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CCP Fozzie
C C P C C P Alliance
4421

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Posted - 2013.03.11 13:18:00 -
[1] - Quote
Hello gentlepilots! It's once again time to start soliciting feedback on more ship balance changes! We'll be starting off our Summer lineup gently with some proposed tweaks to a few of the previously adjusted T1 frigates and a change to the Naglfar that was frankly a long time coming (and that I didn't want to create a whole new sticky for).
Naglfar I'll start us off with the Nag change. Many of you know that in the past CCP has expressed a desire to remove the outdated and very annoying split weapon systems on the Naglfar Dreadnaught, but that fitting a third capital turret on the hull was too problematic and held up the idea. Instead of requiring a complete redesign of the classic Naglfar hull to do our rebalancing, or waiting until our comprehensive Dread rebalance to touch this most glaring flaw, CCP Ytterbium decided that we'd get the job done using the tools available to us.
So we're removing both the two launcher hardpoints from the Nag, and replacing them with a fixed +50% Capital Projectile Weapon damage role bonus that puts the two-turreted Nag on roughly equal footing with its three turret peers. We're also removing some fitting to compansate for no longer needing the launchers fitted (although in practice this is fairly insignificant). You can expect us to swap the capital launchers for capital turrets in the build requirements at some point soonish (same way as we did for the Ragnarok) but I unfortunately cannot guarantee that the build requirement changes will happen at exactly the same time as the ship stat and bonus changes.
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
Frigates And onwards to the frigate tweaks! Overall we're very happy with how the frigate changes have worked out so far. The gap between the best and worst frigates is massively smaller than it was pre-Inferno. Although it will take more time to fully see these ships settle into the metagame, there are some small changes we can make in the medium-term to help smooth out a few rough edges.
Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
Summary:
EXECUTIONER: +50 Armor
TORMENTOR: +1 PWG +50 Armor +25 Capacitor +12.5 Cap Recharge Time Cap/s unchanged +15 Velocity +0.05 Agility -100000 Mass -0.24s Align time
PUNISHER: -25 Capacitor -32.5s Cap Recharge Time +0.222 Cap/s
KESTREL: +50 Hull
TRISTAN: +15 Veloity -150000 Mass -0.48s Align time
RIFTER: +50 Armor
BREACHER: +50 Hull
Entire ship stats:
EXECUTIONER: Frigate skill bonuses: -10% to small energy turret capacitor use and +5% small energy turret damage per level Role bonus: 80% reduction in Propulsion Jamming systems activation cost Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers Fittings: 45 PWG, 140 CPU Defense (shields / armor / hull) : 250 / 450 (+50) / 350 Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2 Mobility (max velocity / agility / mass / align time): 410 / 2.85 / 1090000 / 2.91s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / scan resolution / max locked targets): 27.5km / 920 / 4 Sensor strength: 8 Radar Signature radius: 31 Cargo capacity: 115
TORMENTOR: Frigate skill bonuses: +5% to small energy turret damage and -10% to small energy turret capacitor use per level Slot layout: 3H, 3M, 4L; 3 turrets, 0 launchers. Fittings: 50 (+1) PWG, 130 CPU Defense (shields / armor / hull) : 350 / 500 (+50) / 400 Capacitor (amount / recharge rate / cap per second): 425 (+25) / 212.5 s (+12.5) / 2 Mobility (max velocity / agility / mass / align time): 335 (+15) / 3.1 (+0.05) / 1080000 (-100000) / 3.13 s (-0.24) Drones (bandwidth / bay): 10 / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4 Sensor strength: 9 Radar Signature radius: 35
PUNISHER: Frigate skill bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level Slot layout: 4H, 2M, 4L; 3 turrets, 0 launchers Fittings: 55 PWG, 124 CPU Defense (shields / armor / hull) : 350 / 500 / 450 Capacitor (amount / recharge rate / cap per second): 400 (-25) / 180 s (-32.5s) / 2.222 (+0.222) Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4 Sensor strength: 9 Radar Signature radius: 37
KESTREL: Caldari Frigate bonuses: +5% to missile damage and +10% to missile velocity per level Slot layout: 4H, 4M, 2L; 0 turrets, 4 launchers Fittings: 45 PWG, 180 CPU Defense (shields / armor / hull): 500 / 350 / 400 (+50) Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2 Mobility (max velocity / agility / mass / align time): 320 / 3.27 / 1163000 / 3.56 s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 620 / 5 Sensor strength: 11 Gravimetric Signature radius: 38
TRISTAN: Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +10% to drone tracking and hitpoints per level Slot layout: 3H, 3M, 3L; 2 turrets, 0 launchers Fittings: 35 PWG, 130 CPU Defense (shields / armor / hull): 350 / 450 / 650 Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2 Mobility (max velocity / agility / mass / align time): 325 (+15) / 3.44 / 956000 (-150000) / 3.08 s (-0.48) Drones (bandwidth / bay): 25 / 40 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5 Sensor strength: 9 Magnetometric Signature radius: 41
RIFTER: Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level Slot layout: 4H, 3M, 3L; 3 turrets, 2 launchers Fittings: 37 PWG, 125 CPU Defense (shields / armor / hull) : 450 / 450 (+50) / 350 Capacitor (amount / recharge rate / cap per second): 25... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1224
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Posted - 2013.03.11 13:38:00 -
[2] - Quote
Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
Where I am. |

Imperium Romanus
Paxton Industries Gentlemen's Agreement
19
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Posted - 2013.03.11 13:41:00 -
[3] - Quote
Excellent - room for a covert cyno now on the Nag :D
No need for a siege module! |

Krell Kroenen
Miner Intimidation
125
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Posted - 2013.03.11 13:41:00 -
[4] - Quote
The Naglfar changes are rather underwhelming, but an improvement none the less. But I wouldn't go and say it's on equal footing with the Moros. And I find it cute that the rifter was given 50 armor. |
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CCP Fozzie
C C P C C P Alliance
4422

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Posted - 2013.03.11 13:41:00 -
[5] - Quote
Bloodpetal wrote:Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
Yes to the double damage bonus, the skill bonuses are not changing.
As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Madracoon
Swift Redemption Red Alliance
0
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Posted - 2013.03.11 13:43:00 -
[6] - Quote
What about the Moros doing a ton more DPS than the others? |

James Amril-Kesh
4S Corporation RAZOR Alliance
4318
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Posted - 2013.03.11 13:57:00 -
[7] - Quote
Madracoon wrote:What about the Moros doing a ton more DPS than the others? Because blasters? Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
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Posted - 2013.03.11 13:57:00 -
[8] - Quote
What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots. |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
25
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Posted - 2013.03.11 14:00:00 -
[9] - Quote
For the Naglfar could you consider biasing the armor/shields towards armor and/or adding an additional low slot.
I ask this because it cannot have escaped your notice that shield capitals in pvp are on the verge of going the way of the dodo - probably already deceased in your former alma mater. There are enough pilots and ships to impose doctrines to this - and as armor based capitals have had the best stats (armor and damage versus shield and ????) the doctrine will be armor based. The current best use for a Nidhoggur is in triage, repping a POS.
A Naglfar without an armor tank will be as welcome in a capital fleet as a Mael would be in an Abbadon fleet irrespective of the changes you are making here. |

Robert Harrison
Aperture Harmonics K162
4
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Posted - 2013.03.11 14:05:00 -
[10] - Quote
Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots.
Citadel Torps are amazing at anti-structure and anti-capital warfare. They just suck for blapping. |
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Madracoon
Swift Redemption Red Alliance
0
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Posted - 2013.03.11 14:14:00 -
[11] - Quote
James Amril-Kesh wrote:Madracoon wrote:What about the Moros doing a ton more DPS than the others? Because blasters? The capital turrets are all pretty balanced. They don't really have a short range like the sub cap blasters so the extra DPS isn't making up for much. |

Gheyna
Rayn Enterprises Test Alliance Please Ignore
78
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Posted - 2013.03.11 14:16:00 -
[12] - Quote
give the nag one more low and remove a mid or 2 so we can armor tank it :D
Its good that you remove the torps btw |

Luscius Uta
Unleashed' Fury Forsaken Federation
37
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Posted - 2013.03.11 14:20:00 -
[13] - Quote
I don't have anything to comment about frigate changes, but the way you fixed the issue with Naglfar seems like just hiding stuff under the carpet to me. Of course, it would be perfect if Naglfar had 3 turret slot like all other dreads. Are your graphical designers too lazy to change the ship's model to accomodate this? But you changed the Megathron model some time ago, even though it wasn't an ugly ship.
However, I wouldn't mind having split weapon systems on Naglfar it if its launcher slots had any bonus, in that case I would change ship's bonuses to this:
10% to capital projectile turret damage (or rate of fire) per level 10% to citadel missile explosion velocity per level
Also, siege module should have its penalty to explosion velocity removed. You already did the same with tracking. Penalties to scan resolution and number of lockable targets are also rather annoying.
On a related note, capital turrets have rather pathetic sounds, way underwhelming for such devastating weapons of mass destruction. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
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Posted - 2013.03.11 14:26:00 -
[14] - Quote
Robert Harrison wrote:Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots. Citadel Torps are amazing at anti-structure and anti-capital warfare. They just suck for blapping.
While they're certainly usable there, do they have any serious advantage over turrets in the anti-structure/capital roles? Because if not, then there's no reason to use them instead of turrets, which also work fine in those roles (hence my cunning edit from "useless" to "pointless"). Selectable damage could be an advantage, but the Phoenix is constrained by the kinetic-only bonus.
Also regarding Naglfar lowslots - I don't think the solution to problems of shield caps involves removing them. |

Onnen Mentar
Murientor Tribe Defiant Legacy
37
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Posted - 2013.03.11 14:27:00 -
[15] - Quote
Quote:We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
Now see, without a glimpse into these meta changes I can hardly comment on the frig changes, except that the rifter needs more of your love. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1224
|
Posted - 2013.03.11 14:30:00 -
[16] - Quote
Your fix for the Breacher is adding hull? 
The fitting is so tight on a lot of the higher end fits, that running a damage control is almost not an option, so adding hull doesn't really enhance your survival that much at all.
It seems that in order to not make the minmatar ships "compete" with the caldari missile boats, you're shaving them back way too much honestly. I see this happen in many ways for the Breacher, Talwar, Bellicose and Claymore. I get that they're not supposed to be the "king" of it... but, seriously, they will always be glossed over as you move them forward in favor of Caldari unless you really find a space for them on the battlefield.
And hull isn't going to make that happen.
The real issue for the Breacher at the moment is that the Medium Ancillary Shield booster is the only REAL answer for a tank using the shield bonus on it, and because the ASB's last rebalance really didn't "fix" the ASB (and broke it in ways expected)... Running 1 MASB Should be enough for ONE FIGHT for a Solo breacher, but instead it's not quite good enough. So you're forced to run 2 MASB's, which really makes it hard to fit a creative setup on a Breacher to survive and use that shield bonus. (i.e. scram, web, MASB, AB, kite short range at 8km from turret boats, and hope to survive).
IMHO, fix ASB's = fix Breacher. Add Navy Cap Booster 50's = Fix Breacher
To highlight the situation... We've been running Kite Kestrels in packs of 10 lately. And early on, one person asked me, "how about we make a breacher version? and I went... "Meh" I'm a huge MInmatar fan. But, immediately, the Breacher is going to be left in the dust with the Kestrel pack.
So, Lets compare the Breacher to the Caldari sibling, the Kestrel.
If I take almost exactly similar kite fits, minus one launcher... and +1 low slot.
At max skills, The Breacher has about 13 less powergrid than the kestrel... obviously this is to account for the fact it has one less launcher... however the irony is I end up being 3 powergrid short to fit a similar fit to the Kestrel. So, inevitably, the two / rig Low slots which SHOULD BE GOING to make a unique creative setup for the Breacher, end up being forced to be fitting modules. So, ok, you say :: Well, we don't want the breacher to be "another kestrel". Fine.
Then, why does a Breacher with an MASB vs a Kestrel with an MASB only get (According to EFT) an unimpressive 20 effective repair better, and how does that make it tactically more viable?
It doesn't add anything. It can't shoot as far, about half its DPS damage comes from its drone damage, but inevitably insignificant in the Alpha volley environment. It will get swarmed when we go up against packs of 30+ frigates which we try and target if we make it a "short range brawly interceptor to save a kestrel" fit.
The only way I'd roll a Breacher kite fleet is if we get enough of them that we have about 20+ warrior II's that could swarm one target while we take another one out with alpha. But, the fitting is so grossly tight on CPU and Powergrid, I'd struggle to get the locking range, the damage projection and the EWAR in place to make me comfortable with it.
I'm going to try a Breacher Kite fleet this week and get back to you on that one. However... I really think you need to tweak a few of the decisions on fitting ability a tiny bit more.
If I remember, didn't the T1 Minmatar ships shields used to get a SLIGHT EM resist of like 5-10%? Whatever happened to that? Or am I delusional? Where I am. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4320
|
Posted - 2013.03.11 14:31:00 -
[17] - Quote
Luscius Uta wrote:I don't have anything to comment about frigate changes, but the way you fixed the issue with Naglfar seems like just hiding stuff under the carpet to me. Of course, it would be perfect if Naglfar had 3 turret slot like all other dreads. Are your graphical designers too lazy to change the ship's model to accomodate this? But you changed the Megathron model some time ago, even though it wasn't an ugly ship. Someone like you says it would be nice if there were a third turret because of the graphics. A Naglfar pilot says "SWEET! My guns work better and only require half the ammo as before!" Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
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Posted - 2013.03.11 14:33:00 -
[18] - Quote
Bloodpetal wrote:If I remember, didn't the T1 Minmatar ships shields used to get a SLIGHT EM resist of like 5-10%? Whatever happened to that? Or am I delusional?
You're delusional I'm afraid. The racial resist thingy on T1 ships only ever applied to armour resists, not shields. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 14:41:00 -
[19] - Quote
Hashi Lebwohl wrote:For the Naglfar could you consider biasing the armor/shields towards armor and/or adding an additional low slot.
I ask this because it cannot have escaped your notice that shield capitals in pvp are on the verge of going the way of the dodo - probably already deceased in your former alma mater. There are enough pilots and ships to impose doctrines to this - and as armor based capitals have had the best stats (armor and damage versus shield and ????) the doctrine will be armor based. The current best use for a Nidhoggur is in triage, repping a POS.
A Naglfar without an armor tank will be as welcome in a capital fleet as a Mael would be in an Abbadon fleet irrespective of the changes you are making here.
Shield capitals are going the way of the dodo because the ships are bad. It has nothing to do with the tank. Nag isn't used much because of the horrible split weapon, Phoenix is rarely used because good luck hitting anything with citadel missiles. Fix those two issues and people will use them again (let's not forget the Phoenix fleets of old).
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AyayaPanda
15 Minute Outliers Novus Dominatum
20
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Posted - 2013.03.11 14:42:00 -
[20] - Quote
CCP Fozzie wrote:
Yes to the double damage bonus, the skill bonuses are not changing.
As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.
Hmm do you mean the
Incoming 5% ROF 5% dmg of Nag? : http://serpentinelogic.wordpress.com/author/serpentinelogic/
Okay so
New Nag: 5% ROF 5% dmg per level
Current Moros: 5% ROF 5% dmg per level
Current Revelation: 10% cap 5% dmg per level
Would Moros and Nag out-dps Rev a little bit too much? How about give Reva fixed bonus (-40% or -50% cap usage), and 5% ROF 5% dmg per level as well? or 10% cap 7.5%~10%dmg per level? (ROF is little better than flat dmg, right?)
Me no dread pilot though. |
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mr passie
Di-Tron Heavy Industries Test Alliance Please Ignore
0
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Posted - 2013.03.11 14:44:00 -
[21] - Quote
with the naglfar changes something in my pants feels vertical 
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Yankunytjatjara
Blue Republic RvB - BLUE Republic
47
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Posted - 2013.03.11 14:44:00 -
[22] - Quote
CCP Fozzie wrote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame. Would you please try to be more specific if possible? The rifter is suffering from the comparison with the slasher, which already has less tank, and adding some tank wouldn't really help when the bar is set by the incursus and punisher... Minnies simply have to go back to their ganky origins, and copy from the rupture the double damage to weapons for the rifter!! Some more alpha and you kill all the pesky drones quickly, then who needs tank ;-) tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |

Luteros
Cronos Titan Test Alliance Please Ignore
2
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Posted - 2013.03.11 14:45:00 -
[23] - Quote
Regarding the Naglfar changes: + No split weapons + No low-slots wasted for Ballistic Control Systems + Damage of three guns / Ammo use of two
Sounds like a good start to me |
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CCP Fozzie
C C P C C P Alliance
4431

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Posted - 2013.03.11 14:46:00 -
[24] - Quote
Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time.
Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
30
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Posted - 2013.03.11 14:47:00 -
[25] - Quote
CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
does this include nerfing the range of rockets? |

Capt Retard
Federal Navy Academy Gallente Federation
14
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Posted - 2013.03.11 14:51:00 -
[26] - Quote
AyayaPanda wrote:CCP Fozzie wrote:
Yes to the double damage bonus, the skill bonuses are not changing.
As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.
Hmm do you mean the Incoming 5% ROF 5% dmg of Nag? : http://serpentinelogic.wordpress.com/author/serpentinelogic/Okay so New Nag: 5% ROF 5% dmg per level Current Moros: 5% ROF 5% dmg per level Current Revelation: 10% cap 5% dmg per level Would Moros and Nag out-dps Rev a little bit too much? How about give Reva fixed bonus (-40% or -50% cap usage), and 5% ROF 5% dmg per level as well? or 10% cap 7.5%~10%dmg per level? (ROF is little better than flat dmg, right?) Me no dread pilot though.
Ok - so somewhat happier about the Nag now .. but again, lets not get too excited. Overall, its shield doctrine that makes Minnie and Caldari suck somehwhat, but as a change its fine. Turret damage? Rev has damn good range and tracking, with no reloads. It doesnt need more damage imho. Blasters get the DPS but range is their issue at max damage, and the midpoint is Projectile with falloff.
Of course, I wasted skillpoints on Capital Missiles .. if only the changes came with a chance to shift them specifically to Cap Projectiles.
|

Buhhdust Princess
Mind Games. Suddenly Spaceships.
517
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Posted - 2013.03.11 14:54:00 -
[27] - Quote
Thank you fozzie for correcting part of the Naglfar, it is one step closer to actually becoming viable.
Unfortunately though the tank slots you've given it are just not enough to keep it, as you say, "In-Line" with the other Dreads. It does need either an extra mid/low depending on how CCP want to see this Naglfar used. Or maybe +1 to both to give it the variety most minmatar ships have. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
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Posted - 2013.03.11 14:56:00 -
[28] - Quote
AyayaPanda wrote:CCP Fozzie wrote:
Yes to the double damage bonus, the skill bonuses are not changing.
As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.
Hmm do you mean the Incoming 5% ROF 5% dmg of Nag? : http://serpentinelogic.wordpress.com/author/serpentinelogic/Okay so New Nag: 5% ROF 5% dmg per level Current Moros: 5% ROF 5% dmg per level Current Revelation: 10% cap 5% dmg per level Would Moros and Nag out-dps Rev a little bit too much? How about give Reva fixed bonus (-40% or -50% cap usage), and 5% ROF 5% dmg per level as well? or 10% cap 7.5%~10%dmg per level? (ROF is little better than flat dmg, right?) Me no dread pilot though.
Moros does more damage, Revelation doesn't use ammo. Rev also has better base resists, so you can sacrifice a tank mod for a cap mod, leaving you with a ship that can exit siege, after shooting, at around jump cap (unlike the Moros). There is a good trade off between the two ships.
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Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1225
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Posted - 2013.03.11 14:56:00 -
[29] - Quote
CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
I understand, I'm just tackling the discussion that you're obviously hinting at...
Unless you expect me to focus only on the +50 hull bonus?
I'm sure we could have a long night of alcohol induced debate and in-depth mathematical invocations over the pros and cons value of +50 hull... 
Or we can talk about how we can address the next issue at hand. Where I am. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
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Posted - 2013.03.11 14:59:00 -
[30] - Quote
CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
Incoming nerf to light missile range? It would make sense considering how overwhelmingly powerful Talwars are currently. |
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CCP Fozzie
C C P C C P Alliance
4433

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Posted - 2013.03.11 15:00:00 -
[31] - Quote
Bloodpetal wrote:CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame. I understand, I'm just tackling the discussion that you're obviously hinting at... Unless you expect me to focus only on the +50 hull bonus? I'm sure we could have a long night of alcohol induced debate and in-depth mathematical invocations over the pros and cons value of +50 hull...  Or we can talk about how we can address the next issue at hand.
Yup, your post is very welcome. Consider my reply a confirmation that those kinds of things are being thought about and that we welcome the discussion of them. Just don't want people to get the impression that we're limiting ourselves to these stat changes because of the fact that this is all we can announce at this time. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Kahega Amielden
Rifterlings Point Blank Alliance
672
|
Posted - 2013.03.11 15:04:00 -
[32] - Quote
Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
The Rifter isn't worse any anything else because of any metagame problems, it's worse than other frigates because it's statistically worse in pretty much every meaningful way. The fact that you aren't fixing the rifter in this change suggests you plan on doing it through "metagame changes" which is just not going to work. Unless you want to buff the Rifter's stats, aren't going to in this patch for some reason?
Why do you think the Breacher is bad? It has higher speed, competitive tank and only slightly worse DPS (that it can apply in full out to 10km) than other frigates in addition to full damage type selection.
The Punisher is already good, just not solo. If you give it a straight buff, it becomes overpowered in gangs. If you change the slot layout to give it 3 mids (the only thing making it a mediocre solo platform), then it becomes a Tormentor clone. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
30
|
Posted - 2013.03.11 15:04:00 -
[33] - Quote
Bagehi wrote:CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame. Incoming nerf to light missile range? It would make sense considering how overwhelmingly powerful Talwars are currently.
All missiles ranges need a nerf especially rockets and HAMS... aswell as the TD, TE, TC changes. |

AyayaPanda
15 Minute Outliers Novus Dominatum
20
|
Posted - 2013.03.11 15:08:00 -
[34] - Quote
Capt ****** wrote:
Ok - so somewhat happier about the Nag now .. but again, lets not get too excited. Overall, its shield doctrine that makes Minnie and Caldari suck somehwhat, but as a change its fine. Turret damage? Rev has damn good range and tracking, with no reloads. It doesnt need more damage imho. Blasters get the DPS but range is their issue at max damage, and the midpoint is Projectile with falloff.
Of course, I wasted skillpoints on Capital Missiles .. if only the changes came with a chance to shift them specifically to Cap Projectiles.
Well at least under certain circumstances the current Moros is a little bit too better than Rev:
https://forums.eveonline.com/default.aspx?g=posts&t=195124
Oh and you know the new Nag will be very useful, at killing Moros (Explosive hole) XD |

Seranova Farreach
Caldari Provisions Caldari State
431
|
Posted - 2013.03.11 15:08:00 -
[35] - Quote
i somewhat feel the nag could have been better to give it the choise of having 3 guns or 3 launchers insted of 2/2 or 3/1 but ill read further and see if this could work better. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1226
|
Posted - 2013.03.11 15:09:00 -
[36] - Quote
Since you're addressing the "Strengths of the Missile Speed fits"...
I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.
We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?
Well.. no. One time there was a sniper Cormorant hitting at 70-100 that was giving us a REALLY bad time in actually hurting his buddies. The fight was, no joke, 25 v 3. We killed a Griffin and a slasher because they were separating themselves and getting arrogant, and we lost a kestrel. We kept getting forced off the field when they were in a pack because they had an actual COUNTER ready - the Cormorant. And that's what made it a fun engagement. We realized we needed to make some modifications to counter the counter, and even then still had to be aware of other problems.
The issue isn't the missile kites, it's that people have to be more adaptive to counters. This is forcing the exact thing we want to see in fleets, more diversity. Bring anti-frigate ships, bring anti-snipe ships, bring anti-xyz ships.
You want to be ready? Then commit resources to being ready for the counter on the field. Otherwise, sit in the back of the pack with the amateurs. Where I am. |

Ashen Darksabre
Concordiat Spaceship Samurai
6
|
Posted - 2013.03.11 15:18:00 -
[37] - Quote
Bloodpetal wrote:Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
They gotta keep the art department happy Blood. Can't demand anything too drastic like adding a turret hardpoint. A utility slot would be cool, but I don't see myself nos-ing much other than tackle, and we all know dreads that can take on tackle is OP. |

Vincent Gaines
Double-Down Transmission Lost
302
|
Posted - 2013.03.11 15:25:00 -
[38] - Quote
CCP Fozzie wrote: fitting a third capital turret on the hull was too problematic and held up the idea.
Didn't the art department just crank out 4 brand-spanking new ships?
Didn't a fellow from the art department just do a Q&A and said they could easily do it?
I was under the impression the act of modifying a model to have another hardpoint was something that was along the lines of "old ccp" thinking.
This is a constructive question, in that in my limited knowledge of modeling and others' more advanced knowledge, that adding a hardpoint shouldn't be too difficult.
In fact, I believe a hardpoint on a ship was just recently modified. I'll take a minute to look up which ship that was. |

Antir
GoonWaffe Goonswarm Federation
4
|
Posted - 2013.03.11 15:29:00 -
[39] - Quote
As a quick fix to the nag this is very nice, I don't care if it gets a 3rd turrent later or not it's great to finally lose the split weapons. |
|

CCP Fozzie
C C P C C P Alliance
4434

|
Posted - 2013.03.11 15:31:00 -
[40] - Quote
Vincent Gaines wrote:CCP Fozzie wrote: fitting a third capital turret on the hull was too problematic and held up the idea.  Didn't the art department just crank out 4 brand-spanking new ships?  Didn't a fellow from the art department just do a Q&A and said they could easily do it? I was under the impression the act of modifying a model to have another hardpoint was something that was along the lines of "old ccp" thinking. This is a constructive question, in that in my limited knowledge of modeling and others' more advanced knowledge, that adding a hardpoint shouldn't be too difficult. In fact, I believe a hardpoint on a ship was just recently modified. I'll take a minute to look up which ship that was. From the latest patch notes:: Quote: The locations of turrets on an Enyo have been changed to display properly.
One some ships its a lot easier than others. On the Ferox they were able to do it without too much trouble for Retri 1.1. For the Nag we evaluated the cost-benefit of changing the model vs adding the role bonus and decided the role bonus was the better stewardship of the time we have available.
It comes down to the fact that if we make the most efficient use of the time we have available we can make the best product possible for you all.
Edit: (and the Enyo as well) Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
|

Reppyk
Yarrbear Inc. BricK sQuAD.
369
|
Posted - 2013.03.11 15:31:00 -
[41] - Quote
CCP Fozzie wrote:I'll start us off with the Nag change. Many of you know that in the past CCP has expressed a desire to remove the outdated and very annoying split weapon systems on the Naglfar Dreadnaught, but that fitting a third capital turret on the hull was too problematic and held up the idea. Instead of requiring a complete redesign of the classic Naglfar hull to do our rebalancing, or waiting until our comprehensive Dread rebalance to touch this most glaring flaw, CCP Ytterbium decided that we'd get the job done using the tools available to us. One word : lazy.
Madracoon wrote:What about the Moros doing a ton more DPS than the others? What about the new nag not needing cap to pew and having access to tracking-bonus ammos ? 'Not saying that the nag is becoming the new OP dread, but people needs to remember that the moros is the most cap-hungry dread of the game (yes, worst than a reve).
I think the new nag is fine. But a better solution would be to... change some numbers with the cap missiles. Explosion radius buff, explosion velocity buff, the nag model/stats don't need any modification and the phoenix/levie are playable.
Don't be lazy. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1227
|
Posted - 2013.03.11 15:32:00 -
[42] - Quote
Ashen Darksabre wrote:Bloodpetal wrote:Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
They gotta keep the art department happy Blood. Can't demand anything too drastic like adding a turret hardpoint. A utility slot would be cool, but I don't see myself nos-ing much other than tackle, and we all know dreads that can take on tackle is OP.
HAAAAAI AAAAAAAAASHHH!!
I don't know what you're talking about, I'd be totally running Salvager Dread while blapping. Pro-PVP and ISK making!
I think we need more Utility High slot options honestly. That's another discussion for another day though...
Neut/Nos/Salvager/Auto-Target Module as the only options are a bit lackluster. 
WTB more variety in the Utility High Slots! Where I am. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1076
|
Posted - 2013.03.11 15:36:00 -
[43] - Quote
Every 'change thread' there are invariably demands for a return of SP. To be honest most of us roll our eyes at those demands. However- when you get to capital ships- there really aren't too many options to use those skills elsewhere. I have citadel torps trained to lvl 5 and citadel cruise trained to lvl 4. I have no intention of training into a Phoenix and I'm sure I'm not the only one in this boat.
Also - you made the Tristan faster? That ship is borderline OP as is! |

Vincent Gaines
Double-Down Transmission Lost
302
|
Posted - 2013.03.11 15:37:00 -
[44] - Quote
CCP Fozzie wrote:
One some ships its a lot easier than others. On the Ferox they were able to do it without too much trouble for Retri 1.1. For the Nag we evaluated the cost-benefit of changing the model vs adding the role bonus and decided the role bonus was the better stewardship of the time we have available.
It comes down to the fact that if we make the most efficient use of the time we have available we can make the best product possible for you all.
Edit: (and the Enyo as well)
I understand, just it's easier to say the resource cost just isn't economically viable.
To be honest I like the change you've made- the only issue would be someone wanting to split fire but in a dread I don't see anyone with a brain ever doing that.
Can yo9 edit your first post also to reflect that the change will drop a high? for a while I was getting all excited over 3 utility highs.
Thanks, and you are doing god's work, son. |

Vincent Gaines
Double-Down Transmission Lost
302
|
Posted - 2013.03.11 15:40:00 -
[45] - Quote
Madracoon wrote:What about the Moros doing a ton more DPS than the others?
Moros @ 30km vs Nag @ 30km, yes Moros @ 50km vs Nag @ 50km.... someone with time crunch that for me.
Remember you don't need to cloud lows with BCS anymore.
Nag also has best shield recharge time. I'm not going to say neuts won't hurt it, but it can hold up better than the moros which needs cap like a fat man needs McDonald's. |

Ava Starfire
Gradient Electus Matari
756
|
Posted - 2013.03.11 15:40:00 -
[46] - Quote
With regard to the frigate changes:
The Tormentor stats are appealing. Its a good ship; basically a slower rifter with a drone bay. After this, it should be a good matchup for the Tristan, and better able to deal with even some faction frigates like hookbills.
Punisher getting a small cap regen bonus at the expense of cap amount puzzles me, and feels like a change "just to change things". It still suffers from its poor speed, but post-round1 changes, it is much, much better than it was.
Tristan is fine. Why does it need more velocity and less mass? Its already probably the best stand-and-fight frigate, overall, in the T1 lineup. Solid tank, fitting, and generous drone bay. Why does it need to be faster? What does a droneboat have to chase down, exactly?
The Kestrel, Rifter, and Breacher changes just make me ask "what"? Why? is there an outcry regarding their armor and hull amounts? More armor is better than nothing, I guess, just not sure what purpose these changes have? A speed bonus, especially given the prevalence of Condors at the moment, if you intend to leave them as is (see below) would make more sense to me.
Also, seriously? Youre leaving the condor alone? Seriously? They are far, far more aggravating - and common - than Dramiels ever were.
Once again, these changes feel like theyre being implemented just so changes can be implemented. |

Ava Starfire
Gradient Electus Matari
756
|
Posted - 2013.03.11 15:45:00 -
[47] - Quote
CCP Fozzie wrote:Going to requote one paragraph from the OP that is important, even while apologizing for the fact that it is necessarily vague at this time. Quote:Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
Ahhh. Read whole thread, then post.
Ok, you know about lml stuff, and you recognize it. Hope fixes come soonGäó! |

Weasel Juice
Future Corps Sleeper Social Club
35
|
Posted - 2013.03.11 15:48:00 -
[48] - Quote
Bagehi wrote:[quote=AyayaPanda] Moros does more damage, Revelation doesn't use ammo. Rev also has better base resists, so you can sacrifice a tank mod for a cap mod, leaving you with a ship that can exit siege, after shooting, at around jump cap (unlike the Moros). There is a good trade off between the two ships.
Confirming you are lying. The resist profile are practically the same, and in fact the Moros has a slightly better profile. Why? Well. Higher kinetic resistance because - guess what - ANTI MOROS.
In addition, if you really wanted to sacrifice a tank mod, it would the Moros. Why? Because with the massively superior damage and tracking at any given range (yes, ANY) the chances of finishing your job in one siege cycle less are much much better anyway, while the Revelation is more likely to derp around for extended periods. Also you are assuming a case where you are never being shot or neuted at. Pretty weak to use the "I can gtfo if nobody looks at me" argument here.
The only 3 advantages the Revelation has are:
It's pretty. It's not as crappy as the Nag or Phoenix at the moment. It does not use much ammo.
And these are not worth sacrificing much needed tracking and a whopping 60% damage at point black, and 25-30% damage at any comparable optimal/falloff over the Revelation.
But I have trust in Fozzies infinite wisdom - Moros will probably receive a significant nerf. Hopefully in terms of optimal range, since that's what the Blasters downside should be. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 15:52:00 -
[49] - Quote
Reppyk wrote:CCP Fozzie wrote:I'll start us off with the Nag change. Many of you know that in the past CCP has expressed a desire to remove the outdated and very annoying split weapon systems on the Naglfar Dreadnaught, but that fitting a third capital turret on the hull was too problematic and held up the idea. Instead of requiring a complete redesign of the classic Naglfar hull to do our rebalancing, or waiting until our comprehensive Dread rebalance to touch this most glaring flaw, CCP Ytterbium decided that we'd get the job done using the tools available to us. One word : lazy. Madracoon wrote:What about the Moros doing a ton more DPS than the others? What about the new nag not needing cap to pew and having access to tracking-bonus ammos ? 'Not saying that the nag is becoming the new OP dread, but people needs to remember that the moros is the most cap-hungry dread of the game (yes, worst than a reve). I think the new nag is fine. But a better solution would be to... change some numbers with the cap missiles. Explosion radius buff, explosion velocity buff, the nag model/stats don't need any modification and the phoenix/levie are playable. Don't be lazy.
The model for a dread is a LOT bigger. It has a lot more vertices. Monkeying with larger wire frame models takes a lot more time and effort than smaller ones (like the Enyo). |

Vincent Gaines
Double-Down Transmission Lost
302
|
Posted - 2013.03.11 15:53:00 -
[50] - Quote
Weasel Juice wrote: the massively superior damage and tracking at any given range (yes, ANY) the chances of finishing your job in one siege cycle less are much much better anyway, while the Revelation is more likely to derp around for extended periods. Also you are assuming a case where you are never being shot or neuted at. Pretty weak to use the "I can gtfo if nobody looks at me" argument here.
The only 3 advantages the Revelation has are:
It's pretty. It's not as crappy as the Nag or Phoenix at the moment. It does not use much ammo.
And these are not worth sacrificing much needed tracking and a whopping 60% damage at point black, and 25-30% damage at any comparable optimal/falloff over the Revelation.
But I have trust in Fozzies infinite wisdom - Moros will probably receive a significant nerf. Hopefully in terms of optimal range, since that's what the Blasters downside should be.
Sieged Phoenix vs a Moros at 60km the Phoenix will win every time, unless the pilot is an idiot.
edit: unless you are saying it's superior va the rev only
|
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Sven Viko VIkolander
Newbs Fighting Back
42
|
Posted - 2013.03.11 15:57:00 -
[51] - Quote
The main issue with T1 frigates right now is that the gap between frigates and T1 cruisers is larger than ever--even before the original frigate buffs--which seems to me counter-productive to the goal of helping newer players perform useful roles in PVP. This is because cruisers (and, I'd add, BCs) track frigates far too well. It needs to be quite a bit harder to track frigates in a bigger ship unless you are sporting small guns.
More specifically with the T1 frig re-re-balances, I think the tormentor and the tristan are the two strongest T1 frigs atm, and buffing them is probably unwise. Both can already field a massive tank for a T1 frig, have great DPS and damage projection, and a utility high. I would recommend not giving them velocity bonuses--their slow speed is the only thing that hurts them atm (and honestly the tormentor is not too slow as is). Both ships got a massive buff, in fact, with the armor tanking changes, allowing 400m plates to fit quite easily. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 16:00:00 -
[52] - Quote
Weasel Juice wrote:Bagehi wrote:[quote=AyayaPanda] Moros does more damage, Revelation doesn't use ammo. Rev also has better base resists, so you can sacrifice a tank mod for a cap mod, leaving you with a ship that can exit siege, after shooting, at around jump cap (unlike the Moros). There is a good trade off between the two ships.
Confirming you are lying. The resist profile are practically the same, and in fact the Moros has a slightly better profile. Why? Well. Higher kinetic resistance because - guess what - ANTI MOROS. In addition, if you really wanted to sacrifice a tank mod, it would the Moros. Why? Because with the massively superior damage and tracking at any given range (yes, ANY) the chances of finishing your job in one siege cycle less are much much better anyway, while the Revelation is more likely to derp around for extended periods. Also you are assuming a case where you are never being shot or neuted at. Pretty weak to use the "I can gtfo if nobody looks at me" argument here. The only 3 advantages the Revelation has are: It's pretty. It's not as crappy as the Nag or Phoenix at the moment. It does not use much ammo. And these are not worth sacrificing much needed tracking and a whopping 60% damage at point black, and 25-30% damage at any comparable optimal/falloff over the Revelation. But I have trust in Fozzies infinite wisdom - Moros will probably receive a significant nerf. Hopefully in terms of optimal range, since that's what the Blasters downside should be.
Sorry, it wasn't the resist profile, it was the slot count that made the difference. I was wrong. 7 lows on the Moros, 8 on the Rev. Allowing you to fit either additional tank or a CPR, which is a better increase in cap recharge than the mid-slot cap recharger alternative. Coupled with the 10%/level ship bonus to cap recharge, the Rev comes out of siege at around jump cap, while the Moros has to take time to cap up.
|

Rillek Ratseye
Infinity Engine Sleeping Dragons
1
|
Posted - 2013.03.11 16:03:00 -
[53] - Quote
That Naglfar change could change the entire landscape of 0.0.
With these changes, a Arty Naglfar can alpha up to 90.000 depending on skills/fit.
With 277 Naglfars, you'll alpha a supercarrier every 19 seconds.....(+tidi factor!) (calculating with 25m EHP per super carrier)
Before you needed 416 Naglfars, but could add 2 large smartbombs to them, so they were untouchable by fighter bombers. (832 large smarties will destroy fighterbombers pretty fast...) Now you need a dedicated firewall against the fighter bombers, so the fight will not be completly one-sided. There is a fighting chance for both sides, and the sup-capital part of the fight will win/loose the fight.
With current Alpha fleet doctrines already out there, I bet this will happen.
People already fly Maelstrom fleets, so they have minnie BS trained. And Large arty. And this summer the entry is lowered to BS4 to start train minny dread.
Maybe this is an intended counter to Super Capital Online....?
I look forward to the change and the tears when the first super carrier gets torn apart in less than a second.
/Ratseye |

Unforgiven Storm
Eternity INC. Goonswarm Federation
229
|
Posted - 2013.03.11 16:17:00 -
[54] - Quote
CCP Fozzie wrote:
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
this just leaves the phoenix as the only pure and utter **** dread Official CSM 8 Campaign HQ * Unforgiven Storm for CSM8 * My Blog
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Lydia vanPersie
Tengoo Uninstallation Service
2
|
Posted - 2013.03.11 16:17:00 -
[55] - Quote
[notadreadpilot]
The new naglfar looks significantly better, but capital missiles are currently complete rubbish. They're useless as a POS module due to the CPU requirement, and on a Phoenix it can be speed-tanked by an armor BS or even a triage carrier that's getting bumps from a fleetmate. Citadel missiles need an exp radius buff (not sure what happenned with increasing it in the last rebalance), an exp. velocity buff so that they could hit a non-triaged Archon for at least 85% damage and a reduced time of flight/increased velocity so that it could actually hit the primary target. The Phoenix really ought to get selectable damage types, and in addition to having the velocity/radius penalty removed from the siege module, should have sieged/unsieged changes handles like a Stealth Bomber cloaking, not hitting for for 0 damage regardless.
[/notadreadpilot] |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
|
Posted - 2013.03.11 16:25:00 -
[56] - Quote
Lydia vanPersie wrote:[notadreadpilot]
The new naglfar looks significantly better, but capital missiles are currently complete rubbish. They're useless as a POS module due to the CPU requirement, and on a Phoenix it can be speed-tanked by an armor BS or even a triage carrier that's getting bumps from a fleetmate. Citadel missiles need an exp radius buff (not sure what happenned with increasing it in the last rebalance), an exp. velocity buff so that they could hit a non-triaged Archon for at least 85% damage and a reduced time of flight/increased velocity so that it could actually hit the primary target. The Phoenix really ought to get selectable damage types, and in addition to having the velocity/radius penalty removed from the siege module, should have sieged/unsieged changes handles like a Stealth Bomber cloaking, not hitting for for 0 damage regardless.
[/notadreadpilot]
There's a funny thing about citadel missiles and the GMP changes - Fozzie was insistent that GMP would apply to subcapital missiles only - "Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles". But something may have gone wrong; when I checked last month, GMP and Rigours were affecting citadel missiles on the test server, giving citadel torps/cruise explosion radii of 1500 m and 1313 m - even EFT agrees too!
I didn't check TQ because I wasn't going to waste money on a Phoenix though - even with GMP affecting them, they're still pointless. |

Vincent Gaines
Double-Down Transmission Lost
302
|
Posted - 2013.03.11 16:26:00 -
[57] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
this just leaves the phoenix as the only pure and utter **** dread
It's not complete crap, it's very good against sieged caps as long as they're stationary, and has an amazing tank.
All it'd need is a tiny tweak to explosion velocity and it'll be stellar. |

Grarr Dexx
Snuff Box
33
|
Posted - 2013.03.11 16:29:00 -
[58] - Quote
I'm not sure why this took three ******* pages, but is the Naglfar going to compensate in the fact that it only needs to fit two guns to deal almost as much damage as the Moros and more damage than the Revelation do with three? Cost / efficiency is skewed here. One gun less to fit and 33% less ammo to use, it seems unfair. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
|
Posted - 2013.03.11 16:33:00 -
[59] - Quote
Vincent Gaines wrote:Unforgiven Storm wrote:CCP Fozzie wrote:
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
this just leaves the phoenix as the only pure and utter **** dread It's not complete crap, it's very good against sieged caps as long as they're stationary, and has an amazing tank.
Its performance against stationary caps is considerably inferior to Moros and new Naglfar. The kinetic-only damage bonus is easily made worthless by in-combat refitting (this really should be all-damage-types). It's only arguably better at hitting other caps than the Revelation, and even there the raw DPS figures are very similar, it's only the Rev's awful damage types vs. generic armour caps that gives the Phoenix an advantage.
It's usable against other caps, but there's no reason to fly it really. |

Luscius Uta
Unleashed' Fury Forsaken Federation
37
|
Posted - 2013.03.11 16:42:00 -
[60] - Quote
James Amril-Kesh wrote: Someone like you says it would be nice if there were a third turret because of the graphics. A Naglfar pilot says "SWEET! My guns work better and only require half the ammo as before!"
Unless CCP applies the same principle to other 3 dreads it's not going to be a good idea. Because capital projectile turrets don't need capacitor and can do any type damage I sense Naglfar is going to be OP (no, I don't want it to stay sucky, just balanced...same goes for Phoenix). |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.03.11 16:42:00 -
[61] - Quote
Did you just say solo punisher? lol
So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.
I don't get why you hate split weapons so much. It's good if done right. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1229
|
Posted - 2013.03.11 16:49:00 -
[62] - Quote
TrouserDeagle wrote:Did you just say solo punisher? lol
So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.
I don't get why you hate split weapons so much. It's good if done right.
Done right means... ?
The only reason a Drone as a second weapon bonus actually works is because it does not compete with high/low slots.
You could argue that Recon Ships get a double weapon bonus as well. If you treat EWAR as a weapon. So, a Rook gets a weapon bonus for high slots and a weapon bonus for mid slots. But it doesn't get 2 high slot weapon bonuses. Where I am. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.03.11 16:51:00 -
[63] - Quote
Bloodpetal wrote:TrouserDeagle wrote:Did you just say solo punisher? lol
So is tristan definitely not ever getting a useful second bonus and/or a 4th midslot or tanking bonus? Disappointed. How about some powergrid at least? It seriously has none.
I don't get why you hate split weapons so much. It's good if done right. Done right means... ?
Typhoon. So, more effective weapons without lots of damage mods, but less able to increase damage/tracking in gank fits. |

Milton Middleson
Rifterlings Point Blank Alliance
249
|
Posted - 2013.03.11 16:57:00 -
[64] - Quote
Bloodpetal wrote:Since you're addressing the "Strengths of the Missile Speed fits"...
I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.
We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?
I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements. --- I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster. |

Warde Guildencrantz
TunDraGon
663
|
Posted - 2013.03.11 17:00:00 -
[65] - Quote
these changes sound reasonable |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.03.11 17:08:00 -
[66] - Quote
Milton Middleson wrote:Bloodpetal wrote:Since you're addressing the "Strengths of the Missile Speed fits"...
I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.
We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?
I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements. --- I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster.
did you just say coraxes go fast? possibly while using light missiles and not being totally paper fit? |

Lili Lu
715
|
Posted - 2013.03.11 17:09:00 -
[67] - Quote
Bloodpetal wrote:Since you're addressing the "Strengths of the Missile Speed fits"...
I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.
We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?
Well.. no. One time there was a sniper Cormorant hitting at 70-100 that was giving us a REALLY bad time in actually hurting his buddies. The fight was, no joke, 25 v 3. We killed a Griffin and a slasher because they were separating themselves and getting arrogant, and we lost a kestrel. We kept getting forced off the field when they were in a pack because they had an actual COUNTER ready - the Cormorant. And that's what made it a fun engagement. We realized we needed to make some modifications to counter the counter, and even then still had to be aware of other problems.
The issue isn't the missile kites, it's that people have to be more adaptive to counters. This is forcing the exact thing we want to see in fleets, more diversity. Bring anti-frigate ships, bring anti-snipe ships, bring anti-xyz ships.
You want to be ready? Then commit resources to being ready for the counter on the field. Otherwise, sit in the back of the pack with the amateurs. Take a look at all the ships you mentioned in this paragraph though. This is a perfect example of the prevalance of Caldari and Minmatar ships at the frigate level. Cormorant, ridiculous range and damage enough to blap before a brick realizes and warps out. Kestrel missile spam at long point and good enough speed to keep the target at that range. Griffin, ecm and frigate sensor strengths, enough said. Condors, Merlins, Hookbills, it's all caldari kiting atm in the frig and destroyer realm (well except for the dramiels and daredevils).
The only time a fat slow Gallente or Amarr armor tanking ship has a chance or even an advantage is if it is camping a plex warp-in beacon and thus can get scram and web on the kiter. If not camped at a choke point, often scram alone is often not enough as the kiter will have more mids and thus a web and get to kite range and proceed to kill the brick armor frig.
I looked at this OP, Fozzie, and said to myself why bother. So you gave small teeks to hull hp and speed. None of this fixes any of the imbalances that mean armor is a stupid strategy at the frigate level. Light missile and rocket range is all there is (or ridiculous 10% per level bonuses on Caldari gunships). Drones just get killed, shortrange guns on armor ships have trouble getting and staying in range to apply the dps, long range guns that are not caldari rails don't have enough range and then create fitting issues anyway.
What could you do? Create small micro jump drives? Doubt that will fix the problem. Do you anticipate providing extra mids and fittings so the ships could use something like that? Because one would still need another prop mod. This would be sort of ridicuous as any extra slots would have to go to every ship just helping the kiters even more.
Why not reduce the 10% per level range bonuses to 7.5% or 5% per level? Then those Caldari range advantaged frigates would have less margin for error. They would have to sacrifice more lows for speed instead of damage mods. How about upping the armor honeycombing skill to 7.5% per level? Or maybe, how about another round of slight range nerfing missiles and rails, when you implement the tc/te/td changes to affect missiles? Make it so that if those ships want to keep the range/kiting advantage they sacrifice damage mods or tank to do it, just as any gunship has to do.
Presently it is all Hookbills, Condors, Kestrels, and Merlins at the frig level. Minmatar has the speed but stuck with shortrange guns that are deep in falloff and less margin for error in kiting (or prohibitive fitting and badly tracking small arty not an option). Amarr is still stuck with cap issues unless it can get right on top of it's target with pulses and maybe a nos. Which isn't going to happen. Meh. Long time to wait. |

mynnna
GoonWaffe Goonswarm Federation
552
|
Posted - 2013.03.11 17:17:00 -
[68] - Quote
Fozzie - why the addition of grid to the tormentor? The change prompted me to pop open EFT and play around with it and I've gotta say that every single fit I've played around with runs into CPU issues long before it does grid issues. The extreme example is probably this:
Quote:[Tormentor, Testbed] Heat Sink II Internal Force Field Array I Energized Adaptive Nano Membrane II 200mm Reinforced Steel Plates II
Limited 1MN Microwarpdrive I 'Langour' Drive Disruptor I J5b Phased Prototype Warp Scrambler I
Small Focused Pulse Laser II, Multifrequency S Small Focused Pulse Laser II, Multifrequency S Small Focused Pulse Laser II, Multifrequency S
Small Trimark Armor Pump I Small Trimark Armor Pump I Small Trimark Armor Pump I
A nice little brick of armor, and not an unreasonable fit in my opinion. Apart from the whole "doesn't actually fit" issue anyway. It weighs in at 61.7/61.25 grid, and so would fit with the extra grid you're giving it, but comes in at 206/162.5 CPU. Getting this to actually fit means swapping the EANM for an ANM and dropping to Dual Light Pulses instead of the Small Focused, which brings me down to 152/162.5 CPU... and a mere 50.9/61.25 grid, re-opening options to do things like swap Trimarks for laser rigs for more damage and range. And that's a common theme - every fit I've looked at hits the CPU limit first. So, needless to say, adding more grid to the ship seems odd.
Not complaining, just curious. Would love to hear the rationale.  Mynnna for CSM8 |

Caius Sivaris
Dark Nexxus S I L E N T.
56
|
Posted - 2013.03.11 17:21:00 -
[69] - Quote
Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. |

Oode22
Orion's Fist Test Alliance Please Ignore
0
|
Posted - 2013.03.11 17:22:00 -
[70] - Quote
Bagehi wrote: Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets.
Good Idea man, they could do hybrids for caldari; missiles for minmatar; and like some sort of large drone like bigger then heavy drones for gallente and because they won't need their highs they could use them for logi, good idea, if only somebody thought of a ship like that sooner.  |
|

Lev Arturis
Dark-Rising
17
|
Posted - 2013.03.11 17:22:00 -
[71] - Quote
TrouserDeagle wrote:Milton Middleson wrote:Bloodpetal wrote:Since you're addressing the "Strengths of the Missile Speed fits"...
I really don't think they're that overpowered. The major issue is that people have to be ready to counter them. They're great guerrilla fleets, and they're very risky and very squishy in the long run.
We've lost a lot of Kessies in the last week running Kessie Kite fleets, but at the same time killed a lot in the face of overwhelming numbers. Does that seem unfair?
I don't think the issue is with LML snipers like Kestrels,Talwars, and Coraxes. Condors and Hookbills, with their extremely high speed (especially in conjunction with skirmish links) and dual Ewar, on the other hand, are very problematic in solo/small scale engagements. --- I'm going to have to echo sentiments asking what the point of a lot of these tweaks are. I don't know anyone who says that what the Breacher, Kestrel, or Rifter really need is a minor EHP buff. Nor does the Tristan need to go faster. did you just say coraxes go fast? possibly while using light missiles and not being totally paper fit?
No he didn't. |

Necro Merc
Origin. Black Legion.
6
|
Posted - 2013.03.11 17:31:00 -
[72] - Quote
Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging). |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1231
|
Posted - 2013.03.11 17:39:00 -
[73] - Quote
I agree the Minmatar are currently very lackluster in the frig department. Thrashers are still very strong options however, even in the face of the Caldari predominance. The Rifter just isn't performing anything well. The Breacher I've gone at length about. The Vigil's TP bonus is as lackluster as it has ever been.
There are a few standouts :; I've seen Slashers do some amazing things. So, Thrashers, Slashers and Bursts are where it's at for Minmatar frigate scale combat. Incursus and Maulus' are doing some good things out there. The Tristan can perform really well, but the mid/low fitting is tough on it as a "combat" ship.
The Amarr Executioner is really underestimated. They are really tough when they're flown properly with a scram+web kite setup to mitigate damage from heavier ships. In larger engagements I just don't think players have found how to make it into "the cheaper slicer" yet. Crucifiers are a god send really.
So, here's the basic pattern : The Attack Frigates that are losing lows/mids for a utility slot are suffering. Without natural speed of their other ships, and without the sufficient EWAR mids/Shield Tank slots to make them have that speed or to counter that speed advantage, they're suffering heavily.
Purely from Bonuses... dividing the DPS frigate into roles... where Combat ships get SOME kind of "Tank bonus", here's the layout.
Combat - Punisher/Merlin/Incursus/Breacher Attack DPS - Executioner/Tormentor - Kestrel/Condor - Tristan/Atron - Rifter/Slasher
The pattern is pretty clear that Rifter, Executioner, Tristan, as the DPS attack frigs are suffering in being able to keep up with the counterparts that can apply DPS at range. The reason is simple as dirt. They can't reach as far, they can't catch up, they can't out tank the DPS.
The Kestrel escapes the issue because it can choose to be long range, like the Condor. The Merlin escapes because it can tank heavy and still roll fast as needed. The Incursus escapes because it can also active tank a lot of frigate DPS for long enough to get tackle or decide to leave.
The Breacher SHOULD be able to escape the curse at the moment, but the issue is with frigate ASB's being crap and normal shield boosting being too demanding for a frigate's capacitor, and conflicting with capacitor boosters in the mid-slots - which is a separate issue.
The obvious answer to me is that the Utility High Slot is being grossly overestimated in its Utility to the Rifter/Punisher/Tristan in making it survivable. This comes from a few things. #1, the number of options for Utility High Slots is pretty much non-existant. Neut/Nos or bust. Give us more Utility High Slots that can be a form of counter for Attack Setups. Otherwise, just get rid of Utility slots because clearly they're not performing well enough on their own against the frigate counter parts to mean a difference.
At the frigate scale, I haven't even thought about what a Neut can do for me since the Ancillary setups exist now - Cap independence for tanking makes them pretty insignificant in the 30-45 seconds it takes to win or lose a fight - enough for those ships to make a difference. And the ships that can use cap boosters make this even more insignificant for frigates.
Are Neuts useful? Yes, but on bigger ships. When's the last time you capped out on a frigate in a fight, and said "Damnit!" Probably in a logistics frigate, or an Amarr frigate on an extended engagement.
So, Utility slots for frigates = not useful.
Move the 10th high slot somewhere else, or give us more utility options for high slots. Where I am. |

Vincent Gaines
Double-Down Transmission Lost
303
|
Posted - 2013.03.11 17:40:00 -
[74] - Quote
Necro Merc wrote:Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging).
What matters is local tank, you are right.
However also depends on the usage of the ship at the time.
For example, an armor tanked moros sacrifices its armor tank to blap subcaps, and tank for cap warfare.
a phoenix, although unable to damage the broadside of a barn with the equiv of C4, puts dmage mods in lows and can use the mids for tank and cap.
So, given a dread's purpose at the time, the best tank for the dread comes into effect.
...let me tell you about a shield moros.... |

James Amril-Kesh
4S Corporation RAZOR Alliance
4358
|
Posted - 2013.03.11 18:02:00 -
[75] - Quote
Is a Polish Pass at all like a Polish Sausage? Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
557
|
Posted - 2013.03.11 18:04:00 -
[76] - Quote
Lili Lu wrote:or ridiculous 10% per level bonuses on Caldari gunships.
Please could you expand on why the 10% optimal bonus is ridiculous on the Ferox? |

James Amril-Kesh
4S Corporation RAZOR Alliance
4358
|
Posted - 2013.03.11 18:05:00 -
[77] - Quote
Vincent Gaines wrote:Necro Merc wrote:Who cares about armour vs shield when we're talking about ships that can't receive incoming reps (unless they're being useless and not sieging). What matters is local tank, you are right. However also depends on the usage of the ship at the time. For example, an armor tanked moros sacrifices its armor tank to blap subcaps, and tank for cap warfare. a phoenix, although unable to damage the broadside of a barn with the equiv of C4, puts dmage mods in lows and can use the mids for tank and cap. So, given a dread's purpose at the time, the best tank for the dread comes into effect. ...let me tell you about a shield moros.... Well local tank when you're DPS fit isn't that big of a deal if you're in close proximity to friendly carriers. Get primaried? Switch to pure local rep tank with just enough cap stability to get you out of siege. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Weasel Juice
Future Corps Sleeper Social Club
35
|
Posted - 2013.03.11 18:06:00 -
[78] - Quote
Bagehi wrote:Also, Revelation has a 40% advantage over the Moros in optimal range. It is slightly tempered by the 18% decrease in falloff, but that is a rather impressive range advantage. Vincent Gaines wrote:Sieged Phoenix vs a Moros at 60km the Phoenix will win every time, unless the pilot is an idiot.
edit: unless you are saying it's superior va the rev only The Phoenix is superior, unless the target is moving. Phoenix can't even get full damage on a siege-coasting dread.
Assuming skills at level 5, no implants and 3 faction damage mods and regular faction ammo.
Multifreq: 25.8+12.5 @ 10320 DPS Plutonium: 25.8+18.8 @ 13007 DPS
Gamma: 32.2+12.5 @ 9460 DPS Uranium: 30.9+18.8 @ 11825 DPS
X-Ray: 38.7+12.5 @ 8600 DPS Thorium: 36.1+18.8 @ 10642 DPS
... ... ...
And for the upper end let's assume you run some optimal scripted tracking computers, since that's what you'll most likely do at sniping ranges: Microwave: 102+24 @ 5160 DPS Iron: 93.1+36 @ 5912 DPS Radio: 116+24 @ 4300 DPS
Ontop of that the Moros gets 33% more tracking too. And a slot layout that allows for even better tracking speed, for hitting battleships even easier.
What Range advantage were you talking about again?
I think you're a Moros pilot and just don't your toy taken away. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 18:06:00 -
[79] - Quote
Oode22 wrote:Bagehi wrote: Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets.
Good Idea man, they could do hybrids for caldari; missiles for minmatar; and like some sort of large drone like bigger then heavy drones for gallente and because they won't need their highs they could use them for logi, good idea, if only somebody thought of a ship like that sooner. 
Kinda a crap deal that Gallente have an entire ship type (or two: carriers and supers) devoted to their second weapon type. While everyone else gets the one, and Caldari gets the weapon type that needs work. |

De'Veldrin
East India Ore Trade The East India Co.
1156
|
Posted - 2013.03.11 18:07:00 -
[80] - Quote
Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost.
No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes.
Also, in case anyone missed the point of my response:
NO. They are not reimbursing skill points for skills that still exist in game (even if you, personally, no longer need them). They never have and (hopefully) they never will. The only time skill reimbursements are done (based on CCP statements and past precedents) is when one of the following two criteria are met:
1. The skill (and it's underlying mechanic are removed from the game) - Learning Skills 2. There is a fluke that results in the character having skills trained which no longer have any in game benefit. (Not sure this one has ever happened, but the planned destroyer/battlecruiser reimbursements fall into this category, according to the Dev Blog from Ytterbium.)
This change meets neither of the two requirements above - the skill obviously will still exist, and it will have an in game benefit (just not to you any more). Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. Twitter --á@DeVeldrin |
|

Weasel Juice
Future Corps Sleeper Social Club
35
|
Posted - 2013.03.11 18:08:00 -
[81] - Quote
Bagehi wrote:Oode22 wrote:Bagehi wrote: Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets.
Good Idea man, they could do hybrids for caldari; missiles for minmatar; and like some sort of large drone like bigger then heavy drones for gallente and because they won't need their highs they could use them for logi, good idea, if only somebody thought of a ship like that sooner.  Kinda a crap deal that Gallente have an entire ship type (or two: carriers and supers) devoted to their second weapon type. While everyone else gets the one, and Caldari gets the weapon type that needs work.
Amarr have their capitals dedicated to their secondary flavor: Tank+Cap Caldari have their capitals dedicated to their secondary flavor: Tank+**** Cap Minmatar have their capitals dedicated to.. well. Ok. You got me there. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
558
|
Posted - 2013.03.11 18:11:00 -
[82] - Quote
De'Veldrin wrote:Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes.
Yeah, you'll only get the SP back if you can persuade CCP to remove citadel missiles entirely. Which might not be the worst idea in the world...  |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 18:14:00 -
[83] - Quote
Weasel Juice wrote:Bagehi wrote:Also, Revelation has a 40% advantage over the Moros in optimal range. It is slightly tempered by the 18% decrease in falloff, but that is a rather impressive range advantage. Vincent Gaines wrote:Sieged Phoenix vs a Moros at 60km the Phoenix will win every time, unless the pilot is an idiot.
edit: unless you are saying it's superior va the rev only The Phoenix is superior, unless the target is moving. Phoenix can't even get full damage on a siege-coasting dread. Assuming skills at level 5, no implants and 3 faction damage mods and regular faction ammo. Multifreq: 25.8+12.5 @ 10320 DPS Plutonium: 25.8+18.8 @ 13007 DPS Gamma: 32.2+12.5 @ 9460 DPS Uranium: 30.9+18.8 @ 11825 DPS X-Ray: 38.7+12.5 @ 8600 DPS Thorium: 36.1+18.8 @ 10642 DPS ... ... ... And for the upper end let's assume you run some optimal scripted tracking computers, since that's what you'll most likely do at sniping ranges: Microwave: 102+24 @ 5160 DPS Iron: 93.1+36 @ 5912 DPS Radio: 116+24 @ 4300 DPS Ontop of that the Moros gets 33% more tracking too. And a slot layout that allows for even better tracking speed, for hitting battleships even easier. What Range advantage were you talking about again? I think you're a Moros pilot and just don't your toy taken away. :Edit: The only range advantage you get from Revelation is if you're hitting deep in falloff of Radio. Yeah. That always happens.
Yeah, I drew out the dps curves to compare dreads with the proposed Nag changes. I didn't realize Revelations were that bad off. It looks like the Revelation will be the new "worst ship" after the Nag fix (with the exception of fighting subcaps with citadels, which is generally a terrible idea). Not having to pay for ammo really doesn't make up for the weak damage. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4359
|
Posted - 2013.03.11 18:15:00 -
[84] - Quote
Yeah, frankly I'm quite disappointed that the Phoenix wasn't even given a single nod. CCP Fozzie HAS to know just how terrible citadel missiles are...
And the Rev could use a look too. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
137
|
Posted - 2013.03.11 18:18:00 -
[85] - Quote
James Amril-Kesh wrote:Yeah, frankly I'm quite disappointed that the Phoenix wasn't even given a single nod. CCP Fozzie HAS to know just how terrible citadel missiles are...
And the Rev could use a look too.
more like they could just undo the range increase on capital blasters |

De'Veldrin
East India Ore Trade The East India Co.
1156
|
Posted - 2013.03.11 18:24:00 -
[86] - Quote
Gypsio III wrote:De'Veldrin wrote:Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes. Yeah, you'll only get the SP back if you can persuade CCP to remove citadel missiles entirely. Which might not be the worst idea in the world...  We could try starting a "Hybrids for the Phoenixes" charity and see how much traction we can get? Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. Twitter --á@DeVeldrin |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
149
|
Posted - 2013.03.11 18:34:00 -
[87] - Quote
De'Veldrin wrote:Gypsio III wrote:De'Veldrin wrote:Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes. Yeah, you'll only get the SP back if you can persuade CCP to remove citadel missiles entirely. Which might not be the worst idea in the world...  We could try starting a "Hybrids for the Phoenixes" charity and see how much traction we can get?
Doubt Phoenix pilots would complain.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4361
|
Posted - 2013.03.11 18:40:00 -
[88] - Quote
TrouserDeagle wrote:James Amril-Kesh wrote:Yeah, frankly I'm quite disappointed that the Phoenix wasn't even given a single nod. CCP Fozzie HAS to know just how terrible citadel missiles are...
And the Rev could use a look too. more like they could just undo the range increase on capital blasters Possibly. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Milton Middleson
Rifterlings Point Blank Alliance
249
|
Posted - 2013.03.11 18:40:00 -
[89] - Quote
TrouserDeagle wrote:
did you just say coraxes go fast? possibly while using light missiles and not being totally paper fit?
That is in fact the opposite of what I said. If anything, the Corax needs a fittings boost so that getting on both tank and dps on the same ship doesn't require gimping the fit (tbh, I'm perfectly okay with LML fits requiring DC/no tank to work). |

Vayn Baxtor
Community for Justice R O G U E
39
|
Posted - 2013.03.11 18:40:00 -
[90] - Quote
:/ Can't we put Naglfar in a seperate sticky area. It is quite big of a subject.
Using tablet, typoes are common and I'm not going to fix them all. |
|

Ouoman
CandyMan Cartel
7
|
Posted - 2013.03.11 18:42:00 -
[91] - Quote
How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
a) most of null can fly alpha maels already and the skill req for dreads is being lowered to Racial BS4 there's a loooooot of people not too far off from flying an alpha nag.
b) Arty Nags with the new damage bonus and only a t2 fit with faction ammo easily put out ~100,000 damage alphas.
A Nag fleet as small as 40-50 alpha nags can hit siege and alpha a slowcat every 15 seconds at up to about 100km(70+168 for a ganky fit). Reps basically being ignored. If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. Smart target calling and target switching would play havoc on carriers trying to provide logi. Obviously it would be a war of attrition but an ArtyNag fleet could easily win the isk war.
I'm not a cap pilot so this is obviously theoretical. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
229
|
Posted - 2013.03.11 18:56:00 -
[92] - Quote
Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
(...) A Nag fleet as small as 40-50 alpha nags (...) If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. (...)
I'm not a cap pilot so this is obviously theoretical.
Let me correct this:
Assuming null sec and my area of space, if the we escalate with supers and titans the Arty nags will die to the DDs of 40-50 titans and the rest will die to the supers, soon after.
 Official CSM 8 Campaign HQ * Unforgiven Storm for CSM8 * My Blog
|

Commander Ted
Caldari Provisions Caldari State
527
|
Posted - 2013.03.11 19:05:00 -
[93] - Quote
So the punisher is different how exactly?
The reason it dies now will still be the reason it dies after the patch, its slow and can't tackle anything. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Callic Veratar
Power of the Phoenix
342
|
Posted - 2013.03.11 19:09:00 -
[94] - Quote
Unforgiven Storm wrote:Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
(...) A Nag fleet as small as 40-50 alpha nags (...) If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. (...)
I'm not a cap pilot so this is obviously theoretical. Let me correct this: Assuming null sec and my area of space, if the we escalate with supers and titans the Arty nags will die to the DDs of 40-50 titans and the rest will die to the supers, soon after. 
I want to see this happen. DirectX 11, it's not rocket appliance! |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1233
|
Posted - 2013.03.11 19:25:00 -
[95] - Quote
Not trying to derail, but I've said "new utility high slots" 2x in this thread, so I'm going to shoot a few out that I think are realistic to implement in game mechanics terms as long as we have CCP Fozzies attention... 
Ideas for new Utility High Slots ::
Anti-Missile Laser System :: Replaces old defender missiles. Automatically zots incoming missiles. Can be target assigned to defend one target (self, or another targeted ship.) Might come in Small/Large size.
Fortified Ultra-relativistic Kinetic Counter-Electronic-Counter-Measure. (FUKC ECM) Targeting System :: Allows you to keep a lock on ONE target THROUGH ANY ECM effects. Hard counter to ECM, takes a high slot, so it's a pretty important sacrifice vs Neuts, etc.
Revamped Auto-Targeting System Module :: Can be scripted to act as a Sensor Booster, ECCM or Additional Targets. Uses lots of capacitor and fitting than a normal ECCM/SB/etc. Somewhat of an "all-in-one", but MUST be scripted... so it's a take it or leave it with drawbacks. Auto Target module is all but useless except for fringe cases... might as well make it useful.
Target Lockbreaker - Forces one target to break its lock on all its targets. ECM chance for success, as other lockbreakers. does NOT cause a 20 sec jam to happen.
Signature Distortion Module Using Stealth Technology, activating this module reduces the Signature Radius of a ship. Where I am. |

Milton Middleson
Rifterlings Point Blank Alliance
250
|
Posted - 2013.03.11 19:27:00 -
[96] - Quote
Bloodpetal wrote:Not trying to derail, but I've said "new utility high slots" 2x in this thread, so I'm going to shoot a few out that I think are realistic to implement in game mechanics terms as long as we have CCP Fozzies attention...  Ideas for new Utility High Slots :: Anti-Missile Laser System :: Replaces old defender missiles. Automatically zots incoming missiles. Can be target assigned to defend one target (self, or another targeted ship.) Might come in Small/Large size. Fortified Ultra-relativistic Kinetic Counter Electronic-Counter-Measure. (FUKC ECM) Targeting System :: Allows you to keep a lock on ONE target THROUGH ANY ECM effects. Hard counter to ECM, takes a high slot, so it's a pretty important sacrifice vs Neuts, etc. Revamped Auto-Targeting System Module :: Can be scripted to act as a Sensor Booster, ECCM or Additional Targets. Uses lots of capacitor and fitting than a normal ECCM/SB/etc. Somewhat of an "all-in-one", but MUST be scripted... so it's a take it or leave it with drawbacks. Auto Target module is all but useless except for fringe cases... might as well make it useful. Target Lockbreaker - Forces one target to break its lock on all its targets. ECM chance for success, as other lockbreakers. does NOT cause a 20 sec jam to happen. Signature Distortion Module Using Stealth Technology, activating this module reduces the Signature Radius of a ship.
You forgot the Star Trek Module, which redirects power from shields to engines while active.
|

Callic Veratar
Power of the Phoenix
342
|
Posted - 2013.03.11 19:27:00 -
[97] - Quote
Bloodpetal wrote:Not trying to derail, but I've said "new utility high slots" 2x in this thread, so I'm going to shoot a few out that I think are realistic to implement in game mechanics terms as long as we have CCP Fozzies attention... 
Also High Slot Target Painter. DirectX 11, it's not rocket appliance! |

Milton Middleson
Rifterlings Point Blank Alliance
250
|
Posted - 2013.03.11 19:32:00 -
[98] - Quote
Callic Veratar wrote:Bloodpetal wrote:Not trying to derail, but I've said "new utility high slots" 2x in this thread, so I'm going to shoot a few out that I think are realistic to implement in game mechanics terms as long as we have CCP Fozzies attention...  Also High Slot Target Painter.
It would be cool, but wouldn't really do anything about a utility high slot being significantly less valuable for a frigate at present than pretty much any other kind. I would happily trade my rifter's utility high for a 4 mid or low slot right now, because the marginal utility of a nos over web+TD or dual prop or dual rep or any number of other combinations enabled by an additional low/mid just doesn't measure up.
|

FistyMcBumBasher
Agony Unleashed Agony Empire
52
|
Posted - 2013.03.11 19:34:00 -
[99] - Quote
CCP Fozzie wrote:
TORMENTOR: +1 PWG +50 Armor +25 Capacitor +12.5 Cap Recharge Time Cap/s unchanged +15 Velocity +0.05 Agility -100000 Mass -0.24s Align time
Entire ship stats:
TORMENTOR: Frigate skill bonuses: +5% to small energy turret damage and -10% to small energy turret capacitor use per level Slot layout: 3H, 3M, 4L; 3 turrets, 0 launchers. Fittings: 50 (+1) PWG, 130 CPU Defense (shields / armor / hull) : 350 / 500 (+50) / 400 Capacitor (amount / recharge rate / cap per second): 425 (+25) / 212.5 s (+12.5) / 2 Mobility (max velocity / agility / mass / align time): 335 (+15) / 3.1 (+0.05) / 1080000 (-100000) / 3.13 s (-0.24) Drones (bandwidth / bay): 10 / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4 Sensor strength: 9 Radar Signature radius: 35
Have you considered increasing the drone bay of the tormentor to 20m3 to allow it to fit an extra flight? Since that 10m3 is capable of supplying the ship with 39 extra dps (using hobgoblins), enough dps so that if you lose your flight of drones you are essentially gimped.
Other than me wanting a larger drone bay, this and the rest of the tweaks look extremely great. I knew that the lack of posts from your team meant you guys were working hard. Keep up the good work! |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
561
|
Posted - 2013.03.11 20:05:00 -
[100] - Quote
De'Veldrin wrote: We could try starting a "Hybrids for the Phoenixes" charity and see how much traction we can get?
Thing is though, how would you make it different to the Moros, yet still make both useful? Bonuses to damage and optimal maybe? Or damage and shield resists? |
|

iskflakes
348
|
Posted - 2013.03.11 20:13:00 -
[101] - Quote
Firstly, I think the nag change is lazy. How hard can it be to change a missile hardpoint into a turret hardpoint?
A more important point though is the order of ship balancing. The phoenix is in a worse position than the nag right now because it can't be used to counter battleship fleets (which every other dread can). The phoenix really needs some attention (for example the tracking enhancer affecting missiles).
On an unrelated point, why do dreads do more damage than titans? It's ridiculous when you think about it. Give one of them higher damage and very long lock times (or 1 locked target maximum) and give the other more tracking, more targets but less damage. - |

Antir
GoonWaffe Goonswarm Federation
5
|
Posted - 2013.03.11 20:18:00 -
[102] - Quote
iskflakes wrote:Firstly, I think the nag change is lazy. How hard can it be to change a missile hardpoint into a turret hardpoint?
A more important point though is the order of ship balancing. The phoenix is in a worse position than the nag right now because it can't be used to counter battleship fleets (which every other dread can). The phoenix really needs some attention (for example the tracking enhancer affecting missiles).
On an unrelated point, why do dreads do more damage than titans? It's ridiculous when you think about it. Give one of them higher damage and very long lock times (or 1 locked target maximum) and give the other more tracking, more targets but less damage.
Titans have huge ehp and can do full dps while moving and getting reps. Dreads have decent ehp and can either rely on a local tank and do full dps or get reps and be an overpriced battleship. |

Ouoman
CandyMan Cartel
7
|
Posted - 2013.03.11 20:47:00 -
[103] - Quote
Unforgiven Storm wrote:Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
(...) A Nag fleet as small as 40-50 alpha nags (...) If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. (...)
I'm not a cap pilot so this is obviously theoretical. Let me correct this: Assuming null sec and my area of space, if the we escalate with supers and titans the Arty nags will die to the DDs of 40-50 titans and the rest will die to the supers, soon after. 
Lol, I can see that happening. But again, with the relatively short hop for any alpha mael pilot to get into an alpha nag and with as much isk as some null coalitions have, what happens when they drop a whole alphafleet of 150+ Arty Nags? Goons or Test certainly could. Then you're getting close to the nags being able to 1-2 shot supers and titans. Even if you DD a quarter of them off the field the Titans are then stuck there for 10 minutes while the remaining nags fire off 10million damage alphas every 15 seconds.
I'm not a fan of the blob but this seems like a scary and effective tactic for the groups with the numbers and isk. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
561
|
Posted - 2013.03.11 20:50:00 -
[104] - Quote
Regarding Naglfar volley damage, the torp Phoenix has a volley damage of 135k, a lot more than future Naglfar, but nobody really cares enough to use them to volley caps AFAIK. Although there are the mitigating factors of being constrained to kinetic for that 135k (ohgodfitkinetichardeners!) and missile damage delay. |

Lili Lu
715
|
Posted - 2013.03.11 20:51:00 -
[105] - Quote
Gypsio III wrote:Lili Lu wrote:or ridiculous 10% per level bonuses on Caldari gunships. Please could you expand on why the 10% optimal bonus is ridiculous on the Ferox? Well I wasn't talking about the Ferox. I'll get to it later maybe. I was talking about the Cormorant. And to a lesser extent the Harpy and the missile boats getting 10% range bonuses.
Rails and missiles are already the most range blessed weapon systems. So piling 10% range bonuses on top of them means that the other weapon systems are locked out of a sniping role. About the only thing to challenge is the Apoc, with its 7.5% range bonus. But at the Frigate and Destroyer classes these bonuses and on top of the longest range weapons means that one should not even bother fitting a sniper beam laser frig or dessy, ditto a sniper gallente frig or dessy. If your best practicle range is going to be half that of a comparable caldari range bonused ship then the whole role has been granted to one race.
Now one could say, but what about the short range melt face role? Are Caldari locked out of that? No, and with the very ships that get those range bonuses. So for instance a blaster corm is not a fail fit as any atempt to have a sniper Coercer or Catalyst would be. Anyone who flies destroyers in FW knows that sniper corms simply have no competitor. One can arty fit Thrashers for alpha strike, but the range is actually quite limited. A blaster Harpy or blaster Corm rocket kestrels or Merlins etc are not unheard of. But do you see beam Retributions or Coercers sitting 80-100 off a warp-in beacon and simply killing everything as those other ships try to burn out to them? No.
That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.
Ferox, hmm. Well aside from medium sized long range guns simply sucking (i.e. it's not just medium rails, although of course the alpha on 720 arty can find it's uses) Feroxes will probably see more use than the old or the new Harby.
And finally, it has always irked me that the damn laser is not the turret weapon system with the best range. Presumably all the turrets are using similar mechanical rotation and aiming devises. Forget espionage, such technology would not stay secret very long after a few wrecks were examined. But the computing power v the motion and ability of the target to change it would seem to me to be the limiting factor on turret range(acuracy at range). The desription for hybrid rails has always made me laugh - "Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed" Hypersonic? This is frickin space. Nothing is going to reach its target faster than the speed of light which coincidentally is a laser I do believe.
So there you have it. My reasons why the Caldari 10% range bonuses are overkill. Will they ever be changed? Probably not soon enough to make the game better. At this time not enough people are pissed off over the role exclusivity for Caldari, the role lockout for the other 3 races, and the concurrent contrary (close range) role ability for the Caldari ships even as the other 3 races can't access the role reserved to the Caldari ships. But if I post this enough, maybe some day enough people will realize just how bad this game design is. And it will change. |

iskflakes
348
|
Posted - 2013.03.11 20:52:00 -
[106] - Quote
Ouoman wrote:Lol, I can see that happening. But again, with the relatively short hop for any alpha mael pilot to get into an alpha nag and with as much isk as some null coalitions have, what happens when they drop a whole alphafleet of 150+ Arty Nags? Goons or Test certainly could. Then you're getting close to the nags being able to 1-2 shot supers and titans. Even if you DD a quarter of them off the field the Titans are then stuck there for 10 minutes while the remaining nags fire off 10million damage alphas every 15 seconds.
I'm not a fan of the blob but this seems like a scary and effective tactic for the groups with the numbers and isk.
This isn't a realistic tactic. What's stopping the supers dropping right in the middle of your group? Titans will also kill a huge number of your nags and warp off 30 seconds later. Supers have more than 25m EHP if fit properly. So many problems. - |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
561
|
Posted - 2013.03.11 21:00:00 -
[107] - Quote
Lili Lu wrote:10% range bonuses.
Thanks for the reply. I don't really have many strong feelings on it, except that in general if there is a problem, then it's with specific ships (Cormorant?) rather than the 10% bonus as a whole. It may also be a problem restricted to artificial scenarios such as FW warp-in beacons, but if so that's a problem trivially countered by ewar. Certainly there's nothing wrong with the Ferox, Naga or Rokh having optimal bonuses, IMO. |

Lili Lu
715
|
Posted - 2013.03.11 21:06:00 -
[108] - Quote
Gypsio III wrote:Lili Lu wrote:10% range bonuses. Thanks for the reply. I don't really have many strong feelings on it, except that in general if there is a problem, then it's with specific ships (Cormorant?) rather than the 10% bonus as a whole. It may also be a problem restricted to artificial scenarios such as FW warp-in beacons, but if so that's a problem trivially countered by ewar. Certainly there's nothing wrong with the Ferox, Naga or Rokh having optimal bonuses, IMO. Yes of couse one can work out attempts to counter. Some of which work better than others. But the fact that these are still used tells you that those counters do not "fully" counter, which is probably a good thing. My problem still stand though that the role is reserved for one race and one race only. Concurrently that race does not lose efficacy at any other role as a balance. If Caldari ships totally sucked at close range then ok the game design is universal role based exclusivity. But Caldari does have viable close range options. I'm actually ok with that. I think that's good, to have each race having role options even if some might considered "better" at certain roles. Unfortunately we are left with no non-Caldari options for sniper frigs and dessys etc.
edit- sniping is useful for more than just inside a fw plex. Corms can use that ability at star gates, outside acceleration gates, stations, many places. It would be nice if Coercers etc could fit somewhat reasonably similar. So that 100km Corms might be there, but also 80km Coercers or Thrashers (probably already in falloff heh) etc. As things are now, you can't approach anywhere near 100km with other turrets. And even sentry drones are a ***** to get that range on for larger ships forget about frigs or dessys (where's my cpu for DLA IIs and omnidirectionals ) |

Kahega Amielden
Rifterlings Point Blank Alliance
673
|
Posted - 2013.03.11 21:18:00 -
[109] - Quote
Quote:That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.
why do you define anything less than Caldari Gunship engagement ranges as something that doesn't count as sniping? Sure, a beam Coercer can't hit out to 100km, but it can sure hit out to 50km and is a damn sight more competitive at closer ranges than the Corm is. Talwars and Coraxes with LMs can hit out to 60km. Why does that not count? Is that not enough? Close-range Frigate-sized weapon systems are normally lucky to hit out to 20km (pretty much limited to range-bonused pulse lasers).
Ranged combat is not a Caldari gunship trait. Of course, Caldari can snipe at longer ranges than other races can, but that's not role exclusivity, that's just a benefit of flying Caldari. It's like complaining that you want to have an alpha-oriented fleet without using Minmatar ships. |

Lili Lu
715
|
Posted - 2013.03.11 21:28:00 -
[110] - Quote
Kahega Amielden wrote:Quote:That is my problem with the 10% range bonuses CCP gives Caldari ships. These are already the longest range weapons. It creates role exclusivity. Not only that though but as I pointed out those bonuses actually aid viable short range weapon systems on Caldari ships. Now it might not be so bad if some range bonuses were distributed to other races as well. Then while Caldari might be the best at it, they would not be so far out in front as to make it ludicrous to try to fit other races of ships for that role.
why do you define anything less than Caldari Gunship engagement ranges as something that doesn't count as sniping? Sure, a beam Coercer can't hit out to 100km, but it can sure hit out to 50km and is a damn sight more competitive at closer ranges than the Corm is. Talwars and Coraxes with LMs can hit out to 60km. Why does that not count? Is that not enough? Close-range Frigate-sized weapon systems are normally lucky to hit out to 20km (pretty much limited to range-bonused pulse lasers). Ranged combat is not a Caldari gunship trait. Of course, Caldari can snipe at longer ranges than other races can, but that's not role exclusivity, that's just a benefit of flying Caldari. It's like complaining that you want to have an alpha-oriented fleet without using Minmatar ships. Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.
edit- as for arty alpha, I do not defend any sense of exclusivity with that. I was a critic of the arty changes. I thought and said at the time they were overdone. It was one thing to grant an alpha specialty. But I thought the numbers were too heavily skewed. Btw, Some folks fit Tachyons for alpha. It can work. And at max range the current HM alpha stacks up quite nicely to 720 with tremor. So even the alpha strike differences are not in practical sense as extreme as the sniping range differences and the role exclusivity they create. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
561
|
Posted - 2013.03.11 21:29:00 -
[111] - Quote
Lili Lu wrote: edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.
If you're referring to the Apoc's 7.5% bonus, well, when people flew sniper BS they normally flew Apocs instead of Rokhs, because the 7.5% bonus meant that the Apoc did more damage at the selected range. That left the Rokh without a role entirely... |

Lili Lu
715
|
Posted - 2013.03.11 21:37:00 -
[112] - Quote
Gypsio III wrote:Lili Lu wrote: edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.
If you're referring to the Apoc's 7.5% bonus, well, when people flew sniper BS they normally flew Apocs instead of Rokhs, because the 7.5% bonus meant that the Apoc did more damage at the selected range. That left the Rokh without a role entirely...
The Rokhs problems were that it was before the recent Hybrid changes, and it was around the time logistics were coming into the game and having too many armor tank options for snipers v shield tank (Mael wan't in the picture becase pre-projectile buff as well). Well it didn't matter for very long anyway either with the probing changes which killed off sniping BS tactics. |

Draconic Slayer
Cold Moon Destruction Transmission Lost
7
|
Posted - 2013.03.11 21:47:00 -
[113] - Quote
What could I do in order to have the Rifter receive an extra +1 or +2 GJ/s cap recharge? :3
     |

James Amril-Kesh
4S Corporation RAZOR Alliance
4369
|
Posted - 2013.03.11 22:11:00 -
[114] - Quote
Bloodpetal wrote:Fortified Ultra-relativistic Kinetic Counter-Electronic-Counter-Measure. (FUKC ECM) Maybe I'm just tired, but I laughed for about 10 minutes. :P Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Kahega Amielden
Rifterlings Point Blank Alliance
674
|
Posted - 2013.03.11 22:32:00 -
[115] - Quote
Quote:Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.
Beam lasers do significantly better DPS and have significantly better tracking than rails, and ammo can be swapped instantly. Fast tackle trying to get in range of a pack of coercers would be vaporized really, really fast.
With no damage or range mods, a Coercer with SFBL and Aurora has 40.5 + 5km range, 126 DPS, and 33% superior tracking to a 150mm Corm which has 105 DPS at 73km range. The corm gets a modest increase in range in exchange for a modest decrease in damage and tracking.
I fail to see the imbalance or exclusivity here. |

Vayn Baxtor
Community for Justice R O G U E
40
|
Posted - 2013.03.11 22:37:00 -
[116] - Quote
Well, if it not imbalancing much, I suppose it is fine to see that extra cap on Rifter, but I doubt it is going to change much (though I'm sure that missing GJ will help you be more capstable :3). Anyhow, I'm not Fozzie :D!
In another thread, somebody had the idea of really giving the Rifter the "Rupture makeover", that being extra dmg for both Turrets AND rockets. I added to the soup that instead, the Rifter could really be more of paper or inferior to the other frigates that have better capabilities for tanking. I'm personally not a fan of "dmg bonuses", but in this case, this would give the Rifter a key difference vs Slasher or other frigates.
However, the only problem I discovered would be for the armor tanking fans, if the ship were a lot more fragile along with the said bonuses. To avoid such problem, there was the idea of having a seperate new T1 cloned frigate hull bracket that could focus on this, while leaving the basic frigate alone.
Quote:Ideas for new Utility High Slots ::
Anti-Missile Laser System :: Replaces old defender missiles. Automatically zots incoming missiles. Can be target assigned to defend one target (self, or another targeted ship.) Might come in Small/Large size.
Fortified Ultra-relativistic Kinetic Counter Electronic-Counter-Measure. (FUKC ECM) Targeting System :: Allows you to keep a lock on ONE target THROUGH ANY ECM effects. Hard counter to ECM, takes a high slot, so it's a pretty important sacrifice vs Neuts, etc.
Revamped Auto-Targeting System Module :: Can be scripted to act as a Sensor Booster, ECCM or Additional Targets. Uses lots of capacitor and fitting than a normal ECCM/SB/etc. Somewhat of an "all-in-one", but MUST be scripted... so it's a take it or leave it with drawbacks. Auto Target module is all but useless except for fringe cases... might as well make it useful.
Target Lockbreaker - Forces one target to break its lock on all its targets. ECM chance for success, as other lockbreakers. does NOT cause a 20 sec jam to happen.
Signature Distortion Module Using Stealth Technology, activating this module reduces the Signature Radius of a ship.
Some interesting ones there :).
However, there should be more of an active role for Anti-Missile Laser System, so that it is not just that some multiboxer can have a 2nd acc orbit his main ship with that module active all the time. However, I like the idea of this being specifically for frigate hulls, so that they can provide cover for fleet mates. There is nothing more awesome than supporting others by migating incoming damage. I'd almost say have a specific frigate be for that job that can fit such, meaning to elect one hull per faction. Using tablet, typoes are common and I'm not going to fix them all. |

Lili Lu
716
|
Posted - 2013.03.11 23:07:00 -
[117] - Quote
Kahega Amielden wrote:Quote:Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.
Beam lasers do significantly better DPS and have significantly better tracking than rails, and ammo can be swapped instantly. Fast tackle trying to get in range of a pack of coercers would be vaporized really, really fast. With no damage or range mods, a Coercer with SFBL and Aurora has 40.5 + 5km range, 126 DPS, and 33% superior tracking to a 150mm Corm which has 105 DPS at 73km range. The corm gets a modest increase in range in exchange for a modest decrease in damage and tracking. I fail to see the imbalance or exclusivity here. Well I already answered this in my previous post. I'm not seeing cercers being used this way though. They are usually pulse fit and brawling.
If you think 40.5km (maybe 50km with some range mods) optimal is sufficient to use a group of coercers to kite other and probably faster ships in a similar manner as a group of 100km cormorants then have at it. I think you will find that that 50km differnce has a huge practical effect on the length of time you can engage in the tactic, or even survive with it. |

mkint
967
|
Posted - 2013.03.11 23:19:00 -
[118] - Quote
A hundred points for minnie not to have to train 3 capital weapon systems, minus a thousand for making the sp invested in the 2 wasted. And dont say it isnt wasted, because what else is a minnie cap pilot going to use those missiles for? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Antir
GoonWaffe Goonswarm Federation
5
|
Posted - 2013.03.11 23:26:00 -
[119] - Quote
mkint wrote:A hundred points for minnie not to have to train 3 capital weapon systems, minus a thousand for making the sp invested in the 2 wasted. And dont say it isnt wasted, because what else is a minnie cap pilot going to use those missiles for?
All you need is the dread skill to fly a fine phoenix, but I would consider the uselessness of that sp is a fair trade for a fixed naglfar. |

Ray McKenna
Science and Trade Institute Caldari State
0
|
Posted - 2013.03.11 23:28:00 -
[120] - Quote
CCP Fozzie wrote:Bloodpetal wrote:Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
Yes to the double damage bonus, the skill bonuses are not changing. As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers. Maybe off topic, but why is the capital tractor beam not available for all capital hulls? |
|

X Gallentius
Justified Chaos
1119
|
Posted - 2013.03.11 23:31:00 -
[121] - Quote
Tristan and Kestrel are already pretty studly ships. |

Garcia Arnst
Republic Military School Minmatar Republic
8
|
Posted - 2013.03.11 23:34:00 -
[122] - Quote
iskflakes wrote:Firstly, I think the nag change is lazy. How hard can it be to change a missile hardpoint into a turret hardpoint?
A more important point though is the order of ship balancing. The phoenix is in a worse position than the nag right now because it can't be used to counter battleship fleets (which every other dread can). The phoenix really needs some attention (for example the tracking enhancer affecting missiles).
Also, if the moros is widely acknowledged to be way OP and to be in receipt of an incoming nerf bat, what's with the new NAG? You trade off a little tank and alpha for substantially better tracking and selectable damage types. |

Alec Freeman
The Dark Space Initiative
238
|
Posted - 2013.03.11 23:59:00 -
[123] - Quote
Love the changes. The nag can be turning into the ultimate tracking dread ^^ with the burst tank of shield + slightly higher dps than a moros if fit right. |

Commander Ted
Caldari Provisions Caldari State
527
|
Posted - 2013.03.12 00:32:00 -
[124] - Quote
The only one of these ships that actually changed is the tormentor, I mean how is the punisher any different now that it has slightly more cap? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Kahega Amielden
Rifterlings Point Blank Alliance
675
|
Posted - 2013.03.12 01:02:00 -
[125] - Quote
Quote:Well I already answered this in my previous post. I'm not seeing cercers being used this way though. They are usually pulse fit and brawling.
If you think 40.5km (maybe 50km with some range mods) optimal is sufficient to use a group of coercers to kite other and probably faster ships in a similar manner as a group of 100km cormorants then have at it. I think you will find that that 50km differnce has a huge practical effect on the length of time you can engage in the tactic, or even survive with it.
I don't give a damn about what you see, because your point of view is only one perspective. On my end I see far more beam coercers than rail cormorants. In fact, I've seen a grand total of maybe two of the latter, ever, mostly used to drive out long-ranged plexers.
not every possible battle is a group of sniper destroyers being chased by a group of other stuff and having to inflict X damage before being tackled. Poorer damage means that it will be harder to kill something before it just warps out, unless you're working with closer-range tackle in which case poorer damage means that the tackle is likely to die before you can do anything about it. |

Lili Lu
716
|
Posted - 2013.03.12 03:56:00 -
[126] - Quote
Kahega Amielden wrote:Quote:Well I already answered this in my previous post. I'm not seeing cercers being used this way though. They are usually pulse fit and brawling.
If you think 40.5km (maybe 50km with some range mods) optimal is sufficient to use a group of coercers to kite other and probably faster ships in a similar manner as a group of 100km cormorants then have at it. I think you will find that that 50km differnce has a huge practical effect on the length of time you can engage in the tactic, or even survive with it.
I don't give a damn about what you see, because your point of view is only one perspective. On my end I see far more beam coercers than rail cormorants. In fact, I've seen a grand total of maybe two of the latter, ever, mostly used to drive out long-ranged plexers. not every possible battle is a group of sniper destroyers being chased by a group of other stuff and having to inflict X damage before being tackled. Poorer damage means that it will be harder to kill something before it just warps out, unless you're working with closer-range tackle in which case poorer damage means that the tackle is likely to die before you can do anything about it. lol i don't give a damn about your perceptions either because they are only one perspective as well. I think I already addressed possible reasons why perceptions might differ in the faction frigate thread. It could be different theatres gal/cal or amar/minm as to why you see more coercers. Regardless, ccp has ship use stats. Would be good to know if they are seeing an abudance of certain types.
and when did i say "every" battle is sniper corms v everything else? I'm just saying I see a lot of it in the gallente/caldari area. which of course would make sense seeing as so many of those pilots are training caldari. Where you are so many may be training amarr. But I don't see sniper catalyst gangs kiting gangs that enter a plex. If things were less skewed one might actually see that. |

Bawb Zennshinagas
Pro Synergy Frozen Shipyards
0
|
Posted - 2013.03.12 04:53:00 -
[127] - Quote
CCP Fozzie wrote: The locations of turrets on an Enyo have been changed to display properly.
Just gonna note that the myrmidon has a blank turret spot now 
Steve is sad. Nobody likes a sad Steve. |

Caius Sivaris
Dark Nexxus S I L E N T.
56
|
Posted - 2013.03.12 05:08:00 -
[128] - Quote
De'Veldrin wrote:Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes. Also, in case anyone missed the point of my response: NO. They are not reimbursing skill points for skills that still exist in game (even if you, personally, no longer need them). They never have and (hopefully) they never will. The only time skill reimbursements are done (based on CCP statements and past precedents) is when one of the following two criteria are met: 1. The skill (and it's underlying mechanic are removed from the game) - Learning Skills 2. There is a fluke that results in the character having skills trained which no longer have any in game benefit. (Not sure this one has ever happened, but the planned destroyer/battlecruiser reimbursements fall into this category, according to the Dev Blog from Ytterbium.) This change meets neither of the two requirements above - the skill obviously will still exist, and it will have an in game benefit (just not to you any more).
Well, the fact that people have been complaining for weeks is possibly strong indicator that the politic is not well thought out. There is a lot of very wrong stuff going on, from giving the finger to people that didn't cross train (they don't get any free SP) to having people stuck with SP they have no use for, to people after the patch being able to fly ships they don't qualify for.
The skills changes themselves are mostly for the better, but the policies them around the are quite fucked up. |

Bizheep
Red Federation RvB - RED Federation
1
|
Posted - 2013.03.12 05:25:00 -
[129] - Quote
since you are V3ing capitals i think its a good opportunity to give a 3rd turret to the Nag, not doing that now its just laziness.
about frig rebalancing, i dont see how a +50 armor its going to fix the rifter, change the bonus give the thing more fittings because atm its just terrible compared to the others, i can understand you want to keep the utility high but its impossible to fit anything there with some tank, give it some fitting so you can fit mwd nos guns and either a medium SE or a 400mm plate and then it might be decent, or just change the bonuses (it have the same bonuses of the slasher) give it a 5% rof instead of damage and maybe a falloff bonus instead of tracking and then it might have a use.
i dont see any problem with the breacher it can hold its own against pretty much every other frigs not that +50 hull will make it OP anyway
the punisher like the rifter its ridiculized by the the merlin and incursus give it better bonuses it wont be able to hold its target solo but at least it might have an use in gangs
|

Mourning Souls
Red Federation RvB - RED Federation
44
|
Posted - 2013.03.12 05:39:00 -
[130] - Quote
Rifter needs more buff IMO. Rest is good. |
|

To mare
Advanced Technology
174
|
Posted - 2013.03.12 05:47:00 -
[131] - Quote
Mourning Souls wrote:Rifter needs more buff IMO. Rest is good.
no, +50 armor will fix everything. |

Kahega Amielden
Rifterlings Point Blank Alliance
676
|
Posted - 2013.03.12 06:27:00 -
[132] - Quote
Quote:lol i don't give a damn about your perceptions either because they are only one perspective as well
I never presented my own observations as evidence of balance.
Quote: If things were less skewed one might actually see that.
Gallente ships are by design based around blasters. Even still, rail catalysts have always been a thing. |

Luscius Uta
Unleashed' Fury Forsaken Federation
37
|
Posted - 2013.03.12 07:00:00 -
[133] - Quote
Gypsio III wrote:De'Veldrin wrote: We could try starting a "Hybrids for the Phoenixes" charity and see how much traction we can get?
Thing is though, how would you make it different to the Moros, yet still make both useful? Bonuses to damage and optimal maybe? Or damage and shield resists?
Can't say I wouldn't welcome such idea, maybe even it would be good to introduce a second dread to each race, being more designed for fleet engagements than shooting stationary structures. One of their bonuses would be for tracking, optimal or faloff (or missile explosion velocity, if Minmatar one goes the way of Talwar & Cyclone) Second bonus would be defensive, so either resists or repair/boost amount. No damage bonuses, so they would have slightly lower DPS than current dreads but being more likely to hit other ships and have greater survivability.
|

Sinzor Aumer
Atlas Research Group Aerodyne Collective
110
|
Posted - 2013.03.12 07:13:00 -
[134] - Quote
James Amril-Kesh wrote:Madracoon wrote:What about the Moros doing a ton more DPS than the others? Because blasters? Blasters should be short-range, lasers - long range, and autocannons in-between. What do we have now? Let's compare range (optimal+falloff) for subcap and capital turrets:
Mega Pulse II (32 km) -> Capital Pulse (47.5 km) = +48% 800mm AC II (24 km) -> Capital AC (53.8 km) = +124% Neutron Blaster II (17.2 km) -> Capital Blaster (45 km) = +161%
I dont know if capital lasers are inferior, or both projectiles and blasters deserve nerf, but something is wrong here - as blasters having almost the same range as lasers is a nonsense. |

Goldensaver
Marsuud And Sons Industries
162
|
Posted - 2013.03.12 07:31:00 -
[135] - Quote
Lili Lu wrote: Well I already answered this in my previous post. I'm not seeing cercers being used this way though. They are usually pulse fit and brawling.
If you think 40.5km (maybe 50km with some range mods) optimal is sufficient to use a group of coercers to kite other and probably faster ships in a similar manner as a group of 100km cormorants then have at it. I think you will find that that 50km differnce has a huge practical effect on the length of time you can engage in the tactic, or even survive with it.
I wouldn't mind some Coercer buffs, personally. It's hard to fit, can only use its biggest guns in EXTREMELY gimped fits, and has a paper tank. But I never brawl in my Coercers. I prefer to turn on the MWD, drop the point, load Scorch, and apply ~250 DPS at 20-25km. Brawling is bad, because no tank is bad.
Lili Lu wrote:Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.
My corpmates almost never use Coraxes. Something to do with everything the Corax does, the Caracal does better. But I don't know what it is about the Talwar that makes them use that instead, but they go crazy over it.
The only benefit to the Corax over the Caracal is that it's a destroyer (people will engage a destroyer when they wouldn't a cruiser, it can get in small plexes, and people will only bring a half dozen cruisers to kill a Corax, as opposed to the few dozen for a Caracal), and the 50% explosion velocity. |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
114
|
Posted - 2013.03.12 08:01:00 -
[136] - Quote
To mare wrote:Mourning Souls wrote:Rifter needs more buff IMO. Rest is good. no, +50 armor will fix everything.
what it needs is more distintion from the slasher which has the same bonuses, number of turrets and a lot more speed.
|

Volstruis
The Tuskers
12
|
Posted - 2013.03.12 08:11:00 -
[137] - Quote
I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
229
|
Posted - 2013.03.12 09:08:00 -
[138] - Quote
Callic Veratar wrote:Unforgiven Storm wrote:Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
(...) A Nag fleet as small as 40-50 alpha nags (...) If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. (...)
I'm not a cap pilot so this is obviously theoretical. Let me correct this: Assuming null sec and my area of space, if the we escalate with supers and titans the Arty nags will die to the DDs of 40-50 titans and the rest will die to the supers, soon after.  I want to see this happen.
Already did: http://www.youtube.com/watch?v=DJ-l-QGC3g0 Official CSM 8 Campaign HQ * Unforgiven Storm for CSM8 * My Blog
|

Michael Harari
Genos Occidere HYDRA RELOADED
492
|
Posted - 2013.03.12 09:16:00 -
[139] - Quote
Volstruis wrote:I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land.
Yup. The main problems with ewar atm are
1) It costs too little cap. Like WAY too little cap.
2) Scripts are too powerful. They should be -75/+50 instead of -100/+100
3) They are too easy to fit
|

To mare
Advanced Technology
175
|
Posted - 2013.03.12 09:21:00 -
[140] - Quote
Nagarythe Tinurandir wrote:To mare wrote:Mourning Souls wrote:Rifter needs more buff IMO. Rest is good. no, +50 armor will fix everything. what it needs is more distintion from the slasher which has the same bonuses, number of turrets and a lot more speed. Yep i think the slasher should have its number of turret reduced to 2 or one bonus removed, so everythingwill be fine. |
|

Kerdrak
D00M. Northern Coalition.
35
|
Posted - 2013.03.12 10:19:00 -
[141] - Quote
CCP Fozzie wrote:Hello gentlepilots! It's once again time to start soliciting feedback on more ship balance changes! We'll be starting off our Summer lineup gently with some proposed tweaks to a few of the previously adjusted T1 frigates and a change to the Naglfar that was frankly a long time coming (and that I didn't want to create a whole new sticky for).
Naglfar Instead of requiring a complete redesign of the classic Naglfar hull to do our rebalancing, or waiting until our comprehensive Dread rebalance to touch this most glaring flaw, CCP Ytterbium decided that we'd get the job done using the tools available to us.
So we're removing both the two launcher hardpoints from the Nag (and two highs), and replacing them with a fixed +50% Capital Projectile Weapon damage role bonus that puts the two-turreted Nag on roughly equal footing with its three turret peers.
Are trying to say that your 3D artists are LAZY? |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
393
|
Posted - 2013.03.12 10:32:00 -
[142] - Quote
Bagehi wrote:Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets. That would work great for Caldari and Minmatar, but Drone boat Dreads for Amarr and Gallente? MODULAR DRONES
MORE ORE SHIPS |

Riapsed Alvilla
La Familia Alvilla
4
|
Posted - 2013.03.12 10:34:00 -
[143] - Quote
Tormentor needs CPU not PG |

Bouh Revetoile
TIPIAKS
250
|
Posted - 2013.03.12 11:01:00 -
[144] - Quote
Michael Harari wrote:Volstruis wrote:I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land. Yup. The main problems with ewar atm are 1) It costs too little cap. Like WAY too little cap. 2) Scripts are too powerful. They should be -75/+50 instead of -100/+100 3) They are too easy to fit Silly ideas. EWAR is already nearly useless on unbonused hull and besides web, scram and TP, CPU cost is insane. |

Primary This Rifter
Imperial Academy Amarr Empire
0
|
Posted - 2013.03.12 12:56:00 -
[145] - Quote
Mourning Souls wrote:Rifter needs more buff IMO. Rest is good. But then who do I call? Yes, I'm an alt. Congratulations. |

Miss Miley Cyrus
Day Trippers
0
|
Posted - 2013.03.12 12:59:00 -
[146] - Quote
Can we cool it on the frigs already. I imagine this isn't all the changes but there are a lot more ships in order and if we keep doing summer sults on "already balanced ships" mad players will remain mad players. Maybe the whole "lets keep things a secret and surprise them" with t2 cruiser fixes isn't ideal. Tell us and people will stop complaining and come flocking back from ship spinning. |

Cameron Zero
Red Federation
164
|
Posted - 2013.03.12 13:06:00 -
[147] - Quote
I don't think +50 armor is going to "fix" the Rifter, but I'll wait to see what happens.
I have a request:
In the interest of lessening weapon confusion (something CCP Fox Four had been doing), can someone please consider renaming the 800mm Repeating Artillery. It's not artillery. Thank you! "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" |

Primary This Rifter
Imperial Academy Amarr Empire
0
|
Posted - 2013.03.12 13:07:00 -
[148] - Quote
Miss Miley Cyrus wrote:Can we cool it on the frigs already. I imagine this isn't all the changes but there are a lot more ships in order and if we keep doing summer sults on "already balanced ships" mad players will remain mad players. Maybe the whole "lets keep things a secret and surprise them" with t2 cruiser fixes isn't ideal. Tell us and people will stop complaining and come flocking back from ship spinning. Rebalancing is never a done deal, and as someone from CCP has said the days of balance and forget are over (I can't find the exact words or who said it though). Yes, I'm an alt. Congratulations. |

Omnathious Deninard
Extrinsic Operations
630
|
Posted - 2013.03.12 13:16:00 -
[149] - Quote
Primary This Rifter wrote:Miss Miley Cyrus wrote:Can we cool it on the frigs already. I imagine this isn't all the changes but there are a lot more ships in order and if we keep doing summer sults on "already balanced ships" mad players will remain mad players. Maybe the whole "lets keep things a secret and surprise them" with t2 cruiser fixes isn't ideal. Tell us and people will stop complaining and come flocking back from ship spinning. Rebalancing is never a done deal, and as someone from CCP has said the days of balance and forget are over (I can't find the exact words or who said it though). It was CCP Fozzie who said that  Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Alek Row
Silent Step
4
|
Posted - 2013.03.12 14:40:00 -
[150] - Quote
I really really doubt you will be able to improve the rifter / punisher without a bonus change / new role. One thing is to say "that the days of balance and forget are over", other thing is to make it real. 50 armor? 50 hull? You are fixing nothing with those, you are just throwing a bone, I'm not a fan of half-baked fixes.
Naglfar, I believe that those changes will improve it for sure (despite the laziness)
And since the metagame is always on the move and will never settle, I don't think you should mention it that much, it starts to sound like a excuse to not perform changes at a better pace. It's a valid reason, but still an excuse.
|
|

Skex Relbore
Space Exploitation Inc Get Off My Lawn
217
|
Posted - 2013.03.12 14:50:00 -
[151] - Quote
Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
a) most of null can fly alpha maels already and the skill req for dreads is being lowered to Racial BS4 there's a loooooot of people not too far off from flying an alpha nag.
b) Arty Nags with the new damage bonus and only a t2 fit with faction ammo easily put out ~100,000 damage alphas.
A Nag fleet as small as 40-50 alpha nags can hit siege and alpha a slowcat every 15 seconds at up to about 100km(70+168 for a ganky fit). Reps basically being ignored. If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. Smart target calling and target switching would play havoc on carriers trying to provide logi. Obviously it would be a war of attrition but an ArtyNag fleet could easily win the isk war.
I'm not a cap pilot so this is obviously theoretical.
Do you and the other "OMG lowering the BS requirement to 4 is going to lead to massive capital proliferation" realize what a small part of a proper capital train the BS5 skill really is? Heck it's probably one of the least painful parts since it benefits you when flying something other than a capital. Trust me it's not BS5 that's the real impediment to people getting into capitals, it's the 3-4 months of support skills particularly the jump skills.
As for me I applaud the Nag changes, sounds like I my Nag pilot might actually get to see some use in the future, even better It'll save me a few hundred million when I eventually lose it when I don't have to replace 4 capital weapons. Oh and it now joins the blap dread team. |

Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
379
|
Posted - 2013.03.12 15:02:00 -
[152] - Quote
CCP fozzie, the gap between frigates and T II frigates became so small that you would only fly a TII if you really want to spend monney... In some cases like the gallente EAF the T1 version is still better for fleet (have 3 more drones).... so How is the Tecnetium rebalance going? Can we expect it soon? It has been almost a yer since CCP talked about it in the fanfest! Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

S'totan
Impen Reloaded Drunk 'n' Disorderly
31
|
Posted - 2013.03.12 15:48:00 -
[153] - Quote
I Personally like the idea of the Nag only having 2 guns. Makes it cheaper to fit Means you can overload the guns for a little over a minute longer than the rest of the dreads. And its vertical and useful now. America leads the way. |

Ranger 1
Ranger Corp
3721
|
Posted - 2013.03.12 16:19:00 -
[154] - Quote
Alx Warlord wrote:CCP fozzie, the gap between frigates and T II frigates became so small that you would only fly a TII if you really want to spend monney... In some cases like the gallente EAF the T1 version is still better for fleet (have 3 more drones).... so How is the Tecnetium rebalance going? Can we expect it soon? It has been almost a yer since CCP talked about it in the fanfest! T2 frigates have not been rebalanced yet. Why are you bringing up resource distribution issues in a ship balancing thread? Fozzie doesn't handle that. 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. |

Ranger 1
Ranger Corp
3721
|
Posted - 2013.03.12 16:21:00 -
[155] - Quote
S'totan wrote:I Personally like the idea of the Nag only having 2 guns. Makes it cheaper to fit Means you can overload the guns for a little over a minute longer than the rest of the dreads. And its vertical and useful now. America leads the way.
 Yeah, the people accusing CCP of being lazy are more than a little amusing. The phrase "cutting off ones nose to spite your face" comes to mind. 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. |

Deacon Abox
Justified Chaos
79
|
Posted - 2013.03.12 16:24:00 -
[156] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Volstruis wrote:I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land. Yup. The main problems with ewar atm are 1) It costs too little cap. Like WAY too little cap. 2) Scripts are too powerful. They should be -75/+50 instead of -100/+100 3) They are too easy to fit Silly ideas. EWAR is already nearly useless on unbonused hull and besides web, scram and TP, CPU cost is insane. Oh come on. TPs pfft. It's the TDs that are appearing on so many unbonused ships. TDs on 5 midslot Hookbills or other midslot blessed frigs are pretty common. Those midslot heavy frigs have plenty of cpu to fit them and they are very (too) effective at neutering turret boats.
TDs should get a nerf tbh, and then the ships specialized for TDs get a compensatory raise on their bonus. This will be even more necessary once the TC/TE/TD effects on missiles get implemented. Otherwise TDs will become the I-win button on any ship that has a larger number of mids, and those ships with only 2 or 3 mids may be SOL. |

Ranger 1
Ranger Corp
3721
|
Posted - 2013.03.12 16:43:00 -
[157] - Quote
Deacon Abox wrote:Bouh Revetoile wrote:Michael Harari wrote:Volstruis wrote:I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land. Yup. The main problems with ewar atm are 1) It costs too little cap. Like WAY too little cap. 2) Scripts are too powerful. They should be -75/+50 instead of -100/+100 3) They are too easy to fit Silly ideas. EWAR is already nearly useless on unbonused hull and besides web, scram and TP, CPU cost is insane. Oh come on. TPs pfft. It's the TDs that are appearing on so many unbonused ships. TDs on 5 midslot Hookbills or other midslot blessed frigs are pretty common. Those midslot heavy frigs have plenty of cpu to fit them and they are very (too) effective at neutering turret boats. TDs should get a nerf tbh, and then the ships specialized for TDs get a compensatory raise on their bonus. This will be even more necessary once the TC/TE/TD effects on missiles get implemented. Otherwise TDs will become the I-win button on any ship that has a larger number of mids, and those ships with only 2 or 3 mids may be SOL. I realize what you are saying, but you do make it sound like electronic attack frigates will be the undisputed kings of frigate combat soon.  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. |

Bouh Revetoile
TIPIAKS
250
|
Posted - 2013.03.12 17:39:00 -
[158] - Quote
Deacon Abox wrote:Oh come on. TPs pfft. It's the TDs that are appearing on so many unbonused ships. TDs on 5 midslot Hookbills or other midslot blessed frigs are pretty common. Those midslot heavy frigs have plenty of cpu to fit them and they are very (too) effective at neutering turret boats.
TDs should get a nerf tbh, and then the ships specialized for TDs get a compensatory raise on their bonus. This will be even more necessary once the TC/TE/TD effects on missiles get implemented. Otherwise TDs will become the I-win button on any ship that has a larger number of mids, and those ships with only 2 or 3 mids may be SOL. TD are not overpowered, not more than a shield extender in fact. If any, small missiles are OP, because they have almost no counters, but that's not a problem of TD. Any kiting ship taken at close range will blow up in a few seconds, no matter how many TD he have.
The problem people have with TD is the same than with ECM or EWAR in general : they need to specificaly fit against it if they want to kill a ship using it, and that mean being weaker against ships who don't do it. |

Vaju Enki
Secular Wisdom
523
|
Posted - 2013.03.12 18:06:00 -
[159] - Quote
Good changes. Don't forget the pirate frigates. |

Vayn Baxtor
Community for Justice R O G U E
41
|
Posted - 2013.03.12 18:30:00 -
[160] - Quote
I must somewhere agree too on TDs being a bit too effective. On the other hand, sometimes it is essential so that we tacklers don't instantly blow up the moment we come close without one. While not a mandatory module, it does have that effect of "must have or die", somewhat like how it is or was with ASB when it came out.
*
Personally, I wish we could see more a decent split between EWAR for general ships and real sophisticated ones for the specific ships. TP, while not a big thing, is actually a perfect example - at least before Drake nerf. It was not uncommon to see Drakes or any other missile boat fit one or if not two of them. Sure, unbonused, but you still get major benefit.
I'd rather see basic T1 EWAR for the general public of ships be much weaker (or if not, just removed) and have these special EWAR modules be for the specific ships.
It would go too far to generalize the EWAR modules into brackets, so I won't ramble on that one.
But say, like Target Painter being a very special EWAR module that is alike Covert Ops Cloaking Device II, being only available for specific ships like Hyena, Vigil, Recons, Bellicose -- These ships having the TP Bonus and access to fitting these. Additionally, other "EWAR ships" of the respective empire factions shall be able to the TP likewise, but without the bonus (as they would ECM, TD or SensorDamp or whatever bonus instead of TP).
The point of that would be a much better line drawn between ship types in terms of tiericide and there would be an even higher need for players to use these ships in their fleets, rather than just having fleet doctrines put it all in their Battlecruiser zergs.
Bit off topic, as it does not help much the Frigs, but I think that would help as well as seeing more diversity in fleet fights rather than just another BC with painters. Using tablet, typoes are common and I'm not going to fix them all. |
|

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
151
|
Posted - 2013.03.12 18:53:00 -
[161] - Quote
Hakan MacTrew wrote:Bagehi wrote:Rolling out a collection of tier 2 dreads with the alternate weapon system for each race would likely even things up with the tank preferences for cap fleets. That would work great for Caldari and Minmatar, but Drone boat Dreads for Amarr and Gallente?
I'm sure there are ways to come up with alternatives for Amarr and Gallente that wouldn't step on the toes of carriers. I wasn't offering a fully thought out plan. I was just thinking about what changed with battleships that killed the "no one flies a shield battleship" and ushered in the current situation where both shield and armor battleship fleets are used. Artillery buff followed by a railgun buff. Dominion fixed projectiles in 2009, then Crucible fixed rails in 2011. So, a working projectile platform (this thread) and a working railgun platform on dreads would make shield dread fleets a thing again.
|

Goldensaver
Marsuud And Sons Industries
162
|
Posted - 2013.03.12 19:53:00 -
[162] - Quote
Bouh Revetoile wrote:Deacon Abox wrote:Oh come on. TPs pfft. It's the TDs that are appearing on so many unbonused ships. TDs on 5 midslot Hookbills or other midslot blessed frigs are pretty common. Those midslot heavy frigs have plenty of cpu to fit them and they are very (too) effective at neutering turret boats.
TDs should get a nerf tbh, and then the ships specialized for TDs get a compensatory raise on their bonus. This will be even more necessary once the TC/TE/TD effects on missiles get implemented. Otherwise TDs will become the I-win button on any ship that has a larger number of mids, and those ships with only 2 or 3 mids may be SOL. TD are not overpowered, not more than a shield extender in fact. If any, small missiles are OP, because they have almost no counters, but that's not a problem of TD. Any kiting ship taken at close range will blow up in a few seconds, no matter how many TD he have. The problem people have with TD is the same than with ECM or EWAR in general : they need to specificaly fit against it if they want to kill a ship using it, and that mean being weaker against ships who don't do it. I disagree. One Optimal Disrution scripted Tracking Disruptor can completely neuter a kiting turret boat. Tracking Speed disruption can halve a brawler's DPS. It is just too damn strong. Now if you needed a bonused ship to get that kind of effectiveness, I could agree with it. But it's not a matter of bonused ships, it's every single ship can cripple a gun boat so much that there's no chance.
How many Fed Navy Comets have I faced that have a TD in the mid, and kite me at 20km? Too many. My Coercers would murder them, but then they apply the "iwin" module and turn it around entirely. And it doesn't just apply win against Coercers. My Slicers, Thrashers, Slashers, Tormentors, etc. Anything that uses turrets gets hard crippled. And it's not like I'm even facing a specific boat for TD's.
And I just picked one of the many ships I see put on a TD just because. I see Hookbills pile them on to brawl, I see Condors throw them on in their spare mids, I used to see scram range kiter Corms use them to astonishing effect (before changes). If I had one more mid, I'd put one on my Executioners.
And about your last point. I dis/agree with that. I agree in the sense that you should have to fit to counter it. But I also think that it's far worse than ECM. At least for ECM they have to rainbow their bloody Ewar unless they know exactly what they're fighting. It reminds me of the days of "spare mid? Multispectral Jammer." But the TD is just another case of that. Spare mid? TD. You hard counter ~3/4 ships in game by doing that. |

Uncle Gagarin
Caldari Provisions Caldari State
20
|
Posted - 2013.03.12 20:05:00 -
[163] - Quote
CCP Fozzie wrote: [...] in the past CCP has expressed a desire to remove the outdated and very annoying split weapon systems on the Naglfar Dreadnaught [...]
So we're removing both the two launcher hardpoints from the Nag (and two highs), and replacing them with a fixed +50% Capital Projectile Weapon damage role bonus that puts the two-turreted Nag on roughly equal footing with its three turret peers.
Well, I'm affraid that after fixing Nag you will take long, long rest and poor Phoenix with all screwed missile system will wait till X-mas 2015.
Any chance that I'm wrong ? Any chance that you will fix uterly broken missiles ? Skilling tree is broken (to long skilling times to have completed all missiles - JUST ONE WEAPON BRANCH takes almost so long as three other weapon systems in total, isn't that stupid ? Long range small missiles are takeing 2 times more time than long range small turret ...) All launchers/ammo above heavy is broken... heavy assaults are still underperforming (faction or fury and forget useless precisions)
I know that this was the plan to polish t1 frigs, but there are more important things requiring fixing.
|

Bouh Revetoile
TIPIAKS
250
|
Posted - 2013.03.12 20:36:00 -
[164] - Quote
The TD alone is only an invenience, it's the combination of TD+speed who is deadly. And I persist : a kiter, even with a TD, once caught, die, 99% of the time (because you may self destruct to save him...) Because the TD only work when the kiter have speed superiority. When caught with scram+web, there's nothing he can do, because his damage are too low compared to those of a close range brawler and he only have a paper tank.
In fact, it's even worse than that : the TD is often the only thing allowing the kiter to kite, because without it, anything with a tank and able to hit him would kill him or force him to warp off. |

Ranger 1
Ranger Corp
3724
|
Posted - 2013.03.12 20:51:00 -
[165] - Quote
Uncle Gagarin wrote:CCP Fozzie wrote: [...] in the past CCP has expressed a desire to remove the outdated and very annoying split weapon systems on the Naglfar Dreadnaught [...]
So we're removing both the two launcher hardpoints from the Nag (and two highs), and replacing them with a fixed +50% Capital Projectile Weapon damage role bonus that puts the two-turreted Nag on roughly equal footing with its three turret peers.
Well, I'm affraid that after fixing Nag you will take long, long rest and poor Phoenix with all screwed missile system will wait till X-mas 2015. Any chance that I'm wrong ? Any chance that you will fix uterly broken missiles ? Skilling tree is broken (to long skilling times to have completed all missiles - JUST ONE WEAPON BRANCH takes almost so long as three other weapon systems in total, isn't that stupid ? Long range small missiles are takeing 2 times more time than long range small turret ...) All launchers/ammo above heavy is broken... heavy assaults are still underperforming (faction or fury and forget useless precisions) I know that this was the plan to polish t1 frigs, but there are more important things requiring fixing. While I'd also like to see at least a partial fix come out this time around for the Pheonix, one thing at a time. We have no idea what else will be touched on in the summer release, and they can't do all the balancing at once and have any hope of making the changes meaningful.
Also, your opinion of Heavy Assault missiles is... unique. I'm fine with them as they are, but most people believe they need a healthy nerf.
All of these changes are important. Let CCP prioritize them in a way that makes sense for the Dev team workflow. 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. |

Kartoss
Carnivore Company Honey Badger Coalition
0
|
Posted - 2013.03.12 20:51:00 -
[166] - Quote
Hashi Lebwohl wrote:For the Naglfar could you consider biasing the armor/shields towards armor and/or adding an additional low slot.
I ask this because it cannot have escaped your notice that shield capitals in pvp are on the verge of going the way of the dodo - probably already deceased in your former alma mater.
"shield capitals in pvp are on the verge of being the new meta" is more the truth. Shield Slowcats are waaay superiour to normal slowcats, the problem is as good as nobody can fly them!
For Dreads: as in siege you cant be RR'd there is no difference, just that the shield tank is actually waaay higher than the armor tank and an armor tank would force you to sacrifice DPS and drop back to 3rd best dread. So no.
I for one welcome our new 2 Turret Shield Tanking Blap Overlords.
|

Uncle Gagarin
Caldari Provisions Caldari State
20
|
Posted - 2013.03.12 21:31:00 -
[167] - Quote
Ranger 1 wrote:Also, your opinion of Heavy Assault missiles is... unique.  I'm fine with them as they are, but most people believe they need a healthy nerf.
Well, I don't understand why nerf ... They are defined as short range weapon. They are exactly that. Attributes of one are short range huge DPS. They can do that using rage ammo (apologize for mistake in prev post). However precisions are useless. Tested them with friends and they can't hit a t1 frigate orbiting a ship. Something is wrong there I think ...
Ranger 1 wrote: All of these changes are important. Let CCP prioritize them in a way that makes sense for the Dev team workflow.
Well, I agree with that. However. still if CCP has time to implement changes let they don't waste time polishing what works well (T1 frigs and cruisers are great now with really minor problems i.e.rifter is total crap.) They could spent it roughly correcting what badly needs fix. Well, they do that looking at Nidhogur fix. Sad that they don't touch worst of all dreads - Phoenix. Ppl don't bother even to research BPO for it. Doesn't it sounds like signal of really big problem with that ship ?
I think that it would be nice to have Nid "twoarmed" 50% bonus to both launchers and turrets and same for Phoenix. That would at least temporarily fix them while still leaving a stream of capital launchers feedback and not wipeing that type of weapon from this class of ships.
I believe you agree that this would be healthy for community and will not leave one ship far, far, far, far, far behind others. The only reasonable use of Phoenix seems to be POS destroyer. But who needs such specialized ship fo such amount of ISK and so big SP investment ?
Cheers, |

Ranger 1
Ranger Corp
3724
|
Posted - 2013.03.12 21:51:00 -
[168] - Quote
Uncle Gagarin wrote:Ranger 1 wrote:Also, your opinion of Heavy Assault missiles is... unique.  I'm fine with them as they are, but most people believe they need a healthy nerf. Well, I don't understand why nerf ... They are defined as short range weapon. They are exactly that. Attributes of one are short range huge DPS. They can do that using rage ammo (apologize for mistake in prev post). However precisions are useless. Tested them with friends and they can't hit a t1 frigate orbiting a ship. Something is wrong there I think ... Ranger 1 wrote: All of these changes are important. Let CCP prioritize them in a way that makes sense for the Dev team workflow.
Well, I agree with that. However. still if CCP has time to implement changes let they don't waste time polishing what works well (T1 frigs and cruisers are great now with really minor problems i.e.rifter is total crap.) They could spent it roughly correcting what badly needs fix. Well, they do that looking at Nidhogur fix. Sad that they don't touch worst of all dreads - Phoenix. Ppl don't bother even to research BPO for it. Doesn't it sounds like signal of really big problem with that ship ? I think that it would be nice to have Nid "twoarmed" 50% bonus to both launchers and turrets and same for Phoenix. That would at least temporarily fix them while still leaving a stream of capital launchers feedback and not wipeing that type of weapon from this class of ships. I believe you agree that this would be healthy for community and will not leave one ship far, far, far, far, far behind others. The only reasonable use of Phoenix seems to be POS destroyer. But who needs such specialized ship fo such amount of ISK and so big SP investment ? Cheers, Fairly stated, but remember I said I'd like at least a small fix for the Pheonix included this time around... although I have a feeling that any fix for the Pheonix will actually take the form of the "Meta" tweaks that will be coming presumably with this same release... quite possibly a fix for at least the capitol class missile systems.
We already know they have been putting a lot of thought into BS sized and up missile systems, the only thing we don't have yet are the details on what the nature of those tweaks will be and a time frame for implimentation.
Lets hope that they will happen this summer. We should know soon enough.
Really, my main point was simply not to bash the small tweaks they are making here and there to the T1 frigates. Iteration after a change to fine tune it is something we have been begging CCP for years to do... and these changes are fairly minor in terms of resources and time spent on 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. |

Grunnax Aurelius
luna Oscura Clandestina Armada Fade 2 Black
33
|
Posted - 2013.03.12 23:08:00 -
[169] - Quote
Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots. ahh dude take another look at the phoenix, 4 highs with 3 launcher 1 turret, you fit a siege mod and 3 launchers, if you fit a blaster or rail on a phoenix your a tard.
CCP please dont touch my Phoenix i like the way it is :) Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

Ouoman
CandyMan Cartel
7
|
Posted - 2013.03.13 00:04:00 -
[170] - Quote
Skex Relbore wrote:Ouoman wrote:How will the new Nag affect the current sov warfare meta? Aka cap blobs. Since:
a) most of null can fly alpha maels already and the skill req for dreads is being lowered to Racial BS4 there's a loooooot of people not too far off from flying an alpha nag.
b) Arty Nags with the new damage bonus and only a t2 fit with faction ammo easily put out ~100,000 damage alphas.
A Nag fleet as small as 40-50 alpha nags can hit siege and alpha a slowcat every 15 seconds at up to about 100km(70+168 for a ganky fit). Reps basically being ignored. If the hostiles escalated with supers and titans the Arty nags could theoretically blap a super or titan in 3-5 volleys. Smart target calling and target switching would play havoc on carriers trying to provide logi. Obviously it would be a war of attrition but an ArtyNag fleet could easily win the isk war.
I'm not a cap pilot so this is obviously theoretical. Do you and the other "OMG lowering the BS requirement to 4 is going to lead to massive capital proliferation" realize what a small part of a proper capital train the BS5 skill really is? Heck it's probably one of the least painful parts since it benefits you when flying something other than a capital. Trust me it's not BS5 that's the real impediment to people getting into capitals, it's the 3-4 months of support skills particularly the jump skills. As for me I applaud the Nag changes, sounds like I my Nag pilot might actually get to see some use in the future, even better It'll save me a few hundred million when I eventually lose it when I don't have to replace 4 capital weapons. Oh and it now joins the blap dread team.
I don't have an issue with the skills req change at all. And yes, I understand that cap support skills are a long haul, however the removal of BSV for caps removes about a month of training time for that. That's just a fact. Cap proliferation is just the way things are currently; I doubt the skill change will significantly affect that at all.
All I was pointing out was that much of null has the subcap and support skills already (due to the popularity of alpha maels for a long time) and it would be a relatively very short hop to get large numbers of pilots into arty nags, and asking if that fact could significantly affect the current null meta in the form of Alpha Nag fleets. Or will we just see more Nags used in existing dread fleets/doctrines? |
|

Paikis
Red Federation RvB - RED Federation
696
|
Posted - 2013.03.13 01:15:00 -
[171] - Quote
Grunnax Aurelius wrote:CCP please dont touch my Phoenix i like the way it is :)
Not sure if stupid, or just really stupid. |

Grunnax Aurelius
luna Oscura Clandestina Armada Fade 2 Black
33
|
Posted - 2013.03.13 02:11:00 -
[172] - Quote
Paikis wrote:Grunnax Aurelius wrote:CCP please dont touch my Phoenix i like the way it is :) Not sure if stupid, or just really stupid.
please explain, if you think the phoenix is crap you make me lol Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

mine mi
Hispania Armored Forces
17
|
Posted - 2013.03.13 02:18:00 -
[173] - Quote
A variation could be to add + 2 Launcher Slots and 2 Projectile Slots ,could be a versatile ship according to the Minmatar philosophy |

Ava Starfire
Gradient Electus Matari
760
|
Posted - 2013.03.13 02:27:00 -
[174] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Volstruis wrote:I still think that ewar needs to be looked at. Kiting TD meta is a bit broken, especially in t1 frigate land. Yup. The main problems with ewar atm are 1) It costs too little cap. Like WAY too little cap. 2) Scripts are too powerful. They should be -75/+50 instead of -100/+100 3) They are too easy to fit Silly ideas. EWAR is already nearly useless on unbonused hull and besides web, scram and TP, CPU cost is insane.
Seriously?
2 TDs on condors are "nearly useless"? Three RSDs on the hookbill? What, do you want them to be able to be as horribly annoying as they are now with only 1 of these modules fitted?
Seriously?
Michael hit at the core of the issue here; ewar, and its ability to be run perpetually, at the frig level. Why the hell can the condor run MWD, point, plus two TDs, forever, exactly?
If CPU cost is so "insane", how come so many ships seem to fit and run them with no problems? Hookbills and Condors are of course the worst offenders here, but any form of ewar is crippling at the frigate level, and that just compounds the issue of more midslot ships being nearly universally better than ships with less mids. Add to this the fact that shield tanks are simply faster than armor tanks, and that shield tanks naturally work better with more mids (ofc) and the problem grows even more noticeable.
A ship with a 3/4/2 layout is simply better than a ship with a 3/2/4 layout (edit here, AT THE T1 FRIG LEVEL!) Period. With so many hulls being revamped to be useful, it only grows harder to balance them correctly. It almost feels like CCP should try to correctly balance 1 or 2 frigs per race and get them actually working right BEFORE trying to add or change more.
The Rifter could use some love, but of course, I am biased here; I fly Minmatar. The Rifter is not terrible, but it isnt exactly good. I will leave discussion of "what it needs" for people not quite so attached to it, I think. |

Paikis
Red Federation RvB - RED Federation
696
|
Posted - 2013.03.13 04:59:00 -
[175] - Quote
Grunnax Aurelius wrote:Paikis wrote:Grunnax Aurelius wrote:CCP please dont touch my Phoenix i like the way it is :) Not sure if stupid, or just really stupid. please explain, if you think the phoenix is crap you make me lol
The Phoenix is rubbish. Mostly because of capital missiles. If capital missiles weren't about as useful as **** on a soccer ball, the Phoenix might be useful. As it stands the Phoenix can only apply any of its (kinetic restricted) damage to POSes or stationary capitals. This is not weakness suffered by any of the gun dreads.
If all you want to do is shoot POSes that have a large kinetic hole, then sure, it's great.
Anyone who thinks the Phoenix is useful hasn't used any of the other 3 dreads (Nag was crap, but not AS crap). |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.13 05:00:00 -
[176] - Quote
Quote:The Rifter could use some love, but of course, I am biased here; I fly Minmatar. The Rifter is not terrible, but it isnt exactly good. I will leave discussion of "what it needs" for people not quite so attached to it, I think.
I don't know if that +50armor was what Fozzie indirectly announced some few months ago about "Something big coming for Rifter". I know balance changes need to come slow but I think that is way too slow.
I know I've been rambling for quite some time on this, I think it is safe to say that the Slasher and other frigs surpass the Rifter in various fields - yes yes, bit more fitting room here and there, but that is nothing really.
The only thing I just don't know if we (or I) should re-reiterate all the stuff again here, of that had been said in various threads before - or if CCP even wants to hear our ongoing lamentations about Rifter :D. Not sure if anybody even wants to hear suggestions or anything.
But just seeing that +50 simply hits me with that brainfart of having Rifter, Punisher, Tristan and Merlin be cloned into a seperate real "Heavy Frigate" where they have more hp and whatever is missing, so they stand out more vs other frigates. Oh well. Using tablet, typoes are common and I'm not going to fix them all. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.13 05:35:00 -
[177] - Quote
@ Fozzie Have you considered the following option on Naglfar?
4 turrets 5% damage bonus no ROF bonus
That would really be the only viable long-range dread, Alpha-Nag. Its relatively weak tank wouldnt matter that much as a consequence. In fact, you could apply the same approach (longer range) for Nidhoggur, but that's the whole other story. Why 4, not 3 with more bonus? Well, because 1) easier to redesign the exterior, 2) fitting 4 arty is (or should be) much harder than 4 AC, so when choosing the alpha, the tank fits no more, 3) versatility! you can sacrifice 1 high slot for smartbomb, cyno or whatever without loosing too much DPS. And yes, if people start fitting blasters on that - you know something is wrong. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
563
|
Posted - 2013.03.13 08:20:00 -
[178] - Quote
Paikis wrote: If all you want to do is shoot POSes that have a large kinetic hole, then sure, it's great.
TBH, the Phoenix isn't even any good at hitting POS. It's way outdamaged by the Moros and the future Naglfar, with the former doing also high-kinetic damage and the latter having mostly-selectable damage types too. The only thing the Phoenix has going for it is alpha, which isn't really very useable, and, er, it doesn't need to move about the POS as much when shooting mods, if for some reason you have haven't just used supercaps to disable the defences.
To make the Phoenix a useful dreadnought while retaining missiles you need to give it an advantage at hitting POS and capital commensurate with its inferiority at the blap game. This probably means something like a 50% damage increase! This is an unrealistic boost and will not happen. |

Sutha Moliko
Native Freshfood Minmatar Republic
12
|
Posted - 2013.03.13 08:28:00 -
[179] - Quote
CCP Fozzie wrote: Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the solo Punisher). We're hoping to smooth out a few of the rough edges via stat changes to the ships themselves, while some others will be addressed via changes to other parts of the metagame.
About the Rifter and the Jaguar (because he suffers the same fate by being the king of the hill) : They are lacklusters atm because of the others frigates have been buff. But most important, CCP done a good job with blaster. Now in close/point range blaster dominate, out of scram range laser/missile dominate, while the AC are remaining in between. I suggest for the parts of the metagame - a reduction in reload time to 5 second for projectile weapons.
The damage selection of projectiles will mean something during a fight : EMP to Fusion or Barrage to Phased while closing range for exemple.
The reason why the Slasher can perform well is because of his speed, agility and the 4 mid slots for Ewar while having the same bonus than the Rifter. Hence, the Rifter and the breacher could benefits from a slight increase in agility and speed as the gallente did.
Side notes : You really need to polish the Assault Frigates, the Jaguar especially lack of speed, agility and capacitor. You should also adjust the signature radius Interdictors. Thing you forgot when you buffed the T1 destroyers and reduced their signature radius. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
57
|
Posted - 2013.03.13 09:03:00 -
[180] - Quote
Nice to see that Naglfar will be useful. I wish you would fix Phoenix too because it's a hardly can be called a Dreadnought.
I'm a bit concerned that Naglfar might become overpowered after this change. Compared to other dreads (Revelation/Moros) it will be only one with following distinctive advantages:
1. Selectable damage type. It's impossible to fortify a PoS against it's damage. 2. Cap-free weapon. Being able to use jump drive right after a siege cycle is not a thing to ignore.
With a changes to capital ships skill requirements it won't take much time to reassign dread pilots from one dread to another. Those Naglfare changes could possibly change the way Drednoughts are used. |
|

Bouh Revetoile
TIPIAKS
251
|
Posted - 2013.03.13 09:50:00 -
[181] - Quote
Ava Starfire wrote:Seriously?
2 TDs on condors are "nearly useless"? Three RSDs on the hookbill? What, do you want them to be able to be as horribly annoying as they are now with only 1 of these modules fitted?
Seriously?
Michael hit at the core of the issue here; ewar, and its ability to be run perpetually, at the frig level. Why the hell can the condor run MWD, point, plus two TDs, forever, exactly?
If CPU cost is so "insane", how come so many ships seem to fit and run them with no problems? Hookbills and Condors are of course the worst offenders here, but any form of ewar is crippling at the frigate level, and that just compounds the issue of more midslot ships being nearly universally better than ships with less mids. Add to this the fact that shield tanks are simply faster than armor tanks, and that shield tanks naturally work better with more mids (ofc) and the problem grows even more noticeable.
A ship with a 3/4/2 layout is simply better than a ship with a 3/2/4 layout (edit here, AT THE T1 FRIG LEVEL!) Period. With so many hulls being revamped to be useful, it only grows harder to balance them correctly. It almost feels like CCP should try to correctly balance 1 or 2 frigs per race and get them actually working right BEFORE trying to add or change more.
The Rifter could use some love, but of course, I am biased here; I fly Minmatar. The Rifter is not terrible, but it isnt exactly good. I will leave discussion of "what it needs" for people not quite so attached to it, I think. Have you ever seen the tank of these ships ? No ! Because they don't have one ! A ship sacrificing its tank for EWAR deserve a bit of effectiveness !
As I said, EWAR is half the power of these deadly frigates, the other half is speed. And once you neutered speed, they flying killmail.
And no, shield tank are not universaly better than armor tank anymore. Say hello to the new rigs ! Did you flown an armor frigate recently ?
What make the Condor and Hookbill that deadly is not the EWAR, it's the missiles. Missile dps at range is huge, and don't decrease at close range, which make them a very nasty long range weapon. But like all kiters, lm kiters are paper thin, and their dps is still very low compared to a short range ship, so just catch the pesky kiter, and melt him ! You only need an MWD to do this. That's enough of a weakness IMO. |

pyronatic
Mecha Enterprises Fleet Villore Accords
19
|
Posted - 2013.03.13 11:04:00 -
[182] - Quote
Rifter needs 1 more medium or low slot to compete with the other 3 main combat frigates ( Mainly the merlin). |

Kahega Amielden
Rifterlings Point Blank Alliance
677
|
Posted - 2013.03.13 15:05:00 -
[183] - Quote
The LML-damp/TD condor/hookbill fits aren't a problem of ewar being too effective. They're paper-thin and do awful damage. It's just that they get a ton of benefit from skirmish links and in certain places like FW, skirmish links are everywhere.
Midslots on a frigate hull are precious. Every ship that fits a TD or RSD sacrifices a ton to do so. |

Lady Naween
Immortalis Inc. Shadow Cartel
102
|
Posted - 2013.03.13 18:28:00 -
[184] - Quote
and i juuuust finished capital missiles too. :( sighs.. me sad now |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.13 18:29:00 -
[185] - Quote
//Rifter Okay, another take.
This is just an out of the blue comment and since slots-changes were commented just some two posts above.
So, let's say Slasher takes the actual crown of tackling - officially.
What would you think of actually moving things a bit more around on Rifter, so it really stands out?
Be it a
5/2/3 (so an aggressive 5-highslot feature) or 3/2/5 (lowslot variant)
Having two meds, it would be as efficient as a tackler but more of a brawler with lows for some flexibility for gank or armor or speed tank fits. I know two meds sucks, but let's face it, Slasher is the tackler boss now - at least for that particular task.
And I would give another small of HP for Tristan, Punisher, Merlin (and eventually Rifter).
I probably missed something... (/braces for troll-quote :D!)
I wouldn't like to see Rifter with 4 Meds unless the hull evolves more around some sort of tank bonus, because we do not need a wannabe-Slasher.
I'd love to play around suggestions around Rifter's bonuses, but it breaks a lot of the playstyle of other players. Which is again why I'd love to see a cloned hull, for the upteenth time (which is to be denied again ;D). Using tablet, typoes are common and I'm not going to fix them all. |

baker43
Aperture Harmonics K162
1
|
Posted - 2013.03.13 18:32:00 -
[186] - Quote
No diversification at all on the different dreads soon. Sad to see. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
645
|
Posted - 2013.03.13 18:37:00 -
[187] - Quote
Tristan needs more fittings, then it would be ok (although the useless bonus is kinda meh)
Punisher is going to be **** no matter what you do with it unless its completely redesigned.
Rifter pretty much the same.
As for the breacher, i don't think its bad at all but w/e Beyond Divinity Recruitment is open! |

Ranger 1
Ranger Corp
3734
|
Posted - 2013.03.13 19:58:00 -
[188] - Quote
Interesting comments on the Punisher from folks.
I can see it lacking a bit as a solo ship, but it is the go to ship for most gang work.
Trying to gank a ball of Punishers usually only ends in a painful death for the attackers and an amused group of Punishers.
Not all frigate PVP is 1v1. 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. |

Alek Row
Silent Step
5
|
Posted - 2013.03.13 20:05:00 -
[189] - Quote
It may be a stupid ideia, or overpowered, or underpowered, whatever.
First, it has been a great work by Fozzie and his team, at least there are much, MUCH more different frigates flying around. It's impossible to get everything right at the first approach, they sort of failed Rifter, and they sort of failed Slasher, I'll try to explain my pov.
With missiles they clearly stated the new missile path: Breacher -> Talwar -> Belicose -> etc, nice progression. But with the falloff bonus they missed a good chance to create a falloff path. Stabber, Vagabond, Wolf, there is no falloff T1 frig. Slasher is fast, have a scram bonus, and maybe could replace one of his bonus with a falloff one and still have the role of a kiter with a 4/3/3 slot layout (or even 4-2-4). Rifter could have a 4/4/2 with the current bonus (a dmg/rof would be awesome but maybe a bit too much).
The thing is, the Rifter with 4/4/2 could be worse than the Slasher we have now (speed matters). And a Falloff slasher 4/3/3 maybe could not work as I imagined (tracking issues per example), I don't know.
Maybe this is a terrible ideia, and you are free to tell me to shut up and to sit down in my corner. Cheers |

Paikis
Red Federation RvB - RED Federation
700
|
Posted - 2013.03.13 20:26:00 -
[190] - Quote
Sinigr Shadowsong wrote:Nice to see that Naglfar will be useful. I wish you would fix Phoenix too because it's a hardly can be called a Dreadnought.
There's a reason I refer to the Phoenix as the Dreadnot.... |
|

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.13 21:57:00 -
[191] - Quote
Quote:And a Falloff slasher 4/3/3 maybe could not work as I imagined (tracking issues per example), I don't know.
A falloff Slasher would not always be upfront as it would be able to hit things with ACs from a longer distance (although it isn't that much either), so tracking shouldn't be that much of a problem, especially for using small guns. And if you use 125mm, that have some mad tracking speed already by nature.
I'd say the Slasher is solid as it is. Changes to bonuses to even out the balance between frigates is okay, but I'd say the slot layout makes it well appropriate for a "Fixed" status. Using tablet, typoes are common and I'm not going to fix them all. |

Dato Koppla
Rage of Inferno Malefic Motives
130
|
Posted - 2013.03.14 00:46:00 -
[192] - Quote
I'm chiming in to say I'm liking the falloff idea, keep the Rifters current slot layout and give it a falloff bonus, that would be nice and it could sport some pretty deadly scram/web/ab fits and even have room for a neut, giving it an advantage over the more popular scram-range kiters (Rail Incursus/Merlin, Rocket Condor, Hookbill etc)
Or even a shield-arty kiting fit, it would be slower than a Slasher, but it would have far superior tank/range/damage.
Thoughts? |

X Gallentius
Justified Chaos
1137
|
Posted - 2013.03.14 01:46:00 -
[193] - Quote
I guess I can't stress enough how good the Tristan and Kestrel are right now. They really don't need a buff.
The Breacher is fairly rare, but I've seen our guys seem to be successful flying it. Probably doesn't need an upgrade either. |

Garr Earthbender
Justified Chaos
149
|
Posted - 2013.03.14 03:24:00 -
[194] - Quote
Garviel Tarrant wrote:Tristan needs more fittings, then it would be ok (although the useless bonus is kinda meh)
Punisher is going to be **** no matter what you do with it unless its completely redesigned.
Rifter pretty much the same.
As for the breacher, i don't think its bad at all but w/e
Nah, it just happens to be that a punisher sucks at 1v1s. It's a better fleet ship. Best fast(ish) T1 tackle frig out there! It's tank will allow it to take that 1-2 more volleys so that the slower tackle ships can get their point/web on.
Edit: with a standard AB fit, the thing can pack on a T2 400mm plate and get 9.5K EHP, and with a MWD, 8.9K ehp. Not shabby for a shi*** frigate. -Rock is overpowered, Scissors is fine. -Paper |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
645
|
Posted - 2013.03.14 08:48:00 -
[195] - Quote
Garr Earthbender wrote:Garviel Tarrant wrote:Tristan needs more fittings, then it would be ok (although the useless bonus is kinda meh)
Punisher is going to be **** no matter what you do with it unless its completely redesigned.
Rifter pretty much the same.
As for the breacher, i don't think its bad at all but w/e Nah, it just happens to be that a punisher sucks at 1v1s. It's a better fleet ship. Best fast(ish) T1 tackle frig out there! It's tank will allow it to take that 1-2 more volleys so that the slower tackle ships can get their point/web on. Edit: with a standard AB fit, the thing can pack on a T2 400mm plate and get 9.5K EHP, and with a MWD, 8.9K ehp. Not shabby for a shi*** frigate.
The dps on it is god damn terrible
The tank is good but even for a fleet (Unless you're talking massive blobs) a frig with 3 midslots and some damage is better. Sure it can have some niche roll but that doesn't change that its mostly terrible. Beyond Divinity Recruitment is open! |

Tub Chil
Last Men Standing
35
|
Posted - 2013.03.14 09:53:00 -
[196] - Quote
tbh tormentor is the most 'meh' frigate of all, I'm don't think you'll do major changes, but it would be great to see it as a drone boat. iirc you were going to do that at some point. |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.14 10:27:00 -
[197] - Quote
Can Incursuses cap be increased since last bonus nerf? Or any other characteristics... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
645
|
Posted - 2013.03.14 10:56:00 -
[198] - Quote
Lidia Caderu wrote:Can Incursuses cap be increased since last bonus nerf? Or any other characteristics...
The Incursus does not have cap issues... Beyond Divinity Recruitment is open! |

Kesi Raae
Anatidae Rising
4
|
Posted - 2013.03.14 11:09:00 -
[199] - Quote
I'd like to see the Punisher get a 4th turret, sure it'll still have 2 mid slots and poor tracking, but if you can manage those issues you're rewarded with some pretty good and rangey dps, whereas now if you can control the fight well enough to apply your laser damage you're still likely to be killed.
Plus I really don't want the Punisher to be made any more similar to the Tormentor and Executioner by giving it a 3rd mid, they're already treading on each other's toes enough as it is and it would be boring. |

Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
36
|
Posted - 2013.03.14 12:13:00 -
[200] - Quote
Vayn Baxtor wrote://Rifter Okay, another take.
This is just an out of the blue comment and since slots-changes were commented just some two posts above.
So, let's say Slasher takes the actual crown of tackling - officially.
What would you think of actually moving things a bit more around on Rifter, so it really stands out?
Be it a
5/2/3 (so an aggressive 5-highslot feature) or 3/2/5 (lowslot variant)
Having two meds, it would be as efficient as a tackler but more of a brawler with lows for some flexibility for gank or armor or speed tank fits. I know two meds sucks, but let's face it, Slasher is the tackler boss now - at least for that particular task.
And I would give another small of HP for Tristan, Punisher, Merlin (and eventually Rifter).
I probably missed something... (/braces for troll-quote :D!)
I wouldn't like to see Rifter with 4 Meds unless the hull evolves more around some sort of tank bonus, because we do not need a wannabe-Slasher.
I'd love to play around suggestions around Rifter's bonuses, but it breaks a lot of the playstyle of other players. Which is again why I'd love to see a cloned hull, for the upteenth time (which is to be denied again ;D).
TBH i want to see the Rifter go a Split Weapon ship, haave bonuses for projectile turrets and rockets/light missiles being a 2/2 weapon fit for the highs and either move a low slot to the mid or a mid slot to the low, but thats just me, i want a baby phoon :P
Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |
|

Tub Chil
Last Men Standing
35
|
Posted - 2013.03.14 12:54:00 -
[201] - Quote
Would it be a good idea to give rifter damage + rof bonus, so that it follows same path as rupture/cane/tempest? Small autos track pretty well already.
it's just sad that the best frigate is one of the worst now (together with punisher and tormentor) |

Maratega
FREE GATES HUN Reloaded
27
|
Posted - 2013.03.14 15:14:00 -
[202] - Quote
CCP Fozzie wrote:Vincent Gaines wrote:CCP Fozzie wrote: fitting a third capital turret on the hull was too problematic and held up the idea.  Didn't the art department just crank out 4 brand-spanking new ships?  Didn't a fellow from the art department just do a Q&A and said they could easily do it? I was under the impression the act of modifying a model to have another hardpoint was something that was along the lines of "old ccp" thinking. This is a constructive question, in that in my limited knowledge of modeling and others' more advanced knowledge, that adding a hardpoint shouldn't be too difficult. In fact, I believe a hardpoint on a ship was just recently modified. I'll take a minute to look up which ship that was. From the latest patch notes:: Quote: The locations of turrets on an Enyo have been changed to display properly.
One some ships its a lot easier than others. On the Ferox they were able to do it without too much trouble for Retri 1.1. For the Nag we evaluated the cost-benefit of changing the model vs adding the role bonus and decided the role bonus was the better stewardship of the time we have available. It comes down to the fact that if we make the most efficient use of the time we have available we can make the best product possible for you all. Edit: (and the Enyo as well)
I understand the reasons, but you doin it wrong! This thinking leads to not fixing real bad mechanics and things, just rewrite stats. CCP dont fix lp shops, dont fix bad idustrial and science mechanics and design, dont fix pos, dont fix sov mechanics. Its too much time, too much work. You writing ship stats instead...
Ship stats rebalance need too! But others tings need redone too! CCP got all the resource for that! We pay you!
THEN DO IT! And dont do marketing promises instead on Funfest, i got enough promises from last year, dont need more.
|

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
115
|
Posted - 2013.03.14 15:18:00 -
[203] - Quote
Maratega wrote:CCP Fozzie wrote:Vincent Gaines wrote:CCP Fozzie wrote: fitting a third capital turret on the hull was too problematic and held up the idea.  Didn't the art department just crank out 4 brand-spanking new ships?  Didn't a fellow from the art department just do a Q&A and said they could easily do it? I was under the impression the act of modifying a model to have another hardpoint was something that was along the lines of "old ccp" thinking. This is a constructive question, in that in my limited knowledge of modeling and others' more advanced knowledge, that adding a hardpoint shouldn't be too difficult. In fact, I believe a hardpoint on a ship was just recently modified. I'll take a minute to look up which ship that was. From the latest patch notes:: Quote: The locations of turrets on an Enyo have been changed to display properly.
One some ships its a lot easier than others. On the Ferox they were able to do it without too much trouble for Retri 1.1. For the Nag we evaluated the cost-benefit of changing the model vs adding the role bonus and decided the role bonus was the better stewardship of the time we have available. It comes down to the fact that if we make the most efficient use of the time we have available we can make the best product possible for you all. Edit: (and the Enyo as well) I understand the reasons, but you doin it wrong! This thinking leads to not fixing real bad mechanics and things, just rewrite stats. CCP dont fix lp shops, dont fix bad idustrial and science mechanics and design, dont fix pos, dont fix sov mechanics. Its too much time, too much work. You writing ship stats instead... Ship stats rebalance need too! But others tings need redone too! CCP got all the resource for that! We pay you! THEN DO IT! And dont do marketing promises instead on Funfest, i got enough promises from last year, dont need more.
you are barking up the wrong tree, because Fozzie is a ship rebalance guy (atm). different teams for different task n'stuff. go kick soundwaves butt concerning bigger changes in game mechanics. |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
20
|
Posted - 2013.03.14 16:03:00 -
[204] - Quote
CCP Fozzie wrote:Bloodpetal wrote:Quick Naglfar Comments ::
Ok, so you still get the double dps bonus for the Nag hull, correct?
On a separate note on the Nag...
There was a fringe case using the Naglfar, because it had 5 high slots... and that the launchers weren't actually bonused... you could drop one launcher, and lets say... use a Neut, or a NOS or something else.
Would you be interested in doing -1 high slot, and leaving the utility slot on the Naglfar - something that Minmatar hulls do have a tendency of having anyways?
Yes to the double damage bonus, the skill bonuses are not changing. As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.
I'd like if you devs went out for a night of drinking on this subject and reconsider the one utility slot. Remember all that training time and the Cherry it would put on the top of the rework. Since when did Mini care about it's peers anyway. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
645
|
Posted - 2013.03.14 16:13:00 -
[205] - Quote
How about giving the rifter an optimal range bonus and he fittings to use arties? ^^
I like arties =< Beyond Divinity Recruitment is open! |

Jureth22
e X i l e Initiative Mercenaries
0
|
Posted - 2013.03.14 17:02:00 -
[206] - Quote
how about phoenix and revelation rebalance to be in line with moros? |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.14 18:02:00 -
[207] - Quote
Jureth22 wrote:how about phoenix and revelation rebalance to be in line with moros? They will do it, soon (tm). It's just about Fozzie hates split-weapons more than anything in EVE, so he managed to push this ninja-fix in before the main balancing pass on Dreads. I think it's wrong, and if citadel torps were fixed first, the old split-weaponed Naglfar could perform well enough. The same applies to Typhoon. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
565
|
Posted - 2013.03.14 18:15:00 -
[208] - Quote
Sinzor Aumer wrote:Jureth22 wrote:how about phoenix and revelation rebalance to be in line with moros? They will do it, soon (tm). It's just about Fozzie hates split-weapons more than anything in EVE, so he managed to push this ninja-fix in before the main balancing pass on Dreads. I think it's wrong, and if citadel torps were fixed first, the old split-weaponed Naglfar could perform well enough.
Yeah, that's the odd thing about the decision to prioritise the Naglfar over fixing citadel missiles. The split weapon system is a pain, but once you've trained those skills the current Naglfar is vaguely competitive, unlike the Phoenix. Fixing citadel missiles would help both and surely wouldn't take much more time that the Naglfar bonus change, so it's odd that the Phoenix is being ignored.
Maybe the plan is to delete citadel missiles entirely, but the graphical changes required on the Phoenix mean that it can't be done now? But even then it's pretty simple to increase its DPS by 40-50% for a short-term fix.  |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.14 19:19:00 -
[209] - Quote
Gypsio III wrote:Maybe the plan is to delete citadel missiles entirely, but the graphical changes required on the Phoenix mean that it can't be done now? But even then it's pretty simple to increase its DPS by 40-50% for a short-term fix.  IMO, the only good way to fix citadel torps is to give them back their AOE damage. Not sure if it's technically feasible, especially for application in low-sec space. But if it is, that could be the worst nerf ever to slow-cat doctrine and even for supercarriers. And of course, all Naglfar pilots would bite their elbows missing that opportunities. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
565
|
Posted - 2013.03.14 19:39:00 -
[210] - Quote
Sinzor Aumer wrote:Gypsio III wrote:Maybe the plan is to delete citadel missiles entirely, but the graphical changes required on the Phoenix mean that it can't be done now? But even then it's pretty simple to increase its DPS by 40-50% for a short-term fix.  IMO, the only good way to fix citadel torps is to give them back their AOE damage. Not sure if it's technically feasible, especially for application in low-sec space. But if it is, that could be the worst nerf ever to slow-cat doctrine and even for supercarriers. And of course, all Naglfar pilots would bite their elbows missing that opportunities.
Fun idea! Only problem is that you'd have to make citadel torps immune to their splash damage, otherwise the incoming volleys would just get blown up on their way in... 
BTW, if anyone's wondering where that 40-50% more damage thing came from, the Phoenix needs about 30% more damage to make it roughly equal to the Moros in terms of close-range damage applied to an immobile object over a single siege cycle, accounting for loss of missile damage because of the interaction of missile flight time and siege cycles, for a target at 15 km range. Of course, there's still no real reason to fly such a Phoenix, because of the Phoenix's inability to play the blap game, so the Phoenix clearly needs a greater raw DPS increase, commensurate with its deficiencies at blapping. |
|

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
58
|
Posted - 2013.03.14 20:08:00 -
[211] - Quote
Phoenix could take it's own unique niche if it used a large amount of BS-sized missile launchers. It wouldn't even be overpowered because torps can't even hit BS for a full damage projection. |

Uncle Gagarin
Caldari Provisions Caldari State
21
|
Posted - 2013.03.14 22:31:00 -
[212] - Quote
There was a little red devil whispering something into my ear. He said: replace citadel torps on Phoenix by bomb launchers and let that ship be only one able to use them in LS ...
That little creature is still giggling ;)
Cheers, |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.14 23:59:00 -
[213] - Quote
Grunnax Aurelius wrote:Vayn Baxtor wrote://Rifter stuff TBH i want to see the Rifter go a Split Weapon ship, haave bonuses for projectile turrets and rockets/light missiles being a 2/2 weapon fit for the highs and either move a low slot to the mid or a mid slot to the low, but thats just me, i want a baby phoon :P
Yeah, I saw that in another thread too, and would also love to see that.
It would really give the Rifter some fangs. I suggested to take away some HP from Rifter, so it is balanced, although it being a "brawler" with such setup could make it stand out more as Minmatar's frigate workhorse again.
Such a change would also demand the other combat frigates of its class to receive further adjustments and additions, which is imo a Win-Win.
So if one could tie
Projectile + Missile bonuses with Something like 4/2/4 and leave the tackling for Slasher and other ships, I think it would work out.
Though I'd love to see a 5 Lowslot variant, but this is where things go too far.
edit:
Quote:How about giving the rifter an optimal range bonus and he fittings to use arties? ^^
I like arties =<
I like arties too, but is that a real gain for the Rifter to get out of the misery bracket? :D I'm not denouncing your suggestion, just not sure if it would really be the right solution to go for. Especially with Thrashers being the more appropriate small arty platform.
This is somewhat also the issue about Wolf and Arties. People certainly had flown Wolf/Wolves with Arty, but there was always the aspect of "Why fly that when the Thrasher is so much better with arty + optimal range bonus". Again, I'm not against the idea ,but it would clash against Thrasher destroyer.
For what it's worth...
edit2:
Going bizarro I think with such bonuses, we'd actually have to see some sort of 5 Highslot variant of the Rifter -¦--¦. You know, so it can stand out as such...
quietly whispers..."CCP, heavy frigates... think about it!" :D Anways, talking too much about Rifter.
Let's see what I or we cancome up with for the other frigates. Using tablet, typoes are common and I'm not going to fix them all. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.15 05:16:00 -
[214] - Quote
Gypsio III wrote:Sinzor Aumer wrote:IMO, the only good way to fix citadel torps is to give them back their AOE damage. Not sure if it's technically feasible, especially for application in low-sec space. But if it is, that could be the worst nerf ever to slow-cat doctrine and even for supercarriers. And of course, all Naglfar pilots would bite their elbows missing that opportunities. Fun idea! Only problem is that you'd have to make citadel torps immune to their splash damage, otherwise the incoming volleys would just get blown up on their way in...  There is a good working mechanics with bombs (launched by stealth bombers). Each type of bombs has 99.5% resist to its own type of damage.
And in case you didnt know, original citadel torps were AOE weapon [prooflink]. But they were unbalanced, so CCP decided to fix that with the easiest (and the worst) kind of treatment - by removing them. But hopefully, my friends, we shall see swarms of doom torpedos again! And with that, we'd witness the Phoenix... REBORN! :hardstyle: |

Soon Shin
Caucasian Culture Club Transmission Lost
212
|
Posted - 2013.03.15 05:20:00 -
[215] - Quote
Its good to see that the Naglfar is getting a fix. Sure it loses 2 hi slots, but it benefits from having 2 guns do the same as 3 on the other dreads. Meaning you don't need to buy as many guns and you use less ammo.
Now if they fixed the awful capital missiles that can be speed tanked by even a titan.
The revelation could use a buff that will put it on par with the other dreads.
What's even better is that fact that you are coming back to rebalancing ships, instead of the typical balance and forget for 2 years. |

To mare
Advanced Technology
176
|
Posted - 2013.03.15 08:14:00 -
[216] - Quote
Tub Chil wrote:Would it be a good idea to give rifter damage + rof bonus, so that it follows same path as rupture/cane/tempest? Small autos track pretty well already.
it's just sad that the best frigate is one of the worst now (together with punisher and tormentor) I think that would be a nice start, plus a bit more fitting, its damn hard to fit that high utility slot right now |

Mr Hyde113
Mind Games. Suddenly Spaceships.
7
|
Posted - 2013.03.15 14:35:00 -
[217] - Quote
I like the proposed Nag change.
nextGäó
The Rev & The Pheonix and/or Capital Lasers & Capital Missiles need some love. |

Neugeniko
Insight Securities
13
|
Posted - 2013.03.15 14:52:00 -
[218] - Quote
Thought I'd add my 2c to fixing the rifter. My experience is mainly ab frig 1v1. The ac rifter isn't far behind blaster Merlin or Incursus. Some defence stat changes should be enough to match the blaster boats and maybe a slight cpu buff to help some rifters fit better tackle.
While I wouldn't mind a different second bonus for variety, I think it would just make balancing difficult.
Neug
|

Lindsay McDermott
McDermott Industries
0
|
Posted - 2013.03.15 15:41:00 -
[219] - Quote
I love the fact that your making the tristan a little faster, i guess ill have to start calling mine chubby instead of fatty
Rifter does need some love, i dont fly them but they seem to be wildly unpopular now.
Back to the tristan, Is there anyway to remove the tracking bonus from it (eith for drones or guns) and give it a drone speed bonus?
I dont think it would be terribly overpowerd since its still not a drone dmg bonus. Most fits seem to use blasters anyway so the gun tracking is a non issue. I also have no idea what type effect the drone tracking bonus has, I haven't seen anything that shows it helps.
But it would put it in line with the gal drone boat chain making it a pure drone ship. tristan -> algos -> vexor -> myrm -> domi
It would also help with the 3km+ speed kiters though i dont think its going to do much.
Something like: TRISTAN: Gallente Frigate bonuses: +5% to Drone mwd speed and +10% to drone tracking and hitpoints per level Slot layout: 3H, 3M, 3L; 2 turrets, 0 launchers Fittings: 35 PWG, 130 CPU Defense (shields / armor / hull): 350 / 450 / 650 Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2 Mobility (max velocity / agility / mass / align time): 325 (+15) / 3.44 / 956000 (-150000) / 3.08 s (-0.48) Drones (bandwidth / bay): 25 / 40 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5 Sensor strength: 9 Magnetometric Signature radius: 41 |

Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
379
|
Posted - 2013.03.15 16:54:00 -
[220] - Quote
Nice!
When will we have the industrials revamp? i'm curious to see your ideas CCP! Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
|

Commander Ted
Caldari Provisions Caldari State
555
|
Posted - 2013.03.15 17:14:00 -
[221] - Quote
Alx Warlord wrote:Nice!
When will we have the industrials revamp? i'm curious to see your ideas CCP! 2015 https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.16 11:32:00 -
[222] - Quote
Tristan really needs more CPU, simply its not enough CPU to equip it like droneboat with some drone upgrade modules |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.16 11:41:00 -
[223] - Quote
Lindsay McDermott wrote:Something like: TRISTAN: Gallente Frigate bonuses: +5% to Drone mwd speed and +10% to drone tracking and hitpoints per level
then its better to have: Gallente Frigate bonuses: +10% drone tracking, damage, +5 to orbit speed, inertia, agility,
together with Omnidirectional tracking link and drone speed module it would be a real killer for different stiletos and slashers
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
655
|
Posted - 2013.03.16 12:04:00 -
[224] - Quote
Lidia Caderu wrote:Lindsay McDermott wrote:Something like: TRISTAN: Gallente Frigate bonuses: +5% to Drone mwd speed and +10% to drone tracking and hitpoints per level then its better to have: Gallente Frigate bonuses: +10% drone tracking, damage, +5 to orbit speed, inertia, agility, together with Omnidirectional tracking link and drone speed module it would be a real killer for different stiletos and slashers
I think drone weapon range would be about 100 times more useful than drone tracking. Beyond Divinity Recruitment is open! |

Max Kolonko
High Voltage Industries Ash Alliance
253
|
Posted - 2013.03.16 13:05:00 -
[225] - Quote
Fozzie, while You took time to look at "The Flying POS", what about the Phoenix?? its even more useless than minmatar dread.
Citadel missiles deals very little damage even to painted targets, making DPS a fraction of even naglfar (not to mention moros or revelation) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Vaju Enki
Secular Wisdom
525
|
Posted - 2013.03.16 14:06:00 -
[226] - Quote
Lidia Caderu wrote:Tristan really needs more CPU, simply its not enough CPU to equip it like droneboat with some drone upgrade modules
That's the point, they don't want to make it overpowered. Do you really want a new "Rifter King"? |

Rixt
NorthWest Russian Corp Proxima Centauri Alliance
5
|
Posted - 2013.03.17 05:18:00 -
[227] - Quote
ccp, do you know, that naglfar now is one of the best dread's? why are you balancing it instead capital turrets? again matar ships will the best? |

To mare
Advanced Technology
176
|
Posted - 2013.03.17 06:51:00 -
[228] - Quote
Wasnt the BS rebalancing supposed to come for the summer as well?
So far i just see some minor frig changes that probably wont change anything, 1 dread rebalanced in a very lazy way, and some facion frig change.
Is that all? |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
410
|
Posted - 2013.03.17 08:18:00 -
[229] - Quote
To mare wrote:Wasnt the BS rebalancing supposed to come for the summer as well?
So far i just see some minor frig changes that probably wont change anything, 1 dread rebalanced in a very lazy way, and some facion frig change.
Is that all? Look at how much rebalancing came with Retribution 1.0! It wasn't all announced at the same time. We were promised BS's Command ships, tier 3 BC's and a POS tweek. All of this is supposed to be coming in an Expansion comparable to Apocrypha.
Considering the reduced timeline because of restructuring, that doesn't strike me as a 'small' amount of work to do. They have shown is bits of whats coming. Given how 'long term' EvE is, I expected it's players to have a modicum of patience. MODULAR DRONES
MORE ORE SHIPS |

To mare
Advanced Technology
176
|
Posted - 2013.03.18 06:20:00 -
[230] - Quote
Hakan MacTrew wrote:To mare wrote:Wasnt the BS rebalancing supposed to come for the summer as well?
So far i just see some minor frig changes that probably wont change anything, 1 dread rebalanced in a very lazy way, and some facion frig change.
Is that all? Look at how much rebalancing came with Retribution 1.0! It wasn't all announced at the same time. We were promised BS's Command ships, tier 3 BC's and a POS tweek. All of this is supposed to be coming in an Expansion comparable to Apocrypha. Considering the reduced timeline because of restructuring, that doesn't strike me as a 'small' amount of work to do. They have shown is bits of whats coming. Given how 'long term' EvE is, I expected it's players to have a modicum of patience.
Apocrypha? Maybe i missed something, but are tehy adding new contents to the game in the upcomin expansion? |
|

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
416
|
Posted - 2013.03.18 10:01:00 -
[231] - Quote
To mare wrote:Apocrypha? Maybe i missed something, but are tehy adding new contents to the game in the upcomin expansion? That's the impression I got from reading the CSM minutes and the various dev blogs on how they intend to structure expansions from now on.
Maybe that will be for the winter expansion if they don't have time now, but in principal they have stated that:
- Each new expansion should endeavour to be like Apocrypha, (New exploration, Industry, Ships, PvP, PvE - all tied together by a solid storyline.) - New content which is iterated upon over approximately a 2 year period - There should be something for everyone in the expansion and it should touch on many areas and improve them.
There was a suggestion thread a while back for the upcoming theme. I suggested the return of the Jove, but dome of the other suggestions were damn good too. It's buried in Jita park somewhere I think. The CSM know, I'm sure, but I also imagine the NDA has them by the short and curlies... MODULAR DRONES
MORE ORE SHIPS |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
665
|
Posted - 2013.03.18 11:51:00 -
[232] - Quote
Also about the Tormentor, i think it needs cpu more than PG
No matter how i try to fit it i always run into a CPU wall.. (Also small beams really really really need more off a buff.. ) Beyond Divinity Recruitment is open! |

Aristash
Xenobytes Stain Empire
3
|
Posted - 2013.03.18 13:53:00 -
[233] - Quote
Another "we doing nothing, coz we doing nothing"!!! 
2 indian programmers can do all your job in one week. all your job after apocripha is nothing, just moving sliders in eve-redactor.
fly safe ccp, soon your eve will be sony entertainment fo fo fo  |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.18 14:46:00 -
[234] - Quote
Vaju Enki wrote:Lidia Caderu wrote:Tristan really needs more CPU, simply its not enough CPU to equip it like droneboat with some drone upgrade modules That's the point, they don't want to make it overpowered. Do you really want a new "Rifter King"? +20 CPU that it really needs wouldn't do a Rifter king from Tristan. Or at least reduce a bit cpu requirements for drone upgrade modules. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
37
|
Posted - 2013.03.18 14:59:00 -
[235] - Quote
Lidia Caderu wrote:Vaju Enki wrote:Lidia Caderu wrote:Tristan really needs more CPU, simply its not enough CPU to equip it like droneboat with some drone upgrade modules That's the point, they don't want to make it overpowered. Do you really want a new "Rifter King"? +20 CPU that it really needs wouldn't do a Rifter king from Tristan. Or at least reduce a bit cpu requirements for drone upgrade modules.
Drone modules in general require far too much cpu compared too how much cpu they put on droneboats |

Captain Nares
O3 Corporation
44
|
Posted - 2013.03.18 16:54:00 -
[236] - Quote
Didn't see this topic lol :)
Already wrote about merlin lockrange and incursus vs rifter comparison in the topic about navy frigs. |

Soon Shin
Caucasian Culture Club Transmission Lost
212
|
Posted - 2013.03.18 18:46:00 -
[237] - Quote
I agreed with many posts saying Capital missiles are garbage.
A phoenix in siege mode is really crap against even capitals.
A moving titan can speed tank the citadel torpedoes.
That's how bad it is.
Seriously 12 m/s exp velocity is a joke. |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.19 00:29:00 -
[238] - Quote
Captain Nares wrote:Didn't see this topic lol :)
Already wrote about merlin lockrange and incursus vs rifter comparison in the topic about navy frigs.
I'd reiterate/copypasta it here too. Would like to see it, so you have my official request. :D Using tablet, typoes are common and I'm not going to fix them all. |
|

CCP Fozzie
C C P C C P Alliance
4506

|
Posted - 2013.03.19 11:39:00 -
[239] - Quote
Good morning guys, as always thanks for the feedback and comments. I'm going to go over a few questions from the thread so far and then I have one small update to the plan.
Why are we talking about the Nag but not the problems with citadel missiles? This change obviously does not fix all the dreadnaught balance, and we have never claimed that it does. Citadel missiles are much more limited in application than capital turrets, and that is a problem that we do intend to solve. However this Nag change is what we have ready to announce at this very moment.
Does this Nag change mean that your artists are all lazy? No, it just means that we are endeavoring to make best use of the time we have available. Our art team has numerous requests for updates and new assets for each expansion, as well as their schedule for updating ship models into improved versions. They are over there making cool stuff for you all, believe me.
Ok ok, I will admit that CCP BunnyVirus is pretty lazy, but the rest of the team works really hard. 
Why give the Tormentor more grid? Wouldn't CPU be more valuable? Yes indeed. A CPU increase would have been a bigger buff to the Tormentor than the +1 PWG is. However we are using the mass change as the main method of helping the Tormentor with this plan, and the +1 grid is primarily a small change to help make the common SAR+200mm and Focused Pulses setup less reliant on the Advanced Weapon Upgrades skill for newer players.
Why does the Merlin have so much lockrange? (originally from the other thread) In this case the lockrange advantage of the Merlin and Kestrel was not designed primarily to help with long range weapons (although that's a big plus for the Kestrel) but because we tend to build lockrange advantages into the Caldari race as part of their racial flavour and to help them counter their enemy ewar (sensor damps). The fact that those two ships are a bit more resistant to damps is not an accident. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
|

CCP Fozzie
C C P C C P Alliance
4506

|
Posted - 2013.03.19 11:43:00 -
[240] - Quote
And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
|

Spugg Galdon
APOCALYPSE LEGION
280
|
Posted - 2013.03.19 11:53:00 -
[241] - Quote
The Rifter needs more than that.
Someone suggested changing the Rifter to a double damage bonused ship. (swap tracking for RoF).
I believe that will fix a lot of the Rifters problems of being so meh and help diferentiate it from the Slasher. |

Isbariya
The Dancer. Initiative Mercenaries
28
|
Posted - 2013.03.19 12:40:00 -
[242] - Quote
CCP Fozzie wrote:Good morning guys, as always thanks for the feedback and comments. I'm going to go over a few questions from the thread so far and then I have one small update to the plan.
Why are we talking about the Nag but not the problems with citadel missiles? This change obviously does not fix all the dreadnaught balance, and we have never claimed that it does. Citadel missiles are much more limited in application than capital turrets, and that is a problem that we do intend to solve. However this Nag change is what we have ready to announce at this very moment.
How about adding two turret slots for the Phoenix then as well as a corresponding bonus. That would solve the problem - for the time beeing - for Caldari players as well. If somehow the launcher slots can't be used as turret slots, just give the one turret slot a 200%dmg bonus. It realy sucks how the Phoenix can't hit anything that moves just a tiny bit and this change would help. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.19 13:25:00 -
[243] - Quote
Isbariya wrote:How about adding two turret slots for the Phoenix then as well as a corresponding bonus. That would solve the problem - for the time beeing - for Caldari players as well. If somehow the launcher slots can't be used as turret slots, just give the one turret slot a 200%dmg bonus. It realy sucks how the Phoenix can't hit anything that moves just a tiny bit and this change would help. Man, you're a genius! The best way to fix missles - is to remove them :-)) But on a serious note, a temporary solution could be to drop explosion velocity penalty on siege modules. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
140
|
Posted - 2013.03.19 13:50:00 -
[244] - Quote
I think you need to tell us about what else you're doing that will make rifters and punishers less bad and make LML kiting ships more bad. Also just letting you know that in addition to medium beam laser spec 5, I also have small beam laser spec 5. I'm still yet to use it on a frigate. |

MeBiatch
Republic University Minmatar Republic
851
|
Posted - 2013.03.19 14:25:00 -
[245] - Quote
CCP Fozzie wrote:
Why does the Merlin have so much lockrange? (originally from the other thread) In this case the lockrange advantage of the Merlin and Kestrel was not designed primarily to help with long range weapons (although that's a big plus for the Kestrel) but because we tend to build lockrange advantages into the Caldari race as part of their racial flavour and to help them counter their enemy ewar (sensor damps). The fact that those two ships are a bit more resistant to damps is not an accident.
by that logic should gal not have the highest sensor strength? Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
567
|
Posted - 2013.03.19 14:35:00 -
[246] - Quote
MeBiatch wrote:CCP Fozzie wrote:
Why does the Merlin have so much lockrange? (originally from the other thread) In this case the lockrange advantage of the Merlin and Kestrel was not designed primarily to help with long range weapons (although that's a big plus for the Kestrel) but because we tend to build lockrange advantages into the Caldari race as part of their racial flavour and to help them counter their enemy ewar (sensor damps). The fact that those two ships are a bit more resistant to damps is not an accident.
by that logic should gal not have the highest sensor strength?
Only if you ignore the bit about Caldari's "racial flavour" of general electronic superiority, although lol scan resolution. As it is, Gallente come second in sensor strengths. |

MeBiatch
Republic University Minmatar Republic
851
|
Posted - 2013.03.19 14:43:00 -
[247] - Quote
Gypsio III wrote:MeBiatch wrote:CCP Fozzie wrote:
Why does the Merlin have so much lockrange? (originally from the other thread) In this case the lockrange advantage of the Merlin and Kestrel was not designed primarily to help with long range weapons (although that's a big plus for the Kestrel) but because we tend to build lockrange advantages into the Caldari race as part of their racial flavour and to help them counter their enemy ewar (sensor damps). The fact that those two ships are a bit more resistant to damps is not an accident.
by that logic should gal not have the highest sensor strength? Only if you ignore the bit about Caldari's "racial flavour" of general electronic superiority, although lol scan resolution. As it is, Gallente come second in sensor strengths.
indeed but i dont think it should be general i think is should be specialized... gal and caldari are pretty much par imo on the tech level...
so i think gal should = best sensor strength and cal should = best lock range and resolution... its only logical from a balance perspective...
the fact that caldari are best at both is a design element from 2003...
its just a logical flaw...
but hey i can easily get over it... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
667
|
Posted - 2013.03.19 14:51:00 -
[248] - Quote
I'd like to make a post dedicated to the punisher.
The rifter is **** too but i largely don't care about it, as it stands now its trying to do the same thing as all the other minni frigs which is uninteresting as ****. I love the puni hull though and i can't stand it being so bad.
Problem 1. It has 2 mids... There are just no ways of making the punisher anything other than terrible while it has 2 mids (this problem is compounded by the fact that lasers also have terrible tracking so if you have an AB you can kill a punisher pretty much without getting shot) Problem 2. It has terrible, TERRIBLE dps. Seriously i don't know how this became like this, i think maybe lasers were always overestimated because of the damage a slicer can deal to 20 with scorch or something. i don't know. A Punisher with a magstab and SFPL's does what.. 144 dps? Thats less than my railgun Incursus at about 1/3rd of the range... Problem 3. Ohh but it has such good tank. No it doesn't. If you go for a 200 + saar + dcu + hs you get about 5400 ehp and a decent amount of ehp/s from the rep. Compare it to the Incursus? It has about 800 less EHP but instead it reps more, and has what.. 40% more dps? AND THREE MIDS. Any ship that fights the punisher can more or less just leave whenever the hell it wants. Beyond Divinity Recruitment is open! |

Alek Row
Silent Step
5
|
Posted - 2013.03.19 15:21:00 -
[249] - Quote
CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think.
Awesome, that's exactly what it needs... that 1PG will change everything. *sigh*
Joking aside, I will refrain to comment until I see the further meta game changes you are planning. I'm still in doubt that you will make the rifter a better ship with those changes without changing the ship bonus / role / etc.
And by the way, it would be possible to know how much the Vigil is being used when compared to the other EW frigates of the other races? I may be wrong (and I hope I am wrong) but that should be a very very very sad percentage that you all should be really ashamed off (not you or your team directly Fozzie).
|

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
115
|
Posted - 2013.03.19 16:17:00 -
[250] - Quote
Garviel Tarrant wrote: [...] i don't know. A Punisher with a magstab and SFPL's does what.. [...]
maybe you should fit a heat sink... given that SFPLs are lasers? :P
other than that i dont know. but giving 3 mids to every frig is boring. i'd rather have CCP making the utility high worth something. atm there just a joke on amarr ships. i have the feeling this should be adressed. nos would be actually pretty sweet on amarr ships as they tend to have low cap-levels during fights. maybe they should be looked at? |
|

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.19 16:18:00 -
[251] - Quote
As for Rifter, I'd have to disagree with the +1PG being a viable solution. Squeezing in whatsoever drop of tank (or whatever may be done with that one extra PG point) is not really going give me any reason to apply it over Slasher.
Had an idea for the Punisher and all other frigates in terms of damage, but I discovered it would only make matters worse, also due to drones. Using tablet, typoes are common and I'm not going to fix them all. |

HazeInADaze
The Tuskers
38
|
Posted - 2013.03.19 18:23:00 -
[252] - Quote
CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think.
Can we get some insight as to why you feel +50 armour and plus +1 pg will make the rifter a viable ship? I don't think I'm alone when I say, "I don't get it". There are good PvP niches for almost all the other frigates; even the lowly punisher can shine in certain situations. But the rifter is just lost. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1731
|
Posted - 2013.03.19 18:44:00 -
[253] - Quote
Spugg Galdon wrote:The Rifter needs more than that.
Someone suggested changing the Rifter to a double damage bonused ship. (swap tracking for RoF).
I believe that will fix a lot of the Rifters problems of being so meh and help diferentiate it from the Slasher.
Half the problem is the similarities with the Slasher. Switch the tracking bonus to something else (Falloff? RoF?) and switch the utility high to a lowslot and it compares much more favourably. 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. |

X Gallentius
Justified Chaos
1153
|
Posted - 2013.03.19 19:29:00 -
[254] - Quote
Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? |

Goldensaver
Marsuud And Sons Industries
164
|
Posted - 2013.03.19 19:42:00 -
[255] - Quote
X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? Nope. I agree on the Tristan and Kestrel. Not sure about the Breacher, I don't have too much experience with it. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
140
|
Posted - 2013.03.19 19:57:00 -
[256] - Quote
X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP?
name one good thing about the tristan except its good looks (you can't) |

Ranger 1
Ranger Corp
3765
|
Posted - 2013.03.19 20:12:00 -
[257] - Quote
TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank... 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. |

Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
37
|
Posted - 2013.03.19 22:53:00 -
[258] - Quote
CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think.
To be honest Fozzie, the Rifter feels like a slower beefier Slasher, now the Rifter unlike the other Frigates such as the Merlin, Punisher and Incursus which have tank bonuses, the Rifter has a double gun bonus for damage and tracking, I feel to give the Rifter any sort of flavour is to either change the Tracking bonus to a Rate of Fire bonus giving it a double damage buff, which will set it apart from the Slasher, or repurpose the Rifters weapon setup and give it a Projectile Turret Damage Bonus and a Launcher Rate of Fire Bonus and turn it into a Split Weapon system boat, this would give it a serious amount of uniqueness.
I don't know about anyone else but this is what I think. Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

X Gallentius
Justified Chaos
1153
|
Posted - 2013.03.20 02:02:00 -
[259] - Quote
Ranger 1 wrote:TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank... Able to tackle far away from primary and yet still apply dps to primary target..... |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.20 06:56:00 -
[260] - Quote
X Gallentius wrote:Ranger 1 wrote:TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank... Able to tackle far away from primary and yet still apply dps to primary target.....
Doesn't that apply to many ships, excluding the chubby ones ? Using tablet, typoes are common and I'm not going to fix them all. |
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
677
|
Posted - 2013.03.20 07:40:00 -
[261] - Quote
Ranger 1 wrote:TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank...
Did you seriously just suggest that Drones and the tank were good things? The tank is meh and drones tend to be a bit useless.
As for someone saying here above that NOS's should be sweet on amarr ships with a couple of buffs... I agree for cruisers and above.. But the fact is that for t1 frigates that utility high is largely useless unless you're going around trying to hero tackle harbingers or something.
Beyond Divinity Recruitment is open! |

To mare
Advanced Technology
178
|
Posted - 2013.03.20 09:51:00 -
[262] - Quote
CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think.
wow 1 WHOLE PG? that's goin to make the rifter so balanced . . .
just to be serious can you show us your ideas of a fit that could be considered balanced with this change? or are you guys just making random changes?
|

Hannott Thanos
Notorious Legion
481
|
Posted - 2013.03.20 10:54:00 -
[263] - Quote
To mare wrote:CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think. wow 1 WHOLE PG? that's goin to make the rifter so balanced . . . just to be serious can you show us your ideas of a fit that could be considered balanced with this change? or are you guys just making random changes? 1 PG on frigs can be the difference between having a damage control and 3 tank rigs, and having no DC and 3 tank rigs or DC and a PG rig. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
677
|
Posted - 2013.03.20 11:18:00 -
[264] - Quote
Hannott Thanos wrote:To mare wrote:CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think. wow 1 WHOLE PG? that's goin to make the rifter so balanced . . . just to be serious can you show us your ideas of a fit that could be considered balanced with this change? or are you guys just making random changes? 1 PG on frigs can be the difference between having a damage control and 3 tank rigs, and having no DC and 3 tank rigs or DC and a PG rig.
Makes virtually no difference for the rifter however. Beyond Divinity Recruitment is open! |

Ranger 1
Ranger Corp
3773
|
Posted - 2013.03.20 13:58:00 -
[265] - Quote
Garviel Tarrant wrote:Ranger 1 wrote:TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank... Did you seriously just suggest that Drones and the tank were good things? The tank is meh and drones tend to be a bit useless. As for someone saying here above that NOS's should be sweet on amarr ships with a couple of buffs... I agree for cruisers and above.. But the fact is that for t1 frigates that utility high is largely useless unless you're going around trying to hero tackle harbingers or something. Concerning the Tristan, you appear to be doing it wrong.  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. |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.20 14:31:00 -
[266] - Quote
CCP Fozzie wrote:Good morning guys, as always thanks for the feedback and comments. I'm going to go over a few questions from the thread so far and then I have one small update to the plan.
What about incursus? Maybe add a little cap/cap rech. to substitute bonus nerf? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
677
|
Posted - 2013.03.20 15:08:00 -
[267] - Quote
Ranger 1 wrote:Garviel Tarrant wrote:Ranger 1 wrote:TrouserDeagle wrote:X Gallentius wrote:Am I the only person in this thread who thinks the Tristan, Breacher, and Kestrel are already borderline OP? name one good thing about the tristan except its good looks (you can't) Neuts, drones, tank... Did you seriously just suggest that Drones and the tank were good things? The tank is meh and drones tend to be a bit useless. As for someone saying here above that NOS's should be sweet on amarr ships with a couple of buffs... I agree for cruisers and above.. But the fact is that for t1 frigates that utility high is largely useless unless you're going around trying to hero tackle harbingers or something. Concerning the Tristan, you appear to be doing it wrong. 
Only way you can get a decent tank out of the tristan is with going all tank lows and even then its sorta substandard.
Beyond Divinity Recruitment is open! |

Commandante Chongo
WE FIGHT
0
|
Posted - 2013.03.20 15:09:00 -
[268] - Quote
Naglfar
Please don't change the dual weapon setup. If you do this then it makes the ship just like the others. The advantage of training for the Naglfar is that even if it takes you longer to master you can have the highest dps dreadnaught. It is a pain in the ass to train up 2 capital weapons so the tradeoff is you can have the highest dps. Eve tends to be "you get what you put into it" so if you put in the extra time u get more dps in this case.
DONT DO IT!! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
678
|
Posted - 2013.03.20 15:54:00 -
[269] - Quote
Commandante Chongo wrote: The advantage of training for the Naglfar is that even if it takes you longer to master you can have the highest dps dreadnaught.
Are you sure you're playing the same game? Beyond Divinity Recruitment is open! |

Captain Nares
O3 Corporation
45
|
Posted - 2013.03.20 17:27:00 -
[270] - Quote
CCP Fozzie wrote: Why does the Merlin have so much lockrange? (originally from the other thread) In this case the lockrange advantage of the Merlin and Kestrel was not designed primarily to help with long range weapons (although that's a big plus for the Kestrel) but because we tend to build lockrange advantages into the Caldari race as part of their racial flavour and to help them counter their enemy ewar (sensor damps). The fact that those two ships are a bit more resistant to damps is not an accident.
Merlin is a relatively slow brawler with 62.5 km lock range.
After 2 unbonused dampeners it has 22.6 km of lock range. T1-T2 disruptor ranges are 20-24km, I remind. In another words, it isn't affected by them at all.
1 bonused dampener - 26km lock range. Unaffected.
After applying 2 (two!) bonused dampeners it has 12.8km lock range. Still almost all web range. I'd name this barely affected.
It's damn too damp-resistant for a brawler. Caldari power? 
62.5km for a kestrel is alright or maybe even less than expected for a ship capable to fire light missiles 100 km away.
CCP Fozzie wrote: RIFTER: +1 PWG +50 Armor
How does this solve problems?
The problem is that rifter cannot kite blaster ships (incursus) on the end of scram range as it did before and as AC platforms are supposed to do. It is too slow for this and its DPS (and damage projection) is no more enough for this. Speed and DPS, two main causes. Small autocannons (or at least rifter as AC platform) loose their superiority in versatility parameter to blasters loaded with nulls (especially ones coupled with a pair of ambit rigs).
I know that small blasters vs ACs balance is a complicated question, but now it is answered by CCP with noticeable bias to blasters. My opinion that small blasters were OK even before boosts.
Hope you'll understand... |
|

Alticus C Bear
University of Caille Gallente Federation
138
|
Posted - 2013.03.20 21:41:00 -
[271] - Quote
Regarding lock ranges, certainly seems as though the rifter, punisher and incursus could do with 5-10km extra at least.
Rifter could still use a little love, feels even more like the amour minmatar frigate but in that configuration DPS is a little low, fall off bonus for tracking or maybe a fourth turret, alternatively up the damage bonus up to 7.5% like the Firetail.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
140
|
Posted - 2013.03.21 00:57:00 -
[272] - Quote
Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong. 
It sounds like you're implying that a 3 neut afterburner setup is good. It's not. |

X Gallentius
Justified Chaos
1156
|
Posted - 2013.03.21 04:14:00 -
[273] - Quote
TrouserDeagle wrote:Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong.  It sounds like you're implying that a 3 neut afterburner setup is good. It's not. It may be better than you think. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1734
|
Posted - 2013.03.21 07:24:00 -
[274] - Quote
Garviel Tarrant wrote:Commandante Chongo wrote: The advantage of training for the Naglfar is that even if it takes you longer to master you can have the highest dps dreadnaught. Are you sure you're playing the same game?
I think he means that if you train everything you need for a well-skilled Naglfar then you should be rewarded with higher DPS. Obviously that isn't the case currently. 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. |

Paikis
Red Federation RvB - RED Federation
724
|
Posted - 2013.03.21 08:22:00 -
[275] - Quote
Commandante Chongo wrote:Naglfar
Please don't change the dual weapon setup. If you do this then it makes the ship just like the others. The advantage of training for the Naglfar is that even if it takes you longer to master you can have the highest dps dreadnaught. It is a pain in the ass to train up 2 capital weapons so the tradeoff is you can have the highest dps. Eve tends to be "you get what you put into it" so if you put in the extra time u get more dps in this case.
DONT DO IT!!
EFT warriors AWAY!
No. |

Neugeniko
Insight Securities
13
|
Posted - 2013.03.21 12:54:00 -
[276] - Quote
CCP Fozzie wrote:And for the quick update to the plan, we are looking at adding 1 Powergrid to the Rifter in this pass. Let us know what you think.
Fiddling with 15 fits of mine the changes translate to about a 5% buff to the effectiveness of the rifter.
Not a insignificant start.
Neug |

Ranger 1
Ranger Corp
3799
|
Posted - 2013.03.21 14:01:00 -
[277] - Quote
TrouserDeagle wrote:Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong.  It sounds like you're implying that a 3 neut afterburner setup is good. It's not. Like everything else in EvE it's situational.
Would I take it on a roam with a bunch of MWD fit frigates? No. Does it have uses outside that? Oh hell yes.  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. |

Alek Row
Silent Step
5
|
Posted - 2013.03.21 14:26:00 -
[278] - Quote
Neugeniko wrote: Fiddling with 15 fits of mine the changes translate to about a 5% buff to the effectiveness of the rifter.
The issue with the Rifter is not fixable with 1 PG. What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it? Despite the initial sarcasm, more PG is always good. A few examples to fully demonstrate your statement would be a nice thing to have. Otherwise, it seems you are only throwing more wood into the fire. Nothing more.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
678
|
Posted - 2013.03.21 14:34:00 -
[279] - Quote
I don't understand how other changes to the meta can make the punisher/rifter not ****..
You know unless you plan to nerf everything else.... Beyond Divinity Recruitment is open! |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
140
|
Posted - 2013.03.21 18:00:00 -
[280] - Quote
Ranger 1 wrote:TrouserDeagle wrote:Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong.  It sounds like you're implying that a 3 neut afterburner setup is good. It's not. Like everything else in EvE it's situational. Would I take it on a Null Sec roam with a bunch of MWD fit frigates? No. Does it have uses outside that? Oh hell yes. 
Sitting at 0 in novice plexes? It's not even very good at that. |
|

Neugeniko
Insight Securities
14
|
Posted - 2013.03.22 04:23:00 -
[281] - Quote
Alek Row wrote:Neugeniko wrote: Fiddling with 15 fits of mine the changes translate to about a 5% buff to the effectiveness of the rifter.
The issue with the Rifter is not fixable with 1 PG. What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it? Despite the initial sarcasm, more PG is always good. A few examples to fully demonstrate your statement would be a nice thing to have. Otherwise, it seems you are only throwing more wood into the fire, nothing more.
I have a genolution clone for frig 1v1. The extra 1PG allows me to fit a T2 armor plate for 5% more tank plus another 2% from the +50 armor.
Small Anti-Kinetic Pump I Small Trimark Armor Pump I Small Projectile Burst Aerator I Micro Auxiliary Power Core II 400mm Reinforced Steel Plates II Internal Force Field Array I 1MN Afterburner II Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II
The extra PG allows a active armor rig increasing the speed of the following rifter by 5% without having perfect fitting skills and without compromising tank in 1v1 scenarios.
Small Projectile Burst Aerator Small Anti-Kinetic Pump I Small Auxillary Nano Pump I Damage Control II Small Ancillary Armor Repairer 200mm Reinforced Steel Plates II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I 1MN Afterburner II 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II
The above fit is a very generic ab rifter fit. The extra speed should translate to better ability to hold the right range during an engagement
Neug
|

Peppermintstix
Collective Management Exiled Collective
1
|
Posted - 2013.03.22 05:00:00 -
[282] - Quote
i cant be the only person who thought of how high the volley on these nags would be with arty...
About the same volley as a phoenix but from a much farther distance...
You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.
so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool |

Vayn Baxtor
Community for Justice R O G U E
42
|
Posted - 2013.03.22 05:08:00 -
[283] - Quote
Neugeniko wrote:Alek Row wrote:Neugeniko wrote: Fiddling with 15 fits of mine the changes translate to about a 5% buff to the effectiveness of the rifter.
The issue with the Rifter is not fixable with 1 PG. What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it? Despite the initial sarcasm, more PG is always good. A few examples to fully demonstrate your statement would be a nice thing to have. Otherwise, it seems you are only throwing more wood into the fire, nothing more. *fitting stuff* Neug
Thought we could get away a bit from cookie cutter fits or actually needing implants to be viable (enough). 
Using tablet, typoes are common and I'm not going to fix them all. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
686
|
Posted - 2013.03.22 11:36:00 -
[284] - Quote
Neugeniko wrote:Alek Row wrote:Neugeniko wrote: Fiddling with 15 fits of mine the changes translate to about a 5% buff to the effectiveness of the rifter.
The issue with the Rifter is not fixable with 1 PG. What role can you have with the rifter + 1PG that you don't have already? Is better than the slasher for it? Despite the initial sarcasm, more PG is always good. A few examples to fully demonstrate your statement would be a nice thing to have. Otherwise, it seems you are only throwing more wood into the fire, nothing more. I have a genolution clone for frig 1v1. The extra 1PG allows me to fit a T2 armor plate for 5% more tank plus another 2% from the +50 armor. Small Anti-Kinetic Pump I Small Trimark Armor Pump I Small Projectile Burst Aerator I Micro Auxiliary Power Core II 400mm Reinforced Steel Plates II Internal Force Field Array I 1MN Afterburner II Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II The extra PG allows a active armor rig increasing the speed of the following rifter by 5% without having perfect fitting skills and without compromising tank in 1v1 scenarios. Small Projectile Burst Aerator Small Anti-Kinetic Pump I Small Auxillary Nano Pump I Damage Control II Small Ancillary Armor Repairer 200mm Reinforced Steel Plates II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I 1MN Afterburner II 200mm AutoCannon II 200mm AutoCannon II 200mm AutoCannon II Rocket Launcher II The above fit is a very generic ab rifter fit. The extra speed should translate to better ability to hold the right range during an engagement Neug Its still terrible.
Beyond Divinity Recruitment is open! |

Marian Devers
Rage and Terror Against ALL Authorities
15
|
Posted - 2013.03.22 11:44:00 -
[285] - Quote
CCP Fozzie wrote: and the +1 grid is primarily a small change to help make the common SAR+200mm and Focused Pulses setup less reliant on the Advanced Weapon Upgrades skill for newer players.
You're supposed to be balancing ships for All Level 5 skills. What is wrong with you?
|

Alek Row
Silent Step
6
|
Posted - 2013.03.22 12:04:00 -
[286] - Quote
I don't see how that works in 1 vs 1 when your opponent knows what he is doing. Comparing your fits to what we have on live, you are slower, have more armor, you are not using ambits and I still see that fit at the bottom of the food chain.
Honestly, great if that works for you, I can see the first fit in a frigate fleet roaming low-sec hiding between other ships that are way more useful than you. I personally don't like it, to each their own.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
571
|
Posted - 2013.03.23 12:29:00 -
[287] - Quote
Marian Devers wrote:CCP Fozzie wrote: and the +1 grid is primarily a small change to help make the common SAR+200mm and Focused Pulses setup less reliant on the Advanced Weapon Upgrades skill for newer players. You're supposed to be balancing ships for All Level 5 skills. What is wrong with you?
While balancing is done for V, that doesn't mean that lower skill levels should be ignored. If a change means that a ship is better at lower skills, but is still balanced at V, then that's fine.
Peppermintstix wrote:i cant be the only person who thought of how high the volley on these nags would be with arty...
About the same volley as a phoenix but from a much farther distance...
You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.
so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool
It'll have 86k alpha with a T2 fit, Phoenix has 135k. However, better damage type selectability, instant damage and not being as terrible as a Phoenix will count for something.  |

Zimmy Zeta
Red Federation RvB - RED Federation
11907
|
Posted - 2013.03.23 20:56:00 -
[288] - Quote
I didn't even know that Punishers are considered bad at 1v1...I always thought it was me being bad at eve. With its monstrous > 9k EHP buffer tank I think the Punisher is a very forgiving frigate even in 1v1, that usually wins by outlasting the enemy instead of outgunning him (though AAR Incursuses are very tough opponents now). If you increase the tracking of small long range weapons (especially a reduction in the tracking malus of t2 long range ammo) many new interesting setups would be viable, and beam Punishers would be useful even outside small gangs or fleets.
Please don't feed me. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
689
|
Posted - 2013.03.23 22:01:00 -
[289] - Quote
Zimmy Zeta wrote:I didn't even know that Punishers are considered bad at 1v1...I always thought it was me being bad at eve. With its monstrous > 9k EHP buffer tank I think the Punisher is a very forgiving frigate even in 1v1, that usually wins by outlasting the enemy instead of outgunning him
Doesn't work that way.
Punisher is not forgiving in 1v1's unless you consider living up to my expectations of dying against anything that orbits close forgiving. Beyond Divinity Recruitment is open! |

Streya Jormagdnir
Alexylva Paradox
158
|
Posted - 2013.03.23 22:28:00 -
[290] - Quote
Speaking as an almost exclusively Minmatar pilot, I still feel very strongly that the Slasher should receive a falloff bonus rather than a tracking bonus. This would put it more in line with its "fast attack" counterparts in the cruiser and battlecruiser sizes; the Stabber and Tornado both also receive falloff bonuses. Wouldn't it make sense for players to progress down a line of specialty if they so choose? In this case, "fast attack" players could go from frig --> cruiser --> battlecruiser. In general, falloff-bonused ships using autocannons and Barrage are the primary way in which Minmatar pilots can kite; artillery doesn't track well enough for a fast-moving kite frigate to make do with, tracking bonus or no.
I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |
|

The VC's
Spack Force 5
126
|
Posted - 2013.03.23 22:35:00 -
[291] - Quote
The punisher's fine but it is a tricky one to fly well. It can't win rock scissors paper when it's only ever a rock, but it's a bloody good rock.
With good drone skills the Tristan is borderline op, it's a mini destroyer. I'm not sure it needed any extra buff at all.
All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south. |

Captain Nares
O3 Corporation
46
|
Posted - 2013.03.23 22:37:00 -
[292] - Quote
CCP Fozzie wrote: Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits
Objection!
That's not light missle electronic kiters (hookbill, condor) strong, that's majority of frig pilots are lost in AB faggotry. Btw they are being encouraged to be AB faggots by current mechanics done by you, CCP, like static warp-in in FW complexes.
Slow AB stuff with shortrange guns is dead once kited. Papertanked kiters are dead once being cought. It is already perfect balance here, you just must choose your side.
Kiting is way more complcated than catching kiters. (You need only technical stuff: proper fit, overload and approach button for catching, while kiting require skill, sometimes extraordinaire one).
I'd much appreciate if I see more strong kiters and less AB stuff in future. Believe me, Kiter vs catcher competition is way better than "whose butt is thicker" comptetition (didn't want to insult any americans).
Pilots who choose AB for better performance in scram range MUST SUFFER consequences of their choice.
I know that most of CCP guys don't fly pvp much, especially frig pvp, but belive me - for 1 kited frag there are approx. 10 missed ones coz of successful swing orbit/insane tank/friends (kiting is slow pvp)/long-range guns or drones/dry capacitor/whatsoever... that's not activate mwd + guns + point + orbit 20. |

Streya Jormagdnir
Alexylva Paradox
158
|
Posted - 2013.03.23 22:49:00 -
[293] - Quote
The VC's wrote: All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south.
Part of me thinks it should get a double-damage bonus just like the Rupture, Hurricane, and Tempest above it. Minmatar tank is a good part speed and signature radius, yes, but it is also simply killing the enemy as quickly as possible and warping out before the blob comes. Double-damage, combined with target painters which allow your weapons to track and hit better, can be a beautiful combination at range.
I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

The VC's
Spack Force 5
127
|
Posted - 2013.03.23 23:09:00 -
[294] - Quote
Streya Jormagdnir wrote:The VC's wrote: All the Rifter needs to get back in the ring is a speed buff or a mass reduction. I don't think losing its tracking bonus would be a good idea. Unbonused ac's don't track that well, which is why ac wolfs are a good target for certain ships. I think a double damage bonus would make the rifters selectable damage op and put us back where we were before the rebalancing. Yes, the other ships get a tank bonus, but isn't minmatars tank speed a lot of the time. Out running damage is part of it but mainly it's its ability to get to a position quickly where incoming damage in reduced and leave if the fight goes south.
Part of me thinks it should get a double-damage bonus just like the Rupture, Hurricane, and Tempest above it. Minmatar tank is a good part speed and signature radius, yes, but it is also simply killing the enemy as quickly as possible and warping out before the blob comes. Double-damage, combined with target painters which allow your weapons to track and hit better, can be a beautiful combination at range.
Fair points, although I would say that fights at frig level have a different character than cruiser, bc and bs level. Particularly in a close orbiting brawl where tracking is a much better damage bonus than a more explicit one. As to killing quickly before the blob, that is something I would ascribe to gallante than minmatar. I'd thought minmatar style is more getting into their blind spot and exploiting their weaknesses. |

Streya Jormagdnir
Alexylva Paradox
160
|
Posted - 2013.03.23 23:22:00 -
[295] - Quote
The VC's wrote: Fair points, although I would say that fights at frig level have a different character than cruiser, bc and bs level. Particularly in a close orbiting brawl where tracking is a much better damage bonus than a more explicit one. As to killing quickly before the blob, that is something I would ascribe to gallante than minmatar. I'd thought minmatar style is more getting into their blind spot and exploiting their weaknesses.
I've always thought of Minmatar ships as being intended for more "hit and run" guerilla-style gameplay. You get target painters to help your guns hit targets harder and more consistently, and artillery has the highest alpha in the game. Combine this with fast speeds and enough agility to get out quickly and this leads me to believe that Minmatar ships are meant to kite and gank, avoiding damage with speed and range rather than tank. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

The VC's
Spack Force 5
127
|
Posted - 2013.03.23 23:31:00 -
[296] - Quote
Does that gank power not come from selectable damage, hitting them hard where it hurts the most. It doesn't seem so much on paper put can shave thousands of ehp of your opponents tank. It's not completely selectable but still rewarding when you get it right. |

Streya Jormagdnir
Alexylva Paradox
160
|
Posted - 2013.03.23 23:43:00 -
[297] - Quote
The VC's wrote:Does that gank power not come from selectable damage, hitting them hard where it hurts the most. It doesn't seem so much on paper put can shave thousands of ehp of your opponents tank. It's not completely selectable but still rewarding when you get it right.
Ed. if I we were losing the tracking bonus, I'd rather have a falloff bonus than a rof bonus. Bear in mind that a rof bonus would eat into your overheat time, which is especially important in a frig, where you are usually overheated for all of the fight.
In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer. It is not rare for me to encounter a ship that I thought was shield tanked, but is in fact armor tanked (or vice versa), and changing out ammo types takes up so much time that the fight may very well already be over.
I agree with the choice of falloff over ROF bonus though, but then I am biased towards ship like the Wolf or Stabber 
I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

The VC's
Spack Force 5
127
|
Posted - 2013.03.23 23:57:00 -
[298] - Quote
Streya Jormagdnir wrote: In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer.
Check their killboard and take a punt :)
The only mid fight switch I might do is changing to barrage or back. If i find myself with the wrong ammo loaded its better to persevere than waste 10 secs.
Ed the wolf needs an optimal bonus, but that's a topic for another thread
(Ccp Fozzie nudge, nudge, wink, wink) |

Streya Jormagdnir
Alexylva Paradox
160
|
Posted - 2013.03.24 03:50:00 -
[299] - Quote
The VC's wrote:Streya Jormagdnir wrote: In frigate fights, at least, the ten second reload time to switch ammo types can be a real killer.
Check their killboard and take a punt :) The only mid fight switch I might do is changing to barrage or back. If i find myself with the wrong ammo loaded its better to persevere than waste 10 secs. Ed the wolf needs an optimal bonus, but that's a topic for another thread  (Ccp Fozzie nudge, nudge, wink, wink)
That is true, I just have a crap computer and quickly using the in-game browser to go to eve-kill is a rather laborious task for it.
And nah, the Jag gets an optimal bonus for your artillery needs. I'm a huge fan of kiting with Barrage autocannons and a nice fat falloff bonus. You can easily reach to the edge of long point range with AFs trained to V and a TE or two in the lows, Barrage in guns. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

Mirel Dystoph
Kaesong Kosmonauts
39
|
Posted - 2013.03.24 04:19:00 -
[300] - Quote
Peppermintstix wrote:i cant be the only person who thought of how high the volley on these nags would be with arty...
About the same volley as a phoenix but from a much farther distance...
You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.
so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool my slowcat has 3.5m ehp...i don't know how you want to alpha it with 20 naglfars v0v
and it isn't even pimped out or with fleet bonuses.... "Nothing essential happens in the absence of noise."-á |
|

Meduza13
Silver Octopus Infernal Octopus
0
|
Posted - 2013.03.24 18:19:00 -
[301] - Quote
Talking about dreadnoughts. There are 4 races and 4 types of dreadnoughts, they are all good in doing some things and have own minuses too. Lets don't make all ships having same bonuses, statistics but just different looks, what is the point of it? All this balancing business goes a bit over the top. |

Taoist Dragon
The Church of Awesome
309
|
Posted - 2013.03.25 22:56:00 -
[302] - Quote
The rifter is my 3rd most used ship behind condor and incursus.
I feel the rifter is fine tbh but I'll tkae the PG and Armour boost as I prefer an armour fit normally.
The thing with the rifter is STOP being a sheep and flying a cookie cutter fit that is 9 months out of date!!
My standard rifter puts out about 150dps with faction ammo and goes about 1160m/s. With this I can pretty much outrun any of the brawling combat frigs and out brawl any of the brawling attack frigs. It rely's on it's speed and agility and with the recetn changes to the armour tanking mods gets a decent rep with a SAAR.
The punisher is also a great ship to fly. especially in a small frig gang. Fit it with MWD to get into fights, Nos to aid cap and DPL's with metastasis rigs. I have yet to have a frig get under my guns in this, yet I can hit easily out to scram range. True if the opponent is savvy they can disengage pretty easily but guess what...that doesn't happen that often as most people see the punisher as an easy target. But the DPS is solid as you'll always be firing in optimal range and if flown fit correctly you can minimise the tracking issues. So you end up with a solid frig that hits hard and consistantly.... That is the Way, the Tao.
Balance is everything. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
692
|
Posted - 2013.03.25 23:24:00 -
[303] - Quote
Taoist Dragon wrote:The rifter is my 3rd most used ship behind condor and incursus.
I feel the rifter is fine tbh but I'll tkae the PG and Armour boost as I prefer an armour fit normally.
The thing with the rifter is STOP being a sheep and flying a cookie cutter fit that is 9 months out of date!!
My standard rifter puts out about 150dps with faction ammo and goes about 1160m/s. With this I can pretty much outrun any of the brawling combat frigs and out brawl any of the brawling attack frigs. It rely's on it's speed and agility and with the recetn changes to the armour tanking mods gets a decent rep with a SAAR.
The punisher is also a great ship to fly. especially in a small frig gang. Fit it with MWD to get into fights, Nos to aid cap and DPL's with metastasis rigs. I have yet to have a frig get under my guns in this, yet I can hit easily out to scram range. True if the opponent is savvy they can disengage pretty easily but guess what...that doesn't happen that often as most people see the punisher as an easy target. But the DPS is solid as you'll always be firing in optimal range and if flown fit correctly you can minimise the tracking issues. So you end up with a solid frig that hits hard and consistantly....
If you're killing people with a rifter you're fighting scrubs. BYDI (Shadow cartel) Recruitment open!
|

Castellan Garran Crowe
Luna Oscura University The Nightingales of Hades
1
|
Posted - 2013.03.26 23:12:00 -
[304] - Quote
Ahhh you fools, fly Rifter like a Mini Typhoon, it works really good!!!
High x2 Rocket Launcher II x2 200mm Autocannon II Medium x1 1MN Limited MicroWarpdrive I x1 Fient Epsilon Warp Scrambler I x1 Fleeting Propultion Inhibitor I Low x1 Damage Control II x1 Adaptive Nano Plating II x1 200mm Reinforced Rolled Tungsten Plates I Rigs x1 Anti-Explosive Pump I x2 Trimark Armour Pump I
PS - This is not a Troll Post |

Prometheus Exenthal
mnemonic.
489
|
Posted - 2013.03.26 23:58:00 -
[305] - Quote
I've said it before, and I'll say it again; The Tristan needs some serious work. Currently, it's easily the worst performing ship its class.
Low damage, no fitting, low speed, low ehp, and the most expensive to fit. There isn't a single thing that it excels at. The proposed changes don't solve any of these problems.
It doesn't have the grid to fit a very nice tank (to make up for its slowness). It doesn't have the speed to be an effective kiting ship. It doesn't have the grid/damage to be a good brawling ship.
The Tristans style/cost doesn't help matters either. Before drones, fitting a Tristan isn't very costly, but once you have to add drones to the mix, you have far and away, the most expensive T1 combat frigate (roughly the cost of two combat frigates).
Every other Gallente hull does a better job for any role. The Maulus does the drone boat gig better, the Atron does the speed/tackle thing better, and the Incursus does the damage/tanking thing better.
IMO the Tristan needs a better slot layout and/or bonuses; To start; 4 lows, 3 mids, and 2 highs. Increase the CPU very slightly (under 3 base). *Change the drone HP bonus to a damage bonus.
The ship doesn't have anywhere near enough fitting (cpu OR pg) to make functional use out of that utility high slot that it currently has. It also has an awful ehp/dps ratio. The extra low slot solves all of those issues. A little extra bit of CPU will mean that you can make decebt use of those lows.
Lastly, changing the drone HP bonus to a damage bonus would be wise. The ship isn't a powerhouse, and it's not a heavy tanker. A drone HP bonus makes sense on a ship with staying power (Myrm/Eos/Ishtar/Ishkur/Domi), but not on a ship that can be taken out by a single destroyer volley. The extra drone damage would make up for the lack of powergrid which prevents large guns and high damage output.
It's currently an awful ship and the proposed changes in the OP will keep it that way. -áwww.promsrage.com |

Taoist Dragon
The Church of Awesome
315
|
Posted - 2013.03.27 00:19:00 -
[306] - Quote
Garviel Tarrant wrote:
If you're killing people with a rifter you're fighting scrubs.
Give it up already LOL
Ok you don't like the ship, Fair enough, but you hate to see other actually using it effectively. That is the Way, the Tao.
Balance is everything. |

Arronicus
vintas industries Mistakes Were Made.
418
|
Posted - 2013.03.27 01:02:00 -
[307] - Quote
CCP Fozzie wrote: TRISTAN: +15 Veloity
That's a lot of veloity. Huh? |

Arronicus
vintas industries Mistakes Were Made.
418
|
Posted - 2013.03.27 01:04:00 -
[308] - Quote
AyayaPanda wrote:CCP Fozzie wrote:
Yes to the double damage bonus, the skill bonuses are not changing.
As for the utility high, we think the ship will be quite competitive with the three highs and the damage bonus. We did consider leaving a utility high on it but decided to keep it more in line with its peers.
Hmm do you mean the Incoming 5% ROF 5% dmg of Nag? : http://serpentinelogic.wordpress.com/author/serpentinelogic/Okay so New Nag: 5% ROF 5% dmg per level Current Moros: 5% ROF 5% dmg per level Current Revelation: 10% cap 5% dmg per level Would Moros and Nag out-dps Rev a little bit too much? How about give Reva fixed bonus (-40% or -50% cap usage), and 5% ROF 5% dmg per level as well? or 10% cap 7.5%~10%dmg per level? (ROF is little better than flat dmg, right?) Me no dread pilot though.
Rev is just fine as it is. The fact that the rev doesn't need to reload, and has amazing range, counteracts the higher dps of the moros and naglfar when structure bashing. |

M1k3y Koontz
Anominous
126
|
Posted - 2013.03.27 01:30:00 -
[309] - Quote
Robert Harrison wrote:Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots. Citadel Torps are amazing at anti-structure and anti-capital warfare. They just suck for blapping.
Anti-structure: Supercarriers, Titans your argument is invalid.
Anti-Capital: Supercarriers, Titans, your argument is invalid.
Not to mention a sieged Phoenix loses over half of its possible DPS if a carrier is moving at full speed (ie: aligned like it would be in a Slowcat fleet)
How much herp could a herp derp derp if a herp derp could herp derp. |

BloodBird
Mixed Metaphor
106
|
Posted - 2013.03.27 12:27:00 -
[310] - Quote
Much good stuff here. However;
Unfortunate take-away: It's cool to have Caldari ships naturally resistant to dampeners, but where are my Fed ships with naturally high jamming resists? |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
144
|
Posted - 2013.03.27 12:29:00 -
[311] - Quote
BloodBird wrote:Much good stuff here. However;
Unfortunate take-away: It's cool to have Caldari ships naturally resistant to dampeners, but where are my Fed ships with naturally high jamming resists?
I think drones are supposed to cover you for that. Unfortunately drones are dumb and bad, so they don't. |

Streya Jormagdnir
Alexylva Paradox
165
|
Posted - 2013.03.27 17:42:00 -
[312] - Quote
TrouserDeagle wrote:BloodBird wrote:Much good stuff here. However;
Unfortunate take-away: It's cool to have Caldari ships naturally resistant to dampeners, but where are my Fed ships with naturally high jamming resists? I think drones are supposed to cover you for that. Unfortunately drones are dumb and bad, so they don't.
I'm hoping they introduce a drone tracking skill and revamp drone AI so they don't MWD every time they go a few meters outside of their range. This would make drones apply more consistent DPS. It would also be neat if you could order your drones to do something if you get jammed first, such as a setting to make them automatically attack ships applying EW to you. No, really, I want to shove a swarm of drones into the next ECM boat's face. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

Bum Shadow
Es and Whizz Hedonistic Imperative
28
|
Posted - 2013.03.28 03:59:00 -
[313] - Quote
Perhaps not the right place to put this but its a frigate so here goes.
The amazing little venture! Its a wonderful ship (thank you so much CCP) for us gas miners out there. And with a tight fit it can even mine the null clouds. However it can only do this solo, throw a 2nd or 3rd miner into the mix and you'll quickly get popped.
A per level in mining frigate cloud damage resistance (even just a small one) would be really fantastic. That or perhaps reworking the null cloud damage, maybe dropping the blast radius so that 2-3 miners could each mine a cloud each in the sites without their blasts reaching out to the other clouds.
Really just anything to improve its tank to the ladar clouds would be really appreciated. A cruiser level version would perhaps be nice but the ventures speed and agility keeps it nice and low profile. We're happy with it but any help to its cloud tank or reworking the cloud damage would be a huge boon.
I'd be happy enough if you just acknowledged the fact and thought about it. As long as its not something forgotten :)
thanks. |

Kagura Nikon
Mentally Assured Destruction Whores in space
35
|
Posted - 2013.03.28 10:22:00 -
[314] - Quote
Just change rifter bonus to a 5% Rof one and we are all good and done. |

To mare
Advanced Technology
179
|
Posted - 2013.03.28 10:29:00 -
[315] - Quote
Arronicus wrote:CCP Fozzie wrote: TRISTAN: +15 Veloity
That's a lot of veloity. Huh? yep actually when you factor skill, mwd boos and the fact that most of the ppl fit speed mods on the ship 15 is quite alot and surely better than a +50 armor lol |

Grace Chang
Black Phoenix Legion The Fourth District
11
|
Posted - 2013.03.28 13:22:00 -
[316] - Quote
Have you looked at the T1 logistics frigates? It seems they are vastly underpowered for what they are intended to do. I flew a few and these are my experiences:
1. very big signature for a frig, signature tanking impossible 2. slow for a frigate, cannot kite other frigates 3. too slow to align to get off a gate camp 4. tank is mediocre at best 5. range is too low to be able to survive and rep fleet members, always in range of cruiser dps and can't run from frigs
Point 5.) seems for me the main issue. All logistic ships either have to kite or tank to survive and do their job. The frig logistics can't do either. The tanking approach is probably not solvable on a frig hull unless you drastically reduce sig (like < 30, then an AB fit MIGHT be workable), so the reasonable approach probably would be to increase repping range to 40k+.
As it is right now, the frig logistics have no advantage over t1 cruiser logistics that i could think off. It is in every regard a lesser version. Frigates usually have unique advantages over bigger hulls that can work in combat situations, but there is no advantage that translates to a frig logistic. It is useless in even small fleets. The only advantage i could see is that it can enter the lowest FW complexes but that is hardly a valid use case. I never see t1 frig logistics in regular fights, however i see lots of t1 cruiser logistics. That should give you a hint that t1 logi frigs need a second pass. |

Major Killz
158
|
Posted - 2013.03.28 16:31:00 -
[317] - Quote
ELLO! WHERE DA RIFTA AT!?
Oh! Hmmmmmmmmmmmmm. I see...
Well! back to da Incurzuz and Merling then 
- killz |

Major Killz
158
|
Posted - 2013.03.28 16:36:00 -
[318] - Quote
Garviel Tarrant wrote:Taoist Dragon wrote:The rifter is my 3rd most used ship behind condor and incursus.
I feel the rifter is fine tbh but I'll tkae the PG and Armour boost as I prefer an armour fit normally.
The thing with the rifter is STOP being a sheep and flying a cookie cutter fit that is 9 months out of date!!
My standard rifter puts out about 150dps with faction ammo and goes about 1160m/s. With this I can pretty much outrun any of the brawling combat frigs and out brawl any of the brawling attack frigs. It rely's on it's speed and agility and with the recetn changes to the armour tanking mods gets a decent rep with a SAAR.
The punisher is also a great ship to fly. especially in a small frig gang. Fit it with MWD to get into fights, Nos to aid cap and DPL's with metastasis rigs. I have yet to have a frig get under my guns in this, yet I can hit easily out to scram range. True if the opponent is savvy they can disengage pretty easily but guess what...that doesn't happen that often as most people see the punisher as an easy target. But the DPS is solid as you'll always be firing in optimal range and if flown fit correctly you can minimise the tracking issues. So you end up with a solid frig that hits hard and consistantly.... If you're killing people with a rifter you're fighting scrubs.
Ha! You know. When you're not complaining in local and debating whether or not I'm using ganglinks with your corp bros (suprise I'm just really good). Or! Complaining in multiple threads. You write some funny things from time to time.
You made myself and bros get a verbal beating by our PROF for not paying attention in class. Good job sir |

White Drop
True Horde Smile 'n' Wave
2
|
Posted - 2013.03.28 19:26:00 -
[319] - Quote
As an active FW pilot I can surely say that rifter is useless ship. In solo fight it has very low chances against any other ship. Slasher has the very much the same and is much better in any king of PVP. Comparing to other ships rifter has too low DPS and Tank. |

Major Killz
159
|
Posted - 2013.03.28 21:41:00 -
[320] - Quote
X Gallentius wrote:TrouserDeagle wrote:Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong.  It sounds like you're implying that a 3 neut afterburner setup is good. It's not. It may be better than you think.
The Tristan is indeed very powerfull. The ship can be armor or shield tanked and capable of 150 - 200 damage per second. Everyone of said setups are around 7k ehp and with armor you can just throw a tracking disruptor on thier.
It's only real weakness is drones tbh. Once someone starts shooting them damage drops off significantly.
The Kestrel is really. Some in the know would say p lame. As with most ships that use missile and TD"s, but without using lamewar it can do serious damage with rockets or light missiles.
The Tristan properly setup is in fact better than the Incursus. Thrown in a cage it can take the Merlin to town with st8 damage and tank. Well really you would want to prolong going into z merlins optimal for as long as possible.
STILL. I like z condor and EXE alot more v0v. I dont know about the breacher though. Seems to do most of what the Kestrel does except worse.
- killz |
|

Viqer Fell
Hax. Game Over.
23
|
Posted - 2013.03.29 02:33:00 -
[321] - Quote
Why are you so obsessed with making all ships across the races generically the same?
Getting sick of seeing Dev after Dev push us towards jumping into Generic Cruiser or Generic Frigate and now Generic Dreadnought. It's like the art police who demand every ship was symmetrical.
no point in typing out a meaningful cogent argument as to why this is bad as you wont change your mind so I will settle with "you suck"
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
693
|
Posted - 2013.03.29 02:45:00 -
[322] - Quote
Taoist Dragon wrote:Garviel Tarrant wrote:
If you're killing people with a rifter you're fighting scrubs.
Give it up already LOL Ok you don't like the ship, Fair enough, but you hate to see other actually using it effectively.
I don't hate the rifter, i had some seriously bad results when i first tried to use it but that was more due to me not having a clue than anything else.
However i know that about 95% of all rifters run away from me no matter what frigate i'm in, so apparently people know its ****. Also i know that since i started pvping i've lost in excess of 80 frigates.. And not a single one of those was to a Rifter.
Because while a superior pilot can kill stuff with a Rifter, its still terrible.
EDIT: Wait i totally died to a Rifter once, but i was in a Rifter myself so that doesn't count! BYDI (Shadow cartel) Recruitment open!
|

Taoist Dragon
The Church of Awesome
329
|
Posted - 2013.03.29 03:09:00 -
[323] - Quote
Garviel Tarrant wrote:
I don't hate the rifter, i had some seriously bad results when i first tried to use it but that was more due to me not having a clue than anything else.
However i know that about 95% of all rifters run away from me no matter what frigate i'm in, so apparently people know its ****. Also i know that since i started pvping i've lost in excess of 80 frigates.. And not a single one of those was to a Rifter.
Because while a superior pilot can kill stuff with a Rifter, its still terrible.
EDIT: Wait i totally died to a Rifter once, but i was in a Rifter myself so that doesn't count!
Fair enough 
Fake Edit: That loss to a rifter so does totally count!  That is the Way, the Tao.
Balance is everything. |

Ranger 1
Ranger Corp
3847
|
Posted - 2013.03.29 16:20:00 -
[324] - Quote
Major Killz wrote:X Gallentius wrote:TrouserDeagle wrote:Ranger 1 wrote:Concerning the Tristan, you appear to be doing it wrong.  It sounds like you're implying that a 3 neut afterburner setup is good. It's not. It may be better than you think. The Tristan is indeed very powerfull. The ship can be armor or shield tanked and capable of 150 - 200 damage per second. Everyone of said setups are around 7k ehp and with armor you can just throw a tracking disruptor on thier. It's only real weakness is drones tbh. Once someone starts shooting them damage drops off significantly. The Kestrel is really. Some in the know would say p lame. As with most ships that use missile and TD"s, but without using lamewar it can do serious damage with rockets or light missiles. The Tristan properly setup is in fact better than the Incursus (not after z AAR was introduced though). Thrown in a cage it can take the Merlin to town with st8 damage and tank. Well really you would want to prolong going into z merlins optimal for as long as possible. STILL. I like z condor and EXE alot more v0v. I dont know about the breacher though. Seems to do most of what the Kestrel does except worse. - killz The breacher is very quick and nimble in the kiting role, I've had a lot of fun with them.
Very much agreed on the rest. 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. |

Mulgen
Rock Huggers Inc
14
|
Posted - 2013.03.29 18:35:00 -
[325] - Quote
cool, so glad my capital missile skills are going to complete waste now
glad I trained capital missiles for the sole purpose of the nag (I have no caldari skills above BC)
if your going to take the missiles off the nag, at least give minmatar pilots the option of refunding the capital torp/cruise missile skills
I mean it's not like it was people that trained the skills for a FOTM ship fit or something, it was THE dread, the only dread...it was missile skills or you don' t get to fly a dread |

Meduza13
Silver Octopus Infernal Octopus
0
|
Posted - 2013.03.29 20:54:00 -
[326] - Quote
Viqer Fell wrote:Why are you so obsessed with making all ships across the races generically the same?
Getting sick of seeing Dev after Dev push us towards jumping into Generic Cruiser or Generic Frigate and now Generic Dreadnought. It's like the art police who demand every ship was symmetrical.
Fully agreed, thats exactly what ive said couple days ago.
|

Soko99
Repercussus RAZOR Alliance
13
|
Posted - 2013.03.31 17:45:00 -
[327] - Quote
CCP Fozzie wrote:
KESTREL: +50 Hull
BREACHER: +50 Hull
Is this a joke? what the heck are the 2 shield based ships supposed to do with +50 hull? (not like you see them flown around more in comparison to the other ships either) |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
92
|
Posted - 2013.04.01 10:45:00 -
[328] - Quote
Soko99 wrote:CCP Fozzie wrote:
KESTREL: +50 Hull
BREACHER: +50 Hull
Is this a joke? what the heck are the 2 shield based ships supposed to do with +50 hull? (not like you see them flown around more in comparison to the other ships either)
Makes no sense to me either, I think it must give you more time to align when your shields have gone, your armour is popping and you are into structure, that's all I can think off. now +50 to sheilds on those ships would be useful, but would probably make them op. |

Ava Starfire
Gradient Electus Matari
786
|
Posted - 2013.04.01 12:33:00 -
[329] - Quote
Bouh Revetoile wrote:Stuff.
I am reasonably sure you have never actually flown a frigate.
"There is no strength in numbers; have no such misconception."
-Jayka Vofur, "Warfare in the North" |

Ivoto
Blue Republic RvB - BLUE Republic
8
|
Posted - 2013.04.01 14:31:00 -
[330] - Quote
Insha'Fozzie!!!
Rebalance God and loved by all!
Gives me a reason to check out the Nag, now that it wont be a multiple weapon platform. Oh yeah, and its:
V E R T I C A L |
|

Viqer Fell
Hax. Game Over.
27
|
Posted - 2013.04.01 15:56:00 -
[331] - Quote
Ivoto wrote:Insha'Fozzie!!!
Rebalance God and loved by all!
Gives me a reason to check out the Nag, now that it wont be a multiple weapon platform. Oh yeah, and its:
V E R T I C A L
There is nothing wrong with split weapon system ships. What there is a problem with is introducing new ships without thinking about the balancing beforehand. So glad my time invested in training for capital missiles is now wasted just to pander to the people like yourself who don't have the patience to train up for stuff.
Sorry Fozzie but this change reflects the continued insistence on dumbing down the game and pushing it towards being just a generic MMO with generic MMO mechanics and styles. There is a good reason EvE has survived 10 years and not died like most other generic MMO's. Becoming more like the failed opposition is not how you develop the game. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
116
|
Posted - 2013.04.01 18:31:00 -
[332] - Quote
Viqer Fell wrote:Why are you so obsessed with making all ships across the races generically the same? Agree. If anyone forgot how a balanced versatility should look - let me remind you: Terran, Protoss, Zerg. That was an epic game design. CCP can not create nothing at least remotely matching that design - I'm quite aware - but do they even try? |

Bluedromm
Pator Tech School Minmatar Republic
0
|
Posted - 2013.04.01 21:25:00 -
[333] - Quote
Rifter: Dmg/rof + range bonus and a 4th turret. Or dmg+rof bonus like Hurricane and Rupture.
Punisher: More speed, more cap, a drone, and maybe a launcher (some bigger amarr t1 ships have launcher hardpoints, but none of the frigates), without a web and with the poor tracking of lasers this ship has problems applying it's full damage. Or give it a 3rd mid and change it's role to that of a tanky drone boat with unbonused turrets and launchers like the Prophecy. Amarr do not have a drone bonused frigate, why?
EW frigs: The Crucifier could have been the Amarr drone frigate, why only 3 drones? I don't like the Vigil. I know it's main role is EW, but it's bigger version, the Bellicose, can be used as a combat ship, so why the Vigil must be so useless? The exploration frigs are more pvp capable. |

Major Killz
163
|
Posted - 2013.04.02 00:46:00 -
[334] - Quote
Rifter needs some serious increase in tank. Well before you can look at adding damage. OR! A serious increase in speed and damage projection and 1 more mid slot.
- killz |

Alice Katsuko
Terra Incognita Unclaimed.
210
|
Posted - 2013.04.02 14:32:00 -
[335] - Quote
Not sure if you're doing a balance pass on support frigates, but I've noticed that where logistics are called for in a frigate gang, the Scythe is substantially superior to both of the shield support frigates. It can fit a decent tank, is fast enough to keep up with anything except an interceptor, has twice the effective range, better repair output, and better tank. |

Johnson Oramara
Science and Trade Institute Caldari State
14
|
Posted - 2013.04.03 11:11:00 -
[336] - Quote
Viqer Fell wrote:Why are you so obsessed with making all ships across the races generically the same?
Getting sick of seeing Dev after Dev push us towards jumping into Generic Cruiser or Generic Frigate and now Generic Dreadnought. It's like the art police who demand every ship was symmetrical.
no point in typing out a meaningful cogent argument as to why this is bad as you wont change your mind so I will settle with "you suck"
They are trying to appeal to the general audience now since they got a little more attention with the dust. For me too these balancings or nerfings has been all about making everything much more similar.
Gnosis is the perfect example where we are headed. Let's remove other ships, atleast it's balanced. |

Jureth22
Mind Games. Suddenly Spaceships.
1
|
Posted - 2013.04.04 20:08:00 -
[337] - Quote
test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? |

Naomi Knight
Imperial Academy Amarr Empire
247
|
Posted - 2013.04.04 20:28:00 -
[338] - Quote
Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class |

Jureth22
Mind Games. Suddenly Spaceships.
1
|
Posted - 2013.04.04 20:52:00 -
[339] - Quote
Naomi Knight wrote:Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class
waiting for the day revelations will have 5 bonuses :D |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
706
|
Posted - 2013.04.04 20:53:00 -
[340] - Quote
Major Killz wrote:Rifter needs some serious increase in tank. Well before you can look at adding damage. OR! A serious increase in speed and damage projection and 1 more mid slot.
- killz
You just retired the breacher and slasher, well done.
The breacher/slasher/rifter are all filling more or less the same niches and that just doesn't work very well.. BYDI (Shadow cartel) Recruitment open!
|
|

Vayn Baxtor
Community for Justice R O G U E
45
|
Posted - 2013.04.04 22:25:00 -
[341] - Quote
I think I will pitch this "heavy frigate" idea into a separate thread after all, eventually to see if a tankier Rifter (and others of its level) could be a fun implementation.
Indeed, giving Rifter speed is too much. Imo, Vigil and Slasher should be fastest. Breacher (and similar) should be wicked in hurling missiles. Just an opinion.
However, I find it imperative that we have two variants of Rifter (and others of its class) - The one we have at the moment and maybe a heavier one that can take more punishment - now don't say "That's an Assault Frigate", I'd imagine this tankier version being much slower and less agile. AF's still be the better of what Tech2 has to offer.
Regardless of all that is said above, I'm either for a tankier Rifter or a dual-damage bonus Rifter (Small Proj Turrets + Rockets) along with some negative tweaks to overall HP. It's stings should really hurt.
Using tablet, typoes are common and I'm not going to fix them all. |

Vincent Gaines
Double-Down Transmission Lost
319
|
Posted - 2013.04.05 14:43:00 -
[342] - Quote
Viqer Fell wrote:
There is nothing wrong with split weapon system ships. What there is a problem with is introducing new ships without thinking about the balancing beforehand. So glad my time invested in training for capital missiles is now wasted just to pander to the people like yourself who don't have the patience to train up for stuff.
Oh my god, stop crying.
Really.
Hell back in 2008 I trained large hybrids even though they were worthless, because I liked them and figured they'd get a buff. Guess what, they did. All that wasted training time is no longer wasted.
I trained up capital missiles and fly a moros, I haven't touched a phoenix in years. You don't see me whining.
Your training time was your decision, knowing full well that you were training for a weapons system that was complete crap. If you were using a Nag over a moros these days you were either stupidly lucky to survive, or never even used it.
These "wasted SP time" arguments are terrible. To train citadels you skilled up Torps to V and Missile launcher operation to V. Both skills are very useful in countless other ship classes and races.
Your only "wasted" time is from the Citadel missile skill itself. considering CCP in the meantime has offered free SP for removing learning skills and several remaps, you are fine.
Now, stop complaining because a projectile Nag is awesome. |

Meduza13
Silver Octopus Infernal Octopus
1
|
Posted - 2013.04.05 16:34:00 -
[343] - Quote
Naomi Knight wrote:Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class hmm more dmg,same or better range than than rev , no cap need , choosable dmg type , oh yeah balanced
To make it fully "balanced" i suggest reduction in jump drive capacitor usage around 50% too, on top of 3 damage bonuses, oh and maybe some extra shield boost as well. Cheers. |

Vincent Gaines
Double-Down Transmission Lost
319
|
Posted - 2013.04.05 17:03:00 -
[344] - Quote
Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much?
Nag has 3 HS, 2 hardpoints. Right. Every other dread has 3 hardpoints. That's 3 guns.
3 > 2. This means, 3 is greater than 2.
So, you have to balance it by adding a virtual gun. So you give the ship a 50% bonus to damage.
1 gun 1 gun ____ 2 guns
1.5 gun (adding .50) 1.5 gun (adding .50) ____ 3 guns
See how that works?
That now leaves you with 2 bonuses. Since the guns don't use cap there are no other modifications to make. |

Kagura Nikon
Mentally Assured Destruction Whores in space
62
|
Posted - 2013.04.05 17:09:00 -
[345] - Quote
Naomi Knight wrote:Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class hmm more dmg,same or better range than than rev , no cap need , choosable dmg type , oh yeah balanced
Did you checked the EHP of the naglfar against the revelation before typing this crap? |

Kagura Nikon
Mentally Assured Destruction Whores in space
62
|
Posted - 2013.04.05 17:12:00 -
[346] - Quote
Viqer Fell wrote:Ivoto wrote:Insha'Fozzie!!!
Rebalance God and loved by all!
Gives me a reason to check out the Nag, now that it wont be a multiple weapon platform. Oh yeah, and its:
V E R T I C A L There is nothing wrong with split weapon system ships. What there is a problem with is introducing new ships without thinking about the balancing beforehand. So glad my time invested in training for capital missiles is now wasted just to pander to the people like yourself who don't have the patience to train up for stuff. Sorry Fozzie but this change reflects the continued insistence on dumbing down the game and pushing it towards being just a generic MMO with generic MMO mechanics and styles. There is a good reason EvE has survived 10 years and not died like most other generic MMO's. Becoming more like the failed opposition is not how you develop the game.
Ther eis a problem. A ship with split weaposn that is competitive without damage mods becomes very weak after yuo add several damage mods comapred to the competition using same 3 damage mods. |

Naomi Knight
Imperial Academy Amarr Empire
249
|
Posted - 2013.04.05 22:56:00 -
[347] - Quote
Kagura Nikon wrote:Naomi Knight wrote:Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class hmm more dmg,same or better range than than rev , no cap need , choosable dmg type , oh yeah balanced Did you checked the EHP of the naglfar against the revelation before typing this crap?
you mean without implant set? hmm yup naglfar better ehp, better boost , faster ,locks faster, cap recharge more or less same cap recharge even with a cap booster on the rev... , so if you dont count in the broken slave set then the naglfar will be superior to the rev in everything , other than most people prefer armor tank over shield, and imho an average dread pilot doesnt use slave set anyway well insta ammo change is good for the rev or no ammo use, but i dont think that makes up for the other things
or you could compare it to lol phoenix with the useless cap missiles , doing more dmg than the phoenix, oh and actually better at choosing dmg type, for a little less ehp , the phoenix is better at 2 thing : cheaper :D, and maybe primaried last
the best part naglfar will hardly every be able to fit anything that uses up his cpu/pg, yet the phoenix has cpu problems .... balanced
im glad i sold my rev already :P time to buy a naglfar
ohoh i forgot to add that armor tank is better vs neutralizers |

Naomi Knight
Imperial Academy Amarr Empire
249
|
Posted - 2013.04.05 22:59:00 -
[348] - Quote
Meduza13 wrote:Naomi Knight wrote:Jureth22 wrote:test server : naglfar 3 hs / 2 guns
50% special bonus to projectile damage + 5% rate of fire level + 5% damage bonus level
isnt that a little bit too much? nah it is minmatar , has to be the best in its class hmm more dmg,same or better range than than rev , no cap need , choosable dmg type , oh yeah balanced To make it fully "balanced" i suggest reduction in jump drive capacitor usage around 50% too, on top of 3 damage bonuses, oh and maybe some extra shield boost as well. Cheers. yup it is matar after all , and we all know they use hit and run doctrine , and also support shield boosts on some ships, also it should be able to move when sieged and probably sign tank too ,and be able to kite enemy dreads fighting in falloff is too much hinderance |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
99
|
Posted - 2013.04.05 23:28:00 -
[349] - Quote
Meduza13 wrote:Viqer Fell wrote:Why are you so obsessed with making all ships across the races generically the same?
Getting sick of seeing Dev after Dev push us towards jumping into Generic Cruiser or Generic Frigate and now Generic Dreadnought. It's like the art police who demand every ship was symmetrical.
Fully agreed, thats exactly what ive said couple days ago.
I've also said the same many, many times.
+1 bump |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
99
|
Posted - 2013.04.05 23:29:00 -
[350] - Quote
Vayn Baxtor wrote:I think I will pitch this "heavy frigate" idea into a separate thread after all, eventually to see if a tankier Rifter (and others of its level) could be a fun implementation.
Indeed, giving Rifter speed is too much. Imo, Vigil and Slasher should be fastest. Breacher (and similar) should be wicked in hurling missiles. Just an opinion.
However, I find it imperative that we have two variants of Rifter (and others of its class) - The one we have at the moment and maybe a heavier one that can take more punishment - now don't say "That's an Assault Frigate", I'd imagine this tankier version being much slower and less agile. AF's still be the better of what Tech2 has to offer.
Regardless of all that is said above, I'm either for a tankier Rifter or a dual-damage bonus Rifter (Small Proj Turrets + Rockets) along with some negative tweaks to overall HP. It's stings should really hurt.
The heavy frigate you are looking for is called the stabber. |
|

Major Killz
163
|
Posted - 2013.04.06 01:03:00 -
[351] - Quote
Garviel Tarrant wrote:Major Killz wrote:Rifter needs some serious increase in tank. Well before you can look at adding damage. OR! A serious increase in speed and damage projection and 1 more mid slot.
- killz You just retired the breacher and slasher, well done. The breacher/slasher/rifter are all filling more or less the same niches and that just doesn't work very well..
F*ck the Breacher and Slasher.
I can accept a ship is bad or useless because that is a reality. I DONT NEED A SHIP TO BE GOOD. Unlike so many in this game that espouse concepts like "fair". What a joke. CCP changed things because of that silly notion. Things will always be "broken" because people cannot accept somethings are just inferior. Somethings have to be.
With that said.
I want the Rifter to be GOOD because I like the way it looks v0v
- killz |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
708
|
Posted - 2013.04.06 02:25:00 -
[352] - Quote
Major Killz wrote:Garviel Tarrant wrote:Major Killz wrote:Rifter needs some serious increase in tank. Well before you can look at adding damage. OR! A serious increase in speed and damage projection and 1 more mid slot.
- killz You just retired the breacher and slasher, well done. The breacher/slasher/rifter are all filling more or less the same niches and that just doesn't work very well.. F*ck the Breacher and Slasher. I can accept a ship is bad or useless because that is a reality. I DONT NEED A SHIP TO BE GOOD. Unlike so many in this game that espouse concepts like "fair". What a joke. CCP changed things because of that silly notion. Things will always be "broken" because people cannot accept somethings are just inferior. Somethings have to be. With that said. I want the Rifter to be GOOD because I like the way it looks v0v - killz I want it to be good while not doing the exact same thing as the other two minnie frigs.. Give it fittings for arties and an optimal bonus!
I would love that :P BYDI (Shadow cartel) Recruitment open!
|

Azrael Dinn
The 20th Legion Mildly Sober
78
|
Posted - 2013.04.06 05:47:00 -
[353] - Quote
I don't see why the nag slip weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1137
|
Posted - 2013.04.06 06:04:00 -
[354] - Quote
Azrael Dinn wrote:I don't see why the nag slip weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast.
This. Fix Capital Missiles/Torps and the Nag would be fine. |

Vincent Gaines
Cold Moon Destruction Transmission Lost
322
|
Posted - 2013.04.07 15:01:00 -
[355] - Quote
Azrael Dinn wrote:I don't see why the nag split weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast.
why have 2 different weapons that perform sub-par when you can have a single system that performs optimally?
It's tactically sound, and for example why a Paladin doesn't have a version with 75mm... because a single battery of equally effective weaponry is much better to have.
Just like the worthless turret on the Phoenix.
|

CaptainFalcon07
Caucasian Culture Club Transmission Lost
118
|
Posted - 2013.04.07 21:01:00 -
[356] - Quote
Frankly split weapon systems have always been crap.
Because you need to use damage mods to boost the performance of both weapon systems, while on other systems you only have to boost one weapon system.
Meaning you need to use twice as much damage mods to get the same amount of dps increase to the ship using only one weapon system.
Removing capital missile on Nag and making it a pure gun boat is a very welcomed change.
Capital Missiles suck and is the reason why I trained for a Revelation(before Moros got buffed) instead of a Phoenix despite already having Caldari BS V. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
128
|
Posted - 2013.04.09 00:09:00 -
[357] - Quote
The change to the rifter seems comparitively small compared to how weak it now is. How about giving it some extra speed and reducing sig slightly so it is just slightly lesser than the slasher. |

Black Garius
Everset Dropbears
0
|
Posted - 2013.04.09 14:14:00 -
[358] - Quote
Azrael Dinn wrote:I don't see why the nag split weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast.
EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized?
NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
133
|
Posted - 2013.04.09 14:46:00 -
[359] - Quote
Black Garius wrote:Azrael Dinn wrote:I don't see why the nag split weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast. EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized? NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY.
I have to agree with this but didn't want to say anything as everyone seemed really happy with this change. I was training towards dual weapon systems and really looking forward to reaching the pinnacle of dual weapon systems which is flying the Naglfr. Is there not some way this can be reworked so that dual weapon systems actually work as I think it takes a lot of flavour out the game.
Now I have lost the interesting feeling of training towards the ship as I know I will end up in a cookie cutter projectile Naglfr similar to all the other dreads. Also the pinnacle of missile systems is surely the capital launchers, and I was really looking forward to firing some of these beasts from my Naglfr. Surely they can easily be reworked so they are effective. Perhaps they have a longer flight time and damage projection that other weapon systems, but they could do a degree more damage to make up for the fact. |

Aprudena Gist
GoonWaffe Goonswarm Federation
27
|
Posted - 2013.04.09 15:19:00 -
[360] - Quote
Black Garius wrote:Azrael Dinn wrote:I don't see why the nag split weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast. EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized? NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY. No the Nagalfar has a unique broken point. Split weapons systems on any ship is stupid and be thrown away on all ships immediately. |
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
134
|
Posted - 2013.04.09 15:21:00 -
[361] - Quote
Aprudena Gist wrote:Black Garius wrote:Azrael Dinn wrote:I don't see why the nag split weapon system was anoying. Sure it takes longer to train but it's also something that make the ship unique. Now it's going to be another ships in the blob.
Not supporting this. This game needs it's ocacional odd balls. If everything is the same with just different skins... well it gets realy booring realy fast. EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized? NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY. No the Nagalfar has a unique broken point. Split weapons systems on any ship is stupid and be thrown away on all ships immediately.
Why not simply alter them so that they are no longer broken? Split weapon systems will still exist on many sub capital ships, so do you also propose removing all of them?
I fear Eve will turn into a bland homogonized mass if we continue down this line of thinking. |

Andski
GoonWaffe Goonswarm Federation
7413
|
Posted - 2013.04.09 15:23:00 -
[362] - Quote
http://i.imgur.com/xNzo2Qs.jpg
this looks "interesting" mine quotes from my posts at your peril, badposters TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. Malcanis for CSM 8 |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
564
|
Posted - 2013.04.09 15:26:00 -
[363] - Quote
Rebecha Pucontis wrote:Why not simply alter them so that they are no longer broken? Split weapon systems will still exist on many sub capital ships, so do you also propose removing all of them?... Only the revised Scythe will be sport a split weapon system as far as I am aware (Phoon is remade into an Armour Raven), provided that 'split weapons' still mean bonuses to two separate and mutually exclusive weapon types. Have seen some odd definitions of it over the years, so just wanted to carve it into the proverbial stone.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
136
|
Posted - 2013.04.09 16:34:00 -
[364] - Quote
Veshta Yoshida wrote:Rebecha Pucontis wrote:Why not simply alter them so that they are no longer broken? Split weapon systems will still exist on many sub capital ships, so do you also propose removing all of them?... Only the revised Scythe will be sport a split weapon system as far as I am aware (Phoon is remade into an Armour Raven), provided that 'split weapons' still mean bonuses to two separate and mutually exclusive weapon types. Have seen some odd definitions of it over the years, so just wanted to carve it into the proverbial stone.
Yes, I meant many sub capital ships are able field dual weapon system, despite not having bonuses to them. So why not allow this on capitals.
Also, although dual bonuses are being removed from tech 1 ships, it is still going to be present on the Navy versions. |

androch
Chillwater Ltd
46
|
Posted - 2013.04.10 14:47:00 -
[365] - Quote
that damage boost hardly compensates for the loss of a utility slot and an extra weapon, even with these bonuses its damage output will still be laughable next to their 3 turret cousins |

Chris Winter
Zephyr Corp V.A.S.T.
7
|
Posted - 2013.04.10 16:07:00 -
[366] - Quote
androch wrote:that damage boost hardly compensates for the loss of a utility slot and an extra weapon, even with these bonuses its damage output will still be laughable next to their 3 turret cousins Uh...that's not how that works.
A 50% damage bonus to two turrets means you effectively have 3 turrets. You fail at math. |

Torshawna
Cold Moon Destruction Transmission Lost
9
|
Posted - 2013.04.10 19:53:00 -
[367] - Quote
Chris Winter wrote:androch wrote:that damage boost hardly compensates for the loss of a utility slot and an extra weapon, even with these bonuses its damage output will still be laughable next to their 3 turret cousins Uh...that's not how that works. A 50% damage bonus to two turrets means you effectively have 3 turrets. You fail at math.
Shhh.... Don't tell him that after the patch the Naglfar Naglfar will only be out dps'd by the Moros, it will hurt his brain! |

James Amril-Kesh
4S Corporation RAZOR Alliance
4547
|
Posted - 2013.04.11 11:22:00 -
[368] - Quote
Andski wrote:http://i.imgur.com/xNzo2Qs.jpg
this looks "interesting" You should probably edit your post, considering this was your build of EFT that mistakenly assumed it was an ROF bonus and not a damage bonus.
That being said, Revelation is now the worst turret dread, by far. http://i.imgur.com/8Jc6VXB.png Comparison based on an Abaddon with MWD off and perfect transversal, with 3 TPs on him (a fair assumption since many tracking dreads have TPs), and our standard tracking fits with new tracking enhancers. The Naglfar out-DPS's the Moros here because the Moros uses 2x mag stabs, whereas the Nag uses 3. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Vincent Gaines
Cold Moon Destruction Transmission Lost
343
|
Posted - 2013.04.11 13:26:00 -
[369] - Quote
Black Garius wrote:
EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized?
NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY.
While it's cute to have something all unique and hipster-ish it does absolutely nothing to help gameplay. Yes they could fix the missiles and it would be nice since the phoenix is all but crap- however since they haven't this is a welcome change. Not a diplo.-á
The above post was edited for spelling. |

Black Garius
Everset Dropbears
0
|
Posted - 2013.04.11 15:43:00 -
[370] - Quote
Vincent Gaines wrote:Black Garius wrote:
EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized?
NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY.
While it's cute to have something all unique and hipster-ish it does absolutely nothing to help gameplay. Yes they could fix the missiles and it would be nice since the phoenix is all but crap- however since they haven't this is a welcome change. P
Pardon me, but I don't see how the Naglfar split weapon system change effecting gameplay itself. Since only 1 dreadnought / race there is no competition between these ships in the same ship class and race. Therefore any changes to the Naglfar weapon layout is on a weak foundation, in fact it sound like a poor excuse to trash something which worked fine for me and I have firm belief it worked for others as well.
(BECAUSE YOU AND OTHERS COULDN'T BOTHER TO TRAIN FOR THE DUAL WEAPONS OR ANY OTHER REASONS DOES NOT CREATE A JUSTIFIABLE POSITION TO THROW OUT THE CURRENT WEAPON LAYOUT)
PS.: To make this thread really fair, the only people who can leave comment and any suggestion to its content to be the ones who have the MINMATAR DREADNOUGHT SKILL on LVL 4 |
|

Naomi Knight
Imperial Academy Amarr Empire
257
|
Posted - 2013.04.11 15:53:00 -
[371] - Quote
Black Garius wrote:Vincent Gaines wrote:Black Garius wrote:
EXACTLY. The Naglfar has a unique selling point with the dual weapons and any changes to it will DESTROY that uniqueness and with it destroys a LARGE portion of EvE as well. I like the way it is now that is why I trained for it and not the other Dreads wich I'll considered main stream in other words BORING AS HELL. Just for example for the dual weapons the Cyclone still have it and that not bothers anyone why this one get scrutinized?
NAGLFAR is a sophisticated ship as EvE itself LETS KEEP IT THAT WAY.
While it's cute to have something all unique and hipster-ish it does absolutely nothing to help gameplay. Yes they could fix the missiles and it would be nice since the phoenix is all but crap- however since they haven't this is a welcome change. P Pardon me, but I don't see how the Naglfar split weapon system change effecting gameplay itself. Since only 1 dreadnought / race there is no competition between these ships in the same ship class and race. Therefore any changes to the Naglfar weapon layout is on a weak foundation, in fact it sound like a poor excuse to trash something which worked fine for me and I have firm belief it worked for others as well. (BECAUSE YOU AND OTHERS COULDN'T BOTHER TO TRAIN FOR THE DUAL WEAPONS OR ANY OTHER REASONS DOES NOT CREATE A JUSTIFIABLE POSITION TO THROW OUT THE CURRENT WEAPON LAYOUT) PS.: To make this thread really fair, the only people who can leave comment and any suggestion to its content to be the ones who have the MINMATAR DREADNOUGHT SKILL on LVL 4 my alt has :P with capital missiles too yea i cant see anything wrong with the current split weapon system , the only problem is the crappy capital missiles changeing the ship just to dodge the problem isnt smart |

Vincent Gaines
Cold Moon Destruction Transmission Lost
346
|
Posted - 2013.04.11 16:45:00 -
[372] - Quote
Black Garius wrote: Pardon me, but I don't see how the Naglfar split weapon system change effecting gameplay itself. Since only 1 dreadnought / race there is no competition between these ships in the same ship class and race. Therefore any changes to the Naglfar weapon layout is on a weak foundation, in fact it sound like a poor excuse to trash something which worked fine for me and I have firm belief it worked for others as well.
Because citadel missiles can't even hit a supercarrier moving. It can't even hit another capital drifting in siege/triage.
So you have two weapons that can hit, and two that can't. The ship itself is completely broken.
I don't know how many times I can say that. There's a reason capital pilots don't currently fly a Nag. And that's because it is terrible.
Quote: (BECAUSE YOU AND OTHERS COULDN'T BOTHER TO TRAIN FOR THE DUAL WEAPONS OR ANY OTHER REASONS DOES NOT CREATE A JUSTIFIABLE POSITION TO THROW OUT THE CURRENT WEAPON LAYOUT)
PS.: To make this thread really fair, the only people who can leave comment and any suggestion to its content to be the ones who have the MINMATAR DREADNOUGHT SKILL on LVL 4
You really shouldn't make assumptions. I can fly just about any ship below a titan in the game including the Nag, and use every weapon system.
I'm pretty damn well qualified to tell you that you are an idiot.
edit: aren't you the same moron that fought against Black ops BS having a larger fuel bay? Not a diplo.-á
The above post was edited for spelling. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4552
|
Posted - 2013.04.11 17:24:00 -
[373] - Quote
Vincent Gaines wrote:I don't know how many times I can say that. There's a reason capital pilots don't currently fly a Nag. And that's because it is terrible. BUT BUT BUT IT CAN SHOOT STRUCTURES, SO IT MUST BE OKAY Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Black Garius
Everset Dropbears
0
|
Posted - 2013.04.11 20:45:00 -
[374] - Quote
Quote:Because citadel missiles can't even hit a super carrier moving. It can't even hit another capital drifting in siege/triage.
So you have two weapons that can hit, and two that can't. The ship itself is completely broken.
I don't know how many times I can say that. There's a reason capital pilots don't currently fly a Nag. And that's because it is terrible.
Still trying to make you're invalid point valid, citadel cruise does hit as the citadel torpedo as well (I'm surprised you didn't mentioned the torpedo, maybe just don't want to SLAG OFF two weapons in the same post). Tough the explosion velocity penalty comes from the siege module makes it a bit interesting I have to admit that.(Phoenix suffers most of this but doesn't makes it useless nor broken, at end of the day still the best DPS ship)
The drifting issue you mentioned on other capitals which are in siege/triage again movement penalty from the siege module eventually come to a full stop. Supers or Titans after they jumping in pretty much they pilling on each other any unnecessary movement turn them into bump festival. Titans after using there doomsday it become immobile aren't going anywhere in a hurry.
Quote:You really shouldn't make assumptions. I can fly just about any ship below a titan in the game including the Nag, and use every weapon system.
I'm pretty damn well qualified to tell you that you are an idiot.
edit: aren't you the same moron that fought against Black ops BS having a larger fuel bay?
Assumptions no, simply stating a fact which is true or false is a different matter. I'm pretty damn well qualified to tell you not going to EXAGGERATE myself on you.
Just for the record editing your edit: NO, I'm aren't the same moron that fought against Black ops BS having a larger fuel bay. But feel free to troll the hell out of me if I have a post in that thread. BUT ONLY IN THAT THREAD. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4555
|
Posted - 2013.04.12 01:06:00 -
[375] - Quote
Top damage dread! Just have to make sure your target isn't moving and it's the size of a small moon. ;) Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Naomi Knight
Imperial Academy Amarr Empire
259
|
Posted - 2013.04.12 08:36:00 -
[376] - Quote
"(Phoenix suffers most of this but doesn't makes it useless nor broken, at end of the day still the best DPS ship)"
rly? looks like Vincent Gaines was right especialy if you "fought against Black ops BS having a larger fuel bay"
"I'm pretty damn well qualified to tell you that you are an idiot."
phoenix is a crap , no wonder it costs hundred mills less than the actual dreads |

Vincent Gaines
Cold Moon Destruction Transmission Lost
347
|
Posted - 2013.04.12 12:00:00 -
[377] - Quote
Black Garius wrote:[
The drifting issue you mentioned on other capitals which are in siege/triage again movement penalty from the siege module eventually come to a full stop. Supers or Titans after they jumping in pretty much they pilling on each other any unnecessary movement turn them into bump festival. Titans after using there doomsday it become immobile aren't going anywhere in a hurry.
Have a fleet member bump you once you stop moving 
Naomi Knight wrote:"(Phoenix suffers most of this but doesn't makes it useless nor broken, at end of the day still the best DPS ship)"
rly? looks like Vincent Gaines was right especialy if you "fought against Black ops BS having a larger fuel bay"
"I'm pretty damn well qualified to tell you that you are an idiot."
phoenix is a crap , no wonder it costs hundred mills less than the actual dreads
If you put a well fit phoenix against a well fit moros, at about 40-60km the phoenix will win every time, provided both are in siege and neither are coasting.
This bears in mind that you either use kinetic and take advantage of the bonus, or if the Moros pilot didn't fill their explosive hole well enough. With single dread on dread combat fitting an RAH might tip the balance from the Moros (however when I've been in the Phoenix I just quickly change ammo type). Apparently a well fit shield Moros will edge out the Phoenix, however we have been unable work this rumored viable fit effectively- yet.
If you're using a dread to strictly shoot towers there's really no better option than the Phoenix.
Back on topic, to the Nag, this is where the current setup isn't optimal. With the Phoenix, Rev, and Moros you have a defined purpose (although things don't always go as you want, they each have something they are "good at"). The Nag is stuck in la-la land given the problem with the missiles. In addition, it doesn't have a damage bonus to the missiles. This is a huge problem as the Phoenix's damage is compounded with having 3 launchers and a missile bonus. The nag only has a projectile bonus.. the missiles don't even come close to making up for it, even considering you have 4. Also, adding in the additional module really chews up your fitting.
With the Nag change, you can shield tank this like a beast and even with the upcoming TE changes it still puts out some amazing numbers in EFT. We're working on the test server to see what we can make this baby do.
I want to add, that with the TE changes the Moros' range and tracking is going to take a huge hit, and I think even more than it would harm any projectile dread. Not a diplo.-á
The above post was edited for spelling. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4559
|
Posted - 2013.04.13 02:59:00 -
[378] - Quote
Vincent Gaines wrote:I want to add, that with the TE changes the Moros' range and tracking is going to take a huge hit, and I think even more than it would harm any projectile dread. Tracking isn't taking any hit at all, and range really isn't that much of an issue for the Moros. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Vincent Gaines
Cold Moon Destruction Transmission Lost
355
|
Posted - 2013.04.13 12:46:00 -
[379] - Quote
James Amril-Kesh wrote:Vincent Gaines wrote:I want to add, that with the TE changes the Moros' range and tracking is going to take a huge hit, and I think even more than it would harm any projectile dread. Tracking isn't taking any hit at all, and range really isn't that much of an issue for the Moros.
Oh good
Range is an issue in wormholes. In fact a huge issue.
When you escalate a fight with one as the aggressor, there is only one spot you'll be.
Not a diplo.-á
The above post was edited for spelling. |

Deacon Ix
Ascendant Strategies Inc. The Volition Cult
6
|
Posted - 2013.04.15 13:56:00 -
[380] - Quote
I like the Nag changes as it does make it on a par training wise with the other dreads, for a skilled pilot the DPS was above average (I think it used to be top until the Moros buff) and the tank was slightly below average (which it should be if it has good DPS)
My main issue it that a long time ago I thought that the Nag was the best looking ship in hte game so I created a toon with the sole purpose of excelling at flying it.
This toon has every skill needed for the Nag at V, so with the torps being removed I now have a lvl V skill which I will never use.
This is more of a point I wished to highlight and I do think the Nag change was overdue and at teh the end of the day I will roll with it.
(the honest reason for having every Nag skill at lvl V is the reason anyone does anything in eve - Because I can) |
|

Vincent Gaines
Cold Moon Destruction Transmission Lost
373
|
Posted - 2013.04.15 14:47:00 -
[381] - Quote
Deacon Ix wrote:I My main issue it that a long time ago I thought that the Nag was the best looking ship in hte game so I created a toon with the sole purpose of excelling at flying it.
(the honest reason for having every Nag skill at lvl V is the reason anyone does anything in eve - Because I can)
There's a book called, "Who moved my cheese?"
I think everyone should read it.
Not a diplo.-á
The above post was edited for spelling. |

Ines Tegator
Towels R Us
231
|
Posted - 2013.04.17 00:17:00 -
[382] - Quote
The punisher should have it's damage bonus swapped for an optimal bonus. It's a de-facto DPS upgrade (since you can use multifreq or conflag), and works far better with the Amarr brick strategy. Basically, I may not catch you, but I can always HIT you. It's lack of a 3rd mid and inability to dictate range are compensate for by the removal of the need to dictate in the first place. The built in penalties of lasers (cap, tracking) give it a built in counter.
I'd also suggest boosting NOS out to scram range- gives it a little something to compete with neut's for the value in fitting one. Yes, I have the punisher in mind with this, but in general neither module is useful on frigates and I think the modules themselves need looked at. "A carrot on a stick will lead a donkey on forever, but not if the donkey is dead. Make the carrot as big as you want, that donkey isn't going anywhere." |

Dani Lizardov
Otbor Chereshka GaNg BaNg TeAm
13
|
Posted - 2013.04.17 09:46:00 -
[383] - Quote
NERF The t1 frigates or FIX the T2 once please!!!
Why? T1 Frigate Vs Interceptor +More scan resolution +More slots (utility) +More pg / cpu + More SPEED ??? WTF.... - Less tank - No signature bonus with MWD
Well in the past we had the Dramiel with similar scan resolution to interceptors... What did CCP do? NERF! Now we are back , as it was before!
CCP You are killing your own game! What will make a pilot invest more time in EVE if not, learning for the T2 superior ship!
I very much welcome the changes on the T1 stuff, making them Useful! But you are taking too much TIME!!! Mean wile you are destroying, roles that the T2 ships use to have. Atm You can register, activate do 9$ with the slasher bonus... Have some fun for two mounts then start skilling up mining barges :) lol. Just because there is no benefit in skilling up the interceptors.
NERF the Scan resolution to 800-900!! Lets start there.
|

androch
Chillwater Ltd
52
|
Posted - 2013.04.17 12:43:00 -
[384] - Quote
even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange? |

Vincent Gaines
Cold Moon Destruction Transmission Lost
378
|
Posted - 2013.04.17 15:04:00 -
[385] - Quote
androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange?
Did you just fall from a stupid tree?
Not a diplo.-á
The above post was edited for spelling. |

Naomi Knight
Imperial Academy Amarr Empire
297
|
Posted - 2013.04.17 15:23:00 -
[386] - Quote
Vincent Gaines wrote:androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange? Did you just fall from a stupid tree? dont mind him , he is just a matar , we all know they arent good at math |

Vegare
Stranger Things Nulli Legio
68
|
Posted - 2013.04.17 15:43:00 -
[387] - Quote
Captain Nares wrote:CCP Fozzie wrote: RIFTER: +1 PWG +50 Armor
How does this solve problems? The problem is that rifter cannot kite blaster ships (incursus) on the end of scram range as it did before and as AC platforms are supposed to do. It is too slow for this and its DPS (and damage projection) is no more enough for this. Speed and DPS, two main causes. Small autocannons (or at least rifter as AC platform) loose their superiority in versatility parameter to blasters loaded with nulls (especially ones coupled with a pair of ambit rigs). I know that small blasters vs ACs balance is a complicated question, but now it is answered by CCP with noticeable bias to blasters. My opinion that small blasters were OK even before boosts. Hope you'll understand...
spot on! |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
118
|
Posted - 2013.04.18 13:35:00 -
[388] - Quote
androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange?
what? shoot with two make dmg like three. what is your problem?
is +1 PG and 50 armor still the word for Rifter? i'd really like it to be something else than a bad slasher. |

Bemoteajh
Gork and Mork Munitions
0
|
Posted - 2013.04.18 14:47:00 -
[389] - Quote
SCREW YOU I LOVE MY MISSILE ON THE NAG! |

Kara Books
Deal with IT.
539
|
Posted - 2013.04.18 18:00:00 -
[390] - Quote
I don't want to be a nag (pun intended) I REALLLY love the changes since my pvp alt is polishing off skills for one right now and all but I just noticed, there is no drone bay, not eve enough for a flight of small drones.
just my 5 cents |
|

Shingorash
S T R A T C O M Critical-Mass
48
|
Posted - 2013.04.19 14:53:00 -
[391] - Quote
Tracking Naglfar's are go, depleted urainium and tracking mods, om nom nom. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
170
|
Posted - 2013.04.22 02:21:00 -
[392] - Quote
Nagarythe Tinurandir wrote:i'd really like it to be something else than a bad slasher.
Yes, rifter needs further improvements. More speed and agility bringing it just under slasher levels would be good.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
170
|
Posted - 2013.04.22 02:25:00 -
[393] - Quote
Vincent Gaines wrote: Because citadel missiles can't even hit a supercarrier moving. It can't even hit another capital drifting in siege/triage.
So you have two weapons that can hit, and two that can't. The ship itself is completely broken.
So the missiles don't work so your answer is to scrap them completely? Bad idea, and I hope this is just a temporary fix until CCP fix capital missiles and the Naglfar can get its dual weapon system back. |

Taoist Dragon
Bastion of Mad Behaviour Caldari State Capturing
390
|
Posted - 2013.04.22 05:16:00 -
[394] - Quote
Vegare wrote:Captain Nares wrote:CCP Fozzie wrote: RIFTER: +1 PWG +50 Armor
How does this solve problems? The problem is that rifter cannot kite blaster ships (incursus) on the end of scram range as it did before and as AC platforms are supposed to do. It is too slow for this and its DPS (and damage projection) is no more enough for this. Speed and DPS, two main causes. Small autocannons (or at least rifter as AC platform) loose their superiority in versatility parameter to blasters loaded with nulls (especially ones coupled with a pair of ambit rigs). I know that small blasters vs ACs balance is a complicated question, but now it is answered by CCP with noticeable bias to blasters. My opinion that small blasters were OK even before boosts. Hope you'll understand... spot on!
Not this.
I have no problem out speeding blaster Incurus or Merlins and kiting within scram range while flying a rifter. Yes I'd like more speed on it but it is not required just stop fitting plates to your rifters and go full active armour tank and you're golden (well rusty anyways) even with null loaded I still out DPS the standard incursus fit at 8km when using barrage.
Or better still use a cap stable neut/SAR rifter to murder those incursii all day long.
The problem with the rifter is that everyone still just fits it cookie cutter style and can't WTFBBQPWN everyone now. It is a very versitile ship still just just ahve to learn how to fly it and how to fit it to counter certain ships.
Adapt and Overcome as some very famous people in black BDU's say.  That is the Way, the Tao.
Balance is everything. |

Vincent Gaines
Cold Moon Destruction Transmission Lost
387
|
Posted - 2013.04.22 17:30:00 -
[395] - Quote
Kara Books wrote:but I just noticed, there is no drone bay, not eve enough for a flight of small drones.
just my 5 cents Dreads intentionally have no drone bay. Not a diplo.-á
The above post was edited for spelling. |

androch
Chillwater Ltd
52
|
Posted - 2013.04.23 12:44:00 -
[396] - Quote
Nagarythe Tinurandir wrote:androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange? what? shoot with two make dmg like three. what is your problem? is +1 PG and 50 armor still the word for Rifter? i'd really like it to be something else than a bad slasher.
shoot with 2 damage like 3... dps like 2... higher damage way lower rate of fire on artillery making its dps crap compared to the other dreads |

James Amril-Kesh
4S Corporation RAZOR Alliance
4664
|
Posted - 2013.04.23 13:01:00 -
[397] - Quote
androch wrote:Nagarythe Tinurandir wrote:androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange? what? shoot with two make dmg like three. what is your problem? is +1 PG and 50 armor still the word for Rifter? i'd really like it to be something else than a bad slasher. shoot with 2 damage like 3... dps like 2... higher damage way lower rate of fire on artillery making its dps crap compared to the other dreads The hell are you even talking about? Nothing has been done to the rate of fire. You're shooting with effectively 3 guns for the price of 2. You get the damage and dps of 3 guns, whether you use artillery or autocannons. And if you use autocannons the dps is easily comparable to the Moros. Module activation timers are buggy. CCP please fix. |

Vincent Gaines
Cold Moon Destruction Transmission Lost
387
|
Posted - 2013.04.24 12:19:00 -
[398] - Quote
Rebecha Pucontis wrote:Vincent Gaines wrote: Because citadel missiles can't even hit a supercarrier moving. It can't even hit another capital drifting in siege/triage.
So you have two weapons that can hit, and two that can't. The ship itself is completely broken.
So the missiles don't work so your answer is to scrap them completely? Bad idea, and I hope this is just a temporary fix until CCP fix capital missiles and the Naglfar can get its dual weapon system back.
They made a fix that made the ship better, if not the best dread in the game.
CCP wants to do away with split weapon systems, the nag will not get missiles back.
dealwithit.gif Not a diplo.-á
The above post was edited for spelling. |

androch
Chillwater Ltd
52
|
Posted - 2013.04.25 07:58:00 -
[399] - Quote
just drop the damage bonus and give it a third turret, removing the missiles is a halfassed fix |

Deerin
Murientor Tribe Defiant Legacy
116
|
Posted - 2013.04.25 09:15:00 -
[400] - Quote
I would like to point out something else.
After all that tiercide and buff to t1 frigs etc, there is one t1 frig that got out reaaaally bad.
It is the VIGIL!!!
Who flies a vigil?? Look at its counter parts. Maulus, Griffin, Crucifier.....all of them are being used. But vigil??
The thing is: Vigil doesn't really have a role as target painting ship. Target painters are useful for letting larger ships hit smaller ships. In a frig gang you are not really concerned about smaller ships. In a cruiser+ gang you'll have bellicose for painting role.
So please switch painting bonus on vigil to something else OR give some other type of buff (Moar Drones? Dmg bonus to missiles?) to it so it can be a viable ship.
Also....about frigs and progression lines in general:
Minmatar Ship Progression (Roughly)
Rifter > Thrasher > Rupture > Hurricane > Tempest Breacher > Talwar > Bellicose > Cyclone > Typhoon Slasher> - > Stabber > Tornado > Maelstorm
the BS part is a bit mixed up atm. But the roles are similar except the last line.
What I propose is: Change Rifter damage bonus to ROF bonus and give it slightly higher base speed (and that 50 armor + 1pg too). Would be more in line with the first line (I call it Brawling AC line)
Remove Slasher and Stabber damage bonus and give them full rack of weapons (+ some fitting so that they can actually mount the guns). Give Slasher a falloff bonus and stabber a tracking bonus. Remove the damage bonus from tornado (Actually remove damage bonuses from all attack BC while you are at it) and give it a tracking bonus instead.
So that the third line becomes the alpha line.
|
|

Jureth22
Mind Games. Suddenly Spaceships.
58
|
Posted - 2013.04.25 10:38:00 -
[401] - Quote
is it logical for nagflar with 3500mm meta artilleries to fire faster than a machariel with 1400 II?
        |

ale rico
Calamitous-Intent
4
|
Posted - 2013.04.25 16:26:00 -
[402] - Quote
Maybe this was already answered, I didn't read the entire 21 pages... but: Will CCP reimburse the skill points of Citadel Torpedoes that players had trained just for the Naglfar? |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
121
|
Posted - 2013.04.25 16:56:00 -
[403] - Quote
ale rico wrote:Maybe this was already answered, I didn't read the entire 21 pages... but: Will CCP reimburse the skill points of Citadel Torpedoes that players had trained just for the Naglfar?
CCP will not reimburse those skill points. they would only reimburse, should these skills be removed from the game. |

Vincent Gaines
Cold Moon Destruction Transmission Lost
388
|
Posted - 2013.04.25 17:30:00 -
[404] - Quote
androch wrote:just drop the damage bonus and give it a third turret, removing the missiles is a halfassed fix The problem apparently is that they don't find it economically viable to devote the resources in remodeling the ship (even though the art department has stated on reddit that they would be happy to do anything put across their desk and wouldn't take very long).
This is an acceptable compromise.
Plus, having 2 turrets over 3 helps in PG, ISK cost, and ammo. I see it as a huge buff. Not a diplo.-á
The above post was edited for spelling. |

Vincent Gaines
Cold Moon Destruction Transmission Lost
388
|
Posted - 2013.04.25 17:30:00 -
[405] - Quote
ale rico wrote:Maybe this was already answered, I didn't read the entire 21 pages... but: Will CCP reimburse the skill points of Citadel Torpedoes that players had trained just for the Naglfar? No, and it would be stupid to ask that they do. Not a diplo.-á
The above post was edited for spelling. |

Deerin
Murientor Tribe Defiant Legacy
118
|
Posted - 2013.04.26 23:48:00 -
[406] - Quote
Bumping the thread to make a point:
PLEASE look at vigil. Its useless atm |

TomyLobo
U2EZ
111
|
Posted - 2013.04.28 09:33:00 -
[407] - Quote
As a nag pilot, I'm very pleased with the current changes but I think more needs to be done. The nag still needs another mid slot to compete with other dreads in the tanking department. |

Jureth22
Mind Games. Suddenly Spaceships.
61
|
Posted - 2013.04.28 09:38:00 -
[408] - Quote
bump |

James Amril-Kesh
4S Corporation RAZOR Alliance
4767
|
Posted - 2013.04.28 10:29:00 -
[409] - Quote
What difference does it make? |

Hagika
LEGI0N
32
|
Posted - 2013.04.28 18:36:00 -
[410] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
this just leaves the phoenix as the only pure and utter **** dread
Welcome to caldari hate. They have had it out for them for years. Tengu is only ship left that is worth the time. Though with the heavy missile nerf it hurt a little. The drake is on its way out.
The raven was getting a nerf, and its pretty much never used in pvp because it sucked . |
|

Hagika
LEGI0N
32
|
Posted - 2013.04.28 19:20:00 -
[411] - Quote
De'Veldrin wrote:Caius Sivaris wrote:Will you reimburse the SP I sunk in Citadel torps and cruise missiles?
I basically love the rebalance work, but I hate the impact on my SPs. The BC skill change will leave me with a Gallente BC 5 I have zero use for (I trained Gallente cruiser for angel ships, I have zero hybrid skills) and now the Naglfar changes will leave me with even more completely useless SP, that will still count toward my (stupidly expensive) clone cost. No they won't. Don't even start this **** again, we're still getting threads from the damned Orca changes. Also, in case anyone missed the point of my response: NO. They are not reimbursing skill points for skills that still exist in game (even if you, personally, no longer need them). They never have and (hopefully) they never will. The only time skill reimbursements are done (based on CCP statements and past precedents) is when one of the following two criteria are met: 1. The skill (and it's underlying mechanic are removed from the game) - Learning Skills 2. There is a fluke that results in the character having skills trained which no longer have any in game benefit. (Not sure this one has ever happened, but the planned destroyer/battlecruiser reimbursements fall into this category, according to the Dev Blog from Ytterbium.) This change meets neither of the two requirements above - the skill obviously will still exist, and it will have an in game benefit (just not to you any more).
Given how garbage the phoenix is, that would easily go under the game benefits category. Like for real. |

Hagika
LEGI0N
32
|
Posted - 2013.04.28 19:26:00 -
[412] - Quote
Gypsio III wrote:De'Veldrin wrote: We could try starting a "Hybrids for the Phoenixes" charity and see how much traction we can get?
Thing is though, how would you make it different to the Moros, yet still make both useful? Bonuses to damage and optimal maybe? Or damage and shield resists?
A slight less dps but a little more range?
I really wish they would make take the time to make the large missiles work for the phoenix, at this rate why not remove missiles from the game?
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4774
|
Posted - 2013.04.28 19:30:00 -
[413] - Quote
Hagika wrote:Unforgiven Storm wrote:CCP Fozzie wrote:
Full Naglfar changes are: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU
this just leaves the phoenix as the only pure and utter **** dread Welcome to caldari hate. They have had it out for them for years. Tengu is only ship left that is worth the time. Though with the heavy missile nerf it hurt a little. The drake is on its way out. The raven was getting a nerf, and its pretty much never used in pvp because it sucked . Seriously? Need I list all the Caldari ships are great for PVP? |

Hagika
LEGI0N
32
|
Posted - 2013.04.28 19:32:00 -
[414] - Quote
Lili Lu wrote:Gypsio III wrote:Lili Lu wrote:10% range bonuses. Thanks for the reply. I don't really have many strong feelings on it, except that in general if there is a problem, then it's with specific ships (Cormorant?) rather than the 10% bonus as a whole. It may also be a problem restricted to artificial scenarios such as FW warp-in beacons, but if so that's a problem trivially countered by ewar. Certainly there's nothing wrong with the Ferox, Naga or Rokh having optimal bonuses, IMO. Yes of couse one can work out attempts to counter. Some of which work better than others. But the fact that these are still used tells you that those counters do not "fully" counter, which is probably a good thing. My problem still stand though that the role is reserved for one race and one race only. Concurrently that race does not lose efficacy at any other role as a balance. If Caldari ships totally sucked at close range then ok the game design is universal role based exclusivity. But Caldari does have viable close range options. I'm actually ok with that. I think that's good, to have each race having role options even if some might considered "better" at certain roles. Unfortunately we are left with no non-Caldari options for sniper frigs and dessys etc. edit- sniping is useful for more than just inside a fw plex. Corms can use that ability at star gates, outside acceleration gates, stations, many places. It would be nice if Coercers etc could fit somewhat reasonably similar. So that 100km Corms might be there, but also 80km Coercers or Thrashers (probably already in falloff heh) etc. As things are now, you can't approach anywhere near 100km with other turrets. And even sentry drones are a ***** to get that range on for larger ships forget about frigs or dessys (where's my cpu for DLA IIs and omnidirectionals  ) edit 2 - and why are those optimal bonuses on the caldari gun boats always 10%? Noone esle is getting 10% range bonuses assuming they are even lucky enough to get range bonuses.
So we take away the little last advantage caldari has because they do not meet the dps of gallente and some others and just put the last nail into the coffin for them? Seriously why bother having caldari in the game when a handful of people hate the fact they have longer range, when they are swinging with less damage.
Tell you what, I will make the exception, Caldari loses the range bonus but gets a higher damage bonus than gallente, fair?
|

Hagika
LEGI0N
32
|
Posted - 2013.04.28 19:35:00 -
[415] - Quote
Kahega Amielden wrote:Quote:Yes it is role exclusivity. There is a huge difference between 100km and 50km. How long is that 50km Coercer going to kite and fire before fast frigs start getting in tackle range and under the tracking of the long range guns. Do you have any characters that fly FW or some other pvp where they use these ships? As for missles yes you see Coraxes doing the snipey kitey tactic. It actually works quite well because of the volley delay (i.e. frig doesn't realize the next volley will take him down). Don't really see it with Talwars. But then what's the common denominator of Coraxs and Cormorants? Yep. And no, I don't see packs of 50km Coercers kiting and sniping. Why don't you convice a bunch of guys to try it with you and tell us all how it goes.
Beam lasers do significantly better DPS and have significantly better tracking than rails, and ammo can be swapped instantly. Fast tackle trying to get in range of a pack of coercers would be vaporized really, really fast. With no damage or range mods, a Coercer with SFBL and Aurora has 40.5 + 5km range, 126 DPS, and 33% superior tracking to a 150mm Corm which has 105 DPS at 73km range. The corm gets a modest increase in range in exchange for a modest decrease in damage and tracking. I fail to see the imbalance or exclusivity here.
It became inbalanced because caldari pilots got creative among the many setbacks of being a caldari pilot and found another way to put up a good fight and he cant stand that fact that he cant just face roll them and is here having a hissy fit.
|

Hagika
LEGI0N
37
|
Posted - 2013.04.28 20:39:00 -
[416] - Quote
Isbariya wrote:CCP Fozzie wrote:Good morning guys, as always thanks for the feedback and comments. I'm going to go over a few questions from the thread so far and then I have one small update to the plan.
Why are we talking about the Nag but not the problems with citadel missiles? This change obviously does not fix all the dreadnaught balance, and we have never claimed that it does. Citadel missiles are much more limited in application than capital turrets, and that is a problem that we do intend to solve. However this Nag change is what we have ready to announce at this very moment. How about adding two turret slots for the Phoenix then as well as a corresponding bonus. That would solve the problem - for the time beeing - for Caldari players as well. If somehow the launcher slots can't be used as turret slots, just give the one turret slot a 200%dmg bonus. It realy sucks how the Phoenix can't hit anything that moves just a tiny bit and this change would help.
How about 4 launcher slots and remove the kinetic bonus and give the ship a ROF or damage bonus to catch up in the dps game. |

Hagika
LEGI0N
37
|
Posted - 2013.04.28 20:47:00 -
[417] - Quote
Peppermintstix wrote:i cant be the only person who thought of how high the volley on these nags would be with arty...
About the same volley as a phoenix but from a much farther distance...
You could use these things as anti slow cats for sure if you got far enough away....imagine like 20 of these things cynoing in 100km away from a slowcat fleet... you would only need 5 or 6 of em to volley a carrier.
so something like 4 carriers getting popped every 15 secs :D even 2 would be pretty cool
Now just take a moment to think how the phoenix pilots feel. |

Jureth22
Mind Games. Suddenly Spaceships.
61
|
Posted - 2013.04.28 20:48:00 -
[418] - Quote
James Amril-Kesh wrote:What difference does it make?
yes it does.doesnt seem logical tbh |

Hagika
LEGI0N
37
|
Posted - 2013.04.28 20:59:00 -
[419] - Quote
Vincent Gaines wrote:Viqer Fell wrote:
There is nothing wrong with split weapon system ships. What there is a problem with is introducing new ships without thinking about the balancing beforehand. So glad my time invested in training for capital missiles is now wasted just to pander to the people like yourself who don't have the patience to train up for stuff.
Oh my god, stop crying. Really. Hell back in 2008 I trained large hybrids even though they were worthless, because I liked them and figured they'd get a buff. Guess what, they did. All that wasted training time is no longer wasted. I trained up capital torps AS WELL AS CRUISE and fly a moros, I haven't touched a phoenix in years. You don't see me whining. Your training time was your decision, knowing full well that you were training for a weapons system that was complete crap. If you were using a Nag over a moros these days you were either stupidly lucky to survive, or never even used it. These "wasted SP time" arguments are terrible. To train citadels you skilled up Torps to V and Missile launcher operation to V. Both skills are very useful in countless other ship classes and races. Your only "wasted" time is from the Citadel missile skill itself. considering CCP in the meantime has offered free SP for removing learning skills and several remaps, you are fine. Now, stop complaining because a projectile Nag is awesome.
That is because you fly a moros, now stop flying moros and go back to phoenix, then come back singing the same tune.. Oh wait, you stopped flying it because it sucked..
|

Hagika
LEGI0N
37
|
Posted - 2013.04.28 21:07:00 -
[420] - Quote
James Amril-Kesh wrote:Andski wrote:http://i.imgur.com/xNzo2Qs.jpg
this looks "interesting" You should probably edit your post, considering this was your build of EFT that mistakenly assumed it was an ROF bonus and not a damage bonus. That being said, Revelation is now the worst turret dread, by far. http://i.imgur.com/8Jc6VXB.pngComparison based on an Abaddon with MWD off and perfect transversal, with 3 TPs on him (a fair assumption since many tracking dreads have TPs), and our standard tracking fits with new tracking enhancers. The Naglfar out-DPS's the Moros here because the Moros uses 2x mag stabs, whereas the Nag uses 3.
Better than being the worst dread by far  |
|

Hagika
LEGI0N
37
|
Posted - 2013.04.28 21:12:00 -
[421] - Quote
Vincent Gaines wrote:androch wrote:even with a damage bonus you still handicap the naglfar to do less damage than its 3 turreted counterparts in what way do you consider this a fair exchange? Did you just fall from a stupid tree?
He fell off it, then it fell on him. |

Hagika
LEGI0N
37
|
Posted - 2013.04.28 21:17:00 -
[422] - Quote
androch wrote:just drop the damage bonus and give it a third turret, removing the missiles is a halfassed fix
Oh sweet Jesus, you just dont get it.. It has 2 turrets after change, they are dropping the launchers and giving it a damage bonus as if you have 3 turrets.
Sooooooo.....You spend less on ammo and fittings and are getting near the same dps as a moros which has less range and with Arts you are not far from Phoenix alpha.
You are seriously getting the better end of the deal over everyone. Yet you are here complaining and dont even realize the changes.
No wonder Matar became a slave race..
My mom always said Matari are like a box of chocolates, you never know what flavor of stupid you're going to get.
P.S- I do understand not all Minnie pilots are dumb, but you really have wonder with this guy. |

Reavant
Pistols at Dawn Ghosts of Deep Space
8
|
Posted - 2013.05.01 02:24:00 -
[423] - Quote
Luscius Uta wrote:I don't have anything to comment about frigate changes, but the way you fixed the issue with Naglfar seems like just hiding stuff under the carpet to me. Of course, it would be perfect if Naglfar had 3 turret slot like all other dreads. Are your graphical designers too lazy to change the ship's model to accomodate this? But you changed the Megathron model some time ago, even though it wasn't an ugly ship.
However, I wouldn't mind having split weapon systems on Naglfar it if its launcher slots had any bonus, in that case I would change ship's bonuses to this:
10% to capital projectile turret damage (or rate of fire) per level 10% to citadel missile explosion velocity per level
Also, siege module should have its penalty to explosion velocity removed. You already did the same with tracking. Penalties to scan resolution and number of lockable targets are also rather annoying.
On a related note, capital turrets have rather pathetic sounds, way underwhelming for such devastating weapons of mass destruction.
They already tried to do split bonuses.
You should have seen that shitstorm, it was cataclysmic. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
465
|
Posted - 2013.05.01 09:03:00 -
[424] - Quote
Just wanted to know where the Capital Blapping will be taking place, and if I can bring my Bellicose or no. Malcanis for CSM 8 |

Deerin
Murientor Tribe Defiant Legacy
130
|
Posted - 2013.05.03 15:21:00 -
[425] - Quote
Bumping the thread to get some attenion on most useless t1 frig: Vigil.
PLEASE make it useful again. A decent drone bay maybe. Or some sort of bonus to its launchers.....or both? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
137
|
Posted - 2013.05.03 15:31:00 -
[426] - Quote
Deerin wrote:Bumping the thread to get some attenion on most useless t1 frig: Vigil.
PLEASE make it useful again. A decent drone bay maybe. Or some sort of bonus to its launchers.....or both?
Im guessing they are purposely keeping the vigil as long range TP so they can buff the Hyena to be quite aggressive .. at least i hope so e-war frigs need to be more than expensive T1 ewar frigs slightly buffed. They should have an aggressive dps feel to them well the Hyena and sentinel at least .. kitsune/keres could use ranged weapons more like drones and missiles. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
711
|
Posted - 2013.05.07 08:01:00 -
[427] - Quote
Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots.
Quote:The single turret slot has been removed from the Phoenix.
Oh great. What use is a dreadnought with zero turrets? Are we supposed to fit three heavy neuts? |

James Amril-Kesh
4S Corporation RAZOR Alliance
4896
|
Posted - 2013.05.07 08:43:00 -
[428] - Quote
Gypsio III wrote:Gypsio III wrote:What about the Phoenix's split weapon system? It can only use a single unbonused turret - it has to jam pointless citadel launchers into the other two highslots. Quote:The single turret slot has been removed from the Phoenix. Oh great. What use is a dreadnought with zero turrets? Are we supposed to fit three heavy neuts? No, you're supposed to use the ship for what it's still very good at, which is structure bashing. It's also still able to fully apply its dps to supercapitals even when they're moving, and regular capital ships when they aren't. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
711
|
Posted - 2013.05.07 09:49:00 -
[429] - Quote
I think that's a courageous use of the term "very good". I appreciate that it has no real trouble applying its DPS to sieged/triaged capitals, but its DPS is so poor that there's no reason to use it in this role. |

Josilin du Guesclin
University of Caille Gallente Federation
39
|
Posted - 2013.05.07 12:42:00 -
[430] - Quote
Applied DPS is poor, and citadel torp ammo costs three times as much, per minute of firing, as blasters and autocannons pay. Cruise Missiles cost 50% more than Rail ammo, and triple Arty ammo. |
|

Hagika
LEGI0N
143
|
Posted - 2013.05.08 04:58:00 -
[431] - Quote
My guess is that he has never used it. It is the least use dread in the game. Surely its because of the amazing dps it does and how its such a great ship. |

Dato Koppla
Rage of Inferno Malefic Motives
179
|
Posted - 2013.05.08 11:53:00 -
[432] - Quote
Returning to T1 frigs for abit, I think someone else mentioned it in the thread but the minor tweak in cap isn't going to make the Punisher more useable, right now its problem is it has no range control and thus everything can kite it, what it needs is an optimal range bonus over it's damage bonus which will allow it to project really far which will go along way to help it's lack of range control, to compensate for the loss of damage bonus, it should gain another turret and the fitting to fit another turret, that would make it an awesome tank n gank brick with excellent projection. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
715
|
Posted - 2013.05.08 16:00:00 -
[433] - Quote
Hagika wrote:My guess is that he has never used it. It is the least use dread in the game. Surely its because of the amazing dps it does and how its such a great ship.
Well, let's be fair, the volley damage and burst tank are great, and the ~58 km range on torps is vaguely useful for sitting next to a POS and whacking mods on its other side, while other dreads have to load a long-range ammo. This is presumably the source of JAK's "great at structure-bashing comment", but since a triple-TC Moros outdamages a torp Phoenix at all ranges, I may have that inference all wrong. |

Deerin
Murientor Tribe Defiant Legacy
139
|
Posted - 2013.05.11 19:36:00 -
[434] - Quote
Bump:
Take look at vigil please. Needs some tender love. |

Taoist Dragon
The Church of Awesome Caldari State Capturing
432
|
Posted - 2013.05.12 00:17:00 -
[435] - Quote
Dato Koppla wrote:Returning to T1 frigs for abit, I think someone else mentioned it in the thread but the minor tweak in cap isn't going to make the Punisher more useable, right now its problem is it has no range control and thus everything can kite it, what it needs is an optimal range bonus over it's damage bonus which will allow it to project really far which will go along way to help it's lack of range control, to compensate for the loss of damage bonus, it should gain another turret and the fitting to fit another turret, that would make it an awesome tank n gank brick with excellent projection.
I like this but if you take the damage bonus away you'll just get people returning to AC punishers. How dare they sully th image of the punisher by putting AC's on them!!!
I usaully fit mine with tracking rigs as I can hit anywhere in scram range with a quick crystal swap but tracking is bad with pulses compared to AC/hybrids so people like to get under them. Not had anyone gt under my guns in a long time. Had a few run away though.  That is the Way, the Tao.
Balance is everything. |
|

CCP Fozzie
C C P C C P Alliance
5837

|
Posted - 2013.05.13 16:58:00 -
[436] - Quote
Follow up for the Nag change (as well as the Phoenix) that dread producers will want to note: https://forums.eveonline.com/default.aspx?g=posts&m=3020865 Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
58
|
Posted - 2013.05.13 17:55:00 -
[437] - Quote
CCP Fozzie wrote: ... TRISTAN: +15 Veloity -150000 Mass -0.48s Align time ...
Um... WTF is Veloity? I didn't realize we had bicycles in EVE? |

Ines Tegator
Towels R Us
297
|
Posted - 2013.05.16 01:39:00 -
[438] - Quote
Taoist Dragon I like this but if you take the damage bonus away you'll just get people returning to AC punishers. How dare they sully th image of the punisher by putting AC's on them!!!
I usaully fit mine with tracking rigs as I can hit anywhere in scram range with a quick crystal swap but tracking is bad with pulses compared to AC/hybrids so people like to get under them. Not had anyone gt under my guns in a long time. Had a few run away though. [:twisted wrote: Except the range bonus won't be to AC's?
Also, remember that to lasers, a range boost is also a DPS boost. The farther away you can use multifreq, the better your applied DPS will be. A modest (say, 5% per level) optimal bonus on the punisher is exactly what it needs. The alternative is to make it 3/3/4, which is way too similar to other frigates and boring. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Shingorash
S T R A T C O M Critical-Mass
58
|
Posted - 2013.05.16 12:10:00 -
[439] - Quote
They should just change the Phoenix and Leviathan to use Blasters, would make things much easier... |

Drake Doe
SVER True Blood Unclaimed.
207
|
Posted - 2013.05.16 13:07:00 -
[440] - Quote
I think the tormentor should trade the damage bonus for a rof, to make it more like a mini omen "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."-Vermaak Doe |
|

Lidia Caderu
Cobalt Academy Cobalt..
9
|
Posted - 2013.05.18 10:51:00 -
[441] - Quote
Remove drone from Incursus and give something instead or give it 20/30 Mbit/cargo for drones. 1 drone in space and 5 cargohold is almost useless |

Deerin
Murientor Tribe Defiant Legacy
153
|
Posted - 2013.05.20 12:59:00 -
[442] - Quote
Take a look at poor, under used vigil please. Give it a drone bay :) |

Anabella Rella
Gradient Electus Matari
752
|
Posted - 2013.05.20 21:11:00 -
[443] - Quote
While looking at the next to useless Vigil can you also rethink your microscopic tweaks to the Rifter? With the other frigates now being so good, while the Rifter got no changes, it's more than a bit outclassed. Do you really think that adding 1 PG unit and 50 more armor will allow it to compete? What you want is irrelevant, what you've chosen is at hand. |

Naomi Knight
Imperial Academy Amarr Empire
396
|
Posted - 2013.05.22 20:01:00 -
[444] - Quote
the naglfar boost is too much ,btw why not wait until you can balance every dreads at the same time? biased devs... |

Railed
Valar Morghulis. Goonswarm Federation
8
|
Posted - 2013.05.22 21:22:00 -
[445] - Quote
Naomi Knight wrote:the naglfar boost is too much ,btw why not wait until you can balance every dreads at the same time? biased devs...
If you say so...  |

Dato Koppla
Rage of Inferno Malefic Motives
209
|
Posted - 2013.05.23 02:25:00 -
[446] - Quote
Dato Koppla wrote:Returning to T1 frigs for abit, I think someone else mentioned it in the thread but the minor tweak in cap isn't going to make the Punisher more useable, right now its problem is it has no range control and thus everything can kite it, what it needs is an optimal range bonus over it's damage bonus which will allow it to project really far which will go along way to help it's lack of range control, to compensate for the loss of damage bonus, it should gain another turret and the fitting to fit another turret, that would make it an awesome tank n gank brick with excellent projection.
Bumping this, come on CCP, do it! The Punisher is severely lacking as a solo boat, and there's no real reason to use it in gangs either. |

Jezza McWaffle
EVOL Command Consortium Collective
23
|
Posted - 2013.05.23 06:20:00 -
[447] - Quote
Works great for bait though :D
|

Dato Koppla
Rage of Inferno Malefic Motives
209
|
Posted - 2013.05.23 14:41:00 -
[448] - Quote
Jezza McWaffle wrote:Works great for bait though :D
That won't change =) |

Deerin
Murientor Tribe Defiant Legacy
173
|
Posted - 2013.05.28 05:45:00 -
[449] - Quote
One more bump to get attention on Vigil!!!! |

Xander Det89
ROC Academy The ROC
1
|
Posted - 2013.05.28 09:08:00 -
[450] - Quote
Tbh I only ever looked at the Nag's guns when running numbers on it's effectiveness before. Until the Moros got a double damage bonus it was comparable to both the Rev and Moros at long range (only counting the guns!) due to the crazy falloff that meant it was still using short range ammo at all ranges while the Rev and Moros switch to long range. Check the nerf to XL-Blasters which also makes this change more relevant, on the flipside we also have a reduction in TE optimal/falloff bonus which will counteract the existing strength of Nag artillery at falloff range. Overall, definitely a buff though and hope to see more Nag in the future. Would also be happy with a switch to armour bias, but purely so that I could run tracking comps for full range as before. But I guess the alternative is dropping EHP rigs to compensate for the range loss. |
|

Deerin
Murientor Tribe Defiant Legacy
178
|
Posted - 2013.05.29 05:51:00 -
[451] - Quote
Bumping it again for Vigil.
Are devs really content with it? If so please give a reply here. I believe it is really suffering atm. |

Maximus Aerelius
PROPHET OF ENIGMA
129
|
Posted - 2013.06.06 20:46:00 -
[452] - Quote
When are these going be unstickied to give Page 1 back to Player Posts? Odyssey is in and the Feedback and Issues threads are active. Why not replace these with a "Link Sticky" to those two threads?
We all know how lazy we are to go clicking...wait for it...past Page 3 of this Forum section.  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |
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