Pages: 1 2 3 [4] 5 6 7 8 9 :: one page |
Author |
Thread Statistics | Show CCP posts - 15 post(s) |

Alticus C Bear
University of Caille Gallente Federation
65
|
Posted - 2012.08.14 19:33:00 -
[91] - Quote
Basically as Liang suggests I would not be too fast to change the slot layout.
The Imicus is a stronger ship. Risk reward ratio I guess, I would forgoe the cloak for this ships capabilities.
Still a medium/ small sized salvage drone could solve this problem.
Not incredibly inspired by the role bonus. Even 100% may be better and including salvagers would be nice it will never replace a noctis.
Still I am not sure how the new stats will work out in regards to running local tanks even when kiting. A cap reduction bonus for local tanks may help new players manage exploration sites better without making them overpowered for PVP.
|

Roime
Shiva Furnace Dead On Arrival Alliance
1051
|
Posted - 2012.08.14 19:41:00 -
[92] - Quote
Liang Nuren wrote: What the hell are you complaining about?
It can't fit all the modules needed in lowsec exploration, making it the worst choice.
Before the buff it was superior in combat abilities because of drones, now the rest get the same advantages but can fit all the modules.
Gallente - the choice of the interstellar gentleman |

Roime
Shiva Furnace Dead On Arrival Alliance
1051
|
Posted - 2012.08.14 19:42:00 -
[93] - Quote
Alticus C Bear wrote: cap reduction bonus for local tanks may help new players manage exploration sites better without making them overpowered for PVP.
DCUII+SARII is plenty enough for beginner sites, and there is no need to permarun it. Gallente - the choice of the interstellar gentleman |

Liang Nuren
Heretic Army Heretic Nation
1833
|
Posted - 2012.08.14 19:47:00 -
[94] - Quote
Roime wrote:Liang Nuren wrote: What the hell are you complaining about?
It can't fit all the modules needed in lowsec exploration, making it the worst choice. Before the buff it was superior in combat abilities because of drones, now the rest get the same advantages but can fit all the modules.
I contend that the ship is meant for high sec exploration and that a cloak is not mandatory for low sec exploration. This means that the Imicus is in fact able to fit all the required modules for low sec exploration and the other ships are simply down a drone and slot - and therefore simply worse than the Imicus.
-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
|

Roime
Shiva Furnace Dead On Arrival Alliance
1051
|
Posted - 2012.08.14 20:20:00 -
[95] - Quote
No ship in this game should be meant for hisec only, what kind of idea that even is?
The cloak certainly is the module that is fitted on all probing ships used outside the starter systems. This means that the Imicus must do without a salvager, a module which would benefit new players in their ISK-gathering ventures.
It doesn't need four mid slots, it needs a third high. Just like the Helios. The other ships are not down a slot, they all have the same amount. Just better slot layouts, allowing them to fit all modules needed for running profession sites.
Gallente - the choice of the interstellar gentleman |

Liang Nuren
Heretic Army Heretic Nation
1833
|
Posted - 2012.08.14 20:22:00 -
[96] - Quote
Roime wrote:No ship in this game should be meant for hisec only, what kind of idea that even is?
The cloak certainly is the module that is fitted on all probing ships used outside the starter systems. This means that the Imicus must do without a salvager, a module which would benefit new players in their ISK-gathering ventures.
It doesn't need four mid slots, it needs a third high. Just like the Helios. The other ships are not down a slot, they all have the same amount. Just better slot layouts, allowing them to fit all modules needed for running profession sites.
Again, I'd argue that the cloak is not required in low sec and is most certainly not required in high sec. All you're doing is arguing in favor of homogeneity and nerfing the Imicus.
-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
130
|
Posted - 2012.08.14 21:21:00 -
[97] - Quote
Liang Nuren wrote:Roime wrote:No ship in this game should be meant for hisec only, what kind of idea that even is?
The cloak certainly is the module that is fitted on all probing ships used outside the starter systems. This means that the Imicus must do without a salvager, a module which would benefit new players in their ISK-gathering ventures.
It doesn't need four mid slots, it needs a third high. Just like the Helios. The other ships are not down a slot, they all have the same amount. Just better slot layouts, allowing them to fit all modules needed for running profession sites.
Again, I'd argue that the cloak is not required in low sec and is most certainly not required in high sec. All you're doing is arguing in favor of homogeneity and nerfing the Imicus. -Liang
Nerfing the Imicus for PVP. The kicker here is that this ship isn't designed for PVP.
What I am up in arms about (I'm not really ;-) is that if this trend is set then the Helios will be gimped because of similar reasoning. The first thing you do after you train for a Helios is training for another races Cover Ops because you realize how much it sucks.
If they actually come through with light salvager drones then I would be fine with the loss of a high slot. |
|

CCP Fozzie
C C P C C P Alliance
985

|
Posted - 2012.08.14 21:27:00 -
[98] - Quote
I'm running a potential set of changes past the CSM for first round feedback now, once I take their responses into account I'll likely post at least part of them here tomorrow. |
|

Sun Win
Kill It With Fire
49
|
Posted - 2012.08.14 21:43:00 -
[99] - Quote
Mechael wrote:My question still is, "What's the use of these things outside of highsec exploration?" It doesn't scout for PvP as well as a cov ops, and it's useless at pretty much everything else. Seems like you'll hop into it to learn how to probe, and then hop out of it forever once you get a covops ... unless highsec exploration is your passion in EVE.
Recently rolled an alt to try out high sec exploration. Let me tell you about the status quo
Leaving aside combat sites, there are 4 modules needed: Salvager, probe launcher, code breaker, analyser. Plus you want some small DPS, a tank and probably a prop mod. None of the current ships allow this so you are docking up constantly to switch out between Mag and Radar fits.
It's so bad that I put together a lolfit Kestrel which was unsuitable in every way except for slot layout.
If these ships do nothing more than make the first month of exploration more bearable, they'll be a huge improvement.
Meanwhile, I am holding out hope for a Servant Sisters of Eve faction frig and cruiser along with a faction mid slot mod that combines hacking and analysing (or some kind of gameplay distinction between the two activities that justifies two mid slots). Give it a skill if need be, with the hacker/archaeologist as prerequisites. |

Liang Nuren
Heretic Army Heretic Nation
1834
|
Posted - 2012.08.14 21:45:00 -
[100] - Quote
Marcel Devereux wrote: Nerfing the Imicus for PVP. The kicker here is that this ship isn't designed for PVP.
What I am up in arms about (I'm not really ;-) is that if this trend is set then the Helios will be gimped because of similar reasoning. The first thing you do after you train for a Helios is training for another races Cover Ops because you realize how much it sucks.
If they actually come through with light salvager drones then I would be fine with the loss of a high slot.
The Helios is the best covops and the only reason I ever trained another was because it looks so ******* ugly since they nerfed it's face.
-Liang
Ed: I should say that I've got perhaps 100 kills in a Helios. It's hard to know because I didn't post mails back then. :P 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
|

Scatim Helicon
GoonWaffe Goonswarm Federation
691
|
Posted - 2012.08.14 21:53:00 -
[101] - Quote
What would be great to see alongside these hull tweaks is a wider role for the analyzer and codebreaker modules they fit so these hulls may see more diverse uses.
I want to sneak a Heron into hostile territory and hack hostile sov structures and PoCos. 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. |

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.14 22:26:00 -
[102] - Quote
Liang Nuren wrote:Marcel Devereux wrote: Nerfing the Imicus for PVP. The kicker here is that this ship isn't designed for PVP.
What I am up in arms about (I'm not really ;-) is that if this trend is set then the Helios will be gimped because of similar reasoning. The first thing you do after you train for a Helios is training for another races Cover Ops because you realize how much it sucks.
If they actually come through with light salvager drones then I would be fine with the loss of a high slot.
The Helios is the best covops and the only reason I ever trained another was because it looks so ******* ugly since they nerfed it's face. -Liang Ed: I should say that I've got perhaps 100 kills in a Helios. It's hard to know because I didn't post mails back then. :P
How about we get ships that are good for their role rather than PVP? You seen to be skewed toward the PvP side of things rather than providing feedback for a exploration/scout vessel. |

Liang Nuren
Heretic Army Heretic Nation
1839
|
Posted - 2012.08.14 22:54:00 -
[103] - Quote
Marcel Devereux wrote: How about we get ships that are good for their role rather than PVP? You seen to be skewed toward the PvP side of things rather than providing feedback for a exploration/scout vessel.
I've already illustrated that cloaks are not mandatory in low sec, and that the Imicus is in fact a superior vessel to the other ships. Back under your bridge, troll.
-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
|

Kate Stenton
Four Pillar Production Dragehund
33
|
Posted - 2012.08.14 23:50:00 -
[104] - Quote
I'm excited! I fly my Imicus more than anything. Although it's not my favorite ship, exploration is a big reason I play EVE and any buffs to my favorite activity is welcome!
While the 2 highs the Imicus retains is a bit disappointing, the extra low + extra drone will make clearing sites much faster so I guess it's fair.
I do need to complain about the role bonus, which is a bit worthless. I realize it will probably let you complete a half cycle before you're in looting range but that's only an extra second or so.
I would much rather have a role bonus that reduces probe flight time or probe launcher cycle time.
In any event, the ships will be much more capable, so I suppose the role bonus is just icing.
Thanks for the update, and thanks for the buffs. |

Marcel Devereux
Aideron Robotics
130
|
Posted - 2012.08.14 23:53:00 -
[105] - Quote
Liang Nuren wrote:Marcel Devereux wrote: How about we get ships that are good for their role rather than PVP? You seen to be skewed toward the PvP side of things rather than providing feedback for a exploration/scout vessel.
I've already illustrated that cloaks are not mandatory in low sec, and that the Imicus is in fact a superior vessel to the other ships. Back under your bridge, troll. -Liang
Aren't you the one that started talking about PvPing in a Helious ?-) |

Liang Nuren
Heretic Army Heretic Nation
1840
|
Posted - 2012.08.14 23:55:00 -
[106] - Quote
Marcel Devereux wrote:Liang Nuren wrote:Marcel Devereux wrote: How about we get ships that are good for their role rather than PVP? You seen to be skewed toward the PvP side of things rather than providing feedback for a exploration/scout vessel.
I've already illustrated that cloaks are not mandatory in low sec, and that the Imicus is in fact a superior vessel to the other ships. Back under your bridge, troll. -Liang Aren't you the one that started talking about PvPing in a Helious ?-)
Again: It is not mandatory to fit a cloak to this ship. It does not need three high slots. You're trolling because you're bored at work.
-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
130
|
Posted - 2012.08.15 00:19:00 -
[107] - Quote
Liang Nuren wrote:Marcel Devereux wrote:Liang Nuren wrote:Marcel Devereux wrote: How about we get ships that are good for their role rather than PVP? You seen to be skewed toward the PvP side of things rather than providing feedback for a exploration/scout vessel.
I've already illustrated that cloaks are not mandatory in low sec, and that the Imicus is in fact a superior vessel to the other ships. Back under your bridge, troll. -Liang Aren't you the one that started talking about PvPing in a Helious ?-) Again: It is not mandatory to fit a cloak to this ship. It does not need three high slots. You're trolling because you're bored at work. -Liang
I think you confused yourself. I agreed with you with the Imicus but then we started talking about the Helios (take that spell correcter!). I conceded on the Imicus not the Helios. A covert ops ship needs a cloak + probe + utility high. Otherwise it will be subpar as scout/explorer. You seem to want the ship (again Helios not the Imicus) to be better at PVP rather than as a scout/explorer.
I'm on vacation again. Don't worry as I go back tomorrow. You can have free reign of the forums back then ;-) |

Nikolai Dostoyevski
Federal Navy Academy Gallente Federation
32
|
Posted - 2012.08.15 00:22:00 -
[108] - Quote
Manssell wrote: I agree that the range bonuses should also apply to the salvager module too and kinda agree with Takeshi that the bonuses themselves may not be that useful to begin with. As a new player I would think the cycle time, and scan strength are great. But a drone bonus would be much more useful than the range bonus.
Awesome stuff.
Agreed. Don't see the point at all of the range bonuses. Those ships move so quickly anyway that the time it takes to cover even another 5km is negligible. The only possible reason I could see for it to make a difference is if you're orbiting the item you're hacking while being shot at and the increased range allows you to orbit at a higher velocity for speed tanking purposes.
Still think it would make more sense to buff the drones if that's what they'll be relying on. Even a +5% dmg and/or speed boost for drones per frigate level would make a big difference. |

Liang Nuren
Heretic Army Heretic Nation
1840
|
Posted - 2012.08.15 00:23:00 -
[109] - Quote
Marcel Devereux wrote: I think you confused yourself. I agreed with you with the Imicus but then we started talking about the Helios (take that spell correcter!). I conceded on the Imicus not the Helios. A covert ops ship needs a cloak + probe + utility high. Otherwise it will be subpar as scout/explorer. You seem to want the ship (again Helios not the Imicus) to be better at PVP rather than as a scout/explorer.
I'm on vacation again. Don't worry as I go back tomorrow. You can have free reign of the forums back then ;-)
I'm willing to concede that the Helios is very very slightly lacking in terms of exploration. But it isn't so bad and I'm fine with the variety of a 2 high slot covops because of the extra speed and tank it has.
-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
|

Galphii
Sileo In Pacis THE SPACE P0LICE
56
|
Posted - 2012.08.15 01:48:00 -
[110] - Quote
The imicus is clearly the best of these designs, as with 4 drones you'll kite better and get through the site faster. Just sayin' that there is one ship that's clearly head and shoulders above the rest, so it'll result in 'Rifterisation', where only one ship of that type is used.
* Penalise the imicus' awesome drone abilities by reducing cargobay (that drone bay is huge for a frigate). * The caldari don't need to rely on drones because of their awesome missile abilities (missiles are suicide drones, when you think about it). Give the heron some racial differentiation by giving it no drones but 3 missile slots and a slightly bigger cargo bay to hold more ammo. * Even though the amarr are becoming the 2nd drone race, the reasons for giving yet another of their frigates drone abilities doesn't fit, because lasers don't use ammo like conventional guns. Give the Magnate 3 lasers and a range bonus so it can kite with its lasers instead of drones.
We're seeing more and more frigates rely on drones now, to the point that it's clearly the best weapon system to be training. I don't think this is a good way to go, 'cause it comes down to 'which drone ship do I want to fly'? At the moment, the answer is 'gallente, dumbass'.
Overall though, I like the role they get now; good for highsec profession sites. Oh, and as others have pointed out, a slight increase in range to hacking/analysing modules is useless, come up with something better  |

Linna Excel
Center for Advanced Studies Gallente Federation
71
|
Posted - 2012.08.15 02:23:00 -
[111] - Quote
I'm not sure I'm a fan of the 50% range bonus since you have to get so close to actually open up one of those things. I think I'd prefer a flat bonus to % chance to open something. What do you get when you cross an owl and a bungee cord? |

Galphii
Sileo In Pacis THE SPACE P0LICE
57
|
Posted - 2012.08.15 02:30:00 -
[112] - Quote
[quote=CCP Fozzie]Hello again spacefriends! Today I'm going to share with you our current plans for the tech one probing frigates, coming this winter.
These ships are currently used for Cyno lighting more than anything else, and we want to build their role as frigates for exploring deep space (especially to provide more interesting exploration gameplay for new players). We hope to see them being used for solo highsec exploration for newer players, or to support the combat ships in an exploration group in wormholes or lawless space. They're getting bonuses to hacking, archeology and salvaging so you can use them to both probe and run mini-profession sites. Their combat ability has also been directed at drones instead of weak weapon bonuses. We've designed them to be able to kill the rats in highsec mini-profession sites, although a combat frig will clear them faster. The ship isn't directly intended for a pvp role, so the ehp remains quite low and we skewed the fittings towards CPU and away from PG. Best way to kill the rats with this ship is fit a light active tank, drop drones and kite.
We wanted these ships to feel like an expedition vessel for newer players, something that can run sites independently and with enough cargo, no ammo use and extra dronespace to take long journeys away from their home base (even if they stay in highsec). If the style of ship is embraced then these could possibly serve as stepping stones into some kind of tech two "Science vessel" in the future.
Here's our current versions of the ships:
Magnate: Frigate skill bonuses: 5% increase to scan strength of probes 5% bonus to Codebreaker, Analyzer and Salvager cycle time Role Bonus: 50% bonus to Codebreaker and Analyzer range Slot layout: 3 H (+1), 3 M (+2), 3 L, 2 turrets, 2 launchers (+2) Fittings: 25 PWG (+3), 220 CPU (+10) Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22) Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47) Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s) Drones (bandwidth / bay): 15(+5) / 40(+30) Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4 Sensor strength: 10 Radar Signature radius: 39 (-4) Cargo capacity: 400 (+243.75)
Heron: Frigate skill bonuses: 5% increase to scan strength of probes 5% bonus to Codebreaker, Analyzer and Salvager cycle time Role Bonus: 50% bonus to Codebreaker and Analyzer range Slot layout: 3 H (+1), 4 M (+1), 2 L (+1), 2 turrets (+1), 2 launchers Fittings: 23 PWG (+3), 250 CPU Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16) Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48) Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s) Drones (bandwidth / bay): 15(+10) / 35(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4 Sensor strength: 12 Gravimetric Signature radius: 40 (-8) Cargo capacity: 400 (+243.75)
Imicus: Frigate skill bonuses: 5% increase to scan strength of probes 5% bonus to Codebreaker, Analyzer and Salvager cycle time Role Bonus: 50% bonus to Codebreaker and Analyzer range Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1) Fittings: 20 PWG, 240 CPU (+10) Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59) Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s) Drones (bandwidth / bay): 20(+5) / 40(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4 Sensor strength: 11 Magnetometric Signature radius: 41 (-4) Cargo capacity: 400 (+80)
Probe: Frigate skill bonuses: 5% increase to scan strength of probes 5% bonus to Codebreaker, Analyzer and Salvager cycle time Role Bonus: 50% bonus to Codebreaker and Analyzer range Slot layout: 3 H (+1), 3 M (+1), 3 L (+1), 2 turrets, 2 launchers (+2) Fittings: 24 PWG (+4), 230 CPU (+10) Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74) Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s Drones (bandwidth / bay): 15(+5) / 35(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4 Sensor strength: 9 Ladar Signature radius: 38 (-3) Cargo capacity: 400 (+80) |

Mechael
Ouroboros Executor Collective
226
|
Posted - 2012.08.15 04:18:00 -
[113] - Quote
Scatim Helicon wrote:What would be great to see alongside these hull tweaks is a wider role for the analyzer and codebreaker modules they fit so these hulls may see more diverse uses.
I want to sneak a Heron into hostile territory and hack hostile sov structures and PoCos.
Woooo! Now somebody is thinking! Something like this would be amazing. ^5 Whether or not you win the game matters not. -áIt's if you bought it. |

Galphii
Sileo In Pacis THE SPACE P0LICE
57
|
Posted - 2012.08.15 05:23:00 -
[114] - Quote
Mechael wrote:Scatim Helicon wrote:What would be great to see alongside these hull tweaks is a wider role for the analyzer and codebreaker modules they fit so these hulls may see more diverse uses.
I want to sneak a Heron into hostile territory and hack hostile sov structures and PoCos. Woooo! Now somebody is thinking! Something like this would be amazing. ^5 Oh my god yes. Do this! |

Boltorano
Tus Emporium Tus Network
10
|
Posted - 2012.08.15 07:35:00 -
[115] - Quote
While I agree that the role bonus is a bit "meh", I love everything else. Thank you so much for not listening to the people who think the only weapons a Caldari ship should have are missiles. |

Spugg Galdon
APOCALYPSE LEGION
156
|
Posted - 2012.08.15 07:45:00 -
[116] - Quote
Galphii wrote:Here's some changes I thought would be more useful; take note of the variations to racial weapons, and the role bonus.
Magnate: Frigate skill bonuses: 5% increase to scan strength of probes 20% increase to the optimal range of small lasers Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 2 M (+1), 3 L, 3 turrets (+1) Fittings: 31 PWG (+9), 230 CPU (+20) Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22) Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47) Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s) Drones (bandwidth / bay): 5(-5) / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4 Sensor strength: 10 Radar Signature radius: 39 (-4) Cargo capacity: 400 (+243.75)
Heron: Frigate skill bonuses: 5% increase to scan strength of probes 10% increase to light missile and rocket flight time Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 3 M , 2 L (+1), 3 launchers (+1) Fittings: 31 PWG (+11), 270 CPU (+20) Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16) Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48) Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s) Drones (bandwidth / bay): 5/ 10 (+5) Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4 Sensor strength: 12 Gravimetric Signature radius: 40 (-8) Cargo capacity: 420 (+263.75)
Imicus: Frigate skill bonuses: 5% increase to scan strength of probes +5m3 increase to drone bay size Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1) Fittings: 20 PWG, 240 CPU (+10) Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59) Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s) Drones (bandwidth / bay): 20(+5) / 25(+10) Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4 Sensor strength: 11 Magnetometric Signature radius: 41 (-4) Cargo capacity: 350 (+30)
Probe: Frigate skill bonuses: 5% increase to scan strength of probes +20% increase to projectile weapon falloff Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 3 M (+1), 2 L , 3 turret (+1) Fittings: 30 PWG (+10), 240 CPU (+20) Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74) Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s Drones (bandwidth / bay): 5(-1) / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4 Sensor strength: 9 Ladar Signature radius: 38 (-3) Cargo capacity: 420 (+80)
It's possible a tracking bonus for the Probe would be more useful, as it'd be more likely to use artillery for kiting. Also, my PG numbers may not be entirely enough for some of the weapon fits, but they're a closer indication of what'd be required.
CCP Fozzie, This seems a much better idea. It would also teach new players how to kite using their racial weapons instead of the drones fit all solution. The ships also aren't mega overpowered for pvp but would still have a role as scout/prober who can take part in the combat.
Please considered this guys suggestion. |

Mechael
Ouroboros Executor Collective
227
|
Posted - 2012.08.15 08:59:00 -
[117] - Quote
Spugg Galdon wrote:Galphii wrote:Here's some changes I thought would be more useful; take note of the variations to racial weapons, and the role bonus.
Magnate: Frigate skill bonuses: 5% increase to scan strength of probes 20% increase to the optimal range of small lasers Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 2 M (+1), 3 L, 3 turrets (+1) Fittings: 31 PWG (+9), 230 CPU (+20) Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22) Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47) Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s) Drones (bandwidth / bay): 5(-5) / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4 Sensor strength: 10 Radar Signature radius: 39 (-4) Cargo capacity: 400 (+243.75)
Heron: Frigate skill bonuses: 5% increase to scan strength of probes 10% increase to light missile and rocket flight time Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 3 M , 2 L (+1), 3 launchers (+1) Fittings: 31 PWG (+11), 270 CPU (+20) Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16) Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48) Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s) Drones (bandwidth / bay): 5/ 10 (+5) Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4 Sensor strength: 12 Gravimetric Signature radius: 40 (-8) Cargo capacity: 420 (+263.75)
Imicus: Frigate skill bonuses: 5% increase to scan strength of probes +5m3 increase to drone bay size Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1) Fittings: 20 PWG, 240 CPU (+10) Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59) Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s) Drones (bandwidth / bay): 20(+5) / 25(+10) Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4 Sensor strength: 11 Magnetometric Signature radius: 41 (-4) Cargo capacity: 350 (+30)
Probe: Frigate skill bonuses: 5% increase to scan strength of probes +20% increase to projectile weapon falloff Role Bonus: 25% bonus to Codebreaker, Analyzer and Salvager cycle time Slot layout: 4 H (+2), 3 M (+1), 2 L , 3 turret (+1) Fittings: 30 PWG (+10), 240 CPU (+20) Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74) Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47) Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s Drones (bandwidth / bay): 5(-1) / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4 Sensor strength: 9 Ladar Signature radius: 38 (-3) Cargo capacity: 420 (+80)
It's possible a tracking bonus for the Probe would be more useful, as it'd be more likely to use artillery for kiting. Also, my PG numbers may not be entirely enough for some of the weapon fits, but they're a closer indication of what'd be required. CCP Fozzie, This seems a much better idea. It would also teach new players how to kite using their racial weapons instead of the drones fit all solution. The ships also aren't mega overpowered for pvp but would still have a role as scout/prober who can take part in the combat. Please considered this guys suggestion.
Eeeh, it seems to me like combat bonuses on these ships are out of place. Just like having combat-centric exploration sites is out of place. I'd rather see some exploration changes than combat-oriented exploration ships. All you need, PvP wise, for these ships to be viable in a gang is a cloak and combat probes, which is already taken care of. Whether or not you win the game matters not. -áIt's if you bought it. |

Spugg Galdon
APOCALYPSE LEGION
156
|
Posted - 2012.08.15 09:47:00 -
[118] - Quote
The combat bonuses Galphi has suggested are purely range orientated though.
They only offer a small amount of DPS but allow you to project that DPS. It does however give the hulls some flexibility and doesn't just fully shoehorn them into "This is a mini profesion ship and nothing else" |

Mechael
Ouroboros Executor Collective
227
|
Posted - 2012.08.15 10:52:00 -
[119] - Quote
Spugg Galdon wrote:The combat bonuses Galphi has suggested are purely range orientated though.
They only offer a small amount of DPS but allow you to project that DPS. It does however give the hulls some flexibility and doesn't just fully shoehorn them into "This is a mini profesion ship and nothing else"
Yeah, it's the idea that there even are "mini" professions that I guess I'm uncomfortable with. Hacking/Archaeology are currently kind of a joke. It's just something you have to train to open a can in what is otherwise basically just another combat site. That's why trying to focus a ship on the concept just doesn't make a whole lot of sense.
Ideally, there would be a revamp of the concept. Sites/exploration would be its own thing, with a dedicated "science vessel" type of ship that could actually make use of the things it finds without having to go back to a station/POS to reship into something else completely.
For now, I guess making these into highsec-only exploration ships (and PvP scouts) is all that really makes sense until something like that can happen. Still, combat bonuses just don't fit. As long as they can run highsec radars/mags, and use a cloak/combat probes for PvP scouting that's about as good as it can get until a theoretical exploration revamp.
Currently, any which way you slice it, even with combat bonuses, you're still going to have to reship to run exploration sites outside of highsec, and putting combat bonuses on them doesn't help for PvP either since they'd be obsoleted by combat ships anyway, so ... for the time being they should probably just stick to highsec exploration and PvP scouting. Kinda sucks, but that's the way it goes I guess. Whether or not you win the game matters not. -áIt's if you bought it. |

Galphii
Sileo In Pacis THE SPACE P0LICE
59
|
Posted - 2012.08.15 12:30:00 -
[120] - Quote
Mechael wrote:Spugg Galdon wrote:The combat bonuses Galphi has suggested are purely range orientated though.
They only offer a small amount of DPS but allow you to project that DPS. It does however give the hulls some flexibility and doesn't just fully shoehorn them into "This is a mini profesion ship and nothing else" Yeah, it's the idea that there even are "mini" professions that I guess I'm uncomfortable with. Hacking/Archaeology are currently kind of a joke. It's just something you have to train to open a can in what is otherwise basically just another combat site. That's why trying to focus a ship on the concept just doesn't make a whole lot of sense. Ideally, there would be a revamp of the concept. Sites/exploration would be its own thing, with a dedicated "science vessel" type of ship that could actually make use of the things it finds without having to go back to a station/POS to reship into something else completely. For now, I guess making these into highsec-only exploration ships (and PvP scouts) is all that really makes sense until something like that can happen. Still, combat bonuses just don't fit. As long as they can run highsec radars/mags, and use a cloak/combat probes for PvP scouting that's about as good as it can get until a theoretical exploration revamp. Currently, any which way you slice it, even with combat bonuses, you're still going to have to reship to run exploration sites outside of highsec, and putting combat bonuses on them doesn't help for PvP either since they'd be obsoleted by combat ships anyway, so ... for the time being they should probably just stick to highsec exploration and PvP scouting. Kinda sucks, but that's the way it goes I guess. Yeah fozzie said these frigates would be just for highsec, and my suggested changes were to prevent them being cookie cutter drone ships across all races mainly (they're not meant to compete with true combat ships, but to stay at range until its safe to move in). Your point on mini-profession sites is spot-on though, they are just combat sites with a different tool and skill required to get the loot. Developing them into something a bit more unique is a worthy future project for ccp  |
|
|
Pages: 1 2 3 [4] 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |