012.08.14 19:20:00 -
[163] - Quote
The issue with TPs are particularly with rapiers huginns and lokis, webs reach out to the ranges you want to shoot (in general). Painters have half the power of webs (so they do very nice things for missiles and large guns), but in most situations if you have a dedicated minmatar ewar boat, webs are more useful in the range you want to fight.
Its not that they are weak, but its that they do the same things as webs (dps wise) and just have silly range. Introduce that highslot TP module, and I am sure everyone will be using painters |

John Nucleus
Red Federation RvB - RED Federation
18
|
Posted - 2012.08.14 20:12:00 -
[164] - Quote
CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts.
I think you missed the tormentor with this philosophy. It only has 10/10. |
|

CCP Fozzie
C C P C C P Alliance
984

|
Posted - 2012.08.14 20:23:00 -
[165] - Quote
John Nucleus wrote:CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. I think you missed the tormentor with this philosophy. It only has 10/10.
Tormentor isn't considered a true Amarr droneboat, it's a gunboat that also has a significant dronebay as a secondary weapon, like the Armageddon.
And yes I know this can get somewhat complicated, but in the end the main goals are always balance and interesting gameplay. The racial traits are useful guidelines to help towards those goals. |
|

mkint
864
|
Posted - 2012.08.14 20:26:00 -
[166] - Quote
CCP Fozzie wrote:Michael Harari wrote:What about removing the actually harmful speed bonus on the maulus' drones? 50% velocity means light drones will lose tons of damage to overshooting I had originally tested the +50% bonus and found that as long as you don't fit any navigation computers on top of the bonus the drones responded quite well against most targets. Going back and retesting with shuttles and pods found that the problem still existed for the really small hitboxes. So as I posted above we're dropping the drone speed bonus and replacing it with a cap use bonus for damps. I still really like the concept of a drone "sniper" and feel it would have good synergy with damps, but for now we'll have to shelve the idea. I still like the idea of small sentry drones that can move with the ship that launched them. I'm pretty sure that's what it will take to get a drone boat to not suck at sniping, especially a frig. |

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.14 21:16:00 -
[167] - Quote
CCP Fozzie wrote:John Nucleus wrote:CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. I think you missed the tormentor with this philosophy. It only has 10/10. Tormentor isn't considered a true Amarr droneboat, it's a gunboat that also has a significant dronebay as a secondary weapon, like the Armageddon. And yes I know this can get somewhat complicated, but in the end the main goals are always balance and interesting gameplay. The racial traits are useful guidelines to help towards those goals.
Understood but your racial guidelines for Amarr drone boats are consistent across the board (i.e. 3:1 ratio). For Gallente you have the Vexor at 1.33, the Eos, Ishkur, and Myrmidon at 2, the Dominix, Ishtar, and Utu at 3, and the Dominix Navy Issue and Sin at 3.2 (seems to be the case for T2 and faction drone boats except for the Ishtar).
My pattern recognition implant is malfunctioning and I can not discern a guideline for any race other than Amarr. Can you please state the drone boat guidelines for each of the races. I'm looking forward to the complicated equation for Gallente ;-) |
|

CCP Fozzie
C C P C C P Alliance
985

|
Posted - 2012.08.14 21:23:00 -
[168] - Quote
Marcel Devereux wrote:CCP Fozzie wrote:John Nucleus wrote:CCP Fozzie wrote:Marcel Devereux wrote:Can you please comment on why the Malaus does not have the largest drone bay? You gave the Executioner 3 flights of drones while the Malaus only has 1.5. Having lower drone bandwidth but larger bays is a racial trait of Amarr droneships. See the Sentinel or Arbitrator for similar layouts. I think you missed the tormentor with this philosophy. It only has 10/10. Tormentor isn't considered a true Amarr droneboat, it's a gunboat that also has a significant dronebay as a secondary weapon, like the Armageddon. And yes I know this can get somewhat complicated, but in the end the main goals are always balance and interesting gameplay. The racial traits are useful guidelines to help towards those goals. Understood but your racial guidelines for Amarr drone boats are consistent across the board (i.e. 3:1 ratio). For Gallente you have the Vexor at 1.33, the Eos, Ishkur, and Myrmidon at 2, the Dominix, Ishtar, and Utu at 3, and the Dominix Navy Issue and Sin at 3.2 (seems to be the case for T2 and faction drone boats except for the Ishtar). My pattern recognition implant is malfunctioning and I can not discern a guideline for any race other than Amarr. Can you please state the drone boat guidelines for each of the races. I'm looking forward to the complicated equation for Gallente ;-)
It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance. |
|

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.14 21:25:00 -
[169] - Quote
CCP Fozzie wrote: It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance.
Should I start drinking now to drown my sorrows? Maybe poor one out for Gallente ?-) |
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CCP Fozzie
C C P C C P Alliance
986

|
Posted - 2012.08.14 21:35:00 -
[170] - Quote
Marcel Devereux wrote:CCP Fozzie wrote: It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance.
Should I start drinking now to drown my sorrows? Maybe poor one out for Gallente ?-)
Oh I really like the ship, but it doesn't fit any established bandwidth/dronebay ratio that's all. |
|

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.15 00:13:00 -
[171] - Quote
CCP Fozzie wrote:Marcel Devereux wrote:CCP Fozzie wrote: It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance.
Should I start drinking now to drown my sorrows? Maybe poor one out for Gallente ?-) Oh I really like the ship, but it doesn't fit any established bandwidth/dronebay ratio that's all.
I see. Hopefully it is over 3!
I know this is out of the context of this thread bu Is there a possibility of making Gallente drone boats all have the same ratio? Is there a reason this isn't consistent across drone boats? I would think that the race would dictate the bandwidth and secondary bonus on the ship rather than the drone bay size.
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Jame Jarl Retief
Murientor Tribe Defiant Legacy
242
|
Posted - 2012.08.15 01:26:00 -
[172] - Quote
CCP Fozzie wrote: It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance.
Balance is fine and dandy, but consider the logistics of flying a drone(ish) ship where you essentially have one set of drones. Because currently you get 1.5 sets.
If anything happens, anything at all, and you lose that one flight, you are done. Finito. Go back to base and restock. You are out of the fleet, you are out of the gang. By the time you go back, reload, and fly back, the gang will have moved on and you'll spend 40 mins playing catch-up. I know because I've done it.
And it can be anything. The drones, which have unbuffed HP by the way, die ludicrously easy. Direct fire, other drones (perhaps from a ship where drones are only a small percentage of overall DPS), smartbombs, what have you. Heck, I could be forced to warp out without having time for the drones to slowly work their way back. In any of these scenarios that's the end of the roam for me. I gotta pack up and go home and get some new drones, or hope to god there's some for sale somewhere in a nearby system. Which doesn't really work during a roam in hostile space in FW as I can't dock in enemy stations anyhow.
See the issue?
Balance is good and all, but remember that real, non-insane people are going to try to use this boat at some point. Maybe. And this kind of stuff will drive them bananas. And this is just icing, on top of an otherwise giant drone cake (poor UI, bad AI, destructible, can't overheat for more damage/faster travel/more range, slowest damage projection of any weapon system, etc., etc). |

Mechael
Ouroboros Executor Collective
226
|
Posted - 2012.08.15 04:20:00 -
[173] - Quote
Michael Harari wrote:The issue with TPs are particularly with rapiers huginns and lokis, webs reach out to the ranges you want to shoot (in general). Painters have half the power of webs (so they do very nice things for missiles and large guns), but in most situations if you have a dedicated minmatar ewar boat, webs are more useful in the range you want to fight.
Its not that they are weak, but its that they do the same things as webs (dps wise) and just have silly range. Introduce that highslot TP module, and I am sure everyone will be using painters
Except they don't quite do the same thing as webs. The thing about reducing transversal velocity (webs) is that it gets reduced for both you and your opponent, giving you both an edge in dps (assuming you're both using turrets.) Target painters give you an accuracy boost /without/ also giving that boost to your opponent.
They still could use a bit of a boost, though. Whether or not you win the game matters not. -áIt's if you bought it. |

Michael Harari
The Hatchery Team Liquid
229
|
Posted - 2012.08.15 04:32:00 -
[174] - Quote
Mechael wrote:Michael Harari wrote:The issue with TPs are particularly with rapiers huginns and lokis, webs reach out to the ranges you want to shoot (in general). Painters have half the power of webs (so they do very nice things for missiles and large guns), but in most situations if you have a dedicated minmatar ewar boat, webs are more useful in the range you want to fight.
Its not that they are weak, but its that they do the same things as webs (dps wise) and just have silly range. Introduce that highslot TP module, and I am sure everyone will be using painters Except they don't quite do the same thing as webs. The thing about reducing transversal velocity (webs) is that it gets reduced for both you and your opponent, giving you both an edge in dps (assuming you're both using turrets.) Target painters give you an accuracy boost /without/ also giving that boost to your opponent. They still could use a bit of a boost, though.
Thats only true if you are both orbiting each other and have identical tracking. In the case of say, a dual prop SFI webbed by a frigate, the SFI is going to be heating its ab away from the frigate in an attempt to drop transversal as much as possible, and the web is going to make this less effective. |

Mechael
Ouroboros Executor Collective
227
|
Posted - 2012.08.15 05:45:00 -
[175] - Quote
Michael Harari wrote:Mechael wrote:Michael Harari wrote:The issue with TPs are particularly with rapiers huginns and lokis, webs reach out to the ranges you want to shoot (in general). Painters have half the power of webs (so they do very nice things for missiles and large guns), but in most situations if you have a dedicated minmatar ewar boat, webs are more useful in the range you want to fight.
Its not that they are weak, but its that they do the same things as webs (dps wise) and just have silly range. Introduce that highslot TP module, and I am sure everyone will be using painters Except they don't quite do the same thing as webs. The thing about reducing transversal velocity (webs) is that it gets reduced for both you and your opponent, giving you both an edge in dps (assuming you're both using turrets.) Target painters give you an accuracy boost /without/ also giving that boost to your opponent. They still could use a bit of a boost, though. Thats only true if you are both orbiting each other and have identical tracking. In the case of say, a dual prop SFI webbed by a frigate, the SFI is going to be heating its ab away from the frigate in an attempt to drop transversal as much as possible, and the web is going to make this less effective.
It's actually true in every case. All the target painter does is increase the "sweet spot" of your own tracking without also increasing the sweet spot of your opponent's. It's a matter of degrees, and every fraction of a degree helps at least a little bit. Whether or not you win the game matters not. -áIt's if you bought it. |

Arkady Sadik
Gradient Electus Matari
695
|
Posted - 2012.08.15 07:06:00 -
[176] - Quote
The main problem with the Vigil as is are the problems with target painters.
The problems with target painters are ttwofold:
1) Signature is a mostly irrelevant factor for damage application in most fleets. Even for fleets where it is actually very important (vs. Tengu, AHAC), the signature bonus of a TP is very weak, with 3 TPs having the same effect as one single web.
2) Compared to other ewar, TP does not scale. "Another Griffin" is always welcome and, outside of coordination, will actually support the fleet. TPs go to primary, and beyond 3-4 of them, they have zero effect. Rookies will be better off bringing other ships than TPs. Especially as, because of 1), in fleets where TPs are actually important, they are more likely to be on bigger ships and flown by experienced pilots.
I'm not sure what to do about 2). But for 1), it would be great if TPs could give a 150% increase in signature instead of 37.5%. That would be equivalent to a 60% web, per TP. TPs have longer range than webs, but do not actually slow down the target, which sounds like a good tradeoff.
So, if you give the Vigil (and other TP boats) a 15-20% bonus for TP effectiveness per level, you make the ship actually very useful, because the TP effect will then be quite pronounced. |

Sofia Wolf
Ubuntu Inc. Varangon Tagma
55
|
Posted - 2012.08.15 08:39:00 -
[177] - Quote
Maybe problem with TP is that webs overshadow them. Should webs get nerfed? I does sem a bit OP that single module can slow down target by 50%. Maybe speed penalty shuld be reduced to say ... 33% ? |

X Gallentius
Justified Chaos
395
|
Posted - 2012.08.15 09:07:00 -
[178] - Quote
How about we make the effective range of webs around 10 km and we increase the effective range of target painters to, say, 45 km with perhaps a 90 km falloff?
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John Nucleus
Red Federation RvB - RED Federation
18
|
Posted - 2012.08.15 12:26:00 -
[179] - Quote
Jame Jarl Retief wrote:CCP Fozzie wrote: It's simply what would be balanced for the ship itself. Generally the Gallente extra dronebay improves as the the ships get larger and more advanced but that's not in stone. I can say for instance that I'm going to be introducing an entirely new ratio for that list before the end of the week. Sorry in advance.
Balance is fine and dandy, but consider the logistics of flying a drone(ish) ship where you essentially have one set of drones. Because currently you get 1.5 sets. If anything happens, anything at all, and you lose that one flight, you are done. Finito. Go back to base and restock. You are out of the fleet, you are out of the gang. By the time you go back, reload, and fly back, the gang will have moved on and you'll spend 40 mins playing catch-up. I know because I've done it. And it can be anything. The drones, which have unbuffed HP by the way, die ludicrously easy. Direct fire, other drones (perhaps from a ship where drones are only a small percentage of overall DPS), smartbombs, what have you. Heck, I could be forced to warp out without having time for the drones to slowly work their way back. In any of these scenarios that's the end of the roam for me. I gotta pack up and go home and get some new drones, or hope to god there's some for sale somewhere in a nearby system. Which doesn't really work during a roam in hostile space in FW as I can't dock in enemy stations anyhow. See the issue? Balance is good and all, but remember that real, non-insane people are going to try to use this boat at some point. Maybe. And this kind of stuff will drive them bananas. And this is just icing, on top of an otherwise giant drone cake (poor UI, bad AI, destructible, can't overheat for more damage/faster travel/more range, slowest damage projection of any weapon system, etc., etc).
This ^, 10 times.
Every ship that use drones should have more than 1 flight. It could be a 1.5 ratio for ships that use drones as a secondary weapon. It's just so useful to have a spare drone around and it won't overpower the ship, it will only make it a bit more versatile and reliable.
I also hope that at some point the UI will be looked at, it's really awful, I mean really really really awful. And just a little work could already improve it a lot: - drag and drop in groups - health bar while in drone bay - double click to launch and return
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Onnen Mentar
Murientor Tribe Defiant Legacy
14
|
Posted - 2012.08.15 12:59:00 -
[180] - Quote
Two questions/remarks related to a stat left unchanged: sensor strength.
(1) How is sensor strength decided on? Is it racial or based on other factors? Vigil has lower sensor strength than the crucifier, but the typhoon has higher sensor strength than the armageddon for instance. (2) Compared to battleship, these frigates also have interesting increments. For instance the domi and scorpion have high sensor strengths (22, 23), whereas the armageddon and typhoon have low sensor strengths (17, 18). For the frigates the increment is just +2 each time.
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X Gallentius
Justified Chaos
399
|
Posted - 2012.08.15 13:27:00 -
[181] - Quote
Sensor Strength and Lock Range: Caldari > Gallente > Amarr > Minmatar
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Khaim Khal
Valkyries of Night Of Sound Mind
2
|
Posted - 2012.08.16 03:06:00 -
[182] - Quote
Onnen Mentar wrote:(1) How is sensor strength decided on? Is it racial or based on other factors? Vigil has lower sensor strength than the crucifier, but the typhoon has higher sensor strength than the armageddon for instance. As best I can tell, CCP's idea is that each ship "class" has a base sensor strength, and then a racial adjustment is added on top of that. This probably applies to all stats, not just sensor strength.
Onnen Mentar wrote:(2) Compared to battleship, these frigates also have interesting increments. For instance the domi and scorpion have high sensor strengths (22, 23), whereas the armageddon and typhoon have low sensor strengths (17, 18). For the frigates the increment is just +2 each time. I suspect that these numbers will eventually be changed. They can't rebalance everything at once!
X Gallentius wrote:Sensor Strength and Lock Range: Caldari > Gallente > Amarr > Minmatar That was kind of my point, earlier. Targeting range can be useful, but mostly in sniper-fits. Sensor strength, not so much - it only matters when a player tries to ECM you.
Also, did you know that T1 ships get +10% racial armor resists? Can you guess which race is most heavily biased towards shields? |

X Gallentius
Justified Chaos
399
|
Posted - 2012.08.16 05:22:00 -
[183] - Quote
Khaim Khal wrote:X Gallentius wrote:Sensor Strength and Lock Range: Caldari > Gallente > Amarr > Minmatar That was kind of my point, earlier. Targeting range can be useful, but mostly in sniper-fits. Sensor strength, not so much - it only matters when a player tries to ECM you. Also, did you know that T1 ships get +10% racial armor resists? Can you guess which race is most heavily biased towards shields? Targeting range is useful as a defense against remote sensor dampening. Sensor strength is good for resistance against jams. So, Caldari are pretty much the most e-war resistant race (especially with missiles not affected by td's). Conceptually Gallente is second because of these values as well as drones.
|

Hannott Thanos
Notorious Legion
95
|
Posted - 2012.08.16 07:45:00 -
[184] - Quote
How about these frigs get a bonus to the new ewar drones? Some of them are still totally useless. What if a bonus to the ships were "ewar drones have no stacking penalty" and "20% bonus to the factor of ewar drones strength pr level".
We all know that the dronebays will just be filled up with Warrior II's, and the ewar drones will never be used. But what if the Maulus could send a flight of SD drones that had the effectiveness of half or two thirds a sensor damper. I would use them... |

Liang Nuren
Heretic Army Heretic Nation
1864
|
Posted - 2012.08.16 08:03:00 -
[185] - Quote
Hannott Thanos wrote:How about these frigs get a bonus to the new ewar drones? Some of them are still totally useless. What if a bonus to the ships were "ewar drones have no stacking penalty" and "20% bonus to the factor of ewar drones strength pr level".
We all know that the dronebays will just be filled up with Warrior II's, and the ewar drones will never be used. But what if the Maulus could send a flight of SD drones that had the effectiveness of half or two thirds a sensor damper. I would use them...
The problem with ewar drones is that they stack nerf...
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Hannott Thanos
Notorious Legion
95
|
Posted - 2012.08.16 08:13:00 -
[186] - Quote
Liang Nuren wrote: The problem with ewar drones is that they stack nerf... -Liang
You mean they stack with ship modules? Yeah, but if a flight of drones could compare to a module you could possibly free up a midslot to use for something else. I dunno, just thinking about stuff that could make people use those drones.... |

Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
6
|
Posted - 2012.08.16 14:04:00 -
[187] - Quote
Like many stated before: Target Painters suck, they suck hard for a frigate. Painters are the weakest e-war (if it can be called e-war at all), and it doesn't help this ship an a 1vs1, as the other e-war-frigates' bonuses do. Having its bonus this way poor Vigil wil rarely ever be used, as it only helps others.
Minmatar's real e-war is webs, webs, webs! This is exactly what Vigils T2 variant, Hyena does. Why shouldn't the Vigil get a web bonus? If a web range bonus should interfere with the hyena's role maybe a web strenght bonus would be viable. or a moderate mix of both.
It makes me sad thet CCP is so stubborn in this concern  |

Michael Harari
The Hatchery Team Liquid
236
|
Posted - 2012.08.16 14:06:00 -
[188] - Quote
Sui'Djin wrote:Like many stated before: Target Painters suck, they suck hard for a frigate. Painters are the weakest e-war (if it can be called e-war at all), and it doesn't help this ship an a 1vs1, as the other e-war-frigates' bonuses do. Having its bonus this way poor Vigil wil rarely ever be used, as it only helps others. Minmatar's real e-war is webs, webs, webs! This is exactly what Vigils T2 variant, Hyena does. Why shouldn't the Vigil get a web bonus? If a web range bonus should interfere with the hyena's role maybe a web strenght bonus would be viable. or a moderate mix of both. It makes me sad thet CCP is so stubborn in this concern 
Web strength, are you for real? |

Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
6
|
Posted - 2012.08.16 14:23:00 -
[189] - Quote
Michael Harari wrote:Sui'Djin wrote:Like many stated before: Target Painters suck, they suck hard for a frigate. Painters are the weakest e-war (if it can be called e-war at all), and it doesn't help this ship an a 1vs1, as the other e-war-frigates' bonuses do. Having its bonus this way poor Vigil wil rarely ever be used, as it only helps others. Minmatar's real e-war is webs, webs, webs! This is exactly what Vigils T2 variant, Hyena does. Why shouldn't the Vigil get a web bonus? If a web range bonus should interfere with the hyena's role maybe a web strenght bonus would be viable. or a moderate mix of both. It makes me sad thet CCP is so stubborn in this concern  Web strength, are you for real?
Why not, if it's moderate? And what's your proposal? Any useful idea? |

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
39
|
Posted - 2012.08.16 14:33:00 -
[190] - Quote
no web strenght. would be a first for minmatar. stick with web range or make target painter worth something. |

Deena Amaj
Native Freshfood Minmatar Republic
29
|
Posted - 2012.08.16 16:17:00 -
[191] - Quote
Well, range would make the hyena somewhat obsolete, especially due to the cheaper vigil. If it were web strength, then one could penalize the vigil with less/least frig hp.
How about a very small range bonus to Warp Scrambler instead (to reach a max of some 12km'ish range)? Now that would be disruption heh. I'm not against webbing bonuses in general, but hyena should keep that aspect. Nonetheless, EAF will get their love too. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Nagarythe Tinurandir
Catholic School for Boys A Point In Space
39
|
Posted - 2012.08.16 17:12:00 -
[192] - Quote
Deena Amaj wrote:Well, range would make the hyena somewhat obsolete, especially due to the cheaper vigil. If it were web strength, then one could penalize the vigil with less/least frig hp.
How about a very small range bonus to Warp Scrambler instead (to reach a max of some 12km'ish range)? Now that would be disruption heh. I'm not against webbing bonuses in general, but hyena should keep that aspect. Nonetheless, EAF will get their love too.
yes, it would make the hyena obsolete, but EAF's in general aren't known for their uniqueness. rather make the hyena obsolete now and get a better, more distinct hyena later, ending up with two useful ships than have 2 ships which both are percieved as not good |

Obsidiana
White-Noise
146
|
Posted - 2012.08.16 17:44:00 -
[193] - Quote
It's page ten and several posts in. While plenty of people are fine with the changes, many have expresses concern over TP as a Minmatar bonus. This has taken place in this thread and many others.
CCP Fozzie, thank you for replying to so many in this thread. I appreciated every dev post. It seems clear that you don't agree with the TP change or do not have the authority to change it. Could you at least counter debate my points?
1. In this time of drastic change, isn't this a good time to consider changing the Minmatar EWar?
2. EWar ships are directly protected by direct disruption. TP is not direct disruption. Doesn't that leave it directly unprotected? Is this not a fallacy in applying ship design philosophy?
I actually recall when the bonuses on these ships where changed to EWar. Caldari was not always the ECM race. The Scorpion was not always an ECM boat.
3. Would it not be a smaller change to switch one type of EWar for another than to reduce all EWar down to one?
I read about the Minmatar missile buff coming in the future. They are set to have a TP bonus on those missile ships. I expect they Typhoon to retain its strong defense. By CCP standards, this will be the second EWar BS.
4. Doesn't a Phoon with a strong defense and offence break the EWar design philosophy that says the opposite?
5. With this new initiative, doesn't it make sense to give a TP bonus to the Breacher? Wouldn't it out shine and be more useful than the TP Vigil? Wouldn't the total small gang or fleet damage be greater with fully revamped TP Breachers in most cases? |

Templar Dane
Amarrian Retribution Amarr 7th Fleet
49
|
Posted - 2012.08.16 21:31:00 -
[194] - Quote
The optimal range bonus for TDs on the crucifier is kind of redundant, given the fact that they already have pretty huge optimals anyway..... |

John Nucleus
Red Federation RvB - RED Federation
18
|
Posted - 2012.08.16 21:58:00 -
[195] - Quote
Templar Dane wrote:The optimal range bonus for TDs on the crucifier is kind of redundant, given the fact that they already have pretty huge optimals anyway.....
I think the idea is that you can fit a sensor booster and TD up to 100km. Without the sensor booster, it's useless yeah. |

Lili Lu
342
|
Posted - 2012.08.17 01:46:00 -
[196] - Quote
Griffin - I'm not liking 5 mids, but meh. It means people will fit 4 ecms and a mwd. So you still have the uber ecm boat that removes 3 or 4 enemies from a fight. But, really just make the counters to ecm more meaningful. Give us a skill for each race to increase sensor strength. The game needs some new skills anyway and this would be an indirect nerf to ecm and thus more palatable. Think about making eccm a combo of a whole number bonus to sensor stregth plus a percentage bonus as well. This might make it useful and worth fitting on a frigate or cruiser. With that the Griffin could stay as proposed and still be powerful. Indirect nerfs to ecm will be better I think than another attempt to nerf it directly (which you've failed twice already).
Cruciifer - fine. Just you'ld better make TDs affect missiles range. I really could care less about eplosion parameters but if you want to give them an effect on missiles there too ok. But having tds reduce flight time of missiles might do something about the Drake Tengu overuse problem.
Vigil - really sorta sad. Painters in general. You could maybe up that bonus to 10% strength per level. Even then it would not be equivalent to any of the other ewar but it would at least cause a recipient to say **** I'm being painted.
Maulus - Damps. Ok, how about making that strength effect 10% per level. They already are operating in falloff with no range bonus. They should at least be a serious irritant when they do hit. As for the cap use reduction bonus in my experience oddly it is the Celestis that needs the cap reduction bonus and not the Maulus but whatever. People seem to want it on the Maulus. Damps do suck cap pretty heavily. I suppose I would rather a reduction on the cap use of the module itself directly and then a falloff bonus to the damps. I can understand how an optimal bonus might make them another ecm. Regardless, these ships will not removing 3 or 4 enemies from a fight like the griffin will.
As for the other balancing parameters I think the griffin needs a little more mass and sig. For all that ewar power it should not be granted such low mass and thus agility. |

Sard Caid
Gunpoint Diplomacy
46
|
Posted - 2012.08.17 03:53:00 -
[197] - Quote
I think the idea of making them much faster is in line with how they would fly, and the layouts seem solid. Looking forward to seeing them on sisi, carry on! |
|

CCP Fozzie
C C P C C P Alliance
1045

|
Posted - 2012.08.17 13:17:00 -
[198] - Quote
Obsidiana wrote:It's page ten and several posts in. While plenty of people are fine with the changes, many have expresses concern over TP as a Minmatar bonus. This has taken place in this thread and many others.
CCP Fozzie, thank you for replying to so many in this thread. I appreciated every dev post. It seems clear that you don't agree with the TP change or do not have the authority to change it. Could you at least counter debate my points?
1. In this time of drastic change, isn't this a good time to consider changing the Minmatar EWar?
2. EWar ships are directly protected by direct disruption. TP is not direct disruption. Doesn't that leave it directly unprotected? Is this not a fallacy in applying ship design philosophy?
I actually recall when the bonuses on these ships where changed to EWar. Caldari was not always the ECM race. The Scorpion was not always an ECM boat.
3. Would it not be a smaller change to switch one type of EWar for another than to reduce all EWar down to one?
I read about the Minmatar missile buff coming in the future. They are set to have a TP bonus on those missile ships. I expect they Typhoon to retain its strong defense. By CCP standards, this will be the second EWar BS.
4. Doesn't a Phoon with a strong defense and offence break the EWar design philosophy that says the opposite?
5. With this new initiative, doesn't it make sense to give a TP bonus to the Breacher? Wouldn't it out shine and be more useful than the TP Vigil? Wouldn't the total small gang or fleet damage be greater with fully revamped TP Breachers in most cases?
1. We have seriously considered it yes, including considering having TDs shared between Amarr and Minmatar. What we concluded was that increasing the number of situations where target painters are useful was a better long term goal.
2. The primary damage reduction method for the Vigil is speed, range and signature radius. On larger ships it will be a combination of those factors and heavier local defenses
3 and 4 are basically covered above
5. Was part of the original plan, but the problem is that frigate missiles do not receive significant benefits from TDs. The idea isn't going away though.
|
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Obsidiana
White-Noise
147
|
Posted - 2012.08.17 13:59:00 -
[199] - Quote
That makes sense. Thank you for getting back to me. I really appreciate it. I'll be sure to test the new frigates on Sisi.
On a positive note, I really like how the other ships are turning out.
I also am very glad to hear that serious changes were considered and that my arguments, which seemed obvious me, where so to you as well.
|

Zarnak Wulf
Imperial Outlaws
514
|
Posted - 2012.08.17 15:23:00 -
[200] - Quote
What about adding benefits that a TP provides? Right now it increases the size of the target. Your gang buddies can lock it faster and hit it harder. What if it could also decrease a target's shield or armour resistances? |

mkint
872
|
Posted - 2012.08.17 15:25:00 -
[201] - Quote
CCP Fozzie: what metrics are you going to use to determine if these changes are successful? I.e. these frigs not only get used more but get used for their intended purpose? I can't imagine any changes you could make that would make td and damps a better choice than fitting 'wrong' ewar. If any of these balance changes fails, how will you detect that and how will you compensate? |
|

CCP Fozzie
C C P C C P Alliance
1050

|
Posted - 2012.08.17 16:26:00 -
[202] - Quote
mkint wrote:CCP Fozzie: what metrics are you going to use to determine if these changes are successful? I.e. these frigs not only get used more but get used for their intended purpose? I can't imagine any changes you could make that would make td and damps a better choice than fitting 'wrong' ewar. If any of these balance changes fails, how will you detect that and how will you compensate?
Feedback from the forums, the test servers, the CSM, the pvp experience of devs using the ships, with a light salting of statistics here and there. |
|

GeeShizzle MacCloud
173
|
Posted - 2012.08.17 16:41:00 -
[203] - Quote
heyy fozzie! nice to see u on the forums and keeping in touch with us!
in terms of these ewar frigs etc... and general frig combat, i couldnt be cheeky and ask u to check out the second part of this post could i? 
<3 |
|

CCP Fozzie
C C P C C P Alliance
1050

|
Posted - 2012.08.17 16:47:00 -
[204] - Quote
GeeShizzle MacCloud wrote:heyy fozzie! nice to see u on the forums and keeping in touch with us! in terms of these ewar frigs etc... and general frig combat, i couldnt be cheeky and ask u to check out the second part of this post could i?  <3
I'd kinda rather just let frigates in certain circumstances use ewar against supercaps so that the supercaps need to be supported by fleets that can pick off the ewar frigates. |
|

GeeShizzle MacCloud
182
|
Posted - 2012.08.17 16:50:00 -
[205] - Quote
thanks for ur time bro! |

MotherMoon
Blue Republic RvB - BLUE Republic
1102
|
Posted - 2012.08.17 17:50:00 -
[206] - Quote
I still wonder why you don't nerf EW and boost the bonuses on EW ships to keep them where they are today.
You did this for webs, and it has made web strenght ships very important and gives them their own role. Targeters on target painter ships are weaker than when used on a ship that isn't built for EW.
This is due to your love of making non combat ships have the weakest tanks. I'd rather put a target painter on a ruppy, why would i put it on a ship that is just going to die in two hits and only get a small 50% bonus to target painter strenght? That means if i fit 2 it's like I'm fitting 3 of them. But would rather have 2 of them since the difference isn't that big, on a big better handled to staying alive.
In fact with the changes the tanky combat frigates work better for simple Ewar like painters and damps.
If you don't want EW to have EW and tank or EW and speed. And make them just EW focused, then you should be going farther with the changes to how EW works.
I still heavily suggest nerfing damp range on non-EW ships and so on so EW ships are actully better. Twice as good at least at EW. That will make them wroth it. http://dl.eve-files.com/media/1206/scimi.jpg |

X Gallentius
Justified Chaos
410
|
Posted - 2012.08.17 18:55:00 -
[207] - Quote
CCP Fozzie wrote: I'd kinda rather just let frigates in certain circumstances use ewar against supercaps so that the supercaps need to be supported by fleets that can pick off the ewar frigates.
Completely off topic, but all ships should be able to use e-war against all ships, perhaps at a reduced effectiveness. Super capital immunity shouldn't be a 0 or 1 thing. Perhaps all ships' ewar is effective at a N% rate. Choose N% for balance purposes. |

Irregessa
Obfuscation and Reflections
5
|
Posted - 2012.08.17 20:16:00 -
[208] - Quote
TP would need a serious revamp to make it useful. The skill Signature Focusing does so little (5% bonus per level) compared to what fleet boosts can directly counter it ( -32.34% from a claymore). ECM is weakly countered by one of the information links, which are rarely used anyway. Damps are countered a little by the Information Warfare and Leadership skills themselves, and TD is not countered by any fleet boosts. So not only is TP the only non-disruptive ewar, it is the ewar most completely countered by fleet boosts. I'm not asking for those fleet boosts to be changed, but that TP needs to be made useful, especially if the revamped and balanced minmatar ewar frig is to be specialized in it. |

Obsidiana
White-Noise
147
|
Posted - 2012.08.18 11:16:00 -
[209] - Quote
It won't be now, but at some point Minmatar is going to need a new Ewar. Maybe when EWar is looked at and tweaked/revamped they will do that. Until then, the situation has been inherited from the early years of EVE.
I do agree that boosting the skill would be useful. |

Bouh Revetoile
Barricade.
50
|
Posted - 2012.08.18 20:58:00 -
[210] - Quote
Obsidiana wrote:It won't be now, but at some point Minmatar is going to need a new Ewar. Maybe when EWar is looked at and tweaked/revamped they will do that. Until then, the situation has been inherited from the early years of EVE.
I do agree that boosting the skill would be useful. I just thought to this : maybe minmatar already have speed to protect themselves and hence don't really need EWAR to do the job. They are supposed to have weak electronic to compensate for their speed supremacy. |

MotherMoon
Blue Republic RvB - BLUE Republic
1103
|
Posted - 2012.08.19 00:50:00 -
[211] - Quote
Mimitar should be sig radius control as it's EW. Maybe we need painters to both increase the target Sig while lowering your own?
Still th larger point is where painters do work it's on unbonused ships. Fix that :/ http://dl.eve-files.com/media/1206/scimi.jpg |

Harvey James
Prospero's Sight
8
|
Posted - 2012.08.19 10:52:00 -
[212] - Quote
MotherMoon wrote:Mimitar should be sig radius control as it's EW. Maybe we need painters to both increase the target Sig while lowering your own?
Still th larger point is where painters do work it's on unbonused ships. Fix that :/
yes this is perhaps the most pertinent point the only time you use TP's is on torp ravens/phoons to get full dmg out of t2 torps 4-5 across a fleet this is usually achieved even on bc's so the issue needs to be to have a big enough impact that you have to use a vigil or other bonused TP ship.... although ofc SB's use TP's and if TP's did get nerfed in effectiveness they may need a bonus to get their weapons to do enough dmg. |

Saile Litestrider
Finest Kobold Engineering
50
|
Posted - 2012.08.19 12:30:00 -
[213] - Quote
I like the looks of the new crucifier. It seems like a nice stepping stone to the sentinel (in fact, better than the sentinel in a lot of ways, I hope this means what I think it does for the sentinel ). The bonuses seem kind of lopsided to me though. The Amarr EWar loadout is TDs and Neuts, and I know that you know that everyone is going to want to slap neuts in those highslots. The problem is that it's set up for extreme range in the TDs and no range in the neuts. I think it would be far better to either replace the TD range bonus with a neut amount bonus, or replace the TD amount bonus with a neut range bonus (hopefully an even heftier one than is on the sentinel, geared specifically toward small neuts). What I'm trying to get at is that it should use both the Amarr Ewar types, not just one, and it should stick to either long range or effectiveness with both of them. Then the sentinel can fill in the blanks with its other two bonuses.
Also, I really wish passive tanking missile ships weren't so completely immune to Amarr EWar  |

Harvey James
Prospero's Sight
8
|
Posted - 2012.08.19 13:54:00 -
[214] - Quote
mm.. i would like to see all weapons use cap too |

X Gallentius
Justified Chaos
415
|
Posted - 2012.08.19 23:32:00 -
[215] - Quote
Dumb idea: Give target painters (or create new ewar) that does the launcher disruption role for missiles that CCP proposed for tracking disruptors. |

Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
6
|
Posted - 2012.08.20 11:38:00 -
[216] - Quote
MotherMoon wrote:Mimitar should be sig radius control as it's EW. Maybe we need painters to both increase the target Sig while lowering your own?
Still th larger point is where painters do work it's on unbonused ships. Fix that :/
interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile. |

Bouh Revetoile
Barricade.
51
|
Posted - 2012.08.20 12:15:00 -
[217] - Quote
Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? |
|

CCP Fozzie
C C P C C P Alliance
1065

|
Posted - 2012.08.20 13:01:00 -
[218] - Quote
Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ?
This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. |
|

Bouh Revetoile
Barricade.
51
|
Posted - 2012.08.20 13:49:00 -
[219] - Quote
CCP Fozzie wrote: This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
Why would this be unfortunate ? Both modules would still be different and both would keep some flavour. The fact they would have the same effect is only a consequence of the tracking formula. It's not ideal, but if the tracking formula ever change, then it's very different. BTW, target painter already are exactly like tracking computer, but aimed on the target instead of the pilot.
There is not so many things EWAR can apply to in the end. |

PinkKnife
Noir. Academy Noir. Mercenary Group
195
|
Posted - 2012.08.20 16:53:00 -
[220] - Quote
Bouh Revetoile wrote:CCP Fozzie wrote: This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
Why would this be unfortunate ? Both modules would still be different and both would keep some flavour. The fact they would have the same effect is only a consequence of the tracking formula. It's not ideal, but if the tracking formula ever change, then it's very different. BTW, target painter already are exactly like tracking computer, but aimed on the target instead of the pilot. There is not so many things EWAR can apply to in the end.
Because then one is completely obsoleting the other. You would never see both when one is obviously better than the other. |

Irregessa
Obfuscation and Reflections
6
|
Posted - 2012.08.20 19:13:00 -
[221] - Quote
I've been trying to think of why the races have the ewar they do, given their racial enemies. Gallente damp the traditional sniper Caldari, Caldari jam drones or gallente ships when they are up close, Amarr rightfully use TD on projectile-using Minmatar, and Minmatar.... er... I can't really see a reason to be using TP on Amarr. Missiles are a secondary weapon system for the Minmatar, so the benefit to torp phoons just doesn't justify it for me. It should be something that allows the Minmatar to counter the primary weapon system of the Amarr. The problem is, the best thing to use again the Amarr is really their own ewar. |

Pink Marshmellow
Caucasian Culture Club Transmission Lost
42
|
Posted - 2012.08.21 01:10:00 -
[222] - Quote
For a T1 frigates I believe 7.5% is sufficient for a maulus.
I do hope the bonuses are stronger for Cruiser and Tech 2 variants.
10-12.5% bonus to sensor damps for the higher class ships would make sensor damps fantastic.
Like Liang Nuren stated, sensor damps got severely nerfed a while ago, the current sensor damps are only 25% as effective as the old sensor damps. |

Mechael
Ouroboros Executor Collective
228
|
Posted - 2012.08.21 02:01:00 -
[223] - Quote
Irregessa wrote:I've been trying to think of why the races have the ewar they do, given their racial enemies. Gallente damp the traditional sniper Caldari, Caldari jam drones or gallente ships when they are up close, Amarr rightfully use TD on projectile-using Minmatar, and Minmatar.... er... I can't really see a reason to be using TP on Amarr. Missiles are a secondary weapon system for the Minmatar, so the benefit to torp phoons just doesn't justify it for me. It should be something that allows the Minmatar to counter the primary weapon system of the Amarr. The problem is, the best thing to use again the Amarr is really their own ewar.
Target painters are basically tracking computers that also work for missiles. With target painters, combined with the tracking bonus that's common on minny ships, minmatar can always go fast enough to be faster than their opponent's tracking, while still being able to hit their opponent pretty accurately themselves. Just think of it as the opposite of a tracking disruptor: instead of making your enemy's tracking worse, it makes your whole fleet's tracking better. Whether or not you win the game matters not. -áIt's if you bought it. |

Dersen Lowery
Knavery Inc. StructureDamage
68
|
Posted - 2012.08.21 03:18:00 -
[224] - Quote
Irregessa wrote:It should be something that allows the Minmatar to counter the primary weapon system of the Amarr. The problem is, the best thing to use again the Amarr is really their own ewar.
I'm sure there would be howling from all corners if CCP swapped cap warfare over to the Minmatar (neuts are already a common fitting on Matari ships), and webs over to the Amarr, but if you think about them in terms of countering their opponents' strengths, it makes a lot more sense. |

Debir Achen
The Red Circle Inc.
29
|
Posted - 2012.08.21 07:06:00 -
[225] - Quote
CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. Just to be clear, you're talking here about increasing sig res, not defensive target painting? Though increasing sig res would create an interesting "stacking" mechanic where two different effects would be more effective than a single effect.
Brainstorming other E-War effects on damage projection.
We already have: - breaking locks / reducing # of locks - restricting locking ability (range / time) - negating gunnery stats (range / tracking)
Other possibilities: - reducing base damage - increasing weapon cycle time - a "skip" chance where a weapon will simply not fire one cycle (and might or might not consume ammo)
On EW vs caps:
ECM: one mechanism is to give them very high sensor strength, but that still leaves them vulnerable to a sufficiently large fleet of ECM drones or griffins. An option might be an ECM threshold, or perhaps ECM penalty. Reducing the strength of all inbound ECM by 1 would grant immunity to EC-300. Reducing it by 3 would grant immunity to all ECM drones, and make it near impossible to get a jam with off-racials in a griffin or blackbird.
Other: a simple 50% (or whatever) reduction on the strength of inbound EW would be relatively effective, given that the inbound effects are bounded by stacking penalties. Aren't Caldari supposed to have a large signature? |

Irregessa
Obfuscation and Reflections
6
|
Posted - 2012.08.21 17:08:00 -
[226] - Quote
Dersen Lowery wrote:Irregessa wrote:It should be something that allows the Minmatar to counter the primary weapon system of the Amarr. The problem is, the best thing to use again the Amarr is really their own ewar. I'm sure there would be howling from all corners if CCP swapped cap warfare over to the Minmatar (neuts are already a common fitting on Matari ships), and webs over to the Amarr, but if you think about them in terms of countering their opponents' strengths, it makes a lot more sense.
Possibly why the Paladin has a web velocity bonus. |

Deena Amaj
Community for Justice Resurrection by Election
29
|
Posted - 2012.08.21 17:37:00 -
[227] - Quote
Minmatar was always about "borrowing" from others confirthisposmed
Yes. I'm a writer. And I'm a writer. |

X Gallentius
Justified Chaos
437
|
Posted - 2012.08.22 03:03:00 -
[228] - Quote
Irregessa wrote:Minmatar, and Minmatar.... er... I can't really see a reason to be using TP on Amarr. so they can hit them. Minmatar turrets have poor tracking compared to the other race's turrets.
|

Suitonia
Corp 54 Curatores Veritatis Alliance
100
|
Posted - 2012.08.22 04:04:00 -
[229] - Quote
Pink Marshmellow wrote:For a T1 frigates I believe 7.5% is sufficient for a maulus.
I do hope the bonuses are stronger for Cruiser and Tech 2 variants.
10-12.5% bonus to sensor damps for the higher class ships would make sensor damps fantastic.
Like Liang Nuren stated, sensor damps got severely nerfed a while ago, the current sensor damps are only 25% as effective as the old sensor damps.
Need to be very careful with damp bonuses though, because unfortunately when CCP nerfed Damps by 2/3s, halfed the rig effectiveness, and scripted them they also changed the damp formula to be inverse % thus making damps much stronger at higher pecentages, although weaker at lower ones. If we increased them beyond 7.5% to say 10-12.5%, then Mindlinked Proteus damps could achieve 90%+ damps (edge abuse case I know). which would be pretty ********. Although proteus links instead of loki links could be a refreshing change.
Prehaps a better solution would be to increase Sensor Damp rig strength. I never understood why CCP nerfed the damp rigs in the first place because non-spec damps is what they were aiming at nerfing, and damp rigs are specialising.
Another alternative would be Falloff bonus rigs, or an additional falloff bonus for sensor damps on spec ships. Would increase damps effective range allowing damp fits to hang back at a bit of a safer distance, 45km optimal on damps with everything V currently is a bit too close to common mid-range DPS ships. Although this range kind of works for Arazu/Lachesis. Having Celestis become more of a long range damp boat could make it more interesting for fleet combat. |

Mechael
Ouroboros Executor Collective
229
|
Posted - 2012.08.22 04:06:00 -
[230] - Quote
X Gallentius wrote:Irregessa wrote:Minmatar, and Minmatar.... er... I can't really see a reason to be using TP on Amarr. so they can hit them. Minmatar turrets have poor tracking compared to the other race's turrets.
Er ... autocannons have the second best tracking in the game. Combined with ships that tend to get nifty tracking bonuses, at close-medium range, minmatar tracking is already second to none.
Artillery, though ... yeah ... comparatively major tracking issues. At range, a target painter is really the only thing that would allow the minmatar to keep up with the relatively excellent tracking of beam lasers. Whether or not you win the game matters not. -áIt's if you bought it. |

Spugg Galdon
APOCALYPSE LEGION
174
|
Posted - 2012.08.22 10:56:00 -
[231] - Quote
CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
However this form of EWAR would be diametrically (dunno if that is the correct term but it sounds good ) opposed to tracking disruptors in that this ship improves the defenses of friendlies instead of reducing the offensive capabilities of enemies.
A ship using TD's is also defending itself from the enemy. A ship using inverted TP's is only defending it's squad mates leaving itself vulnerable. This vulnerability is balanced out by the fact that inverted TP's would do something TD's can't. Which is effect missile ability to apply damage.
It's an interesting mechanic that I think should be explored and can easily be achieved by simply adding an "Offensive" or "Positive" sript and a "Defensive" or "Negative" script. |

Kuehnelt
Devoid Privateering
246
|
Posted - 2012.08.22 23:12:00 -
[232] - Quote
So... except for some other uses of the Vigil which have been thoroughly replied to by CCP, and except for EWAR revamps that CCP have declared to be beyond the scope of this rebalance, and except for a criticism of the Maulus which has been incorporated into the rebalance, these changes aren't controversial at all.
So, how about a patch?
Seriously, who do I have to bribe to be able to fly this Crucifier next week?
We'll pick a low-activity system, I'll go there with the goods in my cargo and then die to rats at a celestial beacon, and you can come in your Polaris or whatever and scoop it up. Nobody will ever know. I bet you don't get many Succubus blueprints in Jove space, hmm? |

MJ Incognito
Bad Teachers En Garde
8
|
Posted - 2012.08.23 00:39:00 -
[233] - Quote
You do realize that's going to put a bonus Crucifier up to nearly 90% range or tracking reduction with a bonus proteus and something like 110 optimal...
That could be pretty OP for a 100% success rate ewar mod. |

Kuehnelt
Devoid Privateering
247
|
Posted - 2012.08.23 01:52:00 -
[234] - Quote
MJ Incognito wrote:You do realize that's going to put a bonus Crucifier up to nearly 92.24% range or tracking reduction with a bonus Proteus and something like 150 optimal...
Quote:[New Crucifier]
Damage Control II 400mm Reinforced Rolled Tungsten Plates I Micro Auxiliary Power Core II
Limited 1MN Microwarpdrive I Balmer Series Tracking Disruptor I, Optimal Range Disruption Script Balmer Series Tracking Disruptor I, Optimal Range Disruption Script Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
125mm Gatling AutoCannon II [empty]
Small Ionic Field Projector I Small Ionic Field Projector I Small Ionic Field Projector I
Warrior II x4 [25m3 space free]
139km targeting range. 100km TD optimal + 30km falloff. 69% disruption strength with max skills. But then, every laser boat I've ever flown, except possibly the ones with battleship-sized guns, would be completely shut down by 1x unbonused scripted TD. That's because fighting at mid range isn't a choice with lasers when they're out-DPSed by everything else at close range -- and fighting at close range with long-range T1/faction crystals (a move to counteract the TD some) is just asking to gently polish the enemy's armor instead of destroying it. And T3+anything is ridiculous. So it seems like you're mainly continuing the off-topic EWAR discussion. Why don't you want me to be able to fly the Crucifier next week? :-( What did I ever do to you? **** it. Want a Slave implant? Recant immediately, and if the patch comes through I'll deliver one to you when I don't get caught by Sabres in KKH and die with it. You can trust me.
Anyway, a Crucifier sitting at 70-90km with these 100km TDs is within the falloff of an unbonused scripted Damp, which when it hits will reduce the Crucifier's 130km targeting range to a 60km range. So one unbonused Damp can remove as many as three TDs from the field. And Crucifiers with Drone Durability and fitting and cap rigs instead of targeting rigs will suffer more.
So, stealth Damp buff? "Someone bring a Maulus, ******* Kuehnelt always tries to TD at range." ?
It already happens on TQ. It happened to my 70km 3xTD Arbitrator. I tried to keep away from a blob while TDing a guy that was all over a corpie in a Gila, and one of the blob damped my TDs off. I was shocked -- I had to remember what a damp even was. |

MJ Incognito
Bad Teachers En Garde
8
|
Posted - 2012.08.23 01:57:00 -
[235] - Quote
you're fit isn't exactly what I was talking about. 2 td rigs, proteus bonus, SB mid, SA low, prop mod is what i'm talking about.
currently that fit provides 83.84% TD. after the change, it's 92.24% at 144 optimal with a lock range of 194
Not to mention you got a frig going 4,000 + m/s speed.
Understand that mechanics get broken by players who aim to exploit them, not by average players with average every day fits.
If I truly wanted to take this too far, i can get the optimal and lock range out to 190+ optimal and 250 lock range using implants. |

X Gallentius
Justified Chaos
443
|
Posted - 2012.08.23 07:30:00 -
[236] - Quote
CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. You could say target painters can increase the blast radius of missiles on target ship. (The missile targeting systems are blinded brightness of the target painter on the ship). You get your "missile tracking disruptor" and improve Minmatar e-war at same time. Then give them a script "offensive, painter", "defensive, missile disruption". Minmatar get their disruption e-war module. Missiles get a counter measure. Tracking disruptors are not OP. I can put a painter on my Comet and actually compete with a hookbill. We all win!
|

Spugg Galdon
APOCALYPSE LEGION
176
|
Posted - 2012.08.23 08:38:00 -
[237] - Quote
We already have a counter for missiles. Defender missiles. They just don't work.
We either need defender missiles to be fixed or to be replaced with something that does work. What if instead of shooting intercept missiles defenders became chaff and flare launchers? They would reduce your signature radius and would lower the effective damage application of missiles. The drawback would be that whilst this was active your sensors would negatively effected. Say whilst chaff & flare launcher is active you get a -25% signature radius but a -50% sensor strength, scan resolution and targeting range. |

MJ Incognito
Bad Teachers
8
|
Posted - 2012.08.23 09:15:00 -
[238] - Quote
CCP Fozzie wrote: This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
Signature and tracking are not the same. The developers seem to just not understand this for some god awful reason. Signature is a multiplier on tracking. Signature does **** all to a target at 0 speed. If what you said was correct.... signature should affect ability to hit when a target is stationary. Same is true if your tracking is exceeded by ship speed.... no matter how big the target is, it's signature has 0 impact on your chance to hit.
I really wish you devs would learn your own frickin mechanics.
The only way your statement would be true is if tracking accounted for a maximum 50% chance to hit and was added to signature which accounted for the other 50% of a chance to hit for a total opportunity of up to 100%. That is not what your formula does.
NOTICE THAT + thing i just mentioned.... your formula doesn't have that. It has 2 fractions multiplied together. Tracking being the dominant factor in the formula because of the way the ratios are set up. Signature play's such a **** ant role in this game currently because you can't manipulate it like you can tracking from an offensive standpoint.
Calling it the same is why we have such ******** tracking mechanics that get heavily exploited in this game. Hence tracking dreads blapping ******* frigates and cruiser more easily post patch b/c Greyscale didn't have a clue what he was doing. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
389
|
Posted - 2012.08.23 09:26:00 -
[239] - Quote
MJ Incognito wrote:CCP Fozzie wrote: This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
Signature and tracking are not the same. The developers seem to just not understand this for some god awful reason. Signature is a multiplier on tracking. Signature does **** all to a target at 0 speed. If what you said was correct.... signature should affect ability to hit when a target is stationary. Same is true if your tracking is exceeded by ship speed.... no matter how big the target is, it's signature has 0 impact on your chance to hit.
You don't seem to understand the tracking formula yourself.
Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Spugg Galdon
APOCALYPSE LEGION
176
|
Posted - 2012.08.23 10:28:00 -
[240] - Quote
Not sure how accurate this is but it explains the tracking formula and references signature radius a little. The way I see it is if a weapons signature radius is larger than the ships signature radius is there a "Chance to miss" even if the target is stationary?
Looking through that link to me it seems that that even if you're within your optimal, have zero tranversal velocity your shot could still potentially miss cause the "Hit Area" is larger than the ship.
It seems to be like firing a rifle at a target that is stationary. Your group at 50 meters is 50mm in diameter but if the target is smaller than that, say 45mm in diameter, 10% of your shots would miss.
The tracking formula can be misleading. Any chance anyone can clarify if I'm getting this right? |

Edward Olmops
Sirius Fleet
12
|
Posted - 2012.08.23 10:36:00 -
[241] - Quote
Spugg Galdon wrote:CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. However this form of EWAR would be diametrically (dunno if that is the correct term but it sounds good  ) opposed to tracking disruptors in that this ship improves the defenses of friendlies instead of reducing the offensive capabilities of enemies. A ship using TD's is also defending itself from the enemy. A ship using inverted TP's is only defending it's squad mates leaving itself vulnerable. This vulnerability is balanced out by the fact that inverted TP's would do something TD's can't. Which is effect missile ability to apply damage. It's an interesting mechanic that I think should be explored and can easily be achieved by simply adding an "Offensive" or "Positive" sript and a "Defensive" or "Negative" script.
He is right, a "negative" (sig decreasing) TP would definitely NOT be the same as a Tracking Disruptor - although it applies to the same formula and may have the same effect if the bonus is same.
If there were negative TPs, imagine this: You have a "negative TP Recon" in your fleet. Enemy fleet calls targets and uses focus fire to destroy one of your ships. Now you can use these defensive Target Painters on your buddy under attack to reduce his sig and shield it FROM ALL incoming gunfire.
With Tracking Disruptors you would need 1-2 TDs on EACH ENEMY SHIP in this situation. And by the way, the worst thing about Tracking Disruption is - given you would have brought enough TD to disrupt all 20 enemy ships - that there is no really good way to coordinate TDs so each enemy gets one. Focus fire is easy, the opposite is not!
A negative target painter would be an effective counter for the ever-present "focus fire" tactic - the most basic of all maneuvers. Enemies would be forced to split fire to reduce the dampening effect on their total firepower. So even a negative TP with a weaker bonus than the typical TD would be an invaluable boon in any bigger fleet fight. |

Pantson Head
NOVA NINE SQUADRON
9
|
Posted - 2012.08.23 10:39:00 -
[242] - Quote
I fly vigils a lot. I put 12 mil isk mwds on them and perma run the prop mod. I have 4 different Vigil fits I'll use. I don't fly them because of target painters. This ship gets used, and it isn't because of target painters. If I use a target painter in fights, it's because I'm there anyways in my Vigil, not because I brought a Vigil so we can have tps. There is nothing wrong with the speed the vigil can attain now, compared to its' lol tank, and there is no reason not to bake Min Frig V into the hull. or web bonuses, i'll fly that, i'm just not going to fly tp boat. |

Spugg Galdon
APOCALYPSE LEGION
176
|
Posted - 2012.08.23 10:56:00 -
[243] - Quote
Edward Olmops wrote:Spugg Galdon wrote:CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. However this form of EWAR would be diametrically (dunno if that is the correct term but it sounds good  ) opposed to tracking disruptors in that this ship improves the defenses of friendlies instead of reducing the offensive capabilities of enemies. A ship using TD's is also defending itself from the enemy. A ship using inverted TP's is only defending it's squad mates leaving itself vulnerable. This vulnerability is balanced out by the fact that inverted TP's would do something TD's can't. Which is effect missile ability to apply damage. It's an interesting mechanic that I think should be explored and can easily be achieved by simply adding an "Offensive" or "Positive" sript and a "Defensive" or "Negative" script. He is right, a "negative" (sig decreasing) TP would definitely NOT be the same as a Tracking Disruptor - although it applies to the same formula and may have the same effect if the bonus is same. If there were negative TPs, imagine this: You have a "negative TP Recon" in your fleet. Enemy fleet calls targets and uses focus fire to destroy one of your ships. Now you can use these defensive Target Painters on your buddy under attack to reduce his sig and shield it FROM ALL incoming gunfire. With Tracking Disruptors you would need 1-2 TDs on EACH ENEMY SHIP in this situation. And by the way, the worst thing about Tracking Disruption is - given you would have brought enough TD to disrupt all 20 enemy ships - that there is no really good way to coordinate TDs so each enemy gets one. Focus fire is easy, the opposite is not! A negative target painter would be an effective counter for the ever-present "focus fire" tactic - the most basic of all maneuvers. Enemies would be forced to split fire to reduce the dampening effect on their total firepower. So even a negative TP with a weaker bonus than the typical TD would be an invaluable boon in any bigger fleet fight.
The fact that using more than 3 on a ship is pointless also prevents massive "Negative TP Spamming fests". An like I said. A ship can't negative TP itself and remains vulnerable without a friend Nega TP'ing it. It would make TP'ing ships a real force multiplyer |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
389
|
Posted - 2012.08.23 11:16:00 -
[244] - Quote
Spugg Galdon wrote:Not sure how accurate this is but it explains the tracking formula and references signature radius a little. The way I see it is if a weapons signature radius is larger than the ships signature radius is there a "Chance to miss" even if the target is stationary?
A stationary battleship never misses a stationary frigate within optimal. See for yourself.
A target painter giving +30% signature radius to the target is the same as a +30% tracking computer on your ship as far as hit tracking-based hit chance goes.
Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Edward Olmops
Sirius Fleet
12
|
Posted - 2012.08.23 12:44:00 -
[245] - Quote
If you are looking for a new E-War effect that does somehow cripple an enemy ship without doing actual damage.... what about reducing agility?
Ok, this is more another type of propulsion jamming and does not reduce offensive capabilities, but reduced agility could -help dictate range -prevent aligning (and thus warping without actually being a warp jammer) -make people cause boundary violations in Alliance Tournament *eg* -break maneuvers
Tired of that puny Dramiel orbiting you at a ridiculous speed? Just turn on your agility-nerf-mod and watch the wannabe-tackler dash away straight from you unable to maneuver...
Wait. Straight away from me? That means close to zero transversal? :-D -> POOF. |

Deacon Abox
Genstar Inc Villore Accords
2
|
Posted - 2012.08.23 14:33:00 -
[246] - Quote
A suggestion:
Give a small nerf to the other ewars besides ecm, that would be TDs, TPs, and damps. Then increase the bonuses on the hulls specialized for these ewars to more than the proposed 7.5 or 10%. This would be similar to what you did for ECM. This would make the non-ecm boats as worth flying. As long as in total the new non-ecm ewar boats gain over the current power values they have, I don't care what percentages are applied to the module nerfs and specialized ewar boat buffs.
Also, I am rather worried over the 5 mid slot griffin. It is already very powerful and now it will be able to carry more ecm modules. Essentially you are leaving it better than the other ewar ships because none of them will be able to carry 4 ewar modules and prop mod like it will. Add to this the extra mods and rigs ecm boats can fit to increase range and strength for which there are not analogues bonusing the other ewar types, and it looks like another ecm buff. This is not what the game needs.
The only way the 5 mid griffin becomes palatable is if you increase the effectiveness of eccm, make them worth fitting on a frig, and add skills for people to increase their racial sensor type strength and thus a small measure of defense against ecm. |

Deena Amaj
Community for Justice Resurrection by Election
29
|
Posted - 2012.08.23 16:18:00 -
[247] - Quote
Edward Olmops wrote:If you are looking for a new E-War effect that does somehow cripple an enemy ship without doing actual damage.... what about reducing agility?
Ok, this is more another type of propulsion jamming and does not reduce offensive capabilities, but reduced agility could -help dictate range -prevent aligning (and thus warping without actually being a warp jammer) -make people cause boundary violations in Alliance Tournament *eg* -break maneuvers
Tired of that puny Dramiel orbiting you at a ridiculous speed? Just turn on your agility-nerf-mod and watch the wannabe-tackler dash away straight from you unable to maneuver...
Wait. Straight away from me? That means close to zero transversal? :-D -> POOF.
I made a suugestion in the module thread right here, for what it is worth.
It is a science ewar module idea. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Letrange
Chaosstorm Corporation
50
|
Posted - 2012.08.23 17:08:00 -
[248] - Quote
CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula. Not exactly a full analysis of the situation Fozzie. The tracking disruptor affects only gun boats and only those targeted - so if some boats attacking the primary were not tracking disrupted then they would still go on the primary at full effect. Inverting the sig radius and applying it to the TARGET of the primary call however affects ALL attacking ships on the target since they would all be attacking the same sig reduced target. There is also the fact that sig reduction would combine with explosion radius and also affect incoming missiles.
Due to the nature of target calling in fleet fights and the nature of the type of modules it is always worthwile to bring more ECM boats in a fleet, but it is usless to bring more than a few target painting ships due to the diminishing returns of applying more target painters to the same target. (currently)
Giving the TP a defensive option as well as an offensive one would definitely make them more desirable. Also note that since anything that affects the "primary" target in a fleet fight is effectively an nice anti-blob mechanism. It then becomes a defensive weapon that affects blobs more than small gangs as well as an offensive weapon.
When analyzing effects you need to look at the entire picture, not just a small part of it.
|

MJ Incognito
Bad Teachers
8
|
Posted - 2012.08.23 17:24:00 -
[249] - Quote
If you think sig and tracking are the same, then you don't understand ratios, multipliers and other basic math. You also don't understand that in eve, Sig is relatively static where as tracking goes all over the place.
Literally, the way eve's formula equates to this. If I'm in a 200kph Ferrari speeding down the highway and I see a person I want to try gun down, It might be a bit hard as I approach the person and will become impossible to shoot the guy right at the point where I pass him due to my own limitations. But since I have limitations on how well I can hit that small target, by definition, I also can't hit the Planet earth with the same factors, meaning I can't aim straight down and somehow manage to hit the ground.
That's how ******** the multiplier formula works in eve. I've argued for years that the formula needs to be rewritten so that signature is affected by range just like dilations occur in real life and that signature needs to be added to, not multiplied to the tracking ratio.
Now while this sounds off topic, when you're talking about giving a frigate a massive MASSIVE increase to the effects of tracking disruptors while also making it virtually impervious to damage due to it's new range... that's a huge imbalance that shows that the Developers aren't even considering game mechanics. It also calls into question whether this can possibly break the game depending on if the client has some point at which it rounds or stops recognizing place value in decimals.
We already know that gun tracking numbers are placed in the denominator of the formula which means if there is some rounding issue, It can lead to a divide by 0 situation again causing the 100% Perfect shot infinite range gun problem we've already had in wormhole space.
In all reality, the formula should be based on (Tracking ration * .5 + sig ratio * .5) * a normalized bell curve for probability |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
389
|
Posted - 2012.08.23 17:50:00 -
[250] - Quote
MJ Incognito wrote:If you think sig and tracking are the same, then you don't understand ratios, multipliers and other basic math.
How about you look at some EFT dps graphs comparing 30% tracking bonus vs a 30% target painter before you go around insulting devs and posters?
MJ Incognito wrote:I've argued for years that the formula needs to be rewritten so that signature is affected by range just like dilations occur in real life and that signature needs to be added to, not multiplied to the tracking ratio.
You're not the first one to ask for this. I'm not sure what your proposal would do exactly but the formula has room for improvement. Mostly that turrets who can attain extreme falloff or optimal start tracking frigates too well at the ranges they can reach out to. Also the inability to hit at 0 distance to the target. Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

MJ Incognito
Bad Teachers
8
|
Posted - 2012.08.23 18:43:00 -
[251] - Quote
Takeshi Yamato wrote:MJ Incognito wrote:If you think sig and tracking are the same, then you don't understand ratios, multipliers and other basic math. How about you look at some EFT dps graphs comparing 30% tracking bonus vs a 30% target painter before you go around insulting devs and posters? .
You are not grasping what is said. EFT will tell you exactly 1 thing, that Sig is a multiplier based on the current formula. Sig is still 100% dependent on tracking. Take that same concept and put a dread, or hell even a titan up against a any ship where the speed of that ship exceeds it's tracking abilities and watch the damage decline rapidly. This is what happens even if you have a huge multiplier of sig radius vs sig res and based it soley on tracking. The same would not be true if sig was 50% of the tracking formula.
The exact same thing happens in reverse, but is more obvious with the example above.
The truth is that a Battleship should have a very hard time hitting a very small target, even when webbed down to almost no speed. You're argument is saying that the devs are right, it can't hit the frig because sig has a huge impact. Anyone who's played this game for a day knows that's not true.
If a 400 sig res bs were to aim at a 16 sig frigate, there should be at the very best somewhere around a 51% chance to ever even hit the target.... the formula does not do that. People/Devs who argue that the formula isn't broken never understand this concept. It's like trying to kill a fly with a cannon. |

Meditril
T.R.I.A.D Ushra'Khan
103
|
Posted - 2012.08.24 12:55:00 -
[252] - Quote
CCP Fozzie wrote: VIGIL:
Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per level
I haven't read all the proposals inbetween, but the Vigil is the only one which has a bonus on something which is in fact not "Disrupting" the enemy. Target Painters have the huge disadvantage that they are not defensive at all (especially if comapred to Tracking Disruption, ECM or Sensor Disruption). Therefore the Vigil can't use its E-War to defend itself (like the other can) and with the Vigils pathetic missile damage output the Target Painter doesn't help at all, especially not against larger targets.
Therefore I advocate to rework the vigil completely, here are some proposals which are meant exclusivly (only do one of them, not all at once!)
- Give the Vigil a huge shield buffer, for example tripple shields while also dripple shield recharge time which results in shield recharge rate staying the same. Alternatively...
- Give the Vigil a unique small signature, let's say just 25m. Alternatively...
- Allow the Vigil to fit Heavy Missiles or Assault Missiles, with these the TP-bonus would make at least make some sense. Alternatively...
- Rework TP so that also give some defensive bonus. For example if you use TP on a target then it will glare the target so that the signature of of the ship using TP is reduced by the same factor as the signature of targeted ship is raised by TP. What I mean, if my Vigil is using TP on a target then for all weapons of the target my signature should be reduced but only for these and not for weapons of other ships which I have not targeted with TP.
I think the last one in the list would be the best solution. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
679
|
Posted - 2012.08.27 22:42:00 -
[253] - Quote
Zarnak Wulf wrote:What about adding benefits that a TP provides? Right now it increases the size of the target. Your gang buddies can lock it faster and hit it harder. What if it could also decrease a target's shield or armour resistances?
This was actually an excellent suggestion and make TP's as interesting as ECM can be (Damps are still going anywhere or situational and makes me sad) brb |

Lili Lu
366
|
Posted - 2012.08.28 14:47:00 -
[254] - Quote
Lin-Young Borovskova wrote:Zarnak Wulf wrote:What about adding benefits that a TP provides? Right now it increases the size of the target. Your gang buddies can lock it faster and hit it harder. What if it could also decrease a target's shield or armour resistances? This was actually an excellent suggestion and make TP's as interesting as ECM can be (Damps are still going anywhere or situational and makes me sad) TPs, TDs, and Damp boats all suffer not only from the fact that their effects pale in comparison to preventing an opponent from locking anything, their bonuses are also are too small in comparison the the base module strength. ECM modules were nerfed heavily due to the obligatory multispec power in the old days. ECM boat bonuses were massivley buffed to compensate. Result ECM boats retained their place as far and away the best ewar boats.
For a long time we have had 5% bonuses for damp, td, and tp boats. Why use some ship that at most will get a 25% bonus to a tp when you could put a target painter on a free mid of some other ship anyway? The only reason those ships got used was for their secondary tackling bonuses.
So what CCP needs to do to make the other racial ewar worth flying is nerf the base stats on the TD, TP, and Damp a little. And then increase the bonuses on the ships specialized for those mods. As long as the effect is a net increase over current values for those ships they will gain some strength, which they need, in comparison to ecm. And they will become valuable to gangs and fleets just as ecm boats are.
There is no reason a damp couldn't get a base nerf of some amount (exact amount not stated because I suck at math) and the damp boats get a 20% per level bonus such that you end up with damping effect stronger than it is now. Then an FC would consider damp boats a worthwhile addition in the event of encountering sniping tier 3s to range damp them, or for logistics to scan res damp them. Ditto for TD or painting boats. They would have worthwhile advantages.
Sure ecm can still deal with all that as well but it wouldn't be where it is now which is "oh you want to bring an ewar ship, then get in an ecm boat or gtf into another drake"  |

Pinky Denmark
The Cursed Navy
186
|
Posted - 2012.08.28 15:35:00 -
[255] - Quote
I am really curious to see what happens to damps, but otherwise I'd suggest a secondary attribute to affect other stats like how many ships people can have targeted or peoples sensor strength... |

Packe
Interstellar eXodus BricK sQuAD.
2
|
Posted - 2012.08.28 19:30:00 -
[256] - Quote
Target painters are useful, but you have to have max skills, faction painters and preferably a proteus running links.
Really the only problem with painters is that they arn't quite strong enough. Modifying the base range and strengths, information warfare bonus etc will make them more lethal, without messing with their overall effect. It's almost as if the painter's base values were setup before stacking penalties came in.
I practiced painting up targets with a rapier fitted with 4 fleet painters + proteus links and you can boost a targets signature by about 4x, similiar to running a microwarp drive. It's goodnight to any ceptor hit by a bomb, even with the mwd off. The 4th Painter doesn't really do much, but I was experimenting. On one occasion we popped a fail fit arazu with 1 bomb and the painters.
This new frigate has enourmous possibilities with the painter range bonus, vast range, speed, and tiny sig. I would imagine running this ship with a cloak and aim to paint at range (100+)
|

J A Aloysiusz
Precision Strike Brigade Pirate Coalition
6
|
Posted - 2012.08.29 03:34:00 -
[257] - Quote
Crucifier looks great, maulus decent. Friggin Griffin (had to!) looks a bit overpowered, not because of the ship's bonuses, but because I feel ECM is overpowered.
Why not add a new ECM statistic: "Jamming Duration". Say an ECM module's cycle time is 30 seconds, its "jamming duration" might be 10 seconds. Thus, there is a 20 second period in which the targeted ship can lock during each cycle. This will allow the jammed ship(s) to fight back to some degree, without heavily nerfing ECM. Being the E-War race, Caldari will still retain the power to immediately disrupt the operations of an enemy force, but make them less useful in prolonged fighting.
This change would make ECM less effective against smaller ships - a small ship will have a low sensor strength, so it will still be initially jammed, but it will have a high scan resolution to relock after the "jamming duration" is complete. While a single ECM ship is currently able to "perma jam" 4-6 frigates, it would now lose the ability to keep them jammed. On the contrary, large ships have more sensor strength to prevent jam, but once jammed, will have greater difficulty locking the ECM ship. Marauders will still 100% suck vs ECM (lol).
If this change were implemented, I can foresee the idea of "staggering" the cycle of your ECM modules so one activates at the other's mid-cycle. Even still, this change would effectively double the amount of ECM needed to "perma jam". Or, it could force "solo" pvpers to bring in their arazu alt (scan res sensor damps), in addition to their falcon alt, in order to beat that one missioner. Looks great on killmails, really!
If nothing else, the falcon would be forced to fight more like an ECM stealth bomber, especially because it would be particularly vulnerable to high alpha weaponry. And holding range will be more difficult for ECM ships, since MWD inflates sig radius, making it easier to lock during the ecm cycle's off time.
And heck, vigil pilots won't be primaried, so they can use their badass TP bonus on an ECM ship, making easier for their buddies to lock him mid cycle ;D |

Rick Rymes
Red Federation RvB - RED Federation
1
|
Posted - 2012.08.29 10:28:00 -
[258] - Quote
J A Aloysiusz wrote:Crucifier looks great, maulus decent. Friggin Griffin (had to!) looks a bit overpowered, not because of the ship's bonuses, but because I feel ECM is overpowered.
Why not add a new ECM statistic: "Jamming Duration". Say an ECM module's cycle time is 30 seconds, its "jamming duration" might be 10 seconds. Thus, there is a 20 second period in which the targeted ship can lock during each cycle. This will allow the jammed ship(s) to fight back to some degree, without heavily nerfing ECM. Being the E-War race, Caldari will still retain the power to immediately disrupt the operations of an enemy force, but make them less useful in prolonged fighting.
This change would make ECM less effective against smaller ships - a small ship will have a low sensor strength, so it will still be initially jammed, but it will have a high scan resolution to relock after the "jamming duration" is complete. While a single ECM ship is currently able to "perma jam" 4-6 frigates, it would now lose the ability to keep them jammed. On the contrary, large ships have more sensor strength to prevent jam, but once jammed, will have greater difficulty locking the ECM ship. Marauders will still 100% suck vs ECM (lol).
If this change were implemented, I can foresee the idea of "staggering" the cycle of your ECM modules so one activates at the other's mid-cycle. Even still, this change would effectively double the amount of ECM needed to "perma jam". Or, it could force "solo" pvpers to bring in their arazu alt (scan res sensor damps), in addition to their falcon alt, in order to beat that one missioner. Looks great on killmails, really!
If nothing else, the falcon would be forced to fight more like an ECM stealth bomber, especially because it would be particularly vulnerable to high alpha weaponry. And holding range will be more difficult for ECM ships, since MWD inflates sig radius, making it easier to lock during the ecm cycle's off time.
And heck, vigil pilots won't be primaried, so they can use their badass TP bonus on an ECM ship, making easier for their buddies to lock him mid cycle ;D
I like the idea, it also solves the problem of other disruption ships needing more coordination to jam multiple targets. What if TP did not have a stacking penalty, would that make it worth its salt in fleets? |

J A Aloysiusz
Precision Strike Brigade Pirate Coalition
7
|
Posted - 2012.08.29 19:00:00 -
[259] - Quote
Rick Rymes wrote:I like the idea, it also solves the problem of other disruption ships needing more coordination to jam multiple targets. What if TP did not have a stacking penalty, would that make it worth its salt in fleets?
The only argument I've heard against either making TP's more powerful, or removing/lessening their stacking penalty is that it would make dread/titan "blap" fleets OP. This seems like a problem with cap ships as opposed to a problem with target painters in general.
Personally, I'd like to see stasis webifiers stacking penalized to hell, so a second web will do less than adding a TP. Match that with the vigil getting a 10% web range and 7.5% TP effectiveness, and you've got your mids set. Clearly this would greatly overshadow the Hyena, but I'm assuming electronic attack frigs will all be looked at after these changes.
However, I'm fairly certain the vigil's bonuses will not be changed. So alternatively, TP's could be changed to increase their raw strength as well as their stacking penalty. They wouldn't be any more useful in fleets, but a TP buddy would be a viable asset in small skirmishes. And honestly, Minmatar already has plenty options for fleets. If you ask to get into a fleet with your vigil, FC will most likely say no, train for a hyena/huginn. It's not like being turned down in a vigil will keep a minmatar pilot from pursuing the "e-war" (I use this term reluctantly) path. |

Bouh Revetoile
Barricade.
52
|
Posted - 2012.08.29 21:37:00 -
[260] - Quote
J A Aloysiusz wrote: It's not like being turned down in a vigil will keep a minmatar pilot from pursuing the "e-war" (I use this term reluctantly) path.
Minmatar have as many reasons to follow the EWAR path than caldari to follow the drones path or gallente to follow the missiles path.
And speaking about nerfing EWAR, we should be sure that it's still useful even on unbonused hull : EWAR is supposed to be an advantage of armor tank. Nerfing all ewar to oblivion is also a nerf to armor tanking. |

MisterNick
The Sagan Clan Pax Romana Alliance
99
|
Posted - 2012.08.30 12:16:00 -
[261] - Quote
EDIT - nevermind I should have checked the present stats first 
In other news, hope damps themselves get a look at alongside the ships that use them. "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |

Uris Vitgar
Center for Advanced Studies Gallente Federation
21
|
Posted - 2012.09.03 09:31:00 -
[262] - Quote
Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
131
|
Posted - 2012.09.03 12:01:00 -
[263] - Quote
Uris Vitgar wrote:Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs
this idea of enabling lock past the ships standard lock range intrigues me, i hope CCP explores this idea a little further, as long as it keeps its currant uses still. |

Grey Azorria
Federation Industries
201
|
Posted - 2012.09.03 15:03:00 -
[264] - Quote
Uris Vitgar wrote:Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs A counter to ECM, that is actually useful even if you don't encounter any... I think you just found the holy grail of E-War Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

Trinkets friend
Sudden Buggery
420
|
Posted - 2012.09.04 04:11:00 -
[265] - Quote
I really like these changes.
The Maulus might now be able to fit 2 damps and run them while using a MWD. I am a bit concerned, though, you aren't able to really fit any actual offensive weapons. The key with damp frigs is, a) stay at range (yay perma-MWD!), b) stop the enemy hitting you, c) do damage. The third is sorely lacking.
The Vigil....mmmm. More speed? This thing will go faster than most ceptors when nanoed. The scan res buff also makes it more awesome as a cheap ceptor. The problem, as always, is the TP's weakness, but with 5 mids you get to stack in multiple painters plus a MWD. Or scram-web-AB-MASB-Invul and turn it into a brawler. The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu localectomy.blogspot.com.au
|

Malice Redeemer
Redeemer Group Joint Venture Conglomerate
123
|
Posted - 2012.09.04 09:09:00 -
[266] - Quote
wow, nerf the speed +'s to give it useless tp +'s, what a waste. How about put this focus on the EAF no one uses, make them useful and leave something that is working for me alone? |

Bienator II
madmen of the skies
869
|
Posted - 2012.09.09 02:32:00 -
[267] - Quote
shouldn't ewar frigs have a greater targeting range as they have now? If you look at the specs of a TD or ECM... its totally underused.
not as good as a recon but somewhere inbetween so you can have a second usecase for them a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Kuehnelt
Devoid Privateering
279
|
Posted - 2012.09.09 03:10:00 -
[268] - Quote
Bienator II wrote:shouldn't ewar frigs have a greater targeting range as they have now? If you look at the specs of a TD or ECM... its totally underused.
not as good as a recon but somewhere inbetween so you can have a second usecase for them
A single ionic field projector rig, after skills, gets a winter Crucifier up to 100km targeting range, which equals its 100km TD optimals. |

Lili Lu
401
|
Posted - 2012.09.09 15:34:00 -
[269] - Quote
Trinkets friend wrote:I really like these changes.
The Maulus might now be able to fit 2 damps and run them while using a MWD. I am a bit concerned, though, you aren't able to really fit any actual offensive weapons. The key with damp frigs is, a) stay at range (yay perma-MWD!), b) stop the enemy hitting you, c) do damage. The third is sorely lacking.
The Vigil....mmmm. More speed? This thing will go faster than most ceptors when nanoed. The scan res buff also makes it more awesome as a cheap ceptor. The problem, as always, is the TP's weakness, but with 5 mids you get to stack in multiple painters plus a MWD. Or scram-web-AB-MASB-Invul and turn it into a brawler. You mistake the role. The only damage you need to do is to drones that might get on you. These are not meant to be tackler/solo ships.
Kuehnelt wrote: A single ionic field projector rig, after skills, gets a winter Crucifier up to 100km targeting range, which equals its 100km TD optimals.
Presently you can get that range with an ionic and a signal amp. Probably better if it stayed this way.
I think all the racial ewar should get a slight power nerf like ecm modules did, as long as the buff on the specialized non-ecm boats brings them up over current values. This would make them desirable in a similar manner as ecm boats are presently. As for the TD, as much as I hate a true non-ecm ewar nerf, the TD should probably be operating like Damps and TPs, i.e. usually in falloff. |

Sofia Wolf
Ubuntu Inc. Varangon Tagma
56
|
Posted - 2012.09.09 18:34:00 -
[270] - Quote
Uris Vitgar wrote:Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs
Target painting as a counter to other ewar, as well as useful for general sig busting of targets is excellent idea. I think this is the correct way to boost TP, it both interesting game mechanic and makes sense for IC perspective.
+1 |

Muad 'dib
The Imperial Fedaykin
494
|
Posted - 2012.09.11 12:35:00 -
[271] - Quote
http://cdn.memegenerator.net/instances/400x/26553783.jpg http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Capac Amaru
Burning Sword
41
|
Posted - 2012.09.11 14:08:00 -
[272] - Quote
I really like the idea of a defensive signature reduction role for target painters.
I think it is sufficiently different from tracking disruption, in that it targets the aggressee instead of the aggressor.
Saying these would be the same is like saying an afterburner is the same as a webber. |

Kelrift
V.O.I.D. The Methodical Alliance
0
|
Posted - 2012.09.11 14:39:00 -
[273] - Quote
I had always thought that the Minmatar Primary E-War capability was the Webifier like we see in the huggin/rapier... Instead of looking at TP Maybe look into Web Bonuses?
I understand that the hybrid pirate Frigs the Cruor and the Daredevil have these bonuses. why not t1 frigs .. and i know most other pilots would say lets look at Warp disruptor on the Malus and Nutes on the crucifier . some people would say that it would make these frigs OP but IMO Calidri's main E-war ECM seems a little OP .. (though a full flight(x5) of small t1 ECM drones are just as effective).
I know this would make the T2 E-war ships useless then But Why does Calidri the only race that has only 1 E-War role ... ie. the Griffin with 15% ECM jam strength and the Kitsune with 20% ECM jam strength. ...
Take a look at the T2 E-war ships in general and make reductions in range and strength and Ta-Da you have the T1 versions Maybe get rid of the TP in general in the Vigil and use Minmatars main form of E-War the Webifier.
Target Painters are like Tracking Computers and and Sensor Booster NOT necessary but nice to have available as a mid slot assistance...
Otherwise good work .. like the idea's |

Doddy
Excidium. Executive Outcomes
137
|
Posted - 2012.09.11 16:31:00 -
[274] - Quote
Del Vikus wrote:Vakr Onzo wrote:So TP doesn't make a target easier to hit for bigger guns? In response, let me quote Arkady: Quote:Target painters do not improve damage all that much in larger engagements. It's not even enough to make annoying interceptors at 100km hitable by large artillery, and that would be a pretty niche role. And contrary to other ewar, it's not useful to spread out, so once you have 3-4 painters in the whole fleet, any others are not only of "little use", but literally useless.
Really what fleet is going to have dozens of vigils anyway? Target painters can have a huge impact in large fleets (especially vs sig tanky things like logis), its just that any beyond the 3rd or 4th is redundancy. But then unless your entire fleet is made up of newbies (in which case the tps probably wont help at all anyway) there isn't likely to be dozens of vigils anyway. |

Rayner Vanguard
EVE University Ivy League
0
|
Posted - 2012.09.11 16:46:00 -
[275] - Quote
Reading on this thread from page 1, I believe that most people are more concern with the e-war mechanic themselves than the e-war frigs
So, my suggestion is to fix the e-war mechanics first (damp, ecm and tp. Not sure with td, no one is complaining yet) before changing the frigates or other e-war ships |

Tatjana Braun
Vienna Arms and Industrial Gruppe
7
|
Posted - 2012.09.11 21:34:00 -
[276] - Quote
CCP Fozzie wrote::Updated with new stats as of August 14th. Details below as well as here:... VIGIL: Frigate skill bonuses: 7.5% Bonus to Target Painter effectiveness per level 10% Bonus to Target Painter optimal range per levelSlot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers Fittings: 26 PWG (+1), 225 CPU (+15) Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42) Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57) Mobility (max velocity / agility / mass): 410 (+57) / 3.22 / 1080000 Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6 Sensor strength: 12 Ladar Signature radius: 34 (-10) Cargo capacity: 250 (+100)
Why Targetpainting and not web as the Standart Minmatar E-War?
|

Kor Kilden
Thukker Tribe Holdings Inc. Luna Sanguinem
10
|
Posted - 2012.09.12 06:52:00 -
[277] - Quote
My scout vigil would like to file a formal complaint. Luckily, it'll probably suffer a violent accident before the changes hit, and won't be able to. It's been replaced with a scout slasher anyway, smaller sig. |

Aggeron Fargone
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.09.12 14:16:00 -
[278] - Quote
I think I have read enough to know just in this thread how most people agree that Target painters are just not wanted or viewed as ewar, why CCP doesnt see that I have no idea. I know that the scythe currently get s a sensor linking bonus which if it worked right and was useful in countering ecm and sensor damping like it should then to me is fits more in the line of ewar then a tp, and sense you clearly want to save the web bonus for t2 ships it would be a better option to me.
But as of right now ruining the vigil just so it lines up with the bellicose being a carp missile boat with a painter sucks(both the vigil and the bellicose which should become a nice arty boat, but its not). It would just be nice if the target painter idea was scrapped already. It seems to have added another thing to the list of why people who fly and love minnie ships hate the changes you make to them. Bullets, Speed and Rust is what we want, so if you are going to do something other then those with a minnie ship you could at least try and listen to us. |

Ranger 1
Ranger Corp
2416
|
Posted - 2012.09.12 17:48:00 -
[279] - Quote
Several of the idea's for Target Painters need to be passed on to the appropriate team. They make sense, and typically painting a target allows target aquisition either possible in the first place or easier/more accurate than it would be without it.
One script to allow the standard boost to the targets sig radius.
One script to allow targetting by ships that are otherwise jammed, out of range due to dampening (note, the ability to target does not necessary mean you can bring your weapons to bear effectively), and possibly help negate tracking disruption effects on ships trying to hit the TP's target.
One one swoop you make Target Painters a valuable broad spectrum anti-EW module... one that would warrant creating completely new tactics to utilize or deal with effectively. At the same time you make ships like the vigil high priority targets that can significantly influence the course of small gang and fleet encounters alike.
The only downside is that you could easily make ECCM modules obsolete, but they are little used as it is due to being to narrow in focus except in situations where you know for certain you will face ECM specifically.
To prevent their use from being too widespread (as would be inevitable) you should restrict their use to ships (like the Vigil) that are specifically bonused to carry them. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zakeus Djinn
Who Called In The Fleet
0
|
Posted - 2012.09.12 23:05:00 -
[280] - Quote
CCP Fozzie wrote:Bouh Revetoile wrote:Sui'Djin wrote: interesting idea. Why shouldn't painters be able to also decrease a targets' signature (via inverter script)? This way they could also have a defensive roll and maybe help logistics. It would make painters more versatile.
This would be support ; though, maybe a script to increase sig res of ennemy turrets ? This was one of the suggestions that came up in internal brainstorming as well, unfortunately it actually has the exact same effect as a tracking disruptor since sig res and tracking are both equal in the tracking formula.
He wasn't saying that reducing the sig radius of your teammates was the same as a tracking disruptor, he was saying that increasing the signature resolution of the enemy's guns was the same as a tracking disruptor, as the second poster suggested. How come not one person realized he was responding to the other poster?
Aside from that, I figured maybe a straight damage bonus on the painted target would work to allow target painting to be useful between ships of equal size, but on reflection it would probably just promote blobs. |

Lucy Alfrir
The Lost Shadows Circle of the Shadows
1
|
Posted - 2012.09.13 12:13:00 -
[281] - Quote
I'm sorry to winge about the vigil, some more, but it looks to me like it's losing the ability to fit turrets.
If this is so, where's my arty platform?
The Breacher's being made into a dedicated missile boat, and TP bonuses are handy for arty too, so why not a tracking bonus for the Vigil?
Make it into a mini-Muninn, which has been sadly made irrelevant with the introduction of the Tornado, but that's another thread.
With space in the mids for tracking computer, TP, point, MWD and web.
Hmm maybe lose one midslot for a low, so 2x Gyro and a DC, but I could cope with 2,5,2 |

MIrple
BSC LEGION Tactical Narcotics Team
108
|
Posted - 2012.09.13 15:49:00 -
[282] - Quote
I put this in the new T1 logi cruiser thread but I feel this might be a better place for this. Why couldn't these ships have there bonuses change so they could work as offensive or defensive ships. Right now each EWAR except for TP has a Remote Damp and Remote Boost. Why couldn't these ships be able to do either role. So the Griffin could provide ECM for the fleet or ECCM for the fleet. This would give fleets a whole new concept and make ships like this more viable in more situations.
People said that this would make remote sebo's to OP but I feel they need to be changed to be more inline with the way ECM works let the mod give less as a base but buff the bonuses to the selected ships that roles are to fit these. |

Heribeck Weathers
The Executioners Capital Punishment.
4
|
Posted - 2012.09.13 18:38:00 -
[283] - Quote
Personaly i like the look of these changes, but i sure hope you fix TP soon so the vigil dosent get left out. Also 5 mids on the Griffen may be a bit much tho i guess 1 of every raical jammer + a prop mod is ok, just getting a tad close to over powered.
I sure look forward to a T2 ewar frig buff soonish, if these buffs are anything to base off of. my sentinal needs another mid |

LtauSTinpoWErs
Mafia Redux
2
|
Posted - 2012.09.13 23:57:00 -
[284] - Quote
CCP Fozzie,
Is there any work being done in regards to buffing Electronic Attack Ships? Is this something we could hope for in the Winter Expansion release or would it be more logical to see this update take place in between the Winter and Summer expansion? I didn't feel it necessary to create a new thread so thought it would be best to post in here. Thank you and keep up the good work with ship re-balancing.
-LT |

kalbrak Jr
Blue Republic RvB - BLUE Republic
11
|
Posted - 2012.09.15 11:41:00 -
[285] - Quote
LtauSTinpoWErs wrote:CCP Fozzie,
Is there any work being done in regards to buffing Electronic Attack Ships? Is this something we could hope for in the Winter Expansion release or would it be more logical to see this update take place in between the Winter and Summer expansion? I didn't feel it necessary to create a new thread so thought it would be best to post in here. Thank you and keep up the good work with ship re-balancing.
-LT
"We also realize that these changes will make the current problems with EAFs even more obvious, and we're putting a lot of thought into them as well."
That is from the first page!
|

Belsina
STAHLSTURM Test Friends Please Ignore
0
|
Posted - 2012.09.15 17:28:00 -
[286] - Quote
i like the ideas about the E-War T1 Frigs :)
i support it |

Kesthely
Fleet of the Damned Happy Endings
2
|
Posted - 2012.09.17 18:44:00 -
[287] - Quote
With the Celestis getting the option to fit 3 guns or 3 launchers, how about giving the maulus the 2 turret 2 launcher option? |

Andy Landen
Born Crazy Kadeshians
61
|
Posted - 2012.09.18 06:34:00 -
[288] - Quote
I must agree with everything that has been said here about the ewar and ewar frig problems.
vigil -> give both web and tp bonuses; same for Minmatar T1 EW cruiser.
EAF -> add Covert Cloak and covert portal jump ability. EAF will be no more powerful than their Force Recon brothers. Compared to Force Recon, EAF dps is much less, EAF ehp is much less, even EAF EW is less, etc.
ECM -> Great idea that has been really butchered over the years thanks to mass whining about the Falcon (anyone heard of ECCM? seriously) and about the standard practice of fitting OP ECM to every spare medium slot of the non-EW ships for great effect. Now ECM is a headache to implement effectively (unless you just deploy the remarkably effective omni-ECM drones). We really need to simplify ECM alot. We need to combine the multis' omni jamming with racial strength, distance, and reduced cap. ECM on an eWar ship should be as effective and simple to implement as any other form of ewar. Convert the hit or miss non-sense to a constant effect. No other ewar is probabilistic and the chance-based mechanic makes this form of ewar UNDEPENDABLE. Every other form of ewar is dependable. Neuts and points don't even stack like the other ewar.
How is a fleet supposed to practically or effectively coordinate ewar on a large scale? Logistics have the broadcast system. How about we let ewar ships see what fleet ewar from the fleet is being applied to each target too. |

Tatjana Braun
Vienna Arms and Industrial Gruppe
8
|
Posted - 2012.09.19 14:22:00 -
[289] - Quote
I have a Idear for the TP: To his Signatur Bonus, give it a Speed Reduction Bonus for The Damagecalculation. So Guns will hit a Target as if it were x% slower and Missels wil make damage in that way, without a real speedreductin af the Target.
I think on this way TP will make more sense in fights against Ships in the same size. |

Aiifa
My Little Pony - Friendship Force
46
|
Posted - 2012.09.19 15:18:00 -
[290] - Quote
I hope these changes are reworked totally before being pushed. They're in the right direction, but they're not quite right. The answer to difficult to fly and flimsy ships isn't to throw more slots and fitting at them. It's to balance everything around them. Including gameplay.
I've already whined about this here https://forums.eveonline.com/default.aspx?g=posts&m=692924#post692924 |

Muestereate
Two Geezers in Space
70
|
Posted - 2012.09.28 20:40:00 -
[291] - Quote
I'd like to see the target painter reduce turret resolution as well as bloom signature. Damage increase from tp is 4 times greater on missles than it is on turrets. Cutting guns resolultion about the same as sig radius blooms almost equalizes the damage a tp brings to the field.
I realize this affects the attacking ships instead of the attacked ships and is harder to program. My original idea was to add a field for each ship in game that determined turret resolution effectiveness. and to add this factor into the tracking/chance to hit formula.
This may not be necessary though as we already have packets carrying damage and ewar effects back and forth and this correction may be able to be incorporated into them in a simpler manner but one that could introduce lag if misused. I lean toward adding a variable to the data structure and modifying the tracking formula to accompanying it though as I see lag and bandwidth as more important than processor loading.
After you balance missles and turret damage increases, balancing the effitveness of the competing ewars will be simpler. Another benefit of the data structure mod approach is that ways to balance armor and shield become available because shield boats sig should be a problem and it is not because sig only affects turrets within relatively narrow constraints at this time. |

Weasel Leblanc
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.10.01 04:18:00 -
[292] - Quote
CCP Fozzie wrote:The Crucifier and Vigil are being given strong roles towards longer range disruption, and the fact that the Griffin and Maulus are more medium range oriented is intended and part of the overall environment change.
CRUCIFIER:
Frigate skill bonuses: 7.5% Bonus to Tracking Disruptor effectiveness per level 10% Bonus to Tracking Disruptor optimal range per level Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets Fittings: 27 PWG (+2), 235 CPU (+20) Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21) Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000 Drones (bandwidth / bay): 15(+10) / 45(+40) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6 Sensor strength: 14 Radar Signature radius: 38 (-8) Cargo capacity: 265 (+100)
MAULUS:
Frigate skill bonuses: 7.5% Bonus to Sensor Damp effectiveness per level 10% reduction in Sensor Damp capacitor use per level Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets Fittings: 28 PWG (+3), 230 CPU (+10) Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71) Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5) Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000 Drones (bandwidth / bay): 20(+10) / 30(+20) Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6 Sensor strength: 16 Magnetometric Signature radius: 40 (-8) Cargo capacity: 275 (+100)
I can't help but think that making the Maulus more mid-ranged instead of more long-ranged kind of defeats the purpose of the RSD as an ewar module for making enemies less effective at long range. As it stands, it just won't work as well as the rest - reducing the enemy's maximum lock range becomes progressively less useful when you have to get closer to do it.
The Maulus needs a range bonus, badly.
If you really want two mid-ranged EAFs and two long-ranged EAFs, may I suggest making the Crucifier the second mid-ranged EAF instead? After all, tracking disruption multiplies with transversal, and you can get more transversal out of the same speed when you're closer in. |

Roime
Shiva Furnace Dead On Arrival Alliance
1287
|
Posted - 2012.10.01 06:15:00 -
[293] - Quote
Not sure if the range is an issue on that Maulus tbh, should be fairly easy to fit it to damp someone out from 80km, the target ending up with <20km (10?) lock range. Keep in mind the damp bonus is stronger than currently in game.
Principally you are right, damping ships need to have range, but damps have pretty massive falloff and in my experience perform fine in falloff.
Maxing out all my damping skills before Retribution :)
Gallente - the choice of the interstellar gentleman |

Milton Middleson
Rifterlings Damu'Khonde
112
|
Posted - 2012.10.01 07:28:00 -
[294] - Quote
The crucifier is going to be OP as all get-out. With a fairly cheap fit (<5 million) and modest skills, you'll be able to nail up to three targets with 65-70% disruption from over 100km. Or completely shut down one poor bastard altogether.
This winter is full of stealth drone buffs. :P |

Kai'rae Saarkus
Ganja Labs Exodus.
0
|
Posted - 2012.10.02 09:10:00 -
[295] - Quote
I'm still not buying the Damp range on the Celestis.
Right now on TQ damps are effective out to 100km. (Hint: watch Exodus.'s Damp Merlins during the AT). The optimal bonus will push that out to about 120-130Km (ie. Not a Game Changer).
Max skilled Celestis with drones and HMLs will only do damage out to 60km.
So with the proposed Ship you've got 3 choices:
Sit at 100km off the fight, don't do any damage, damp their long range DPS ships and not be primary.
Sit at 50km off the fight, damp something behind the main fleet (logi etc), do about 300DPS and be primaried.
Fly as part of a long range gang (ie Celestis, Caracal) with Inties for points, damp the enemy DPS and concentrate on killing tackle as it burns in.
A better bonus would be similar to the Drone Velocity bonus proposed for the Maulus.
Make it: "10% bonus to Drone Control Range and 5% bonus to Drone MWD Speed per level" as the second bonus.
This, coupled with the 50m3 drone bay gives you:
A set of Valks that go almost 4Kps (ie. enough to catch most frigs)
A set of Hobos that go 5Kps+ or Warriors that go almost 8Kps (ie. enough that they can burn the 90kms about as fast as missiles)
Or, ECM drones that can reach out and **** people of from miles. (@90Km you're outside the lock range or most cruisers, switch a damp to lock time and laugh).
Ie. you can do everything the Fozzie's proposed Celestis does, but actually apply damage in all circumstances.
Re. Drone Veloctiy Bonus vs Tracking:
I get the effect that will have increased drone velocity has on tracking in some cases (pods, shuttles, non-MWDing frigs): this is why I specified Drone MWD boost. Once the drones settle into an orbit around a tackled ship this should not apply.
I also think, in most likely combat situations any damage lost to tracking is made up for by the increased damage you get from the fact your drones get onto the target faster and you can actually use them at the range you want to be fighting at.
T2
The other benefit of doing this is that it scales nicely into T2 ships: Arazu gets +7.5% Damp Strengh, +10/5% Drone Ctrl Range and MWD Boost, 20% Warp Disruptor Range, and a Covert Cloak.
Lach gets +7.5% Damp Strengh, +10/5% Drone Ctrl Range and MWD Boost, 20% Warp Disruptor Range, and a +10% Drone Damage/Durability Bonus.
Tl;dr: Swap the Celestis' proposed Damp optimal bonus for a +10% Drone Ctrl Range / +5% Drone MWD Speed Bonus. |

Lord Distortion
20th Legion
0
|
Posted - 2012.10.07 21:36:00 -
[296] - Quote
MAULUS... with sensor damps AND ecm drones? Woo! *dances*  |

Kai'rae Saarkus
Ganja Labs Exodus.
10
|
Posted - 2012.10.10 09:18:00 -
[297] - Quote
Weasel Leblanc wrote: I can't help but think that making the Maulus more mid-ranged instead of more long-ranged kind of defeats the purpose of the RSD as an ewar module for making enemies less effective at long range. As it stands, it just won't work as well as the rest - reducing the enemy's maximum lock range becomes progressively less useful when you have to get closer to do it.
The Maulus needs a range bonus, badly.
If you really want two mid-ranged EAFs and two long-ranged EAFs, may I suggest making the Crucifier the second mid-ranged EAF instead? After all, tracking disruption multiplies with transversal, and you can get more transversal out of the same speed when you're closer in.
You've never flown damp boats I take it?
Damps work at 100Km without any range bonuses, at level 4 skills. (Well as much as Damps can be said to "work") AND if you do feel the need for a range bonus a Particle Dispersion Field Projector Rig does +20% / rig.
At present you need 2 Bonused Damps to have an assured effect. 3 will pretty well completely take a ship out. 1 Damp will help, but you have to have a gang designed to make it work. (And guess what, on frigs 1 Damp still leaves more than enough range to scram, web... which is where most frigs do damage) A 7.5% bonused damp won't change that fundamental rule of thumb.
Without a cap-use bonus a damp takes 1.8 Cap/second (that's with decent skills, and best named). Which means MWD, 2xDamps on a Maulus will set you back roughly -7 Gj/s, fitting anything active to that 4th mid would just cap you out in seconds crazy.
The Maulus NEEDS that cap use bonus.
As it is you can fit an approx 100Km Maulus that will work nicely High: To taste (I like a Drone Link Augmentor, and anything) Meds: MWD, 3 x Phased Muons Lows: DCU, Sig Amp + flavour Rigs: 2 x Particle Dispersion Rigs (60Km Opt, 90 Km Fall-off on Damps), Small Inverted Sig Field Rig
And voila the Maulus is a Long Range EWAR frig.
Although I think I prefer a 60Km 2 x Phased Muon, MSE fit better. |

Sheynan
Lighting the blight
76
|
Posted - 2012.10.14 15:59:00 -
[298] - Quote
Uris Vitgar wrote:Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs
I would like to bring this up again, if balanced right, this could be a grand way to make target painters really neat and worth having.
It even fits the "Minmatar theme" of guns and raw damage over ewar by basically being a "**** this ewar ****" button. |

Kai'rae Saarkus
Ganja Labs Exodus.
13
|
Posted - 2012.10.15 11:21:00 -
[299] - Quote
Sheynan wrote:Uris Vitgar wrote:Perhaps instead of regarding target painting as ewar, we should be thinking of it asway to bypass ewar. It's already a counter to tracking speed TDs, although nobody uses it that way. What if painting a target forced it to be lockable, even if it's out of lock range or beyond the max number of targets? Then the vigil's range bonus would be extremely useful. Instead of fitting sensor boosters a sniper fleet might rely on their painters to allow them to lock at long range. An ECCMed up painter might make a good counter to ECM in small gangs I would like to bring this up again, if balanced right, this could be a grand way to make target painters really neat and worth having. It even fits the "Minmatar theme" of guns and raw damage over ewar by basically being a "**** this ewar ****" button.
It's also a massive Nerf to ECM and Sensor Damps.
Which isn't a bad thing: if it's balanced correctly.
Otherwise it becomes the must fit module because it makes any other EWAR irrelevant (and makes ECCM pointless on anything other than the TPing ship and Logis).
All that being said, I like it. It should be easier to balance than a lot of other changes, if only because it doesn't scale well (1-2 TP is a credible idea, but TPs everywhere isn't [outside of niche use ie. the AT]), meaning that ECM/Damps would still work well to take out some ships (ECM means ONLY the primary is target-able, so it still takes out ships that don't target the primary; Damps can still delay lock-time or take Logis out of play).
Although, I also don't think it should be a binary attribute (TP on means I can always target it) rather make it more nuanced: ie. TP increase signature (descreasing the effects of TDs, and Damps "scan res" scripts) and should also act as a high strength ECCM for retaining a lock on that target and as a high strength SEBO for targeting range against that target.... but coding that would depend very much on how ECM is balanced in future, and how EVE calculates lock ranges. |

Sheynan
Lighting the blight
76
|
Posted - 2012.10.15 17:36:00 -
[300] - Quote
It will depend on the implementation how massive the nerf would be.
You could make the strength of the effect weak on an unbonused hull and strong on the dedicated hulls, similar to ECM. That would make Vigils/Bellicoses/Rapier/Huginn/Hyena easy to spot primary targets for enemy ECM/damps or dps. (Imagine that, a ship is called primary because of its target painters . )
Also, I like the idea of a granular effect of increased sensor power only against the targeted ship, but it sounds really difficult to code. |

Bienator II
madmen of the skies
1030
|
Posted - 2012.10.19 17:37:00 -
[301] - Quote
i am sorry in case i posted this already (i can't find it) but will the sentinel get a little bit more targeting range too? I know EWAR frigs are not on the balancing list but the buff of the crucifier (64km) makes the sentinel very sad (36.5km). (edit: not to mention that the TD bonus is now better on the crucifier too... edit2: would even make a pilgrim sad)
and i don't like sad sentinels a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
321
|
Posted - 2012.10.19 21:44:00 -
[302] - Quote
Bienator II wrote:i am sorry in case i posted this already (i can't find it) but will the sentinel get a little bit more targeting range too? I know EWAR frigs are not on the balancing list but the buff of the crucifier (64km) makes the sentinel very sad (36.5km). (edit: not to mention that the TD bonus is now better on the crucifier too... edit2: would even make a pilgrim sad)
and i don't like sad sentinels T2 comes Later/AfterGäó
All T1 attributes are being buffed almost across the board (a few nerfs) so it would be folly (read: absolute moronic idiocy!) not to migrate some if not all the buffs up the foodchain. T2 resists are nice and all but they will never see use if a 90% option exists at 10% the cost  |

Bienator II
madmen of the skies
1030
|
Posted - 2012.10.20 01:04:00 -
[303] - Quote
Veshta Yoshida wrote: T2 comes Later/AfterGäó
i know. Part of my point was that if they buff the ewar of a T1 frig its very likely that they will have to buff it on the T2 version too.. doesn't matter when. So they can do it right away. If they don't do it in parallel this will seriously nerf those more specialized ships till the next expansion. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Kai'rae Saarkus
Ganja Labs Exodus.
32
|
Posted - 2012.10.20 17:58:00 -
[304] - Quote
Bienator II wrote:Veshta Yoshida wrote: T2 comes Later/AfterGäó
i know. Part of my point was that if they buff the ewar of a T1 frig its very likely that they will have to buff it on the T2 version too.. doesn't matter when. So they can do it right away. If they don't do it in parallel this will seriously nerf those more specialized ships till the next expansion.
T2 is nerfed until Winter 2013 at least (best case, Summer is BCs/BSs... Winter is T2 Frigs and maybe Cruisers).
This applies to almost all HACs, Inties, EAFs, some AFs and Caldari command ships. Recons only remain useful because of their "special" T2 bonus (LR Webs, Points and Neuts). T2 Logis will be nerfed in FW (in favor of T1 Spt CCs) but remain the norm for Fleet fights in 0.0. Small gangs will use whatever makes sense.
[tinfoil hat]It's a stealth nerf to Goons, by reducing demand for Tech[/tinfoil hat] |

Kai'rae Saarkus
Ganja Labs Exodus.
32
|
Posted - 2012.11.04 05:36:00 -
[305] - Quote
@ Fozzie.
Is there any reason why the Crucifier doesn't have Launchers?
I've been playing around with the Crucifier, and have only found viable fits with Projectiles fitted in it's highs.
A Rocket Crucifier would work really well and be very Amarr. Can we have a 2/2 Turret / Launcher high split pls. |
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CCP Ytterbium
C C P C C P Alliance
1351

|
Posted - 2012.12.04 10:43:00 -
[306] - Quote
Unsticking, let's make some space for future threads. |
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