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CCP Fozzie
C C P C C P Alliance
7598

|
Posted - 2013.10.02 16:37:00 -
[1] - Quote
Interceptor time!
This class has been a bit behind the curve for a while, and we're going to be fixing that in a few ways. The biggest changes for Interceptors in Rubicon will be the warp speed changes and the fact that Interceptors are becoming immune to bubbles. Combined these two changes make Interceptors the best ships at the core function of their specialized role: mobility. To properly Intercept, these ships need to be good at getting from point A to point B. After Rubicon they are going to be very very good at getting to point B.
The bubble immunity idea is one that we're taking directly from player brainstorming and feedback, and reached our attention through forum posts from former CSM member Prometheus Exenthal. Credit goes to him for a good idea that really grew on me the more I thought about it. Thanks to every one of our players who share their ideas with us over the internet or at meetups or fanfest. We really do appreciate it and sometimes really great things can come from them.
For the most part these guys are being brought to similar power levels to the Taranis and Stiletto, with the bubble and warp speed changes being the bulk of their buff. On average they've gotten slightly faster and more agile, and the HP gap between highest and lowest in the class is narrowing a bit. The average HP of the class is actually dropping by a tiny 0.7% which is what prompted my off the cuff comment on the stream that made some people freak out 
The most significant changes are to the Raptor and Crow, which are having their roles (combat and fleet) swapped. The Taranis and Stiletto on the other hand are receiving relatively small changes outside the aforementioned warp speed and bubble immunity overhauls.
We're increasing the lock range of the class pretty much across the board, but we're intentionally leaving it fairly tight. Pilots will very often want to either fit some kind of lock range increasing module or rig, or receive gang bonuses (remember that Sensor Integrity gives lock range in addition to the sensor strength now) so that they can more easily use their overheated point range while moving quickly.
You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.
The actual ship details will be split into the next post for length. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7598

|
Posted - 2013.10.02 16:38:00 -
[2] - Quote
SPECIFICS
CRUSADER - The Crusader's changes mainly revolve around fittings. Lots more fitting room allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).
Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level 5% bonus to Small Energy Turret damage per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 7.5% bonus to Small Energy Turret Tracking Speed per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers Fittings: 48(+8) PWG, 120(+20) CPU Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72) Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33 Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1) Sensor strength: 10(+1) Radar Signature radius: 32 Cargo Capacity: 90(-45)
=============================================================================
MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.
Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage) 4% bonus to armor resistances per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 3H(-1), 3M, 4L(+1); 1(-2) turrets, 3 launchers Fittings: 35 PWG, 150(+15) CPU Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32) Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33 Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+5) / 900 / 5(+1) Sensor strength: 12 Radar Signature radius: 33 Cargo Capacity: 98(-37)
=============================================================================
RAPTOR - The Raptor is getting a heavy overhaul. It was a trainwreck before, and we're switching its role from the "fleet" interceptor to the "combat" role (essentially a more shield and range oriented Taranis). As befits it's role change, we're swapping the fleet tackle range bonus for a shield resist bonus (that won't be super powerful due to the lack of midslots but will provide some cool options) and this ship is getting more fitting, hp, cap, speed and agility. Compared to the Taranis it has a bit less HP, less damage and less tracking, but has advantages in speed, agility, and range.
Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level 10% bonus to Small Hybrid Turret optimal range per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 4% bonus to shield resistances per level (was tackle range)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers Fittings: 36(+10) PWG, 155 CPU Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3) Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33 Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1) Sensor strength: 14 Gravimetric Signature radius: 34 Cargo Capacity: 92(-58)
=============================================================================
CROW - The Crow moves into the tackle slot to replace the Raptor. It gets a big buff in the form of a highslot moved to a mid, and some extra HP. In exchange it gains some mass which hurts agility and reduces speed slightly when prop mods are running.
Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level 10% bonus to Missile Velocity per level (was attached to interceptors skill)
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers Fittings: 35 PWG, 160(+10) CPU Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23) Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33 Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1) Sensor strength: 12 Gravimetric Signature radius: 35(-1) Cargo Capacity: 98(-52)
=============================================================================
TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange.
Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 7.5% Small Hybrid Turret tracking speed per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers Fittings: 35 PWG, 150 CPU Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28) Capacitor (amount / recharge ... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Mag's
the united Negative Ten.
15558
|
Posted - 2013.10.02 16:39:00 -
[3] - Quote
Nice.
Will look at the changes and comment later.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Krissada
Love Squad Confederation of xXPIZZAXx
173
|
Posted - 2013.10.02 16:39:00 -
[4] - Quote
Oh god, Lock range!? |

Goldensaver
Personal Defense LtD.
241
|
Posted - 2013.10.02 16:39:00 -
[5] - Quote
Reserved
First edit: Nice to see the EHP nerf is less than was worried. On to read more.\
The role bonuses: Fantastic. Well deserved, glad to see these will be able to hold point like the T1's at least.
Crusader fitting buff was well deserved. I'm very happy to see that. I'm still quite disappointed by the lack of mids though. It's not going to cut it for fast tackle whatsoever with only 2 mids. It could probably also have used more cap. I don't think this is enough. |

BadAssMcKill
Love Squad
386
|
Posted - 2013.10.02 16:40:00 -
[6] - Quote
Needs more lock range http://i.imgur.com/6j6cIZE.gif-á |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
373
|
Posted - 2013.10.02 16:41:00 -
[7] - Quote
Did you consider dropping the roles thing and making them all do everything, like command ships? |

Capqu
Love Squad
286
|
Posted - 2013.10.02 16:41:00 -
[8] - Quote
more lock range fozzie PLEASE for REAL
they have a 36k+ point
they go 6kms
it takes at least 2 seconds to lock and point due to server ticks
how can u reasonably ship them without 50k lock after skills
please dont make us fit 2 ionics for another 10 years http://pizza.eve-kill.net |

Nartel Vortok
Love Squad Confederation of xXPIZZAXx
0
|
Posted - 2013.10.02 16:42:00 -
[9] - Quote
Lock range. |

Womyn Power
Love Squad Confederation of xXPIZZAXx
60
|
Posted - 2013.10.02 16:43:00 -
[10] - Quote
L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E L O C K R A N G E
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Krissada
Love Squad Confederation of xXPIZZAXx
173
|
Posted - 2013.10.02 16:44:00 -
[11] - Quote
Fozzie, are you directly forcing solo ceptor pilots to fly with offgrid boosters? For shame. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
373
|
Posted - 2013.10.02 16:44:00 -
[12] - Quote
Also, doing the light missile nerf would coincide nicely with buffing ships that use them. |

Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
183
|
Posted - 2013.10.02 16:44:00 -
[13] - Quote
Give me the lock range.  Confederation of xXPIZZAXx CEO Watch PIZZA Videos http://www.youtube.com/user/LunchSquad |

Isa Superiora
Love Squad Confederation of xXPIZZAXx
18
|
Posted - 2013.10.02 16:46:00 -
[14] - Quote
Are you afraid that if you give them a reasonable lockrange someone is going to theorycraft a sniping interceptor doctrine that will completely destroy the metagame? |

Theophilas
Love Squad Confederation of xXPIZZAXx
16
|
Posted - 2013.10.02 16:46:00 -
[15] - Quote
I think this needs LESS lock range.             |

Franky Saken
Mafia Redux
2
|
Posted - 2013.10.02 16:46:00 -
[16] - Quote
Needs a tad more lock range. |

Michael Harari
Genos Occidere HYDRA RELOADED
657
|
Posted - 2013.10.02 16:47:00 -
[17] - Quote
The claw still has the issue that it is a 0 range ship with no range control. It needs either a projection bonus or a 3rd mid for a web to be able to do anything to another frigate.
Edit: I think the claw should swap to a rocket frigate like the breacher, but with the standard minmatar application bonus. |

dethleffs
Immortalis Inc. Shadow Cartel
251
|
Posted - 2013.10.02 16:48:00 -
[18] - Quote
Hey, heres a thing (dunno if someone already made this remark)
more lockrange? |

Naomi Anthar
119
|
Posted - 2013.10.02 16:49:00 -
[19] - Quote
I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. |

Pliskkenn
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2013.10.02 16:49:00 -
[20] - Quote
I don't know why but I was secretly hoping for Rocket Claw, but I guess the manufacturer doesn't match. |

Kagura Nikon
Mentally Assured Destruction
534
|
Posted - 2013.10.02 16:50:00 -
[21] - Quote
DAMMIT! I cannot find anything wrong to complain about!!!!! DAMM YOU!!!! |

Michael Harari
Genos Occidere HYDRA RELOADED
657
|
Posted - 2013.10.02 16:51:00 -
[22] - Quote
Pliskkenn wrote:I don't know why but I was secretly hoping for Rocket Claw, but I guess the manufacturer doesn't match.
So change the manufacturer. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3531
|
Posted - 2013.10.02 16:51:00 -
[23] - Quote
For once you didn't try to fix what was not broken, the Gallente ceptors <3
The slight increase in lock range is perfect, short lock range is what prevents these ships from becoming easymode pwnfrigs that anyone can fly and win.
Notify-á-á You cannot do that while warping. |

Zilero
Love Squad Confederation of xXPIZZAXx
97
|
Posted - 2013.10.02 16:52:00 -
[24] - Quote
Capqu wrote:more lock range fozzie PLEASE for REAL
they have a 36k+ point they go 6kms it takes at least 2 seconds to lock and point due to server ticks how can u ship them without 50k lock after skills
please dont make us fit 2 ionics for another 10 years, +2.5km is not enough for stiletto you realise everyone is gonna just fly crows now instead of stilettos, because its the only tackle one with 4 mids and reasonable lock range. this doesnt fix anything it just shifts the problem
This.
You just exchanged the stiletto for the claw in all fleets solely due to its longer lock range.
|

Michael Harari
Genos Occidere HYDRA RELOADED
657
|
Posted - 2013.10.02 16:53:00 -
[25] - Quote
Zilero wrote:Capqu wrote:more lock range fozzie PLEASE for REAL
they have a 36k+ point they go 6kms it takes at least 2 seconds to lock and point due to server ticks how can u ship them without 50k lock after skills
please dont make us fit 2 ionics for another 10 years, +2.5km is not enough for stiletto you realise everyone is gonna just fly crows now instead of stilettos, because its the only tackle one with 4 mids and reasonable lock range. this doesnt fix anything it just shifts the problem This. You just exchanged the stiletto for the claw in all fleets solely due to its longer lock range.
Crow, not claw, Claw is still bad |

Zilero
Love Squad Confederation of xXPIZZAXx
97
|
Posted - 2013.10.02 16:54:00 -
[26] - Quote
Michael Harari wrote:Zilero wrote:Capqu wrote:more lock range fozzie PLEASE for REAL
they have a 36k+ point they go 6kms it takes at least 2 seconds to lock and point due to server ticks how can u ship them without 50k lock after skills
please dont make us fit 2 ionics for another 10 years, +2.5km is not enough for stiletto you realise everyone is gonna just fly crows now instead of stilettos, because its the only tackle one with 4 mids and reasonable lock range. this doesnt fix anything it just shifts the problem This. You just exchanged the stiletto for the claw in all fleets solely due to its longer lock range. Crow, not claw, Claw is still bad
I sneaked in an edit :D |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
374
|
Posted - 2013.10.02 16:54:00 -
[27] - Quote
Roime wrote: easymode pwnfrigs that anyone can fly and win.
Pretty sure that's exactly what light missile kiting frigs are, particularly those with infinite cap and 4+ mids. |

Helicity Boson
Immortalis Inc. Shadow Cartel
566
|
Posted - 2013.10.02 16:55:00 -
[28] - Quote
I'd love it if I could actually use interceptors.
Sadly however I am -10.0 and cannot ever use an interceptor to catch enemy fleets (which are always on gates/stations), because gateguns will blap me, and fozzie doesn't care because he is not a pirate.
my 0.02 isk.
|

Michael Harari
Genos Occidere HYDRA RELOADED
657
|
Posted - 2013.10.02 16:58:00 -
[29] - Quote
Helicity Boson wrote:I'd love it if I could actually use interceptors.
Sadly however I am -10.0 and cannot ever use an interceptor to catch enemy fleets (which are always on gates/stations), because gateguns will blap me, and fozzie doesn't care because he is not a pirate.
my 0.02 isk.
You can fit a 4 low malediction with like 17k ehp. |

Naomi Anthar
119
|
Posted - 2013.10.02 16:59:00 -
[30] - Quote
I cannot believe you are all that bad that you don't complain about crusader.
If you think that crusader or claw (same story) will suddenly be good just with better fittings then go play Chivalry online.
Homogenization is problem , but in this case - interceptors. There is no problem. THEY NEED 3 mids at least. EOT. |

Michael Harari
Genos Occidere HYDRA RELOADED
657
|
Posted - 2013.10.02 17:00:00 -
[31] - Quote
Crusader is ok with 2 mids because of how lasers work. The claw does not have lasers. |

Kagura Nikon
Mentally Assured Destruction
534
|
Posted - 2013.10.02 17:01:00 -
[32] - Quote
Helicity Boson wrote:I'd love it if I could actually use interceptors.
Sadly however I am -10.0 and cannot ever use an interceptor to catch enemy fleets (which are always on gates/stations), because gateguns will blap me, and fozzie doesn't care because he is not a pirate.
my 0.02 isk.
The gun are there for a reason. |

Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
184
|
Posted - 2013.10.02 17:02:00 -
[33] - Quote
It's all about
  MR CROW   Confederation of xXPIZZAXx CEO Watch PIZZA Videos NYC Bi-Monthly Meetup |

Harvey James
Deep Core Mining Inc. Caldari State
520
|
Posted - 2013.10.02 17:04:00 -
[34] - Quote
a little disappointed by the decision to keep the combat and fleet versions... not sure how it helps either and what the point is?
Roden shipyards should be exclusively missiles ... it starts looking more like minnie fleet ships otherwise and dilutes the flavour of Roden shipyards.. and what will be the difference between Roden and Duvolle at that point??? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Peaceful Surrender
Love Squad Confederation of xXPIZZAXx
1
|
Posted - 2013.10.02 17:05:00 -
[35] - Quote
I for one welcome our new MR CROW overlord. I was bored of Stilettos anyway.
I wonder what Bubanni will do. |

Bagehi
Sniggerdly Pandemic Legion
219
|
Posted - 2013.10.02 17:07:00 -
[36] - Quote
Lock range. Interceptors need more of it. |

Naomi Anthar
120
|
Posted - 2013.10.02 17:07:00 -
[37] - Quote
Michael Harari wrote:Crusader is ok with 2 mids because of how lasers work. The claw does not have lasers.
You are bad. And you should feel bad. And how lasers work ? That if you orbit coercer that got 50% tracking bonus with web and scram it cannot hit frig even with downgraded guns with perfect tracking skills and 3% tracking implant. And no you dont even need td.
The only way for laser boat to work WITHOUT 3rd mid is optimal range bonus and kite outside of web / scram range with scorch.
Imagine slicer without optimal bonus or retribution or coercer.
Damn dude you are terrible at this game. |

Grath Telkin
Sniggerdly Pandemic Legion
1769
|
Posted - 2013.10.02 17:08:00 -
[38] - Quote
Looks good, most will function better with the fitting space and they'll have to give up something to get max range, or fly really well if they don't want to make that sacrafice |

Aiseth Devona
Wildly Inappropriate Goonswarm Federation
6
|
Posted - 2013.10.02 17:09:00 -
[39] - Quote
What did they forget to install radars into them and now we have to establish locks by line of sight out the windows?
I have a t2 Disruptor that works OH at nearly 30km. I don't want to have to train my all to be falcon pilot AND off grid booster Loki. Otherwise I like the changes. |

Goldensaver
Personal Defense LtD.
242
|
Posted - 2013.10.02 17:10:00 -
[40] - Quote
Michael Harari wrote:Crusader is ok with 2 mids because of how lasers work. The claw does not have lasers. I don't get how this changes anything. If you mean that it can get by on a scram with scram kiting... doesn't work without a web! If you mean it can brawl, you're completely wrong (poor pulse tracking, low EHP of ceptors, low DPS of pulses compared to other brawling weapons, lack of web to help the guns track). But perhaps you mean it can beam kite. Well sure, it can, but if you're just going to keep range, you'll just use the Slicer and Pulses and get more DPS and better tracking thanks to Pulses. |

Liang Nuren
Heretic Army Heretic Initiative
3789
|
Posted - 2013.10.02 17:14:00 -
[41] - Quote
CCP Fozzie wrote: CRUSADER - The Crusader's changes mainly revolve around fittings. Lots more fitting room allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).
=============================================================================
MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.
This is the most disappointing news I've seen to date. The Crusader's problem is that small pulse doesn't have enough range to be really useful without a utility high for a nos. Then you go and kill the utility high (for a nos) from the Malediction too. Seriously man, why do you ******* hate utility highs?
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Naomi Anthar
120
|
Posted - 2013.10.02 17:16:00 -
[42] - Quote
I have set my mind on Crusader.
Either give it 3rd mid or optimal bonus instead of tracking. If not - remove this ship completly as it will be total garbage as it always was. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2386
|
Posted - 2013.10.02 17:16:00 -
[43] - Quote
Split weapon bonuses on the Ares..... ugh.
Please get rid of that. 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. |

Harvey James
Deep Core Mining Inc. Caldari State
521
|
Posted - 2013.10.02 17:17:00 -
[44] - Quote
CCP - perhaps give double damage bonuses out like the taranis has so you can swap some highs for mids so inties can actually tackle would be nice Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Grarr Dexx
Snuff Box
263
|
Posted - 2013.10.02 17:24:00 -
[45] - Quote
These changes are very much meh, aside from bubble immunity. The combat ceptors already get their asses kicked by a number of T1 frigs and all the assault frigates, I have no idea why they needed EHP reduction. |

Captain Organs
Veldspar Industries Brave Collective
3
|
Posted - 2013.10.02 17:31:00 -
[46] - Quote
Amazing changes, however I would have liked to see a longer lock range. At the speeds these ships move that lock range is very, very short. I guess it's balanced by the scan res? |

Capqu
Love Squad
292
|
Posted - 2013.10.02 17:33:00 -
[47] - Quote
Captain Organs wrote:Amazing changes, however I would have liked to see a longer lock range. At the speeds these ships move that lock range is very, very short. I guess it's balanced by the scan res?
in theory it should be yeah, but in practice server ticks mean scan res that high isn't all that useful and you still need to use mods (usually ionic rigs) on lock range http://pizza.eve-kill.net |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
376
|
Posted - 2013.10.02 17:35:00 -
[48] - Quote
I forgot to complain about fitting. My ares currently has a mwd, a nos, a 200mm meta plate, and the rest of the slots are either offline or 1pg mods, leaving me with 0.5 spare. I don't quite get how I'm supposed to fit split weapons in the highs when I have no grid. I'd also quite like to be able to fit an ancillary rep along with the plate, so it's usable without logistics, like the shield buffer inties are. |

Helicity Boson
Immortalis Inc. Shadow Cartel
569
|
Posted - 2013.10.02 17:36:00 -
[49] - Quote
The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me. |

Thorvik
Minmatar Ship Construction Services Ushra'Khan
88
|
Posted - 2013.10.02 17:37:00 -
[50] - Quote
Echoing above sentiments: Lockrange
Take a closer look at this please. Large fleet you can have a booster but low sec small gang and solo inty pilots don't want (and shouldn't need) to have an off grid booster - That's the whole point of solo..... You may remember some time ago about solo and small gangs...
I saw one suggestion for rockets on Claws? Not a bad idea? Even with a lower HP and a higher speed, it would be nice to be able to hold down an opponent at arms length and pound him with rockets. The Claw should be able to go up against another T1 frig without necessarily being a guaranteed loss.
|

Michael Harari
Genos Occidere HYDRA RELOADED
661
|
Posted - 2013.10.02 17:45:00 -
[51] - Quote
Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me.
Again, 17k ehp maledictions |

GeeShizzle MacCloud
364
|
Posted - 2013.10.02 17:45:00 -
[52] - Quote
i guess im gonna have to join the growing chants of moar cowbell... i mean more lock range!
maybe not as much as some say but plz appreciate that we're going hella fast at targets and as soon as we've finished locking the increased point range means pretty much nothing. |

Naomi Anthar
120
|
Posted - 2013.10.02 17:48:00 -
[53] - Quote
Michael Harari wrote:Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me. Again, 17k ehp maledictions
And this is where you are right once. Malediction this , malediction that - screw Crusader right ?
Vengance this , vengance that - screw Retribution ?
Same scheme all the time. GIVE SOME LOVE TO AMARR SHIPS AKA THOSE WITH LASERS.
Funny Fozzie talks how beefy Crusader is when Malediction is the one with 4% armor resist bonus...
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1449
|
Posted - 2013.10.02 17:49:00 -
[54] - Quote
Now the following will probably sound slightly hostile at times. Sorry about that, at least i liked the warp changes?
I hate just about everything here.. I don't even know where to begin.
Crusader has 2 midlots ergo it is **** no matter what else it does. Its like a ****** slicer with no range (And i'm pretty sure that even with the tracking bonus it still doesn't track as well as blasters.. and does less damage.. Why is scorch still the only thing lasers are good for?)
Maledictionnot absolutely awful but fittings are still a lot too tight if you want to actually fit a tank on it. There is a difference between meaningful fitting choices and needing to gimp the damn thing.
Raptor, 3 mids and shield tanking.. So either i don't fit a web.. Or i don't fit a tank? Great, that basically means that this will be a kiter 100% of the time. Well that is if you ignore the fact that ALL lml ships are better at kiting than this.
Crow Well i'm glad to see you're finally accepting that utility high slots are the worst slots.
Taranis fittings are still pretty awful.. I don't really see a point in the slight HP nerf seeing how its hardly overpowered as it is.
AresWhat the flying ****? like, i don't even know what to say... Why? like.. i don't even know... lml Ares... i hate this idea ALMOST as much as i hated t2 res marauders... Just.. Don't do this, its awful.. Also 30 powergrid.. I have a saved fit that has 0.5pg left over without any guns and a ******* festival launcher.. Just.. What the ****?
Claw Ok are you just ******* with me now? The claw.. a ship that gets bonuses to AC's.. has 45 PWG? So.. The Ares.. that uses blasters... where the smallest ones use 4 pg.. has 30.. But this.. that can use AC's that require 1 god damn powergrid has 45? No, this is not ok. You can't just give AC fitted minmatar INFINTE fittings so that they can use artillery.. Decrease the ******* stupid fitting gap between Arties and AC's so that a ship can fit Arties without having ALL the fittings with AC's
A Claw with a full rack of 200's will have 40 pg left over... meaning that with minor fitting implants you could fit a full rack of AC's.. and a 400mm plate.. Yes having only 2 midslots is terrible but unlike the Crusader this will actually have GOOD tracking.
(for those who are interested a Taranis with a full rack of neutrons has around 19.5 pg left over.. less than 50% of what the Claw will have.. And the Ares has even LESS.. I have no words.. really..)
Stiletto4 mids, still probably the best of the bunch when it comes to the general role of being an interceptor and it even has sensible fittings. I have no real problems with this one. BYDI recruitment closed-ish |

Bubanni
ElitistOps Pandemic Legion
779
|
Posted - 2013.10.02 17:51:00 -
[55] - Quote
Lock range has always been my only problem with the basestats of the interceptors
if you ask me, all the fleet tackler interceptors should have 30-32.5km lock range as base, while all the combat interceptors should have 22.5-25km base lock range.
I also always been of the opinion that 30pg was too little for the interceptors, that they could benefit from 1-5 extra (on those that are that low) and sacrifice a bunch of cpu. Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Harvey James
Deep Core Mining Inc. Caldari State
521
|
Posted - 2013.10.02 17:55:00 -
[56] - Quote
perhaps you could also buff the fittings so you can actually put some tank mods on these aswell as guns/launchers Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
376
|
Posted - 2013.10.02 17:59:00 -
[57] - Quote
Michael Harari wrote:Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me. Again, 17k ehp maledictions
This number sounds made up. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1449
|
Posted - 2013.10.02 18:06:00 -
[58] - Quote
TrouserDeagle wrote:Michael Harari wrote:Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me. Again, 17k ehp maledictions This number sounds made up.
http://my.jetscreenshot.com/demo/20131002-n0wm-135kb
Depends on your grasp of reality i guess. BYDI recruitment closed-ish |

Kadesh Priestess
Scalding Chill
342
|
Posted - 2013.10.02 18:08:00 -
[59] - Quote
Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids.
|

Ju0ZaS
Shoulda Checked Local Break-A-Wish Foundation
26
|
Posted - 2013.10.02 18:11:00 -
[60] - Quote
Oh finally the crow will be what it should had been. :) Are you going to fight me or do you expect to bore me to death with your forum pvp? |

8jane
Rim Collection RC Sorry We're In Your Space Eh
0
|
Posted - 2013.10.02 18:13:00 -
[61] - Quote
Capqu wrote:more lock range fozzie PLEASE for REAL
they have a 36k+ point they go 6kms it takes at least 2 seconds to lock and point due to server ticks how can u ship them without 50k lock after skills
please dont make us fit 2 ionics for another 10 years, +2.5km is not enough for stiletto / ares you realise everyone is gonna just fly crows now instead of stilettos, because its the only tackle one with 4 mids and reasonable lock range. this doesnt fix anything it just shifts the problem
Fozzy pls. |

Liang Nuren
Heretic Army Heretic Initiative
3792
|
Posted - 2013.10.02 18:14:00 -
[62] - Quote
Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids.
Nah, I totally disagree. There's no reason to use a Crusader over a Slicer, ever. Damage projection on small Pulse even when fitting for optimal is only ~13km. Your entire engagement range is wasted either on a point or by being in neut range. You have no counter to neuting (no utility high, no utility mid for a cap booster) and no ability to counter web or TD. I can't really fathom any time when I would use a Crusader... at all.
-Liang
Ed: I want to note that the new suggestion from Fozzie simply does not address any of the reasons why the Crusader is simply not a usable ship. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Naomi Anthar
122
|
Posted - 2013.10.02 18:18:00 -
[63] - Quote
Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids.
I will tell you more ... claw is WAY BETTER THAN Crusader . Now and after this change. really if you think that 7,5% tracking bonus will make crusader actually hitting stuff. Then damn ....... Story is simple - WEB OR OPTIMAL range. I fly almost only laser ships and i know what im talking about. I pvp actively. And i know exactly what i'm talking about. Both small scale and completly solo.
"Perfectly fine with just 2 mids" - tell me , TELL ME - do you fly Crusader if you think its fine with 2 mids ? I guess no as noone flies Crusader unless he is noob or making some lols.
EDIT : I'm disguested with some people who say crusader is ok. Goddamn you are terrible. |

Michael Harari
Genos Occidere HYDRA RELOADED
665
|
Posted - 2013.10.02 18:21:00 -
[64] - Quote
TrouserDeagle wrote:Michael Harari wrote:Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me. Again, 17k ehp maledictions This number sounds made up.
You can already fit maledictions to 12.5k ehp. Probably more like 14-15ish with the 4th low actually. |

PinkKnife
Future Corps Sleeper Social Club
417
|
Posted - 2013.10.02 18:22:00 -
[65] - Quote
Naomi Anthar wrote:Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids. I will tell you more ... claw is WAY BETTER THAN Crusader . Now and after this change. really if you think that 7,5% tracking bonus will make crusader actually hitting stuff. Then damn ....... Story is simple - WEB OR OPTIMAL range. I fly almost only laser ships and i know what im talking about. I pvp actively. And i know exactly what i'm talking about. Both small scale and completly solo. "Perfectly fine with just 2 mids" - tell me , TELL ME - do you fly Crusader if you think its fine with 2 mids ? I guess no as noone flies Crusader unless he is noob or making some lols. EDIT : I'm disguested with some people who say crusader is ok. Goddamn you are terrible.
Uh, I have, and did fly one just fine for a bit. It's not worse than the Retribution, you just have to keep it's propensities in mind when you fly it. If you want a dedicated tackler, get the Vengence, that's literally how the roles are different.
Crusader is pretty simply, burn in, grab point, turn off mwd and orbit close while apply deeps.
Problem solved. I'm really not sure why people ***** about only having 2 mids, 2 mids is fine if you're not terrible and think every ship needs a point/web combo. |

Liang Nuren
Heretic Army Heretic Initiative
3792
|
Posted - 2013.10.02 18:26:00 -
[66] - Quote
PinkKnife wrote: Problem solved. I'm really not sure why people ***** about only having 2 mids, 2 mids is fine if you're not terrible and think every ship needs a point/web combo.
Probably because they've spent a fair amount of time actually flying the ship or flying frigates. The idea that you just MWD straight up to someone and orbit with the MWD off for great success is simply laughable. You can't run your guns because you have no cap, you can't keep range because you're scrammed + webbed, and you have no tank because you're in an interceptor.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Aranel Zirachii
Infinite Point Nulli Secunda
1
|
Posted - 2013.10.02 18:27:00 -
[67] - Quote
Reading through all the posts i kind of agree with the majority here
Interceptors need at least 3 midslots period if you want them to have any kind of tackle usage. 1 slot for a MWD (required) 1 slot for a scram/disruptor (required) Then 1 slot to fit either a sensor booster or a web.
Leaving the ceptor with 2 midslots limits the decision making in fits and makes them become a non-choice when wondering which ceptor to fly.
If you want to make one ceptor of each class a tackle and one a combat then remove the disruptor bonuses off the combat ones and make them combat, don't beat around the bush.
Second is the lock range. I feel half/half on this because i agree that the lock range needs to be realistic on a class that can be out of lock range in 1-2 seconds easily, but i also agree that you don't want to make the class to easy, there should be some skill involved in flying it. Taking into account fleet bonuses and stuff balancing this is understandably a pain in the butt.
Overall though this is definitely a step in the right direction. Good job! |

The Lobsters
The Operation
38
|
Posted - 2013.10.02 18:28:00 -
[68] - Quote
Crusader + Claw.
Combat interceptors.
Two mids.
We had no reason to fly them before, especial with the buffed Executioner and Slasher.
What reason do we have for flying them now.
Amarr and Minmatar fleet interceptors make better combat interceptors than the combat interceptors.
No change. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Naomi Anthar
123
|
Posted - 2013.10.02 18:29:00 -
[69] - Quote
PinkKnife wrote:Naomi Anthar wrote:Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids. I will tell you more ... claw is WAY BETTER THAN Crusader . Now and after this change. really if you think that 7,5% tracking bonus will make crusader actually hitting stuff. Then damn ....... Story is simple - WEB OR OPTIMAL range. I fly almost only laser ships and i know what im talking about. I pvp actively. And i know exactly what i'm talking about. Both small scale and completly solo. "Perfectly fine with just 2 mids" - tell me , TELL ME - do you fly Crusader if you think its fine with 2 mids ? I guess no as noone flies Crusader unless he is noob or making some lols. EDIT : I'm disguested with some people who say crusader is ok. Goddamn you are terrible. Uh, I have, and did fly one just fine for a bit. It's not worse than the Retribution, you just have to keep it's propensities in mind when you fly it. If you want a dedicated tackler, get the Vengence, that's literally how the roles are different. Crusader is pretty simply, burn in, grab point, turn off mwd and orbit close while apply deeps. Problem solved. I'm really not sure why people ***** about only having 2 mids, 2 mids is fine if you're not terrible and think every ship needs a point/web combo.
Orbit close ? You just proved you are liar ... you never used Crusader - once you turn off MWD in NON DUAL PROP SHIP WITHOUT WEB - you are not orbiting unless its Dread or Carrier.
In situation you just mentioned one of following will happen - you will get neuted - no NOS or cap booster (not many mids right ?) AND/OR you get webbed ... surprisingly now you are not THAT fast anymore, especially that you are not dual prop and without web - your opponent will orbit your pitiful Crusader not the other way.
Lets be honest there is nothing good about Crusader right now. NOTHING. Ship is garbage in every imaginable way. Was expecting huge buff, got just fittings. Sigh .... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1450
|
Posted - 2013.10.02 18:30:00 -
[70] - Quote
PinkKnife wrote:Naomi Anthar wrote:Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids. I will tell you more ... claw is WAY BETTER THAN Crusader . Now and after this change. really if you think that 7,5% tracking bonus will make crusader actually hitting stuff. Then damn ....... Story is simple - WEB OR OPTIMAL range. I fly almost only laser ships and i know what im talking about. I pvp actively. And i know exactly what i'm talking about. Both small scale and completly solo. "Perfectly fine with just 2 mids" - tell me , TELL ME - do you fly Crusader if you think its fine with 2 mids ? I guess no as noone flies Crusader unless he is noob or making some lols. EDIT : I'm disguested with some people who say crusader is ok. Goddamn you are terrible. Uh, I have, and did fly one just fine for a bit. It's not worse than the Retribution, you just have to keep it's propensities in mind when you fly it. If you want a dedicated tackler, get the Vengence, that's literally how the roles are different. Crusader is pretty simply, burn in, grab point, turn off mwd and orbit close while apply deeps. Problem solved. I'm really not sure why people ***** about only having 2 mids, 2 mids is fine if you're not terrible and think every ship needs a point/web combo.
Honestly if you don't know anything about frig combat don't reply.
You can kill a crusader easily in most properly fitted t1 frigs. and if you can't you can just leave most of the time...
BYDI recruitment closed-ish |

Aikar Nahrnid
Hedion University Amarr Empire
7
|
Posted - 2013.10.02 18:31:00 -
[71] - Quote
Raptor with hybrids only... It should have Ishukone skin. |

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
50
|
Posted - 2013.10.02 18:31:00 -
[72] - Quote
I'm gonna miss the extra highslot for malediction, I love running nosferatu on it. |

Milton Middleson
Rifterlings Point Blank Alliance
354
|
Posted - 2013.10.02 18:45:00 -
[73] - Quote
Well, we've now got not just one, but two point range-bonused hulls with bonuses to light missiles. Just what the frigate pvp meta needed.
In the absence of a change to light missiles, **** is about to get stupid. -- Claw and crusader are still bad, are outdone for most purposes by the slicer/firetail. Combat interceptors in general need a conceptual change away from second-rate AFs (the taranis works because it goes stupid fast and has a stupid amount of dps for its class. The others are also fast. Not so much with the stupidly high dps, though). Scram-range tackler would be good. |

Kadesh Priestess
Scalding Chill
342
|
Posted - 2013.10.02 18:48:00 -
[74] - Quote
Naomi Anthar wrote:Kadesh Priestess wrote:Naomi Anthar wrote:I cannot believe you are all that bad that you don't complain about crusader. Tell me more. While i agree that claw somewhat needs it, the crusader with his damage projections is perfectly fine with just 2 mids. "Perfectly fine with just 2 mids" - tell me , TELL ME - do you fly Crusader if you think its fine with 2 mids ? Last time i logged in to actually fly - i used crusader. And yes, it's totally fine, my 1k solo kills with it whisper you that i know small ship balance on a decent level.
And no, claw is much worse because if distance stabilizes at ~7-9k after getting into scram range, claw is effectively dead despite its super awesome EM resist - because it can't project its damage as well as crusader does, and can't get closer (if it can, then it has no tank and will die horribly).
Liang Nuren wrote:Nah, I totally disagree. There's no reason to use a Crusader over a Slicer, ever. Damage projection on small Pulse even when fitting for optimal is only ~13km. Your entire engagement range is wasted either on a point or by being in neut range. You have no counter to neuting (no utility high, no utility mid for a cap booster) and no ability to counter web or TD. I can't really fathom any time when I would use a Crusader... at all. In lowsec - maybe. For nullsec, speed and signature difference makes a big deal. 4500-5200 with 1-2 speedmods and 70 sig, it's more than decent for sort of safe navigation.
Crusader is perfect ship for killing tacklers trying to catch you (in the 1 vs many situation, up to 50 ppl) - good speed to mitigate damage, decent dps across scram range. Maybe only daredevil has comparable effectiveness - less speed, more vulnerable, but higher projection/damage output with rails.
Given that you attempt to project your damage above 10k - i suppose you're doing it wrong. Crusader is midrange brawler - it gets into fight at 10km; it can't control distance vs 3-mid interceptors, but the initial distance is your advantage. You can easily kill taranises and other frigs by dealing critical damage before they get into their effective range; when they get into range, you switch ammo within just blink of an eye and finish it off.
I find fight between crusader and taranis as really good example of interesting balance. If both pilots are capable, crusader has better chances of winning, despite the fact crusader has 2 mids. |

Naomi Anthar
123
|
Posted - 2013.10.02 18:51:00 -
[75] - Quote
Kadesh Priestess wrote: Crusader is perfect ship
                                         |

Yazzinra
Scorpion Ventures Rim Worlds Protectorate
12
|
Posted - 2013.10.02 18:51:00 -
[76] - Quote
I was terrified you were going to change the slot layouts. I did not want to have to refit dozens of ships.
overall, my ares just got buffed, and my taranis will continue to collect dust outside of special situations. a bit more lock range is nice. glad you didn't go overboard with it.
+1, very happy with the changes. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
22
|
Posted - 2013.10.02 18:51:00 -
[77] - Quote
Malediction getting light missile bonus. Crow being swapped to Fleet interceptor, getting a midslot, bonus to warp disruption range.
I'm literally dancing at my desk!
Hoping the increased targeting range on the Crow is enough to let you start locking target as you approach, and then be able to apply warp disruption at the increased range now provided by the bonus which was previously on the Raptor. |

Metal Icarus
Dirt Nap Squad Dirt Nap Squad.
636
|
Posted - 2013.10.02 18:52:00 -
[78] - Quote
Crow getting 4 mids now? Missile velocity as base bonus? Getting range bonus
-SUPER CONDOR- |

Maximus Andendare
Future Corps Sleeper Social Club
613
|
Posted - 2013.10.02 18:54:00 -
[79] - Quote
GREAT CHANGES! Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1452
|
Posted - 2013.10.02 18:55:00 -
[80] - Quote
Kadesh Priestess wrote:I find fight between crusader and taranis as really good example of interesting balance. If both pilots are capable, crusader has better chances of winning, despite the fact crusader has 2 mids.
Just.. How would you lose a fight against a Crusader in a taranis?
Inside scram range the taranis is twice as fast, has better tracking and far more dps..
BYDI recruitment closed-ish |

Nyack
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.10.02 18:56:00 -
[81] - Quote
I think the changes to the claw isnt enough. Why cant it get one more midslot? |

Naomi Anthar
123
|
Posted - 2013.10.02 19:02:00 -
[82] - Quote
Garviel Tarrant wrote:Kadesh Priestess wrote:I find fight between crusader and taranis as really good example of interesting balance. If both pilots are capable, crusader has better chances of winning, despite the fact crusader has 2 mids. Just.. How would you lose a fight against a Crusader in a taranis? Inside scram range the taranis is twice as fast, has better tracking and far more dps..
I may try to answer how : I will quote that elite pvper : " In lowsec - maybe. For nullsec, "
I'm done. I go sleep. Too exhausted for today. Glad there good amount of people who actually can pvp like Garviel and few others that can see how **** Crusader is. And will hopefully fight in this topic for justice for this really gimped ship.
Because if not now - then when ? Ship cannot be garbage forever ... cmon. |

Liam Inkuras
Chaotic Tranquility Casoff
461
|
Posted - 2013.10.02 19:03:00 -
[83] - Quote
WOOOOOOOOOOH!!!! I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |

Kadesh Priestess
Scalding Chill
342
|
Posted - 2013.10.02 19:06:00 -
[84] - Quote
Garviel Tarrant wrote:Kadesh Priestess wrote:I find fight between crusader and taranis as really good example of interesting balance. If both pilots are capable, crusader has better chances of winning, despite the fact crusader has 2 mids. Just.. How would you lose a fight against a Crusader in a taranis? Inside scram range the taranis is twice as fast, has better tracking and far more dps.. This is EFT. In reality you can do multiple tricks to get early advantage. Primary 'skill' for good crusader - stabilizing right at 10 km (not outside of it). If it's dualmagstab ranis with web, it takes around 20 seconds to close to 3km, with 190 dps from your heated scorches it's full ehp of ranis. Vs classical dual-prop taranis with neutrons it's much harder (as close-up speed is higher), but still doable. I prefer dual-OD fitting without rep when dealing with these, although with new AAR single OD fit is a good all-rounder. |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
261
|
Posted - 2013.10.02 19:08:00 -
[85] - Quote
I'm still asking the question CCP Fozzie, and you are still dodging it: what the hell are nul-sec miners meant to do now? I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.02 19:10:00 -
[86] - Quote
I also have one more feedback... I don't think combat interceptors should have the bubble immunity :) but that's just my opinion, the fleet tacklers are fine with it. Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

sten mattson
Virtus Crusade Curatores Veritatis Alliance
54
|
Posted - 2013.10.02 19:16:00 -
[87] - Quote
The crusader and claw should have a third mid tbh. And maybe drop a turret for a utility high? Adjust the dmg bonus to reflect this change.
Im also a little sad that the malediction looses the utility high :( Maybe the low compensates for it, will have to try it on sisi. IMMA FIRING MA LAZAR!!! |

The Lobsters
The Operation
39
|
Posted - 2013.10.02 19:17:00 -
[88] - Quote
How's about simply switching the Crusader and Claw from combat interceptors to fleet and the others to combat with some bonus fiddling.
It's got to be better, surely.
Also, a respectful question to Fozzie, Rise and Prom. What sort of fight do you envisage the Crusader and Claw having? Have you spent much time in them? Thoughts?
Thanks That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Golar Crexis
Love Squad Confederation of xXPIZZAXx
54
|
Posted - 2013.10.02 19:26:00 -
[89] - Quote
Well looks like its time to start buying up crows.
Also It may have been mentioned before but I didn't spot it so Have you thought of increasing the lock range?
|

Kogh Ayon
SUNDERING Goonswarm Federation
125
|
Posted - 2013.10.02 20:05:00 -
[90] - Quote
Claw now has 22.5km base with 31km max skill+raw fleet bonus targeting, while t2 point's range is 24km it is not too bad.
I guess Fozzie is suggesting people to use both Skirmish-Information link to fix the targeting range problem with bonus,
|

Teledhil Audeles
Dreddit Test Alliance Please Ignore
0
|
Posted - 2013.10.02 20:09:00 -
[91] - Quote
What about other ships used as interceptors like the Dramiel? Any plans on giving those ships the same bubble inmunity? |

IrJosy
Club 1621 Goonswarm Federation
68
|
Posted - 2013.10.02 20:14:00 -
[92] - Quote
Is there a reason gallente, the drone race are getting missiles as an optional weapon system instead of drones?
Nullified interceptors, nullified cruisers, covert cloaks on everything, depots, nerfing RSB's, nerfing HIC's (and then buffing them back), new cloaky SOE ships, nerfing remote sensor boosters, and more. We get it. CCP has a hard on for cloaky black ops stuff.
Do interceptors really need bubble immunity though? At 5k m/s they can fly through a 20km bubble in 4 seconds or more typically half of a 20km bubble in 2 seconds to get to a gate. With bonuses and snake implants that just gets reduced. Do interceptors really need the bubble immunity to catch ships they are chasing after the warp speed acceleration changes?
All of these changes just make it harder and harder and harder to kill gankers. How about some new ways to stop null sec gankers for once? A deployable web bubble or a deployable anti-cloak bubble would go miles for gate camps. As it stands now just about anything can get through any gate camp that isn't cowwarrior. I avoided 15 TEST in a dinky throw away vagabond with an improved cloak. At a certain point you need to give some equal tools to the counter-black ops people. |

Gabriel Darkefyre
Gradient Electus Matari
148
|
Posted - 2013.10.02 20:19:00 -
[93] - Quote
So, About that Lock Range, really needs to be Higher, especially for the Fleet Interceptors.
The Bubble Immunity is out of place. That should really be on the Interdictor class instead. Give the Nullsec only bonus to a Class of ships specifically designed to work in Nullsec.
Instead, give it a focussed bonus based around it's role as a fast tackler that's useful no matter where you are. It's meant to lock targets fast and stop them getting away. How about a Web Strength Bonus to stop a Target just burning back to the gate? Or a 100% Bonus to Warp Scramble Strength (So Warp Disruptors would give 2 Points of Warp Disruption while Warp Scramblers would give 4 Points, but only when fitted to an Interceptor) |

NinjaStyle
hirr RAZOR Alliance
31
|
Posted - 2013.10.02 20:24:00 -
[94] - Quote
lower ehp is okay but since Dominix Garde II's can no track fully orbiting INTERCEPTORS maybe you should give Intys some more Speed and lock range so they can actually AVOID getting instantly killed??????????? you actually made some of these slower? WHY?! they die SO EASILY because its allmost IMPOSSIBLE to avoid dmg now!
overall 'ok' had hoped for better but I guess this is slightly better than they where in a few ways...? |

Thorvik
Minmatar Ship Construction Services Ushra'Khan
88
|
Posted - 2013.10.02 20:34:00 -
[95] - Quote
Desert Ice78 wrote:I'm still asking the question CCP Fozzie, and you are still dodging it: what the hell are nul-sec miners meant to do now?
0.0 miners should always have a combat squadron either roaming in nearby systems to come and help or you should have a couple of combat ships killing rats in belts in system so that they can come to your aid if necessary. Besides, It's just the intys that are immune to bubbles. The rest of the fleet that they are scouting for still have to travel through the bubble. |

Akturous
Van Diemen's Demise Northern Coalition.
227
|
Posted - 2013.10.02 20:49:00 -
[96] - Quote
Seriously, split weapons? Again? You specifically said you were moving away from that unless you can get the full benefit of either ala Scythe fleet issue.
I mean come on ffs. If you ruin the Enyo I will be forced to biomass (try to hold your cheers). There's nothing wrong with having two hybrid boats in the same class, perhaps make the Ares a drone boat?
Gallente use hybrids and drones, not god damn missiles. People who train Gallente usually don't train missiles, if you follow through with ruining the Roden ships with some missile BS, you'll have to train 3 weapon systems to fly Gallente and they'll be as annoying as Minmatar. Vote Item Heck One for CSM8 |

Capqu
Love Squad
301
|
Posted - 2013.10.02 21:00:00 -
[97] - Quote
Akturous wrote:Seriously, split weapons? Again? You specifically said you were moving away from that unless you can get the full benefit of either ala Scythe fleet issue.
I mean come on ffs. If you ruin the Enyo I will be forced to biomass (try to hold your cheers). There's nothing wrong with having two hybrid boats in the same class, perhaps make the Ares a drone boat?
Gallente use hybrids and drones, not god damn missiles. People who train Gallente usually don't train missiles, if you follow through with ruining the Roden ships with some missile BS, you'll have to train 3 weapon systems to fly Gallente and they'll be as annoying as Minmatar.
if you look very closely you'll notice the ares has a double bonus to both guns and missiles
it's gonna take you a lot of concentration to spot it though, i can tell http://pizza.eve-kill.net |

Harvey James
Deep Core Mining Inc. Caldari State
522
|
Posted - 2013.10.02 21:04:00 -
[98] - Quote
Akturous wrote:Seriously, split weapons? Again? You specifically said you were moving away from that unless you can get the full benefit of either ala Scythe fleet issue.
I mean come on ffs. If you ruin the Enyo I will be forced to biomass (try to hold your cheers). There's nothing wrong with having two hybrid boats in the same class, perhaps make the Ares a drone boat?
Gallente use hybrids and drones, not god damn missiles. People who train Gallente usually don't train missiles, if you follow through with ruining the Roden ships with some missile BS, you'll have to train 3 weapon systems to fly Gallente and they'll be as annoying as Minmatar.
well Roden are meant to be exclusively missiles now!!! they are proposing to add hybrids alongside missiles (that they should have but they screwed up that part) a la scythe fleet issue but with blasters instead of projectiles.. but this is more versatile instead of specialisation which is the point of T2 and by extension manufacturers.
Enyo will become duvolle labs which is blasters as mentioned in OP. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Phaade
Debitum Naturae C0VEN
106
|
Posted - 2013.10.02 21:18:00 -
[99] - Quote
Why does the Crusader still have 2 mid slots?
The changes are great, overall, but lasers can't track ANYTHING without a web.
Like when an Atron got under my AB Navy Slicer's guns................... |

Amera Khan
Southern Cross Incorporated Flying Dangerous
5
|
Posted - 2013.10.02 21:23:00 -
[100] - Quote
Lock range needs to be higher . It is the main problem with ceptors you need to devote too many slots to get lock range to an acceptable level. |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.02 21:27:00 -
[101] - Quote
Gabriel Darkefyre wrote:So, About that Lock Range, really needs to be Higher, especially for the Fleet Interceptors.
The Bubble Immunity is out of place. That should really be on the Interdictor class instead. Give the Nullsec only bonus to a Class of ships specifically designed to work in Nullsec.
Instead, give it a focussed bonus based around it's role as a fast tackler that's useful no matter where you are. It's meant to lock targets fast and stop them getting away. How about a Web Strength Bonus to stop a Target just burning back to the gate? Or a 100% Bonus to Warp Scramble Strength (So Warp Disruptors would give 2 Points of Warp Disruption while Warp Scramblers would give 4 Points, but only when fitted to an Interceptor)
This^^^
Also I am reposting this from another thread.
"In my opinion, the thing that intys need the most, is to be immune to the mwd canceling affects of a warp scram.
The warp bubble immunity is the stupidest thing that could be done. The last thing we need flying around is more uncatchable interdiction nullified ships.
If intys were immune to having their mwd turned off, they would need nothing else. That would be their niche and it would not just be a lame copy of another broken game mechanic."
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
22
|
Posted - 2013.10.02 21:34:00 -
[102] - Quote
I have to agree with a few people who mention missiles being added to Gallente ships not really making sense. The more recent changes have put missiles firmly in the Caldari/Minmatar race ships, with a small amount of T2 Khanid Amarr ships having missiles as well. If we're adding T2 Gallente Roden ships to have more of a primary missile role as well, I can't say I'm upset to have more hulls to chose from. There's been discussion on changes to Roden before, and I know some people feel strongly about it, and would rather Gallente stick to their roots: a good read.
CCP Ytterbium wrote:We'll get more opportunities to discuss that with the player base when we actually move to tech2 hull rebalancing.
Is now a good time?
Right now the main offensive bonuses seem to go along the lines of:
- Caldari: Missiles, Hybrids
- Minmatar: Projectiles, Missiles
- Amarr: Lasers, Drones
- Gallente: Hybrids, Drones
I am puzzled why there are no T2 Minmatar frigates with missile bonuses though. I would think a T2 version of the Breacher would make sense (other than the Hound, since every race has a Torpedo based Stealth Bomber), either as an Assault Frigate, or an Interceptor. Maybe this would be a good role for the Claw? Or are we only keeping missile boats to Minmatar T1 and then spreading out missile boats to only specific T2 ship manufacturers, among all the races? |

Kadesh Priestess
Scalding Chill
342
|
Posted - 2013.10.02 21:37:00 -
[103] - Quote
Just random thought - if the only reason to cut down cargo was the cyno thing, could you add ammo cargohold to compensate for it?
For some of my malediction fittings, i already struggled to put enough ammo there (and the fit i flew needed all 12 types), with reduced cargohold and increased RoF things will become much worse. |

Ix Method
Brutor Tribe Minmatar Republic
48
|
Posted - 2013.10.02 21:48:00 -
[104] - Quote
Ah come on man, give all fleet inties the option to fit a full rack of their weapon systems. Two turrets and a Launcher to welp drones is just irritating. Travelling at the speed of love. |

Prometheus Exenthal
mnemonic.
638
|
Posted - 2013.10.02 22:04:00 -
[105] - Quote
ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter 
And for the record, the Taranis *nerf* results in ~250 eHP less than current. That's hardly a nerf. -áwww.promsrage.com |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1248
|
Posted - 2013.10.02 22:21:00 -
[106] - Quote
Aside the locking range they look sexy, warp bble imune this is really awesome for fleet inty pilots, scouts etc. These were already fun to fly but a bit too fragile, my guess is they are getting a good buff increasing their survivability and fun factor.
Good job atm. *removed inappropriate ASCII art signature* - CCP Eterne |

Bocephus Morgen
The Suicide Kings
132
|
Posted - 2013.10.02 22:21:00 -
[107] - Quote
Punching Gallente ships in the jimmies continues..... |

M1k3y Koontz
Thorn Project Surely You're Joking
331
|
Posted - 2013.10.02 22:26:00 -
[108] - Quote
Nice, lock range is helpful. Interesting changes, the bubble immunity will be fun.
Krissada wrote:Oh god, Lock range!? Fozzie, are you directly forcing solo ceptor pilots to fly with offgrid boosters? For shame.
With any luck OGBs will be on the chopping block soon  How much herp could a herp derp derp if a herp derp could herp derp. |

Arkenai Wyrnspire
Turalyon Plus Turalyon Alliance
1977
|
Posted - 2013.10.02 22:32:00 -
[109] - Quote
I'm a little baffled as to what some of the combat interceptors bring to the table. Aside from bubble immunity, something which is admittedly very cool, some of these are useless in comparison to other ships. For example, I really can't see any reason to use a Crusader over a Slicer, or a Taranis over a Comet. Another terrible poster ._. |

FistyMcBumBasher
Calamitous-Intent
57
|
Posted - 2013.10.02 22:37:00 -
[110] - Quote
The crow definitely came out on top of this round of balance. Though the majority of these changes look weak, them coinciding with the warp speed changes should make flying interceptors even more fun. Good job yet again! |

Xindi Kraid
The Night Wardens Viro Mors Non Est
609
|
Posted - 2013.10.02 23:15:00 -
[111] - Quote
I'm glad the HP thing was just a freak out from lack of data. Interceptors are make of tracing paper already. I have to say, I don't think the ability to ignore bubbles is needed at all. Interceptors are fast enough for them not to matter very much. If you think they need a bit of help bonus-wise, which I don't believe they do, a different bonus might be in order like a decrease in the effect of stasis webs on your ship or an immunity to MWD shutdown from scrams (or here's an idea, allow a warp core stab to give interceptors that immunity so it's an option you have to fit for)
I don't fly the Amarr and Minmatar interceptors very much, so I won;t comment on them, I am glad to see the caldari interceptors becoming a bit better. I am intrigued by the Ares change, I was under the impression you wanted to get rid of split weapons; I like the concept of making the Roden line of being a missile ship manufacturer a bit more true, but if you want to do it justice maybe you should just make the ares a full on missile ship.
I don't have any major concerns with it at the moment, but I am not good at reading stat numbers, so I'd have to fly the changes to really know. I do notice that speed drop on the ares and am a bit disappointed with it. The reason for me to fly an ares most of the time is that high speed.
On a non related note, I am glad to hear you guys are planning on moving the Enyo, it should be a Duvolle ship. When you do that, though, swap the Nemesis from Duvolle to Roden as well. |

Deacon Abox
Justified Chaos
202
|
Posted - 2013.10.02 23:23:00 -
[112] - Quote
2 mids still on the Claw and Crusader. 2 mids is not an interceptor. 
No more 2 mid ships anyway. They suck. |

The Lobsters
The Operation
40
|
Posted - 2013.10.02 23:24:00 -
[113] - Quote
Prometheus Exenthal wrote:ITT people who haven't logged significant hours in a Crusader.
To be fair, I think many have tried and given up. Then jumped in a Slicer or an Executioner. I enjoy fighting in the Punisher, but it has tank and a neut. Two mids in itself isn't such a problem up close, esp with a neut. On the Crusader 'kill stuff' interceptor it is.
Let me put it this way. For a lowsec ab frig scrub like myself, what tactics would you recommend to fly the Crusader with success?
Serious, respectful question. Help me 'get' the 'Sader. I've really tried. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1455
|
Posted - 2013.10.02 23:59:00 -
[114] - Quote
Prometheus Exenthal wrote:ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter  And for the record, the Taranis *nerf* results in ~250 eHP less than current. That's hardly a nerf.
Even in 00 where you don't have to deal with constant AB brawlers in still gets its ass handed to it by just about any other frigate (Assuming pilot skill is even)
You know that. BYDI recruitment closed-ish |

Alim Omaristos
Dont Pod Me Bro
5
|
Posted - 2013.10.03 00:02:00 -
[115] - Quote
As said by others, more lock range don't promote off grid boosting. |

Prometheus Exenthal
mnemonic.
638
|
Posted - 2013.10.03 00:49:00 -
[116] - Quote
Garviel Tarrant wrote:Prometheus Exenthal wrote:ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter  And for the record, the Taranis *nerf* results in ~250 eHP less than current. That's hardly a nerf. Even in 00 where you don't have to deal with constant AB brawlers in still gets its ass handed to it by just about any other frigate (Assuming pilot skill is even) You know that.
The #1 problem with the Crusader is the lack of fitting, NOT the lack of mids. The extra fitting means you can plate the ship for extra tank if you want, or you can fit top-tier weapons to relive days before the locus nerf.
This is the first time a Crusader has been capable of easily breaking 300dps. It's also the fastest interceptor by a fair margin.
Please trust me when I say that the Crusader will be one of the best (if not the best) dogfighters once again, and I'd happily engage a Taranis in one 
The CLAW on the other hand... Where the double damage bonus makes sense on the Taranis (super high damage, 3 mids), the Claw needs more. The simple solution isn't giving it another mid, but rather giving it a range bonus (falloff or optimal) in the available frigate bonus. -áwww.promsrage.com |

Feodor Romanov
WAR TEAM OLD MAN GANG
0
|
Posted - 2013.10.03 00:57:00 -
[117] - Quote
Thanx for changes. How about changing Crusader's damage bonus to optimal range bonus like Slicer have?! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1455
|
Posted - 2013.10.03 01:34:00 -
[118] - Quote
Prometheus Exenthal wrote:Garviel Tarrant wrote:Prometheus Exenthal wrote:ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter  And for the record, the Taranis *nerf* results in ~250 eHP less than current. That's hardly a nerf. Even in 00 where you don't have to deal with constant AB brawlers in still gets its ass handed to it by just about any other frigate (Assuming pilot skill is even) You know that. The #1 problem with the Crusader is the lack of fitting, NOT the lack of mids. The extra fitting means you can plate the ship for extra tank if you want, or you can fit top-tier weapons to relive days before the locus nerf. This is the first time a Crusader has been capable of easily breaking 300dps. It's also the fastest interceptor by a fair margin. Please trust me when I say that the Crusader will be one of the best (if not the best) dogfighters once again, and I'd happily engage a Taranis in one  The CLAW on the other hand... Where the double damage bonus makes sense on the Taranis (super high damage, 3 mids), the Claw needs more. The simple solution isn't giving it another mid, but rather giving it a range bonus (falloff or optimal) in the available frigate bonus.
I guess the tracking wouldn't be much of an issue in 00 unless you're up against a dual prop taranis.. But honestly i'm not seeing it..
Like, yes you will have a better tank than said taranis, but it will out track and gank you..
Also 300 dps? it only has a 5% damage bonus.. That won't be enough to bring it up to 300.. Maybe with conflag two heatsinks, heat and implants?
I will admit that i havn't used it really due to my opinion that its garbage. But i do think i fly enough frigates to not be completely talking out of my ass here, i just really don't see how its a good ship. BYDI recruitment closed-ish |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
25
|
Posted - 2013.10.03 01:38:00 -
[119] - Quote
I like most the changes to this class, but the immune to bubbles isn't a good idea, Interceptors already can move through bubbles very fast, and rarely have issues being caught if flown right. I think this is just a bad and unfair idea all around. I mean they are already are going to be able to warp faster then all other ships now and caught anything pretty easy anymore. No need to make bubbles worthless against them. |

Prometheus Exenthal
mnemonic.
638
|
Posted - 2013.10.03 01:53:00 -
[120] - Quote
Garviel Tarrant wrote:stuff It's basically a faster, smaller, closer range Slicer. You fly it a similar way, but it's much much better suited to fighting other fast ships than the Slicer is.
I think the easiest way to understand it would be to think of it as the stopgap between the Retribution & Slicer. Combined with the fast warp and bubble immunity, this'll be a really really fun ship to fly  -áwww.promsrage.com |
|

CCP Fozzie
C C P C C P Alliance
7684

|
Posted - 2013.10.03 01:58:00 -
[121] - Quote
Hey guys, I'm not going to be posting a lot in these threads between now and Monday, when these changes hit sisi. Just want to reassure you all that I'm still going to be reading every post in this thread and that I appreciate the feedback. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Galphii
Oberon Incorporated RAZOR Alliance
184
|
Posted - 2013.10.03 02:03:00 -
[122] - Quote
Just a little more lock range would be good. A teeny tiny bit. Also, I recall seeing a new model for the crow/raptor/condor at one point - are we likely to see this new model for this expansion (or ever for that matter)? X |

Prometheus Exenthal
mnemonic.
638
|
Posted - 2013.10.03 02:05:00 -
[123] - Quote
Galphii wrote:Also, I recall seeing a new model for the crow/raptor/condor at one point - are we likely to see this new model for this expansion (or ever for that matter)?
IIRC that was proved to be a fake some time ago -áwww.promsrage.com |

Julius Foederatus
Spiritus Draconis Sicarius Draconis
214
|
Posted - 2013.10.03 02:05:00 -
[124] - Quote
A few things. I won't comment too much on the Ares, but for the love of god, do not make it a missile-only boat.
With that out of the way, the Taranis needs more fitting. It has a pathetic amount of fitting compared to its t1 counterpart, the Atron. What's the point of all those nice slots if we can't fit anything in them?
Lastly, and this may be slightly controversial, why not give us something on the interceptors that's not almost completely useless (bubble immunity) and make them able to tackle supers. Bubble immunity in low sec means diddly ******* squat, but having a light ship capable of tackling supercaps would be immensely useful to everyone, and it would let newer players be involved in supercap warfare in a way that they couldn't before.
And before all you ******* whiney super pilots come in here and cry about my proposal, consider that we're talking about an incredibly paper ship with terrible sensor strength and lock range. A good group should be able to deal with them without much trouble. This change would at least stop this chicanery of supers lolling their way through low sec fights without fear of reprisal from anyone except PL. |

Gallastian Khanid
SniggWaffe WAFFLES.
17
|
Posted - 2013.10.03 02:18:00 -
[125] - Quote
Great changes.
I think with the Malediction getting a 4th low for a high and not losing any PG the MWD MSE Point fit is going to end up substantially stronger than the Ares now. The Ares needs an MAPC to do the same, so where before the Malediction had lower mass, lower speed, and came out very close with both fitting 2 speed mods now the Malediction can look at fitting 3 speed mods. The two ships are differentiated in other ways so it doesn't matter. For the record, I'm a Malediction ppilot, not an Ares pilot, so this is an observation not a complaint.
Please keep bubble immunity on the combat Ceptors. That bonus is going to be a great quality of life improvement when soloing.
More lock range would be nice, but I like the choice between fitting one lock range mod and performing better once tackle is established vs putting two lock range mods on to get initial tackle as quickly as possible.
I'd be slightly concerned that the Crow is going to perform better across the board than the Stiletto in practice. It appears that you want the Crow to be tankier while the Stiletto is faster/more agile. However, in practice the Stiletto is going to have to put a little more effort into lock range and a little more effort into packing a tight fit on there. I am guessing without EFT that the ~standard fits~ on the Crow are going to have an MSE II while the Stiletto settles for a Medium Azeotropic Ward Salubrity. I think you should give the Stiletto either more fitting than the Crow or more lock range than the Crow rather than throwing the advantage in both fields to the Crow. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2390
|
Posted - 2013.10.03 03:04:00 -
[126] - Quote
I'm not seeing all that much to sell me on the new Raptor. It's not as terrible as the version currently on TQ but then it couldn't be much worse. Your description says it all - a Taranis with less DPS and less EHP, exchange for more mobility and range (but not as much as the other races' tackleceptors). Would a 4th mid really be too much to ask for here?
The crow is looking extremely nice though. 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. |

Clendestined
Apologetic Tendencies
1
|
Posted - 2013.10.03 03:16:00 -
[127] - Quote
Mag's wrote:Nice.
Couple of things. The Taranis only gets 1 frig bonus. Why? The Ares has split weapon ones. I thought you were moving away from that? If you wish it to be missiles, then make it so.
This. |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.03 04:04:00 -
[128] - Quote
Prometheus Exenthal wrote:Garviel Tarrant wrote:stuff It's basically a faster, smaller, closer range Slicer. You fly it a similar way, but it's much much better suited to fighting other fast ships than the Slicer is. I think the easiest way to understand it would be to think of it as the stopgap between the Retribution & Slicer. Combined with the fast warp and bubble immunity, this'll be a really really fun ship to fly  Interceptors are meant to be the fastest means to gain tackle on a target. That includes moving through excessively bubbled systems.
With a interceptors speed they can already move VERY fast though bubbled systems. As it is now bubbles are basically the only way to catch a interceptor.
By making them nullified that takes out the one real way of possibly catching a interceptor. We already have nullified T3s, and MJD battleships. With the addition of nullified interceptors we might as well just remove bubbles from the game.
As a fast tackle, interceptors would benefit greatly from immunity to the MWD canceling effects of warp scramblers.
|

Gallastian Khanid
SniggWaffe WAFFLES.
18
|
Posted - 2013.10.03 04:21:00 -
[129] - Quote
Teth Razor wrote:With a interceptors speed they can already move VERY fast though bubbled systems. As it is now bubbles are basically the only way to catch a interceptor.
By making them nullified that takes out the one real way of possibly catching a interceptor. We already have nullified T3s, and MJD battleships. With the addition of nullified interceptors we might as well just remove bubbles from the game.
As a fast tackle, interceptors would benefit greatly from immunity to the MWD canceling effects of warp scramblers.
Wow friend. Think about that a second. 'Interceptors are too hard to tackle. With bubble immunity they will be uncatchable. We should make them immune to scrams instead so they can burn through our bubble at 5km/s.'
Also bubbles aren't what catches interceptors. Fastlocking, gatecamping scrubs in Recons catch Interceptors. I don't think I've ever died without having my MWD shut down (neut or scram) and of those 95% has been scrams.
You are also suggesting that combat Ceptors with scrams fit should be able to dictate range against everything in Nullsec that doesn't have a 90% web.
Just wow. |

Rockstara
Blackwater USA Inc. Pandemic Legion
30
|
Posted - 2013.10.03 04:24:00 -
[130] - Quote
I think the idea of a combat interceptor when it is outclassed by every other frigate in the game in that role is kind of silly.
There was a period when the damage output at close range and speed to close the gap of the taranis made it a feared ship - the ideal blaster ship. However, frigates have moved on and none of the combat ceptors seem capable of holding their own against even a t1 frigate. They should be fast moving and extremely hard hitting such as -50% optimal+falloff +100% rof. |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.03 04:49:00 -
[131] - Quote
Gallastian Khanid wrote:Teth Razor wrote:With a interceptors speed they can already move VERY fast though bubbled systems. As it is now bubbles are basically the only way to catch a interceptor.
By making them nullified that takes out the one real way of possibly catching a interceptor. We already have nullified T3s, and MJD battleships. With the addition of nullified interceptors we might as well just remove bubbles from the game.
As a fast tackle, interceptors would benefit greatly from immunity to the MWD canceling effects of warp scramblers.
Wow friend. Think about that a second. 'Interceptors are too hard to tackle. With bubble immunity they will be uncatchable. We should make them immune to scrams instead so they can burn through our bubble at 5km/s.' Also bubbles aren't what catches interceptors. Fastlocking, gatecamping scrubs in Recons catch Interceptors. I don't think I've ever died without having my MWD shut down (neut or scram) and of those 95% has been scrams. You are also suggesting that combat Ceptors with scrams fit should be able to dictate range against everything in Nullsec that doesn't have a 90% web. Just wow.
On jump in its next to imposable to catch a inty if he just crashes the gate. usually intys get caught on drag bubbles, especaly if they are ahead of their fleet. So in a scenario like that webs and neuts are more then enough to kill a inty, even if he has immunity to mwd cancelling.
All im saying is if they become nullified nobody will EVER catch them if they choose not to fight.
More nullified is BAD, REALLY BAD for null sec. |

Xindi Kraid
The Night Wardens Viro Mors Non Est
610
|
Posted - 2013.10.03 05:11:00 -
[132] - Quote
Rockstara wrote:I think the idea of a combat interceptor when it is outclassed by every other frigate in the game in that role is kind of silly. What exactly is the point of combat interceptors nowadays anyways? What do they specifically bring to the battlespace that you can't find anywhere else. As a group all interceptors are designed to be super fast tackle, but that's not a role that relies much on dps. I know I fit a taranis for skirmisher/hunter killer duties for mauling frigates, but that's something I can easily fit a half dozen other ships for just as well or possibly better. ===
Regarding the ares: I do get what people are saying about gallente ships not being missile ships, but Roden has always said it is a missile ship manufacturer. it's not really any different from Khanid ships being T2 missile users on a guns/drones race. I enjoy the variety, and I believe it helps serve to encourage players to cross train a bit, which is something I do like to see. I should note, though, if both Amarr and Gallente are going to have T2 missile boats, Caldari and Minmatar need some love and get some drone boats.
Now, all that said, I don't know the real reason for the change; the use of hybrids fit just fine and worked well enough, and in the past roden hasn't meant missile bonuses, it has meant, oh this ship has one extra missile slot, which, granted is a bit of a cop out as far as that description goes. A note in favor of not doing missiles is the fact that if you aren't a missile user, you are limited to just one other ship, so you can't choose which ship role you want in that case, but that goes for the other tree races as well. I sometimes begin to think maybe a few new ships need to be slotted in to give us a bit more weapon variety. |

Tragedy
The Creepshow
80
|
Posted - 2013.10.03 05:15:00 -
[133] - Quote
What the **** are you doing to the ares? All this rebalancing... you've fixed so many broken crappy split damage ships. Now you're putting one back in? It doesnt work. If you wanna have split damage for gallente let it be in drones and hybrids. Hybrids and missiles are ******* terrible. |

Boris Amarr
Viziam Amarr Empire
73
|
Posted - 2013.10.03 05:29:00 -
[134] - Quote
What about increasing Max Targeting Range ?
Over heated Warp Disruptor - 36 km Max Targeting Range - 27.5 km
is it joke? may be Max Targeting Range should be rebalanced?
Also Crusader must have bonus for Optimal. Now Imperial Navy Slicer more dangerous then Crusader, because any Interceptor in close range = dead Interceptor
you can repleace:
5% bonus to Small Energy Turret damage per level -> 15% bonus to Small Energy Turret optimal range per level and increase total Capacitor amount instead of this bonus |

Prometheus Exenthal
mnemonic.
638
|
Posted - 2013.10.03 05:45:00 -
[135] - Quote
To clear a couple things up;
- The rocket bonus on the Ares is crap. It's a mere 10dps per T2 rocket launcher, assuming you can even fit one. Rather have the tracking bonus back.
- The "max targeting range" numbers are the stats prior to skills, implants, rigs, or bonuses
- The "single damage bonus" on the Taranis is actually two bonuses combined. If you were paying attention when the change was made you would know that it's actually TWO 5% damage bonuses. If you'd prefer, I'm sure CCP wouldn't mind splitting it to make the other frig bonus the tracking, and the 2nd inty bonus damage.
-áwww.promsrage.com |

Alghara
Les chevaliers de l'ordre Goonswarm Federation
8
|
Posted - 2013.10.03 06:21:00 -
[136] - Quote
hi CCP Fozzie,
The modification for acceleration is great,
About nullifier, I believe now it's very too difficult to catch them, and it's not really interesting to have this bonus. Because already the new acceleration make the interceptor really good.
But they have one thing to modified. The interceptor must be fast, and can tackle the ennemy. With new module micro jump drive, it's difficult to tackle this ship because the bonus on the scramble is not good on the interceptor. 5% per level is too short when you have already a short distance.
full skill 11.5.
That will be usefull to have :
5% / level disrupt range 100 % and the scramble range (ship bonus).
Crusader :
increase the capacitor. |

Valleria Darkmoon
Heretic Army Heretic Initiative
128
|
Posted - 2013.10.03 06:33:00 -
[137] - Quote
Fozzie,
On the Malediction description, it says you're converting the rocket damage modifier to a light missile RoF bonus but it then lists the bonus as a RoF bonus for rockets and light missiles.
If the bonus is correct as listed I'm all for it but I generally like rockets on my Malediction and would very much like to keep the option open. Clarification on this would be greatly appreciated.
-Val. |

Catherine Laartii
Perkone Caldari State
34
|
Posted - 2013.10.03 06:42:00 -
[138] - Quote
Liang Nuren wrote:The Crusader's problem is that small pulse doesn't have enough range to be really useful without a utility high for a nos. Then you go and kill the utility high (for a nos) from the Malediction too. Seriously man, why do you ******* hate utility highs?
-Liang
The Crusader is designed to use beams effectively with kiting, hence the tracking and cap reduction bonuses. The increase in fitting along with better cap allows for it to actually make a decent fit a reality, as it was severely wanting in CPU before. Do not use pulses on it since it doesn't get a range bonus; that's what the slicer is for.
|

Xio Zheng
Ministry of War Amarr Empire
6
|
Posted - 2013.10.03 06:48:00 -
[139] - Quote
That moment when the ship you fly gets buffed in every way possible. Thank you for the new maladiction. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2143
|
Posted - 2013.10.03 06:53:00 -
[140] - Quote
Prometheus Exenthal wrote: - The rocket bonus on the Ares is crap. It's a mere 10dps per T2 rocket launcher, assuming you can even fit one. Rather have the tracking bonus back.
Not Empty Quoting.
Ch+˝j+ě Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |

Chessur
Strontless Mistakes Fatal Ascension
156
|
Posted - 2013.10.03 06:58:00 -
[141] - Quote
Fozzie,
Please consider getting rid of a rather useless role bonus on the ceptors.
Imagine: A drag bubble is placed. Ceptors go chasing after enemy fleet, and warp along with friendlies. Friendlies are caught in the bubble, while the ceptors land where.... 100K Away? How in the hell is that useful? Ceptors never had a problem with bubbles. Hell they can all travel close to 8KS+ When heated / linked. Bubbles do not stop nor scare them. You can travel 50K in about 6.5 seconds. Why in the hell do you want bubble immunity?
As for 'chasing' targets through warp, the ceptors now with actually applied warp speed in space, will easily allow them to catch gangs.
What ceptors really need is a way to actually bring some utility to a fleet, besides a fast long point. Why has the idea not been explored about giving the ceptors increased survivability in scram range? Because currently, if a ceptor comes near a neut / web its insta popped. None of the changes you have given them does anything to rectify this- or at least make them viable frig PvPers.
|

Angelus Ryan
One Ronin
41
|
Posted - 2013.10.03 07:11:00 -
[142] - Quote
Give them something resembling an actual lock range, for heaven's sake...  |

Azula Kishtar
Lonely among the Stars
26
|
Posted - 2013.10.03 07:20:00 -
[143] - Quote
The new Malediction looks great. I'll very much fly it with joy.
Crusader needed that fitting buff. The lack of a third mid still hurts it. I'm not of the opinion that every ship needs to be able to fit prop mod plus full tackle, but in case of the Crusader it kinda does hurt a lot.
Crow will work very, very well as the new fleet Ceptor. It has (for Interceptor standards) very good lock range, four mids and can even hit with the missiles at great ranges. It is basically what you'd expect from a T2 Condor. Did i mention i hate Condors?
I'm not sure what to think about the Raptor. Giving it enough PG to actually possibly be able to fit Rails on a not completly gimped fit was needed of course. I really think you should give it the fourth mid the Crow has though.
Taranis remains great. The warp changes alone ensure this ship got buffed even in Low despite the EHP loss.
Again, i'm not sure what to think of the Ares. Not a fan of the split weapon bonus at all. I'd favour a tracking bonus.
Claw suffers from the exact same thing as the Crusader.
Stiletto remains good, though is now probably pretty much overshadowed by the Crow.
All in all, warp changes and bubble immunity mean all of these ships are better off as a net result. However, i think the inter-class balance could have been better.
|

Altrue
Exploration Frontier inc
583
|
Posted - 2013.10.03 07:40:00 -
[144] - Quote
Hey you know I always complain at first iteration !
So....
This time I wont. Good job 
Edit : Oh wait I found something : The shield bonus on the raptor is USELESS. GŁŁ <= Me |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
878
|
Posted - 2013.10.03 07:58:00 -
[145] - Quote
Julius Foederatus wrote:make them able to tackle supers.
Pff, half-measures.
All ships should be able to tackle supercaps. No combat ship should have penalty-free, built-in WCS. This isn't 2006 and we're not flying stabbabonds any more. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2392
|
Posted - 2013.10.03 08:13:00 -
[146] - Quote
I'm not a fan of the Ares as a missile platform, but if that's the direction you're pushing them in then....ok. Fine. But split bonuses and only 2 hardpoints for each is pretty lacking. Either go all-in on the missiles, add a third missile hardpoint and take away the hybrid bonus, or add a missile and turret hardpoint option in a Scythe Fleet Issue style so we can at least choose to specialise one way or the other. As it is we have a theme of 'Roden Shipyards favour missiles, but they're not very good at it'.
(Preferred option: Drop the Roden = Missiles angle completely and give them a proper Gallente theme to work with) 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. |

Suitonia
Corp 54 Curatores Veritatis Alliance
194
|
Posted - 2013.10.03 08:36:00 -
[147] - Quote
These changes look pretty good although there are a few things that stand out to me.
The Claw and the Crusader still lack a third mid-slot. The option to fit Dual-Propulsion is the main reason why the Taranis is still the only current "combat" viable Interceptor. I think the Claw & The Crusader could probably use some adjustments to the fitting slots. The Crusader also lacks a utility high-slot which really hurts its ability as a close range laser platform. And the Imperial Navy Slicer performs better than it in direct combat for anyone looking for a ship to engage outside of scram range. Although I'm sure some people will complain of 'sameness', Adapting the slot layouts to be similar to the Taranis would probably make them all more viable while still retaining different racial feel between them.
What I'd recommend doing; Crusader: Remove a Turret Slot. Change the 5% laser damage bonus to 10% replacing the Cap bonus. Add 5m3 drone bay and bandwidth. (This makes up for the DPS loss, it will suffer slightly more cap consumption due to shooting 3 effective turrets than the 2 (4 x0.5) but I think that's a fair trade-off. Move a Low-Slot to a Mid- Slot. (Similar to what happened with the Coercer). This will give it the option of the utility high-slot, and better mid-slot options such as dual-prop or a combination of tackle mods. The Crusader lacks the CPU required to fit multiple damage mods, the Malediction is the better dedicated tackler, and the Slicer is the better ranged kiter so it cannot really use that low-slot for much.
Claw: Low-slot to Mid-slot.
The Ares bonus still feels like garbage. Give back the tracking bonus it's much more useful than the missile bonus.
|

Luscius Uta
Unleashed' Fury Forsaken Federation
54
|
Posted - 2013.10.03 08:40:00 -
[148] - Quote
The good:
-finally this class is going to be able to actually "intercept" other ships, due to changes to warp acceleration -built-in interdiction nullifier (on a related note, I think we won't wait long 'till someone loses an interceptor with a bunch of expensive blueprints somwhere in 0.0)
The bad:
-I'm gonna be a millionth person in this thread to say that Interceptors need more lock range (aside from Caldari ones). What's the point of having longer warp disruptor range than your actual lock range??
-Raptor gaining resist bonus but not having enough midslots to actually make use of it. Even with the Powergrid boost and MAPC, you probably won't be able to fit a MSE without degrading to Electron blasters/75mm Rails.
-Ares having a bonus to missiles to silly. Missiles are not part of Gallente philosophy (yes, that means I would remove the missile bonus from Eris and Lachesis as well). I would give it a 20-25 m^3 drone bay and replace missile bonus with some kind of drone-related bonus, while nerfing the Small Hybrid Turret damage bonus to 5% per level. The old boring 10% to drone hitpoints and damage would be OP on such a small ship, but a bonus to drone microwarpdrive speed should fit well within its designed purpose.
The ugly:
Yes Fozzie, I'm looking at you  |

Xio Zheng
Ministry of War Amarr Empire
6
|
Posted - 2013.10.03 08:49:00 -
[149] - Quote
did some number crunching on the maladiction. It is late, so there may be errors. So far ive got this:
Highs 3x Light Missile Launcher II
Mids Warp Disruptor II Phased Weapon Navigation Array Generation Extron Gistii B-type 1mn microwarpdrive
Lows 2x Overdrive injector II 1x nano II 1x Ballistic Control System
Rigs 1x Ionic Field Projector 1x Bay Loading Accelerator
fits with the boost to CPU
All Skills V, no booster, no implants Speed : 5183.46 m/s Lock range : 42.98 km DPS : 95.1 at 42.2 with navy 116.12 at 31.6 with fury 83.09 at 21.1 with precision point : 30km TP : 45 km cap stable
The Boost to CPU, the change in slot layout, change to interceptor bonus, and the increase in base lock range all contribute to more then doubling the dps of this ship. Very good CCP, very good. Ive been flying this thing with 44 dps for ages, death by a thousand cuts and all, now it has some ok teeth. |

SubStandard Rin
School of Applied Knowledge Caldari State
5
|
Posted - 2013.10.03 09:00:00 -
[150] - Quote
Goldensaver wrote:Nice to see the EHP nerf is less than was worried. On to read more.
The role bonuses: Fantastic. Well deserved, glad to see these will be able to hold point like the T1's at least.
Crusader: The fitting buff was well deserved. I'm very happy to see that. I'm still quite disappointed by the lack of mids though. It's not going to cut it for fast tackle whatsoever with only 2 mids. It could probably also have used more cap. I don't think this is enough. Still hurts for lock range, though doesn't need it as much as the fleet 'ceptors because of the lower point range. But more wouldn't hurt it.
Malediction: The extra CPU is very nice. Glad to see it. The extra low is nice, but the loss of the utility high will hurt it as it will have to give up another launcher for a nos if it wants to keep full tackle against neuts. I guess it is a decent fleet oriented change though, as it didn't need that damage anyways, and the EHP makes up for it. Another mid would have been nice though. The lock range though... Needs a bigger buff then that. It's a fleet inty and needs more range for the long points.
So far the overarching issues I'm seeing are: low cap regen, low lock range. The role bonus helps with the former, but more would be nice.
Would it hurt too much to add a slot or two to the class, mostly mid slots to make it more realistic to fit full tackle and *maybe* a tank as well? 3 mid slots should be the bare minimum on an Interceptor. Also, scan res would be nice. The Slasher has more than the Stiletto. As far as fast tackle, they're still not that great compared to the T1.
You know what? I can't be bothered to write up my opinions on the remaining 'ceptors. The fleet 'ceptors seem to be lacking in lock range, mids (on some), and cap life to keep them tackling. The combat 'ceptors... They seem alright, but more like squishy AFs than anything else.
|

Marian Devers
Rage and Terror Against ALL Authorities
20
|
Posted - 2013.10.03 09:11:00 -
[151] - Quote
What the hell?
CCP: Raptor is broken so... we're gonna give its bonuses to the Crow. And a fourth midslot!
Leave the Crow as is, it is fine. Give the fourth med slot to the Raptor.
REMOVE INTERDICTION NULLIFIER BONUS FROM ALL FRIGATES |

Naomi Anthar
128
|
Posted - 2013.10.03 09:31:00 -
[152] - Quote
I'm really scared right now. I think that now when CCP will move to succubus - they will tell us that it just needs some fittings (when it needs massive speed boost to be faster than damn cruisers at least) , where it needs to move on high to low or med (why the hell you need 2 utility highs on frigate ship that is not bonused for neuts or nos ?? WTF).
Really that is ridiculous. If ship is broken like Crusader or Claw you need to rework it, throwing around some PWG and CPU is lazy way that solves nothing. |

Harvey James
Deep Core Mining Inc. Caldari State
525
|
Posted - 2013.10.03 09:43:00 -
[153] - Quote
Fozzie .. it would be nice if the taranis and ares actually had some decent armour tank instead being all hull and nothing else,,, perhaps speed rigs could also switch its penalty from losing armour bad thing for armour frigs .. to losing cargobay like overdrive injectors do??? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Kazume Nakuo
Pixel Navigators
7
|
Posted - 2013.10.03 09:47:00 -
[154] - Quote
The Lobsters wrote:Crusader + Claw.
Combat interceptors.
Two mids.
We had no reason to fly them before, especial with the buffed Executioner and Slasher.
What reason do we have for flying them now.
Amarr and Minmatar fleet interceptors make better combat interceptors than the combat interceptors.
No change.
This ... 3rd mid pls! |

Vdr
Grim Determination Nulli Secunda
5
|
Posted - 2013.10.03 09:55:00 -
[155] - Quote
** Copy Paste
While i like the new changes unless CCP`s intent is to almost kill off nullsec mining Grav sites will have to go back into scanned sigs. There is no way that a hulk can warp out before a interceptor lands on grid even in an ideal situation.
How will this be countered? |

Capqu
Love Squad
310
|
Posted - 2013.10.03 10:01:00 -
[156] - Quote
all you people saying the bubble immunity is useless have never scouted for a 0.0 fleet, or have done it badly
if your out gate is not in scan range you can't warp to it for fear of landing in a bubble at 0 with 5 dramiels, which leads to you having to bounce, which adds loads of time to your scouting of that system. that's assuming there is even a celestial in scan range of the out gate, if there isnt you have to pick a celestial without a gate and a weird warp in vector and hope for the best
and then there's the whole jumping into a system covered in bubbles 200km from the gate in every direction, and wasting precious time burning out of them while the miners safe up
this role bonus is incredibly good and anyone who says otherwise probably doesn't use interceptors for their intended role, or just doesn't do it well
secondly stop fighting over the ares weapon systems. it has double bonus to both missiles and guns (10% to each instead of 5%) so its no different than the other tackle ceptors other than the fact that it can fit 2 guns 1 missile and have by far the best dps of any of them. any of you who think this is the same as "split weapons" should be banned from posting in this and all future topics on the subject of balance http://pizza.eve-kill.net |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1459
|
Posted - 2013.10.03 10:03:00 -
[157] - Quote
CCP Fozzie wrote:Hey guys, I'm not going to be posting a lot in these threads between now and Monday, when these changes hit sisi. Just want to reassure you all that I'm still going to be reading every post in this thread and that I appreciate the feedback.
Have a good time, drink loads and all that.
Then come back and revise these ^^ BYDI recruitment closed-ish |

Rivr Luzade
Coreli Corporation Ineluctable.
41
|
Posted - 2013.10.03 10:04:00 -
[158] - Quote
Teledhil Audeles wrote:What about other ships used as interceptors like the Dramiel? Any plans on giving those ships the same bubble inmunity?
They are used as makeshift interceptors, but Dramie, Daredevil, Firetail, Hookbil, Slicer, etc. are regular T1 Frigs and not interceptors. No immunity to anything required. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
269
|
Posted - 2013.10.03 11:03:00 -
[159] - Quote
CCP Fozzie wrote: CLAW - Ahh the Claw. We're giving this old stalwart a hand up in a few ways. Splitting the damage bonus into two provides just over 4% more damage at max skills. The lower mass helps both speed and agility. Extra fitting allows for better tanking or effective artillery fits. And we've finally fixed the lock range.
Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills) 7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers Fittings: 45(+5) PWG, 125(+25) CPU Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18) Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33 Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1) Sensor strength: 9(+1) Ladar Signature radius: 30 Cargo Capacity: 94(-26)
I firmly believe that the claw would strongly profit from a hislot being moved to the midrack. Armorceptors are meh, 4-2-4 will just result in one more scram-AB-kiter :(
Cmon, give it the option to put an MSE on there, so it's not just a failceptor. https://forums.eveonline.com/default.aspx?g=posts&m=3633385&#post3633385 - 15% more tank since the 1.1-patch. |

Mra Rednu
Black Watch Guard
348
|
Posted - 2013.10.03 11:19:00 -
[160] - Quote
Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU.
This, unless you do something useful with the 'sader it will never be used again. |

Julius Foederatus
Spiritus Draconis Sicarius Draconis
215
|
Posted - 2013.10.03 11:50:00 -
[161] - Quote
Gypsio III wrote:Julius Foederatus wrote:make them able to tackle supers. Pff, half-measures. All ships should be able to tackle supercaps. No combat ship should have penalty-free, built-in WCS. This isn't 2006 and we're not flying stabbabonds any more.
I don't disagree, but I think the river of tears that would result from such a change means we should shoot for something more palatable. |

Mr Doctor
Los Polos Hermanos. Happy Cartel
66
|
Posted - 2013.10.03 12:20:00 -
[162] - Quote
Just a thought, how about making nulification an active highslot module that only ceptors can fit. Reason being that sometimes you want to get caught in a bubble. Make the cycletime 10-20secs and also its state as you enter warp dictates if you are caught or pass through (any mid warp changes dont matter) |

Dav Varan
Spiritus Draconis Sicarius Draconis
60
|
Posted - 2013.10.03 12:28:00 -
[163] - Quote
I've always felt that the interceptors especially the combat interceptors overlap too much with standard frigs and afs in the damage role.
I'd rather see them more focused on there role of interception.
To this end I'd like to see the intis give up some base damage and damage bonuses and have dps's comparable to the ewar frigs.
In exchange for this they should become more survivable still, better able to tackle and get safe once the fleet arrives.
Role boosting bonii to consider
. Lower sigs and sig bonuses to help avoid SB camps would be a nice complement to the null sec only interdiction null boost. . Resistance ( maybe not completelly ) to webbing and neuting . Immunity to mwd shutoff from scrams . 7.5% boosts to dissi and scram range
|

Mira Dawn
Dragon Clan Nulli Secunda
3
|
Posted - 2013.10.03 12:41:00 -
[164] - Quote
Interceptors - The wrong way to do what you're doing!
You want fast tacle Frigates - good idea but why do you change T2 Frigattes?
The logical progression would be strategic Frigates! Give these two subsystems, and each can be configured with two different parts. One way to configure this would be imune Bubble ships, but there were also other possibilities which could perhaps be important for the players.
|

Major Killz
La Fraternite
239
|
Posted - 2013.10.03 12:45:00 -
[165] - Quote
Soo... What can I say. Caldari have won these changes again too. The Malediction and Crow will be VERY nasty and I expect to see them abused or more like doing the abusing... - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Harvey James
Deep Core Mining Inc. Caldari State
525
|
Posted - 2013.10.03 13:22:00 -
[166] - Quote
Taranis needs a speed buff it is slow compared to the rest of the combat inties considering it has worse range than the raptor it really should be the second fastest after the claw since its meant to be the armour version of the raptor now you also have to factor in a plate and trimarks too.... overall its a nerf to the taranis when it really needs a buff..
Even the amarr inties are quicker than the taranis for christ sake !!!!! Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Dav Varan
Spiritus Draconis Sicarius Draconis
62
|
Posted - 2013.10.03 13:46:00 -
[167] - Quote
Lack of utility mids on the sader/raptor/claw are going to make them outclassed by there peers.
3mids on armor tankers and 4 mids on shield tankers should be the standard.
Given the pigeonholing of the raptor into the long range dissy is only viable fit category is it prudent to give the point range bonus to the crow ?
|

Kadesh Priestess
Scalding Chill
342
|
Posted - 2013.10.03 13:56:00 -
[168] - Quote
Harvey James wrote:Taranis needs a speed buff it is slow compared to the rest of the combat inties considering it has worse range than the raptor it really should be the second fastest after the claw since its meant to be the armour version of the raptor now you also have to factor in a plate and trimarks too.... overall its a nerf to the taranis when it really needs a buff..
Even the amarr inties are quicker than the taranis for christ sake !!!!! That's why ranis has decent DPS, ehp and 3 med slots 
Armor tank is a lie, almost always tank on a ceptor is plain DC, for shield ceptors it can be reinforced by MSE/MASB, for armor - AAR. Plated ceptor fits are generally bad, because 200mm plate effectiveness is worse than one of AAR, and 400mm transforms intie into AF-wannabe, slow and useless (hello claw). |

Boogalo
Space Exploitation Inc Get Off My Lawn
2
|
Posted - 2013.10.03 14:05:00 -
[169] - Quote
I fit a micro aux and MSE on my ares 
Please please don't take away the ares tracking bonus. As a fleet interceptor with a long point, you need the tracking to get drones off you. You're not there to do damage. Use a Taranis for that, or a ship that's not made of paper. |

NorthCrossroad
EVE University Ivy League
81
|
Posted - 2013.10.03 14:38:00 -
[170] - Quote
Half of combat inties are still horribad. Taranis is OK as it used to. Raptor might be used a bit more.
But Claw and Crusader were horrendously bad with their "2 mid" layout. And they will continue to be. Anything frigate-size with scram and web (3+ mids hint hint) will dictate the range as it wants to. And a separate role of a "tackler with point and no web killer" is too niche to make flying those combat inties viable.
My suggestion for combat inties - make them somewhat web-immune. Like 30-50% reduction of web strength that is applied to the ship. This will allow combat inties to dictate engagements not only against tackle frigs that usually have (MWD+Point+MSE) fitted, but also against usual combat frigs that have MWD+Scram+Web. So it will basically make those combat inties a "light anti-frigate" platform that can keep the target tackled instead of just "useless piece of crap with 2 mid slots". Of course it'll require taranis update (and maybe raptor one). But it'll allow the whole line of ships to be useful.
North
|

Kaarous Aldurald
ROC Academy The ROC
1065
|
Posted - 2013.10.03 15:04:00 -
[171] - Quote
Ships with 2 mids cannot fit full tackle. They couldn't "intercept" a three legged dog.
Any pratical use for them is negated by this crippling flaw. DPS as a role for frigates is pointless if you can't hold them down to apply it. Let's break this down:
Solo use is impossible, because they cannot hold down a target adequately to apply their dps.
Fleet use is impractical, because a fleet needs their frigates for tackling. If you cannot fit tackle, you are forcing your fleet to carry your weight. There are far better sources of dps (AFs leaping to mind), so dps as a role is completely pointless.
I would be thrilled to know why this absurdity continues to exist, given that it obviously invalidates the ships crippled by it to being relegated for ship spinning. Not posting on my main, and loving it.-á Because free speech.-á |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1248
|
Posted - 2013.10.03 15:12:00 -
[172] - Quote
As someone said earlier in this thread, 2 mid slots ceptors are no good for obvious reasons, split weapon system ceptors are no good again for obvious reasons.
These 2 points need changes, 3mids minimum, single weapon system.
Also on a side note about speed, these should have very similar agility/base speed with very little difference. The main point of my opinion on this matter being that someone specializing in one race will not be penalized for not being able to fly the fastest one. It's not about making everything equal but give to different race specialized pilots same fun factor to achieve their job but in a different manner thanks to racial traits that might be the weapon system or tackle bonus.
Many players seem to assume inties are uncatchable and will be even worst after this change, well guys think a bit about it: you're flying the most paper thin ships in the game requiring mechanics and flying knowledge to stay alive. The slightest mistake on your approach angle or orbit and you get a hole from those arties/rails/beams blasting you to pieces, under neuts meaning you're as dead as if you were shot, scram/web with drone puppies eating you alive, so it's not that simple.
Imho this nulli idea is an awesome addition promoting inty pilots and rewarding piloting effort, those are harassers, paper thin harassers that can be countered with some thinking and piloting skills. However those shouldn't be able to dish much dps, their hole strength should be around harassing abilities to pin down stuff and hoar on km's but not be able to pin stuff, move at will and kill easily larger ships (old Dramiel everyone?) *removed inappropriate ASCII art signature* - CCP Eterne |

Ametyste Aek
Beer Spaceship and Baguette
2
|
Posted - 2013.10.03 15:35:00 -
[173] - Quote
As many people have pointed before I am really not impressed by what you did to "fix" this class.
You give them a situational bonuses they didn't really need. Yes warping straight away to your target through bubble might make you land a point on an non careful pilot but it brings other issues that have been pointed out before :
- If your fleet get caught in warp bubble you'll land up to 120km away, with heat & link you'll need about 20 sec to close the gap. - Same goes for the enemy, drag bubble might prove to save people from inties. - It's useless in 50% of your sandbox.
Now about the lock range bonuses :
You said you wanted people to make compromise and using fitting to fix their lock range. I wouldn't mind the idea if you had taken that approach for other specialized ship in the game but i don't think it's the case.
What does it accomplish from a gameplay point of view to gimp a specialized ship class to accomplish their dedicated role ? It has been pointed out that it's not such a big deal for compat ceptors but can you explain why you think it would be broken to allow fleet inties to perform their job without having to gimp their fitting ?
Are you going to give combat recon 60km lock range and tell them to fit Sebo so they can apply ewar further ? Let's drop Logistics Sensor Strenght to 200mm and what the hell, you want to lock faster ? Get a Sebo ! Are the EAFS you're planning to re balance be subject to that kind of limitation too ? In the end we got a situational ship class bonus, a few fixes that will change the worst and best with no in class diversity while still being hardly better at their intended role.
I'd love to see racial bonuses for inties :
- Caldari : Bonus to lock range & scan res - Minmatar : Further decrease in signature while in MWD - Gallente : Bonus to Disrupt range - Amarr : Bonus to armor reps (allong with the current +4% resist)
This way you create diverse platforms, allowing a real choice and gameplay difference between them. Note that these are just proposition i though and should be brainstormed & considered, don't start arguing about why such bonus would be op and another useless, i brought these to make this point : InterRAcial Hull comformity is boring as ****, it doesn't bring anything to the table but a best in class performer in its intended role. Specialize further each hulls so they can bring something different. |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.03 15:45:00 -
[174] - Quote
Sergeant Acht Scultz wrote:As someone said earlier in this thread, 2 mid slots ceptors are no good for obvious reasons, split weapon system ceptors are no good again for obvious reasons.
These 2 points need changes, 3mids minimum, single weapon system.
Also on a side note about speed, these should have very similar agility/base speed with very little difference. The main point of my opinion on this matter being that someone specializing in one race will not be penalized for not being able to fly the fastest one. It's not about making everything equal but give to different race specialized pilots same fun factor to achieve their job but in a different manner thanks to racial traits that might be the weapon system or tackle bonus.
Many players seem to assume inties are uncatchable and will be even worst after this change, well guys think a bit about it: you're flying the most paper thin ships in the game requiring mechanics and flying knowledge to stay alive. The slightest mistake on your approach angle or orbit and you get a hole from those arties/rails/beams blasting you to pieces, under neuts meaning you're as dead as if you were shot, scram/web with drone puppies eating you alive, so it's not that simple.
Imho this nulli idea is an awesome addition promoting inty pilots and rewarding piloting effort, those are harassers, paper thin harassers that can be countered with some thinking and piloting skills. However those shouldn't be able to dish much dps, their hole strength should be around harassing abilities to pin down stuff and hoar on km's but not be able to pin stuff, move at will and kill easily larger ships (old Dramiel everyone?)
OMG THINK! How the hell does the Nullification idea "reward piloting effort"? I doesn't! There is no piloting effort in flying a nullified ship.
And with the new warp acceleration hitting a celestial or ping on a gate will not slow scouts down a much.
I can not stress enough how BAD NULLIFACTION ON FRIGATES IS for null sec! |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
16
|
Posted - 2013.10.03 15:57:00 -
[175] - Quote
Sergeant Acht Scultz wrote: 3 Mids - Speed stuff I agree with the small speed diferences IF Claw and Crusader gets the 3rd mid. Otherwise, no, Claw and Crusader must be the fastest by a large margin.
|

AspiB'elt
Les chevaliers de l'ordre Goonswarm Federation
14
|
Posted - 2013.10.03 16:06:00 -
[176] - Quote
really for me it's not the good way to go.
I propose to modify your interceptor with this statistic
MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.
Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage) 4% bonus to armor resistances per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% Warp Disruptor range per level ( remove 5% warp scrambler)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Can fit interceptor module (remove Immunity to non-targeted interdiction)
Slot layout: 3H(-1), 3M, 4L(+1); 1(-2) turrets, 3 launchers Fittings: 35 PWG, 150(+15) CPU Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32) Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33 Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+5) / 900 / 5(+1) Sensor strength: 12 Radar Signature radius: 33 Cargo Capacity: 98(-37)
Interceptor module is a mix between scramble and web (only one can be fitted on interceptor) scramble range 15 km Web 15 km 50 % webifier strenght
Remove the nullifier bonus is not a good thing. The main role of the interceptor is to tackle not other thing.
If you would like to make some nullifier is for fregate t3 ans the price will be not the same than interceptor. |

Randy Wray
The humbleless Crew
61
|
Posted - 2013.10.03 16:13:00 -
[177] - Quote
The light missile condor was completely dominating facwar frigate pvp(and still kinda is) especially with links which made it able to orbit so far out and become so fast noone could ever hope of slingshotting it. Now you're making 3 ships that are essentially linked condors with the ganglinked point built into the hull. For the sake of the lowsec frigate community, which is huge atm, please rethink this.
One thing that I think would solve alot of problems I see with these interceptors stat wise would be the addition of another slot, it's kinda strange that they have the same amount of slots as the t1 counterparts for no apparent reason. That would get the claw and crusader it's extra mid and would help out the other hulls greatly aswell. They're supposed to be specialized versions of the attack frigates after all, and I think calling this slight difference specialization ain't really fair. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec |

Thabink
PonyWaffe Insidious Empire
6
|
Posted - 2013.10.03 16:29:00 -
[178] - Quote
We now have 3 missile fleet inties and no missile combat inties, which seems odd. I'm not sure what the purpose of the Crow/Raptor swap was. The Raptor was clearly broken and needed an overhaul, but the Crow basically seemed to work as a concept.
I'll echo that I'm not sure what the Claw and Crusader are meant to be good for. They're both quick, but also seem to be designed with short range weapons in mind, and neither can dictate range once scrams are applied. An optimal range bonus would be a neat fix for the Crusader, allowing it to shoot from outside scram range, but the Claw pretty much needs a third mid or a complete rethink imo. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
186
|
Posted - 2013.10.03 16:31:00 -
[179] - Quote
"WeGÇÖre also creating more distinct levels of warp speed between ship groups (at the moment destroyers, cruiser, BCs and BS all warp the same speed). Most T2 ships will be slightly faster than their T1 versions (more if their role demands it) to reflect their more advanced construction.
The result of these changes will be that gangs of small ships will be able to travel across large areas of space much more quickly to find fights, people will have better decisions available to them when picking the ship to bring to a fight, and clever wings of interceptors or interdictors will be able to loop around ahead of hostile battleship fleets to cut them off."
CCP FOZZIE
1. This will become a hi speed shuttle. getting ahead of and tackling anything other then a BS will get you killed. The huge BS fleets moving thru gates would fear this ship but wait read below
2. The fleet role has been diminished due to the way these fleets move thru space. Fleets do not use gates anynmore going to the fight or returning home is done thru cynos. The ability to get ahead of them is not needed unless you have plans to get rid of the titan bridges and return the game to the gates. This will lead to fleets moving thru space again. This in turn would slow down the battle field and war progression. Empire could be reborn and last.
http://evenews24.com/2012/11/29/a-letter-to-csm-7-back-to-the-gates/
3. If you are bent on making it a ship of value in the current state of the game give it some teeth that our current "have titan must drop" doctrine needs. Allow the inty to fit the focused point with no bubbble ability. This will allow them to tackle super caps and then you would see FC developing squadrons of these guys to bring on the TITAN droping fights we currently have in eve. Currently dictors die to fast and heavy die just as fast. 50 inty moving in and out of a cap fight would be awsome. This would also allow the solo inty to be out hunting supers ratting and so on.
I think before you make a change you have to define the current battle field and in this case the gate Battle field is dead.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
380
|
Posted - 2013.10.03 16:43:00 -
[180] - Quote
Randy Wray wrote:The light missile condor was completely dominating facwar frigate pvp(and still kinda is) especially with links which made it able to orbit so far out and become so fast noone could ever hope of slingshotting it. Now you're making 3 ships that are essentially linked condors with the ganglinked point built into the hull. For the sake of the lowsec frigate community, which is huge atm, please rethink this.
Fozzie, about 6 months ago:
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.
|

Gorgoth24
Sickology Dead Terrorists
47
|
Posted - 2013.10.03 16:51:00 -
[181] - Quote
Just as a first impression, all the initial problems I saw in these ships seemed to be addressed.
Lock range issues? All fleet tackle interceptors have 3 mids (point/prop/sebo) as armor boats and 4 slots (+1 mid for tank) on shield boats. So close range they can use scram/web and long range point/sebo. I like the tradeoff.
Mid slot issues? All the ships that need 3 mids are the long range ones and they have them. It's only the short range ones with 2.
Fitting woes? Buffed
I really think this is a solid pass on these ships. I doubt I'll be heard through all the lock range complaining, but I just thought it should be said.
Just PLEASE don't give these ships extra mids, especially the long ranged ones. Us lowsec pirates already have enough problems with OGB boosted, snaked, TD/Damp frigs everywhere. |

Kaz Mafaele
CTRL-Q Iron Oxide.
7
|
Posted - 2013.10.03 17:49:00 -
[182] - Quote
looks like a fun new wolf pack too me. One thing I don't understand what do people think they will being useing a solo fleet interceptor for the lock range is fine everyone should be used to fighting the extra lock range rig for when your useing a booster and the rest of the time you can solve your problem by assigning a squad leader. |

Vyktor Abyss
The Abyss Corporation
337
|
Posted - 2013.10.03 17:49:00 -
[183] - Quote
I don't know if anyone mentioned but I think they could use a bit more (minimum 36km with max skills)...
LOCK RANGE
|

Hera Fyrestus
Men of the Knights Watch
0
|
Posted - 2013.10.03 17:57:00 -
[184] - Quote
Gorgoth24 wrote:Just as a first impression, all the initial problems I saw in these ships seemed to be addressed.
Lock range issues? All fleet tackle interceptors have 3 mids (point/prop/sebo) as armor boats and 4 slots (+1 mid for tank) on shield boats. So close range they can use scram/web and long range point/sebo. I like the tradeoff.
Mid slot issues? All the ships that need 3 mids are the long range ones and they have them. It's only the short range ones with 2. I've never been a fan of 2 mid ships, but I can definitely see how it works given how the crusader and claw are set up.
Fitting woes? Buffed
I really think this is a solid pass on these ships. I doubt I'll be heard through all the lock range complaining, but I just thought it should be said.
Just PLEASE keep in mind that any buff to mids or lock range is going to have an enormous impact on the lowsec frigate community. We already have enough OGB boosted, snaked, TD/Damp frigs without these guys being inadvertently buffed into that role.
I like this. |

Kazume Nakuo
Pixel Navigators
11
|
Posted - 2013.10.03 20:55:00 -
[185] - Quote
Gorgoth24 wrote:I've never been a fan of 2 mid ships, but I can definitely see how it works given how the crusader and claw are set up. No offense ment here, but have you ever flown a Crusader? The only thing it's good at is killing T1 kiters and probably some of the other fleet inties ... it might be the case, that the combat inty was initially designed to counter a fleet interceptor, but if that's the only thing you can do with it, I predict not many people will hop into one in the future (so status quo actually). I do sometimes, but it's mainly because I love the looks and would love to make it work but the truth is, for almost every situation out there, another ship exists which is better.
|

Major Killz
La Fraternite
240
|
Posted - 2013.10.03 21:06:00 -
[186] - Quote
This wont reintroduced interceptors back into frigate combat dynamics. They've been completely overshadowed by their tech 1 counterparts.
There was a time not just 1 year and some months ago when ALL frigate classes were viable but no more... - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Jack Miton
Semper Ubi Sub Ubi
2342
|
Posted - 2013.10.03 22:41:00 -
[187] - Quote
yeah, why is their lock range so awful? i mean they can point further than they can lock.... seems silly. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |

Major Killz
La Fraternite
241
|
Posted - 2013.10.03 22:58:00 -
[188] - Quote
Jack Miton wrote:yeah, why is their lock range so awful? i mean they can point further than they can lock.... seems silly. Major Killz wrote:This wont reintroduced interceptors back into frigate combat dynamics. They've been completely overshadowed by their tech 1 counterparts. ceptors are not FOR frigate warfare, they are for fleet warfare and for that they are way better than anything else now. if you don't think so then you are severely underestimating the value of bubble immunity.
I suppose I am underestimating Interceptors but I thought I was doing so based on experience. You have shown me my error in thinking.
Please inform me in all honestly I'd like to know. How Interceptors immune to warp disruption bubbles will revolutionize warfare in eve.
Mind you. The changes to the Malediction and Crow alone will already increase their effectiveness in combat solo or in fleets, MINUS z immunity. Mind you, I have not found bubbles in of itself an issue when using a frigate in 0.0. Things like insta locking Rapiers, Lokis, Proteus and be more dangerous. Even offensively dropping bubbles on anything else and flying around them with interceptor while being able to leave said bubbles with little effort is already possible not.
NO. I find immunity would be more useful to a solo pilot instead of a fleet of frigates.
Anyway. Tell me what I'm not getting or understanding? Can a Sabre backed up by a fleet of 20 Oracles bubbles and hold down a fleet of 20 Condors? Same question but with a fleet of Harpies or Retributions?
note: that said I can see it revolutionizing life in 0.0 as far as traveling and it may be the prefered choice for avoiding engagements. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Capqu
Love Squad
314
|
Posted - 2013.10.03 23:21:00 -
[189] - Quote
it means you can warp to gates immediately while scouting even if they are out of dscan range. that's huge http://pizza.eve-kill.net |

Bud Tooper
The Suicide Kings
14
|
Posted - 2013.10.03 23:30:00 -
[190] - Quote
What a let down. These ships need more lock range.
At all 5s a post-rubicon Stiletto still falls short of locking past the range of an overheated Warp Disruptor II.
Instead of giving us the illusion of choice why not drop a slot from each ship and roll the sensor buff into the hull?
Other ships that received the tiericide treatment were given the targeting range necessary to perform their role. Why is it suddenly a prohibitive balance issue for Interceptors? |

Metal Icarus
Dirt Nap Squad Dirt Nap Squad.
636
|
Posted - 2013.10.04 00:56:00 -
[191] - Quote
So besides this super shuttle and super t2 ship, what else does this ship bring to the field?
What new role will this ship provide? None. T3 nullified already exists
maybe the interceptor gets a special mod that is able to point supers. Make them useful beyond conventional. It cannot deploy a field but a point that goes through the ewar invulnerability |

Major Killz
La Fraternite
241
|
Posted - 2013.10.04 01:11:00 -
[192] - Quote
Garviel Tarrant wrote:Prometheus Exenthal wrote:Garviel Tarrant wrote:Prometheus Exenthal wrote:ITT people who haven't logged significant hours in a Crusader or 00 Interceptors for that matter  And for the record, the Taranis *nerf* results in ~250 eHP less than current. That's hardly a nerf. Even in 00 where you don't have to deal with constant AB brawlers in still gets its ass handed to it by just about any other frigate (Assuming pilot skill is even) You know that. The #1 problem with the Crusader is the lack of fitting, NOT the lack of mids. The extra fitting means you can plate the ship for extra tank if you want, or you can fit top-tier weapons to relive days before the locus nerf. This is the first time a Crusader has been capable of easily breaking 300dps. It's also the fastest interceptor by a fair margin. Please trust me when I say that the Crusader will be one of the best (if not the best) dogfighters once again, and I'd happily engage a Taranis in one  The CLAW on the other hand... Where the double damage bonus makes sense on the Taranis (super high damage, 3 mids), the Claw needs more. The simple solution isn't giving it another mid, but rather giving it a range bonus (falloff or optimal) in the available frigate bonus. I guess the tracking wouldn't be much of an issue in 00 unless you're up against a dual prop taranis.. But honestly i'm not seeing it.. Like, yes you will have a better tank than said taranis, but it will out track and gank you.. Also 300 dps? it only has a 5% damage bonus.. That won't be enough to bring it up to 300.. Maybe with conflag two heatsinks, heat and implants? I will admit that i haven't used it really due to my opinion that its garbage. But i do think i fly enough frigates to not be completely talking out of my ass here, i just really don't see how its a good ship.
Dude is suggesting a Crusader with 2 damage mods and damage rigs. Put on highest tier small lasers and cpu mods and it may need 1 rig for powergrid too. Then his numbers are some what accurate. Thing would have like 3500k ehp or what not and just a man size meta 4 damage control tank.
Aye to not being impressed and with the AAR on an Taranis it would be interesting to see. Hardly anything worth caring about though. BUT fu*k combat Interceptors anyway. I'll be in an assault frigate thank you very much or a Crow or Malediction running away in circles around you like a burning HO3. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Rockstara
Blackwater USA Inc. Pandemic Legion
32
|
Posted - 2013.10.04 01:53:00 -
[193] - Quote
So just as interdiction maneuvers link gives you a bonus to web and point range but not other ewar you should mix the interceptor changes with the ewar frig changes
fleet ceptors get a stronger scram/disruptor range like +10% / level (lock range can stay the same, there are modules to overcome it for long points)
combat ceptors get a web range bonus around 50%
these means you probably would need to adjust the keres and the hyena. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
186
|
Posted - 2013.10.04 03:13:00 -
[194] - Quote
Fozzie
1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.
2. Make a warp disruptor mod that uses scripts that only a interceptor can use.
Scram Script- short range and 2 points
Disruptor script- Long Range 1 point
Focus Script- script like a focused beam can only be used on Titans and Super carriers
This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.
3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability. |

Mike Adoulin
Adolescent Radioactive Pirate Hamsters
365
|
Posted - 2013.10.04 03:33:00 -
[195] - Quote
DNSBLACK wrote:Fozzie
1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.
2. Make a warp disruptor mod that uses scripts that only a interceptor can use.
Scram Script- short range and 2 points
Disruptor script- Long Range 1 point
Focus Script- script like a focused beam can only be used on Titans and Super carriers
This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.
3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability.
+1, would read again. |

Prometheus Exenthal
mnemonic.
642
|
Posted - 2013.10.04 04:38:00 -
[196] - Quote
DNSBLACK wrote:Fozzie
1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.
2. Make a warp disruptor mod that uses scripts that only a interceptor can use.
Scram Script- short range and 2 points
Disruptor script- Long Range 1 point
Focus Script- script like a focused beam can only be used on Titans and Super carriers
This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.
3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability.
1. This argument doesn't make any sense. Are you against the bubble immunity or would you rather it be a rig if it needed to exist. In rig form you're limiting the number of possible fitting combinations. Hush and enjoy the intercepting bonus lol
3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations.
2. This isn't an awful idea, but we've already got this sort of thing for HICtors. IMO if something like the HICtor module were to be scaled down to frigate-sized combat, it would be for the Interdiction class and not something as fast and mobile as Interceptors. -áwww.promsrage.com |

Meyr
SiN Corp
50
|
Posted - 2013.10.04 06:57:00 -
[197] - Quote
Almost got cranky about the Taranis, until I noticed the 10MB/m3 drone bay!
Again, job well done, Sir! |

Onictus
Silver Snake Enterprise Fatal Ascension
530
|
Posted - 2013.10.04 07:43:00 -
[198] - Quote
Meyr wrote:Almost got cranky about the Taranis, until I noticed the 10MB/m3 drone bay!
Again, job well done, Sir!
It's always had that.
|

Ametyste Aek
Beer Spaceship and Baguette
3
|
Posted - 2013.10.04 10:05:00 -
[199] - Quote
Prometheus Exenthal wrote: 3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations
Note : i'm talking about fleet interceptor here, imho combat one are a whole other issue.
It could certainly have been worse, but in regard of what has been done for other ship classes, it's really nowhere as good. Allot of the previous re balancing or new ship introduction has been focused on giving players more options. Preventing in & inter race ship overlapping and they've been mostly successful since even if we have some ship fitting the meta better, we've seen an increased diversity.
With these change, you don't really address the issue that : all 4 fleet interceptors perform the same role in exactly the same way. In that regard if you don't give them specifics traits to makes them different in anything else but slot layout & hard stats.
If you give them each a different bonus to some tackling trait, you'll have real reason to want to fly some ceptor because it'll fit your gameplay or the situation better. Right now it's just going down to : which one will perform it's intended role better, and even if all 4 will do it well there's a clear winner here.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
792
|
Posted - 2013.10.04 10:13:00 -
[200] - Quote
Awesome, now one can fit the big pulses on the Crusader, do MOAR! paper damage and DIAF from only being able to apply a fraction of it due to tracking. DLP's with tracking bonus is just able to do the furball tango, no way in hell same will apply with bigger guns. resulting in extra fittings going unused if one want to actually hit stuff. Remove cap bonus (or see point three); - Gun count. - Some of extra fittings + Extra 5% damage or change to 7.5% RoF keeping cap bonus (depends on whether you actually want the Crusader to be on par with Taranis/Claw of course) + Dollop to base capacitor. = Tracking version of Slicer sans range. NOTE: It only has ONE midslot for Goddess sake, it needs at least the same considerations as the Claw to be competitive seeing as it has worse base tracking and a cap requirement for guns with the inherent vulnerability.
Why would anyone in their right mind ever fly the Malediction if the Gallente overbuff Ares is available?
Only minute variations in numbers throughout with both being equally proficient with rocks/missile but Ares has a built-in gun option while keeping its utility high.
Rocket crow will be devastating .. scram range out to max flight range, TD and ASB for tank. You sure you want to add tank and not remove some? 
Raptor looks good provided it will have enough room to run some light rails and not pigeoned into blasters. Maybe make the gun bonuses 7.5/7.5 rather than 5/10, in the very least change damage to RoF .. it comes off as a "tanky interceptor" which is absurd.
Taranis as is, reckon you might even add a drone without doing harm assuming the horrible EC-XXX are finally removed from game or made relevant (read: balanced) again.
Ares gets the overbuff. Must have been hard to restrain yourselves and not do same to Taranis so kudos to you all It needs a sacrifice somewhere, saying that it is either gun boat or missile boat when both configs perform on equal terms with dedicated hulls is naff. Decide which toes to cut (ex. 50+% less cargo) and get to it ..
Claw and Stiletto not getting more than cosmetics is good, already incredibly strong (Claw) and versatile (Stiletto) largely due to capless weaponry. |

Thom Mangum
Blue-Fire Confederation of xXPIZZAXx
0
|
Posted - 2013.10.04 10:45:00 -
[201] - Quote
cool changes |

Capqu
Love Squad
317
|
Posted - 2013.10.04 10:46:00 -
[202] - Quote
fleet bonuses and lock range - you claim links / the leadership skill will overcome the lock range issue, but a reasonable interceptor cannot rely on that. you will often be the first and only person into a system where you have to tackle someone (and surely, isn't this part of the interceptors intended role?) and thus not be receiving links or bonuses of any kind. since you have to fit in advance and cover all bases, there is no point in even mentioning links / sensor skill with regard to interceptors
its not a tradeoff when every single interceptor pilot fits 2 ionics or a sig amp, it just feels like bringing your ship to something that really should be baseline on the t2 class which is designed to be the best tackle in the game. all you are doing by keeping lock range low on the fleet tackle interceptors is removing customization options for a class which already hurts in that area
now im not advocating a huge buff, the interdiction nullification thing is insanely good and cuts down on scouting times massively plus the warp speed changes in ruby-con are hugely beneficial for interceptors. but please for the love of god, the quality of life change every interceptor pilot has been asking for is lock range, if you feel you have to tone down something else to give the tackle interceptors 35km base lock then so be it but don't pigeonhole them into fitting targeting range mods and act like its a cool tradeoff choice
http://pizza.eve-kill.net |

Kagura Nikon
Mentally Assured Destruction
544
|
Posted - 2013.10.04 10:47:00 -
[203] - Quote
Metal Icarus wrote:So besides this super shuttle and super t2 ship, what else does this ship bring to the field?
What new role will this ship provide? None. T3 nullified already exists
maybe the interceptor gets a special mod that is able to point supers. Make them useful beyond conventional. It cannot deploy a field but a point that goes through the ewar invulnerability
I would nto count with that for long.. tiercide will eventually reach T3....
And those things will be obliterared.. |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
190
|
Posted - 2013.10.04 10:59:00 -
[204] - Quote
Love the changes
But give me more lock range  |

Lidia Caderu
Cobalt Academy Catastrophic Uprising
14
|
Posted - 2013.10.04 11:47:00 -
[205] - Quote
Why split bonus to ARES? Better make it missile boat instead. Would be interesting. |

Capqu
Love Squad
319
|
Posted - 2013.10.04 11:57:00 -
[206] - Quote
oh hey i just noticed the -2 turrets on the malediction
please don't do that, being able to fit 125mm gattlings to kill drones was a nice option if you went with a dual prop fleet fit or something, it lacks fitting to do the same with rockets http://pizza.eve-kill.net |

Mra Rednu
Black Watch Guard
351
|
Posted - 2013.10.04 12:11:00 -
[207] - Quote
Ametyste Aek wrote: I'd love to see racial bonuses for inties :
- Caldari : Bonus to lock range & scan res - Minmatar : Further decrease in signature while in MWD - Gallente : Bonus to Disrupt range - Amarr : Bonus to armor reps (allong with the current +4% resist)
This way you create diverse platforms, allowing a real choice and gameplay difference between them. Note that these are just proposition i though and should be brainstormed & considered, don't start arguing about why such bonus would be op and another useless, i brought these to make this point : InterRAcial Hull comformity is boring as ****, it doesn't bring anything to the table but a best in class performer in its intended role. Specialize further each hulls so they can bring something different.
I will support this if all you ever fly is Amarr inties only from now on.  |

Major Killz
La Fraternite
242
|
Posted - 2013.10.04 12:57:00 -
[208] - Quote
TrouserDeagle wrote:Randy Wray wrote:The light missile condor was completely dominating facwar frigate pvp(and still kinda is) especially with links which made it able to orbit so far out and become so fast noone could ever hope of slingshotting it. Now you're making 3 ships that are essentially linked condors with the ganglinked point built into the hull. For the sake of the lowsec frigate community, which is huge atm, please rethink this.
Fozzie, about 6 months ago: 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.
Light missiles would not be the only issue. While I was in factional warfare I put together another version of what would be a fleet of Crows. This was WAY BACK. I Theory crafted a Rail-Raptor setup that was capable of applying 75 damage per second up to 50,000m. I used rigs to increase locking range and added 2 Keres. Needless to say it was VERY EFFECTIVE. Rail-Harpies would probably still be better...
Anyway.
Unlike the other combat Interceptors the Raptor has MORE OPTION and circumvent anything significant done to "light missile interceptor setups". Not to mention with one MSE and blasters I'm fairly sure it would be capable of engaging A Lot more targets than any other interceptor based just on MORE TANK PLUS DAMAGE.
- Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Major Killz
La Fraternite
242
|
Posted - 2013.10.04 13:05:00 -
[209] - Quote
Capqu wrote:fleet bonuses and lock range - you claim links / the leadership skill will overcome the lock range issue, but a reasonable interceptor cannot rely on that. you will often be the first and only person into a system where you have to tackle someone (and surely, isn't this part of the interceptors intended role?) and thus not be receiving links or bonuses of any kind. since you have to fit in advance and cover all bases, there is no point in even mentioning links / sensor skill with regard to interceptors
its not a tradeoff when every single interceptor pilot fits 2 ionics or a sig amp, it just feels like bringing your ship to something that really should be baseline on the t2 class which is designed to be the best tackle in the game. all you are doing by keeping lock range low on the fleet tackle interceptors is removing customization options for a class which already hurts in that area
now i'm not advocating a huge buff, the interdiction nullification thing is insanely good and cuts down on scouting times massively plus the warp speed changes in ruby-con are hugely beneficial for interceptors. but please for the love of god, the quality of life change every interceptor pilot has been asking for is lock range, if you feel you have to tone down something else to give the tackle interceptors 35km base lock then so be it but don't pigeonhole them into fitting targeting range mods and act like its a cool tradeoff choice
This is my standard Stiletto setup. The locking range is 40,000m and has 1,400 scan resolution. I also have set up the Ares, Malediction and Raptor in a similar way. You're even able to drop that warp scrambler and fit a sensor booster for an even HIGHER scan resolution. What's this locking range issue you speak of?
[Stiletto, Switchblade] Damage Control II Micro Auxiliary Power Core I Nanofiber Internal Structure II
Limited 1MN Microwarpdrive I Medium Shield Extender II Faint Epsilon Warp Scrambler I Warp Disruptor II
150mm Light AutoCannon II, Republic Fleet EMP S 150mm Light AutoCannon II, Republic Fleet EMP S [empty high slot]
Small Ionic Field Projector I Small Targeting System Subcontroller I - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Gospadin
School of Applied Knowledge Caldari State
87
|
Posted - 2013.10.04 13:46:00 -
[210] - Quote
What if interceptors were immune to warp scrambling, but lost a slot in exchange?
You can still web/disrupt/neut/jam them, but you can't disable their MWD. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
186
|
Posted - 2013.10.04 13:46:00 -
[211] - Quote
Prometheus Exenthal wrote:DNSBLACK wrote:Fozzie
1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.
2. Make a warp disruptor mod that uses scripts that only a interceptor can use.
Scram Script- short range and 2 points
Disruptor script- Long Range 1 point
Focus Script- script like a focused beam can only be used on Titans and Super carriers
This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.
3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability. 1. This argument doesn't make any sense. Are you against the bubble immunity or would you rather it be a rig if it needed to exist. In rig form you're limiting the number of possible fitting combinations. Hush and enjoy the intercepting bonus lol 3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations. 2. This isn't an awful idea, but we've already got this sort of thing for HICtors. IMO if something like the HICtor module were to be scaled down to frigate-sized combat, it would be for the Interdiction class and not something as fast and mobile as Interceptors.
|

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
186
|
Posted - 2013.10.04 13:47:00 -
[212] - Quote
Prometheus Exenthal wrote:DNSBLACK wrote:Fozzie
1. Make the interdiction nulli be based on a RIG you can purchase and put on a interceptor only. This will cut down on some of the strength rigs will give this ship.
2. Make a warp disruptor mod that uses scripts that only a interceptor can use.
Scram Script- short range and 2 points
Disruptor script- Long Range 1 point
Focus Script- script like a focused beam can only be used on Titans and Super carriers
This will allow the captor to fit one mod freeing up other slots. he chooses what script based on course of action.
3. Defining the battle field is a must here. your changes are nice but the ship will still be useless in game except for a 0.0 to high sec shuttle. Any gang that roams the gates will kill this ship faster then his fleet can support him in his tackle ability. 1. This argument doesn't make any sense. Are you against the bubble immunity or would you rather it be a rig if it needed to exist. In rig form you're limiting the number of possible fitting combinations. Hush and enjoy the intercepting bonus lol 3. You know the game is in a sad state when people think like this. ANY good interceptor pilot (regardless of region) will tell you that these changes (in addition to the warp speed changes) are enormous boosts for fleet (big & small) or solo operations. 2. This isn't an awful idea, but we've already got this sort of thing for HICtors. IMO if something like the HICtor module were to be scaled down to frigate-sized combat, it would be for the Interdiction class and not something as fast and mobile as Interceptors.
1. I am not against the immunity. Just trying to create in game items for the market and make this change have a market impact out side of just the interceptor ship BPO. Do you own a tech 2 interceptor BPO? The rig will allow new players to enjoy the ability to come in on a ground level and compete making some isk. Also by making it a rig slot you give players choicest s it is a built in limiting factor the players control not ccp.
2. I think the immunity is not needed if you are a good interceptor pilot. Any interceptor pilot worth his wait survived with out this. The the majority of them don't die to bubbles. They die to ceptor traps. So let me paint you a picture. You are chasing this gang using the gates. Your ship goes directly to gate while everyone else hit a sling bubble or is caught in light doctor protecting the exit of this fleet. Yes you are gaining ground but you are also to far out for support. You catch said gang and die and then realize your gang you are tackling for is to far behing. I could go on. The other issues are the battle field has changed major fleets no longer use gates. Most small gangs are looking for a fight and having med or heavy tackle not catch tackle is more important. Also major fleets go from point A to point B. if they are going home gate to gate more then likely the person they were looking to fight will get a cyno ahead of them and drop them some where along there return home. Or they will use a JB network to get in front. I could continue but I suck a typing . Defining a role for a game play that is no longer is a waste of time.
I will say my opinion is based of 0.0 only. This change will not effect low or highsec cause there are no bubbles. There are supers in those places that tend to get away with murder cause the only fear one ship the is the hic.
3. The current fighting is the reason for this change. Light dics have warp dist launcher, heavy dic have a focus or bubble module, ceptors have base tackle gear and not role that another ship in the game can't do better for less isk. The thing these all have in common is they are design to tackle. |

Kagura Nikon
Mentally Assured Destruction
546
|
Posted - 2013.10.04 13:50:00 -
[213] - Quote
Gospadin wrote:What if interceptors were immune to warp scrambling, but lost a slot in exchange?
You can still web/disrupt/neut/jam them, but you can't disable their MWD.
Too powerful. Specially because the MWD shutdown is exaclty made to stop ultra fast ships. |

Silvetica Dian
Manson Family
143
|
Posted - 2013.10.04 14:08:00 -
[214] - Quote
IrJosy wrote:Is there a reason gallente, the drone race are getting missiles as an optional weapon system instead of drones?
Nullified interceptors, nullified cruisers, covert cloaks on everything, depots, nerfing RSB's, nerfing HIC's (and then buffing them back), new cloaky SOE ships, nerfing remote sensor boosters, and more. We get it. CCP has a hard on for cloaky black ops stuff.
Do interceptors really need bubble immunity though? At 5k m/s they can fly through a 20km bubble in 4 seconds or more typically half of a 20km bubble in 2 seconds to get to a gate. With bonuses and snake implants that just gets reduced. Do interceptors really need the bubble immunity to catch ships they are chasing after the warp speed acceleration changes?
All of these changes just make it harder and harder and harder to kill gankers. Gankers already show up to the fight at a huge advantage typically with speed and damage type if they think ahead and use ammo that aims for the resist hole of their prey.
How about some new ways to stop null sec gankers for once? A deployable web bubble or a deployable anti-cloak bubble would go miles for gate camps. As it stands now just about anything can get through any gate camp that isn't cowwarrior. I avoided 15 TEST in a dinky throw away vagabond with an improved cloak. At a certain point you need to give some equal tools to the counter-black ops people.
Nice to see GSF advocating a ganking nerf . Burn Jita and ministry of love good. null sec ganking bad? i can see why the Orwell references are so popular in your neck of the woods. Maybe you should join an alliance with enough blues to provide decent intel or defence fleets......jesus i can't even continue with the sarcasm coz my stupid detection system overloaded. |

Capqu
Love Squad
325
|
Posted - 2013.10.04 14:22:00 -
[215] - Quote
Major Killz wrote:
This is my standard Stiletto setup. The locking range is 40,000m and has 1,400 scan resolution. I also have set up the Ares, Malediction and Raptor in a similar way. You're even able to drop that warp scrambler and fit a sensor booster for an even HIGHER scan resolution. What's this locking range issue you speak of?
all you have done here is prove you have no idea what you are talking about
40km lock range when you have a 36km point, can go 6kms^-1 heated and it takes a minimum of 2 seconds (server ticks) to lock and point a target is not enough
try actually flying an interceptor outside of EFT before you speak in balance threads about them, mr 34 lifetime interceptor kills http://pizza.eve-kill.net |

Krissada
Love Squad Confederation of xXPIZZAXx
203
|
Posted - 2013.10.04 14:37:00 -
[216] - Quote
Now, Capqu and I are two different men/girls in regards to fitting ceptors. I like to be a **** and gatecamp lowsec gates with 4000 scanres ceptors with remote reps to catch shuttles and what not. He likes to put a bit of buffer on his so it actually survives initial tackle and not die like a scrub like me.
Regardless he has a point for the lock range. We are supposed to be ahead of the fleet, interdiction nullification highlights this even more, but when bonuses are not applicable across systems you can't rely on ceptor pilots to take advantage of leadership skills or bonuses to accommodate their long warp disruption ability. In fact you are enforcing especially nullsec ceptor pilots that are part of any smaller to larger gang to -ALWAYS- fit modules to improve their locking range. There is not a question about it, it is simply not acceptable for you to have a lock range so close to your warp disruption range with the risk of letting targets get away.
The extra lock range fitting is no longer a choice, it's a must - and that's not adequate. |

Major Killz
La Fraternite
242
|
Posted - 2013.10.04 14:38:00 -
[217] - Quote
Capqu wrote:Major Killz wrote:
This is my standard Stiletto setup. The locking range is 40,000m and has 1,400 scan resolution. I also have set up the Ares, Malediction and Raptor in a similar way. You're even able to drop that warp scrambler and fit a sensor booster for an even HIGHER scan resolution. What's this locking range issue you speak of?
all you have done here is prove you have no idea what you are talking about 40km lock range when you have a 36km point, can go 6kms^-1 heated and it takes a minimum of 2 seconds (server ticks) to lock and point a target is not enough try actually flying an interceptor outside of EFT before you speak in balance threads about them, mr 34 lifetime interceptor kills
ROFL. Is there any other way to fly than inside THA EFT? I'm actually laughing really hard. GF GF GF.
Ok you have convinced me= )
I am NOW IN FAVOR OF REDUCED INTERCEPTOR LOCK RANGE. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Kagura Nikon
Mentally Assured Destruction
546
|
Posted - 2013.10.04 14:45:00 -
[218] - Quote
Capqu wrote:Major Killz wrote:
This is my standard Stiletto setup. The locking range is 40,000m and has 1,400 scan resolution. I also have set up the Ares, Malediction and Raptor in a similar way. You're even able to drop that warp scrambler and fit a sensor booster for an even HIGHER scan resolution. What's this locking range issue you speak of?
all you have done here is prove you have no idea what you are talking about 40km lock range when you have a 36km point, can go 6kms^-1 heated and it takes a minimum of 2 seconds (server ticks) to lock and point a target is not enough try actually flying an interceptor outside of EFT before you speak in balance threads about them, mr 34 lifetime interceptor kills
Point is the lock range increase cannot be too large. Only a little bit (4 more km seems reasonable) |

XvXTeacherVxV
S.E.N.T.I.N.E.L.
28
|
Posted - 2013.10.04 15:41:00 -
[219] - Quote
I'm mostly positive about these changes. The claw seems improved, but I think most folks that fly it would still appreciate a third mid-slot instead of a fourth low-slot.
The part that really confused me was the swapping of the raptor/crow roles. There's already a fleet missile ceptor (malediction+ares now?) but no combat one if you take away the crow. What was the rationale behind switching them? This wasn't really explained anywhere in the original post and there's no good reason to that I can see aside from change for the sake of change. The raptor sucks, so fix the raptor. Don't just have it swap places with the crow.
To all the folks at CCP... we really appreciate the rebalancing but you seem to forget too easily that a lot of us invested quite a bit of training time to fly the ships that we fly and when you change things, you need to explain why so we don't feel like we wasted our training time. |

NonZtop
Love Squad Confederation of xXPIZZAXx
0
|
Posted - 2013.10.04 15:43:00 -
[220] - Quote
Major Killz wrote: I am NOW IN FAVOR OF REDUCED INTERCEPTOR LOCK RANGE.
Whoa better watch out who you are talking to Capqu. EDGE MASTER over here doesn't mess around.
+1 for more lock range. |

Arkenai Wyrnspire
Turalyon Plus Turalyon Alliance
1977
|
Posted - 2013.10.04 16:10:00 -
[221] - Quote
I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?
Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself. Another terrible poster ._. |

Sizeof Void
Center for Advanced Studies Gallente Federation
368
|
Posted - 2013.10.04 18:46:00 -
[222] - Quote
Ares split weapon bonuses... two thumbs up!
Now, can you please go back and fix some of the other ships which had their split bonuses recently removed? |

Kagura Nikon
Mentally Assured Destruction
547
|
Posted - 2013.10.04 19:04:00 -
[223] - Quote
Sizeof Void wrote:Ares split weapon bonuses... two thumbs up!
Now, can you please go back and fix some of the other ships which had their split bonuses recently removed?
They are trying the same bonus that was used in the fleet scythe. split DOUBLED bonuses. |

Major Killz
La Fraternite
242
|
Posted - 2013.10.04 19:52:00 -
[224] - Quote
Arkenai Wyrnspire wrote:I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?
Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself.
With regard to your Raptor assumption. A "36(+10)" change to the Raptors powergrid would be significant. Provided you fit one medium shield extender and damage control. The Raptor would be capable of having around 7,500 effective hitpoints and apply at least 200 damage per second.
That's not nothing... - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Arkenai Wyrnspire
Turalyon Plus Turalyon Alliance
1978
|
Posted - 2013.10.04 21:12:00 -
[225] - Quote
Major Killz wrote:Arkenai Wyrnspire wrote:I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?
Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself. With regard to your Raptor assumption. A "36(+10)" change to the Raptors powergrid would be significant. Provided you fit one medium shield extender and damage control. The Raptor would be capable of having around 7,500 effective hitpoints and apply at least 200 damage per second. That's not nothing...
I suggest you try putting an MSE on, say, a Comet and seeing what results you get from a similar fit. Your range control from having an MSE with only three midslots is pretty bad if you're using blasters though. Another terrible poster ._. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1365
|
Posted - 2013.10.04 21:17:00 -
[226] - Quote
I assume the 9 AU warp speed of the crow and the 14 AU warp speed of the raptor are being swapped? |

Major Killz
La Fraternite
243
|
Posted - 2013.10.04 21:17:00 -
[227] - Quote
Arkenai Wyrnspire wrote:Major Killz wrote:Arkenai Wyrnspire wrote:I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?
Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself. With regard to your Raptor assumption. A "36(+10)" change to the Raptors powergrid would be significant. Provided you fit one medium shield extender and damage control. The Raptor would be capable of having around 7,500 effective hitpoints and apply at least 200 damage per second. That's not nothing... I suggest you try putting an MSE on, say, a Comet and seeing what results you get from a similar fit. Your range control from having an MSE with only three midslots is pretty bad if you're using blasters though.
Funny you say that. That's actually what some of the police fleets I have ran were setup. 2 - 4 shield-Comets exploding things on a regular basis was hella fun. We stopped rocking them after awhile though. It got boring... Started rocking Rail-harpies instead and we also took out that rail-raptor fleet with A LOT OF SUCCESS. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Arkenai Wyrnspire
Turalyon Plus Turalyon Alliance
1978
|
Posted - 2013.10.04 21:37:00 -
[228] - Quote
Major Killz wrote:Arkenai Wyrnspire wrote:Major Killz wrote:Arkenai Wyrnspire wrote:I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?
Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself. With regard to your Raptor assumption. A "36(+10)" change to the Raptors powergrid would be significant. Provided you fit one medium shield extender and damage control. The Raptor would be capable of having around 7,500 effective hitpoints and apply at least 200 damage per second. That's not nothing... I suggest you try putting an MSE on, say, a Comet and seeing what results you get from a similar fit. Your range control from having an MSE with only three midslots is pretty bad if you're using blasters though. Funny you say that. That's actually my police fleets were set up as. 2 - 4 shield-Comets exploding things on a regular basis was hella fun. We stopped rocking them after awhile though. It got boring... Started rocking Rail-harpies instead and we also took out that rail-raptor fleet.
They're pretty fun in fleets, yeah  But what does a Raptor bring that a shield Comet doesn't? The range bonus? I suspect there are better ships for railgunning as well. Another terrible poster ._. |

Major Killz
La Fraternite
243
|
Posted - 2013.10.04 21:51:00 -
[229] - Quote
Arkenai Wyrnspire wrote:[quote=Major Killz][quote=Arkenai Wyrnspire][quote=Major Killz][quote=Arkenai Wyrnspire]I' They're pretty fun in fleets, yeah  But what does a Raptor bring that a shield Comet doesn't? The range bonus? I suspect there are better ships for railgunning as well.
With changes? High velocity and effective hit-points I assume. Oh! That immunity to warp disruption bubbles i suppose.
What I may do is roll with 2 close range versions (blasters) and 3 long range versions (railguns). Gives more dimension to what a FLEET could engage effectively. Could also throw rail-Raptors into FLEETs of light missile-Crows.
Anyway.
This game is boring right now. Doing the same things and adding green to your killboards gets old quick. New concepts keep older players interested, at least for awhile. It's the only thing CCP can do to maintain what they have. Add new ships and hope players come up with more concepts to keep people interested.
However it's not happening fast enough. So, I hope things like this will help. Eve-Online is stagnant and there's only one directions from here (down). Unless some serious changes in mechanics and the way this game is played I doubt Eve-online will be here in the next 5 years.
SO! Being different and just something NEW is enough. Apart from other usefulness compared to something else. As long as that something can provide ANY USE it's good for this game and interest me at this point. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Cselle
Brave Newbies Inc. Brave Collective
1
|
Posted - 2013.10.05 01:28:00 -
[230] - Quote
meh, just give them NO lockrange. Instead give them bonuses to large smartbomb fitting and use, instead of FoF missiles make FoF webs & points. So they have to fly at 5km/s and ram enemy ships to hit them. BETTER YET! make them bombers! They dont need to cloak if they have speed. I can just imagine swarms of interceptors kiting enemy fleets with bomb launchers.
I may have started this off sarcastically, but halfway through decided this is an AWESOME IDEA! |

Sleepy Buddha
Federal Defense Union Gallente Federation
0
|
Posted - 2013.10.05 05:29:00 -
[231] - Quote
taranis got smashed .... should have rep bonus... btw res looks better now. :( |

Sleepy Buddha
Federal Defense Union Gallente Federation
0
|
Posted - 2013.10.05 05:34:00 -
[232] - Quote
and the sig radius bonus/signature is wrong ... till u reach intie lvl 5 most of the AFs have better sig mwding by their role bonus. This should be fixed too.  |

Sleepy Buddha
Federal Defense Union Gallente Federation
0
|
Posted - 2013.10.05 05:49:00 -
[233] - Quote
Garviel Tarrant wrote:Now the following will probably sound slightly hostile at times. Sorry about that, at least i liked the warp changes?
I hate just about everything here.. I don't even know where to begin.
Crusader has 2 midlots ergo it is **** no matter what else it does. Its like a ****** slicer with no range (And i'm pretty sure that even with the tracking bonus it still doesn't track as well as blasters.. and does less damage.. Why is scorch still the only thing lasers are good for?)
Maledictionnot absolutely awful but fittings are still a lot too tight if you want to actually fit a tank on it. There is a difference between meaningful fitting choices and needing to gimp the damn thing.
Raptor, 3 mids and shield tanking.. So either i don't fit a web.. Or i don't fit a tank? Great, that basically means that this will be a kiter 100% of the time. Well that is if you ignore the fact that ALL lml ships are better at kiting than this.
Crow Well i'm glad to see you're finally accepting that utility high slots are the worst slots.
Taranis fittings are still pretty awful.. I don't really see a point in the slight HP nerf seeing how its hardly overpowered as it is.
AresWhat the flying ****? like, i don't even know what to say... Why? like.. i don't even know... lml Ares... i hate this idea ALMOST as much as i hated t2 res marauders... Just.. Don't do this, its awful.. Also 30 powergrid.. I have a saved fit that has 0.5pg left over without any guns and a ******* festival launcher.. Just.. What the ****?
Claw Ok are you just ******* with me now? The claw.. a ship that gets bonuses to AC's.. has 45 PWG? So.. The Ares.. that uses blasters... where the smallest ones use 4 pg.. has 30.. But this.. that can use AC's that require 1 god damn powergrid has 45? No, this is not ok. You can't just give AC fitted minmatar INFINTE fittings so that they can use artillery.. Decrease the ******* stupid fitting gap between Arties and AC's so that a ship can fit Arties without having ALL the fittings with AC's
A Claw with a full rack of 200's will have 40 pg left over... meaning that with minor fitting implants you could fit a full rack of AC's.. and a 400mm plate.. Yes having only 2 midslots is terrible but unlike the Crusader this will actually have GOOD tracking.
(for those who are interested a Taranis with a full rack of neutrons has around 19.5 pg left over.. less than 50% of what the Claw will have.. And the Ares has even LESS.. I have no words.. really..)
Stiletto4 mids, still probably the best of the bunch when it comes to the general role of being an interceptor and it even has sensible fittings. I have no real problems with this one. little bit overemmo, but my honorable colleague summarized all that was made. :) |

Naomi Knight
Imperial Academy Amarr Empire
487
|
Posted - 2013.10.05 08:07:00 -
[234] - Quote
Exchange raptor and crow sensor strengths. Tackler ceptors have the higher ss over combat ceptors. |

Naomi Knight
Imperial Academy Amarr Empire
487
|
Posted - 2013.10.05 08:16:00 -
[235] - Quote
Oh and dont give in to the whiners, who wants more lock range. They can fit modules/rigs. That should be enough. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
794
|
Posted - 2013.10.05 12:25:00 -
[236] - Quote
Naomi Knight wrote:Oh and dont give in to the whiners, who wants more lock range. They can fit modules/rigs. That should be enough. Speaking of which, assuming that rigs will be polished at some point in conjunction with tiericide, wouldn't it be prudent to let small rigs deviate from M/L/XL to take into account the generally much smaller numbers involved?
Example: The FW sensor implant sets are awesome, but you shoot yourself in the foot by going HG when flying small stuff as the flat bonus often is better than the % bonus, especially when taking slot/fitting allowance into account.
Same could be done with small rigs where applicable. Interceptors for instance does not gain nearly as much from a +25% lock range rig as a cruiser up ship would whereas they would benefit greatly if it gave them a flat +km number, say 10-15km. All the percentage based rigs are identical to the bigger version and thus utterly pointless to even consider on small hulls with lower numbers.
PS: Same concept could be used for larger rigs to provide meaningful boosts where none currently exist like scan resolution on BS/Capitals where a % is a drop in the proverbial bucket thus artificially forcing people to always go for cookie-cutter options (mainly raw EHP). PPS: Medium rigs to stay as is more or less, cruiser classes are damn near perfect to use as baseline for all others with its tons of fairly well balance options. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
382
|
Posted - 2013.10.05 14:30:00 -
[237] - Quote
Sizeof Void wrote:Ares split weapon bonuses... two thumbs up!
Now, can you please go back and fix some of the other ships which had their split bonuses recently removed?
It only has 3 highs, not 4. It also can't actually fit anything at all. Also, the 'new' split weapons ships may as well all just have one weapon system - fitting both is always a terrible idea on them. |

Niko Lorenzio
United Eve Directorate
269
|
Posted - 2013.10.05 15:56:00 -
[238] - Quote
You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.05 15:58:00 -
[239] - Quote
Fozzie, just to throw another idea out there.... since your buffing the range of EAF ships (specificly the point range up to 20% per level) ;D why not give the fleet interceptors 10% per level instead of 5%? (+ more lock range) Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
382
|
Posted - 2013.10.05 16:04:00 -
[240] - Quote
Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much.
No more OP than covops ships. |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.05 16:47:00 -
[241] - Quote
TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships.
That statement is completely wrong.
What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles.
When I bubble camp I catch more covops and bombers then any other ship.
Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
383
|
Posted - 2013.10.05 17:19:00 -
[242] - Quote
Teth Razor wrote:I bubble camp
you have no honour |

Udonor
Native Freshfood Minmatar Republic
38
|
Posted - 2013.10.05 17:29:00 -
[243] - Quote
Sorry but this change seems to smack of WOW. magic.
I sort of understoond things when bubble immunity was a T3 option. If you made T3 interceptor I could still have bought it.
But bubble immunity in tiny low cost T2 packages?
Makes me ask why not available to all T2 ships then. Heck why not a T2/T3 module for some upper end T1 ships similar to cloak.
Need to fly through bubble and still be fast? Great.
I think high normal speed and a built-in high efficiency MWD would have been a better option. Basically something with performance of old nano-ships and similar hits proportionate to size. Extremely hard to hit with big guns. Give it special rocket based defenders vs missiles where it takes only proximaty damge while ammo lasts.
But immunity to warp bubbles and not even T3? Does not seem very balanced or storyline related to other ships.
But if you are going to do this...
why not pirate faction interceptor immune to CONCORD warp disable during outlaw flag at T2 frigate costs? |

Proddy Scun
Renfield Inc
33
|
Posted - 2013.10.05 18:16:00 -
[244] - Quote
Hmmm...
maybe you should publish a new ship attribute called "warp signature"
warp signature could be used to explain which type of ships will potentially be immune to warp bubbles and other warp phenomena.
It could be a product of hull mass, drive technology (T1, T2, T3), inertia factor and certain module or subsection modifier effects.
It might logically lead to certain predictions and logical changes -- like obviously t2 shuttles would be warp bubble immune but maybe T1 shuttles should be immune too. Maybe no ship larger than cruiser will be bubble immune under T3.
A warp signature also might lead to a warp tracking torpedo which could be fired at ships that just warped out -- within a certain number of seconds depending on warp signature. Coupe De Grace fleet shot for PVP.
So when are you introducing T2 shuttles? What point point do you expect 2million ISK? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
797
|
Posted - 2013.10.05 19:17:00 -
[245] - Quote
Udonor wrote:...But bubble immunity in tiny low cost T2 packages?... So you have a problem with bubble immune ships that has half the tank of T1 frigs and approximately the same dps output but not bubble immune ships that have BS tanks, BC/CC dps with option to run covert cloaks .. and all based on T2 vs T3 .. me'thinks you need to a reality check 
Interceptors can be sneezed out of the sky and only pose a clear and present danger to lone ships with poor tracking and/or otherwise lacking frigate counters .. something you are will be hard pressed to find in a bubble situation. Sure they will be able to be used as forward scouts and move around with impunity if people who wants to stop them has no boosted fast lockers but when that is the case then where does the fault lie?
One thing I would suggest for balance sake, as I don't want swarms of the things running rampant in null (avoiding "real" risk) either, is to add a little special sauce to bubble immunity in general as it is a pretty powerful ability: - A bubble immune ship has its agility halved while within a bubble. Explain it away by ship needing to divert a significant amount of engine power to warp-core to counter the bubbles effect.
Hard nerf to T3 nullifiers (provided that even stays in game) and ought to be enough to remove the 'boosted' requirement to fast lockers against *new* Interceptors and makes the coffins Interdictors as hard a counter to Interceptors as possible without breaking balance everywhere else. |

Ganthrithor
GoonWaffe Goonswarm Federation
664
|
Posted - 2013.10.05 19:25:00 -
[246] - Quote
Why do Gallente get a high-DPS inty with tackling bonuses, while the other races have either/or?
Why are you making yet another set of ships bubble-immune? You should be hard at work deleting interdiction nullifier subsystems from the game, not adding more bubble-immune hulls so the game can include even more un-killable ships.
I like the new warp mechanics, but I just hate the idea of bubble-immune ships. They're a fundamentally bad idea, but they're an especially bad idea on hulls that take less time to align than it takes a fast decloaking ship to burn out to them when they try to warp off a gate. Nullfied T3s are bull (I say this as someone who exploits them on a regular basis and maintains a personal fleet of them across multiple characters), nullfied inties with 2-second align times and miniature sigs will be bull as well. Death to anything that can't be drag-bubbled or caught on a gate; hell, even without bubble immunity inties have always been extremely hard to catch when they don't feel like tackling you. |

DeadDuck
Macabre Votum Northern Coalition.
60
|
Posted - 2013.10.05 20:46:00 -
[247] - Quote
Seems to me that giving the malediction a bonus to light missile launchers and not giving the ship the proper PG boost to fit them will have to be reviwed. |

Major Killz
La Fraternite
246
|
Posted - 2013.10.05 20:56:00 -
[248] - Quote
DeadDuck wrote:Seems to me that giving the malediction a bonus to light missile launchers and not giving the ship the proper PG boost to fit them will have to be reviwed.
What the fu*k are you talking about? I'm able to fit them with no issues now. If anything more CPU is needed. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Xirin
Sigillum Militum Xpisti Fatal Ascension
8
|
Posted - 2013.10.06 00:01:00 -
[249] - Quote
I don't see the point of bubble immunity. Any interceptor worth it's salt is going to be able to fly out of a bubble before anything can even lock it...
Can we get some kind of change to how easy they are to hit? Tranversal and sig radius aside, it seems a bit silly that an Oracle can blap a 5.2 km/s interceptor at 30 km...Seems like that should be something destroyers and other frigates should be doing...
Also, can the point-range interceptors get their range bonus extended to webs too? Pretty please? :D |

Kagura Nikon
Mentally Assured Destruction
551
|
Posted - 2013.10.06 00:06:00 -
[250] - Quote
Ganthrithor wrote:Why do Gallente get a high-DPS inty with tackling bonuses, while the other races have either/or?
Why are you making yet another set of ships bubble-immune? You should be hard at work deleting interdiction nullifier subsystems from the game, not adding more bubble-immune hulls so the game can include even more un-killable ships.
I like the new warp mechanics, but I just hate the idea of bubble-immune ships. They're a fundamentally bad idea, but they're an especially bad idea on hulls that take less time to align than it takes a fast decloaking ship to burn out to them when they try to warp off a gate. Nullfied T3s are bull (I say this as someone who exploits them on a regular basis and maintains a personal fleet of them across multiple characters), nullfied inties with 2-second align times and miniature sigs will be bull as well. Death to anything that can't be drag-bubbled or caught on a gate; hell, even without bubble immunity inties have always been extremely hard to catch when they don't feel like tackling you.
Because these immune to bubbles hisp are exaclty intende dto **** large alliances full of empty space like yours!!!
Its a great idea because promotes small gangs combat. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction
551
|
Posted - 2013.10.06 00:07:00 -
[251] - Quote
Xirin wrote:I don't see the point of bubble immunity. Any interceptor worth it's salt is going to be able to fly out of a bubble before anything can even lock it...
Can we get some kind of change to how easy they are to hit? Tranversal and sig radius aside, it seems a bit silly that an Oracle can blap a 5.2 km/s interceptor at 30 km...Seems like that should be something destroyers and other frigates should be doing...
Also, can the point-range interceptors get their range bonus extended to webs too? Pretty please? :D
What? You have never been in gate amps where there are 20 or more large anchorable bubbles ? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1466
|
Posted - 2013.10.06 01:56:00 -
[252] - Quote
Teth Razor wrote:TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships. That statement is completely wrong. What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles. When I bubble camp I catch more covops and bombers then any other ship. Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS.
Awh, your 20 bubble camp won't catch anything?
You cant continue your cancerous existence, a damn shame.. BYDI recruitment closed-ish |

Sleepy Buddha
Federal Defense Union Gallente Federation
2
|
Posted - 2013.10.06 03:56:00 -
[253] - Quote
Xirin wrote:I don't see the point of bubble immunity. Any interceptor worth it's salt is going to be able to fly out of a bubble before anything can even lock it...
Can we get some kind of change to how easy they are to hit? Tranversal and sig radius aside, it seems a bit silly that an Oracle can blap a 5.2 km/s interceptor at 30 km...Seems like that should be something destroyers and other frigates should be doing...
Also, can the point-range interceptors get their range bonus extended to webs too? Pretty please? :D
heh ... i would love to ... just theorycrafting kiting ares with extended web range .... isnt that really really op? |

Tampopo Field
Blue Republic RvB - BLUE Republic
33
|
Posted - 2013.10.06 09:59:00 -
[254] - Quote
Making light missilens a usable choise for Interceptors ir a really nice addition. However there are a few problems I see with the current proposed rebalance, mainly concerning the missile platforms.
Firstly the mixed weapon system bonus on the Ares. Mixing weapon systems is a bit like mixing tanks: usually a really stupid idea, but works well in a very few well thought out fits. I'm not convinced that mixed wapon system bonuses are the way to go.
The second problem I see is that all the missile boats are also stuffed in the fleet role. While the Raptor may, as a rail boat, be ill suited to the fleet role and requires a role change to make it usable, having all missile platforms stuffed in the same role is not good. And as the Taranis serves quite well in its current role, making the swap of roles between it and the Ares an unwelcome move, there is always the third option. Swap the roles between the Malediction and the Crusader. This would give us the missile interceptor in a combat role. Notification: Because I'm lazy, I have a tendency to post without proof reading. This may result in various errors including but not limited to typos, weird typos, grammatical errors, bizarre sentence structure, words written repeatedly, mislocated paragraphs, pointlessly complicated explanations, general incoherency, and abrupt endings. |

Vaju Enki
Secular Wisdom
935
|
Posted - 2013.10.06 10:40:00 -
[255] - Quote
Good change! The Tears Must Flow |

DeadDuck
Macabre Votum Northern Coalition.
60
|
Posted - 2013.10.06 10:51:00 -
[256] - Quote
Major Killz wrote:DeadDuck wrote:Seems to me that giving the malediction a bonus to light missile launchers and not giving the ship the proper PG boost to fit them will have to be reviwed. What the fu*k are you talking about? I'm able to fit them with no issues now. If anything more CPU is needed.
With a buffer ? Cause the stilleto's and all those ones are able to fit a biffer also ...
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
386
|
Posted - 2013.10.06 12:23:00 -
[257] - Quote
Tampopo Field wrote: Firstly the mixed weapon system bonus on the Ares. Mixing weapon systems is a bit like mixing tanks: usually a really stupid idea, but works well in a very few well thought out fits. I'm not convinced that mixed wapon system bonuses are the way to go.
It's fine with lots of fitting and lots of hardpoints, ares has neither. |

Vesan Terakol
Sad Face Enterprises
18
|
Posted - 2013.10.06 15:36:00 -
[258] - Quote
TrouserDeagle wrote:Tampopo Field wrote: Firstly the mixed weapon system bonus on the Ares. Mixing weapon systems is a bit like mixing tanks: usually a really stupid idea, but works well in a very few well thought out fits. I'm not convinced that mixed wapon system bonuses are the way to go.
It's fine with lots of fitting and lots of hardpoints, ares has neither.
Technically, its not a mixed weapon platform in its old iteration, as it doesn't have the slots to fit both guns and missiles to full capacity - its 2 weapons + utility, which you might decide to be the second available weapon - nobody forces you to do this, in order to optimally use your ship, tho (as was the case with the old split weapon platforms). Its just more flexible at no added cost. |

Drake Doe
SVER True Blood Public Disorder.
276
|
Posted - 2013.10.06 17:11:00 -
[259] - Quote
The ares could still use a bit more fitting and a third hardpoint for turrets and missiles, since I doubt it'll be changed from a mixed weapon platform. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Drake Doe
SVER True Blood Public Disorder.
276
|
Posted - 2013.10.06 17:28:00 -
[260] - Quote
Teth Razor wrote:TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships. That statement is completely wrong. What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles. When I bubble camp I catch more covops and bombers then any other ship. Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS. So you're upset that you have to actually try and plan for nullified ships when you camp? "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.06 19:18:00 -
[261] - Quote
Drake Doe wrote:Teth Razor wrote:TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships. That statement is completely wrong. What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles. When I bubble camp I catch more covops and bombers then any other ship. Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS. So you're upset that you have to actually try and plan for nullified ships when you camp?
No I am not. But I am upset that bubble camps that you see now will turn in to remote seboing instalocking legion / loki / huggin / lachesis gangs. That will be a down grade in play style and a lot less noob friendly.
Camping with a drag bubble is one of the first things a new player can effectively do on his own. By adding nullified intys (null sec shuttles) you take away lots of the action these new players can enjoy. |

Kenpo
61st Angry Angels
16
|
Posted - 2013.10.06 19:30:00 -
[262] - Quote
Love the idea of sliding in unhindered by bubbles, I shall rename my Taranis "suicide suppository".  Caution, rubber gloves and faceshield required when handling this equipment. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
386
|
Posted - 2013.10.06 21:27:00 -
[263] - Quote
Teth Razor wrote:Drake Doe wrote:Teth Razor wrote:TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships. That statement is completely wrong. What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles. When I bubble camp I catch more covops and bombers then any other ship. Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS. So you're upset that you have to actually try and plan for nullified ships when you camp? No I am not. But I am upset that bubble camps that you see now will turn in to remote seboing instalocking legion / loki / huggin / lachesis gangs. That will be a down grade in play style and a lot less noob friendly. Camping with a drag bubble is one of the first things a new player can effectively do on his own. By adding nullified intys (null sec shuttles) you take away lots of the action these new players can enjoy.
Everyone who does this stuff is terrible. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
61
|
Posted - 2013.10.07 01:05:00 -
[264] - Quote
All interceptors need a massive lock range bonus. Seriously. The speed and point range of these ships demand it.
As for the specifics.
1. Crusader needs a low switched to the mid. This will make it a more effective fleet interceptor AND will also make it a more effective solo brawler because the extra mid helps with range control.
2. Not sure about the split weapons system for the Ares (or for Roden ships in general for that matter). It's good that you won't turn the Enyo into this kind of ship (I always thought it was more of a Duvolle Labs ship) but if this design philosophy moves on to affect the Phobos later on I predict some rage. Either way for the Ares I don't think anyone will care since it won't really affect its main role as a fleet ceptor and rockets destroy drones quite well.
3. Great job on the Crow, Raptor and Malediction.
4. Everything else is pretty unchanged. Claw remains kind of crap IMO, Stiletto still does it's job very well, Taranis nerf unneeded TBH (after the t1 frig buff, a decent amount of t1 frigs could already kill it) but it is still a viable high damage anti-support/solo ceptor. |

LuisWu
25cm sin bonus
47
|
Posted - 2013.10.07 01:38:00 -
[265] - Quote
Helicity Boson wrote:The summary here, is that no pirate will be able to catch a smaller vessel once it warps to a gate/far away point
And no pirate fleet will ever escape a FW blob again, due to the fact FW can deploy interceptors to tackle them on gate, and pirates can not.
This seems a bit lopsided to me.
This
Edit: also I can-¦t understand why some ceptors still have bigger Signature than some assault frigates. |

Azrael Dinn
The 20th Legion Mildly Sober
171
|
Posted - 2013.10.07 08:03:00 -
[266] - Quote
Not saying this is a bad idea but sounds alot like you are not supose to rat in carriers idea. After centuries of debating and justifying... Break Cloaks tm |

Susitna
Paxton Industries Gentlemen's Agreement
1
|
Posted - 2013.10.07 09:15:00 -
[267] - Quote
Please leave the utility high on the malediction. You buff the nos then you start removing the slots? The slot layout on the malediction is fine as is. |

Denuo Secus
175
|
Posted - 2013.10.07 12:37:00 -
[268] - Quote
Please give the Ares 3 missile and 3 turret slots! Like you did on the Scythe Fleet Issue. I hoped this is the new approach for dual weapon bonus :(
To go full damage on the Ares I'd need to fit different damage modules, which would gimp my fit. But being able to choose to go full missiles or turrets would offer some nice options/unpredictability/flexibility - the Gallente way.
|

Bouh Revetoile
TIPIAKS
369
|
Posted - 2013.10.07 12:41:00 -
[269] - Quote
Denuo Secus wrote:Please give the Ares 3 missile and 3 turret slots! Like you did on the Scythe Fleet Issue. I hoped this is the new approach for dual weapon bonus :(
To go full damage on the Ares I'd need to fit different damage modules, which would gimp my fit. But being able to choose to go full missiles or turrets would offer some nice options/unpredictability/flexibility - the Gallente way.
You just misspelled Minmatar into Gallente. Interesting typo. :-) |

Denuo Secus
175
|
Posted - 2013.10.07 13:05:00 -
[270] - Quote
Bouh Revetoile wrote:Denuo Secus wrote:Please give the Ares 3 missile and 3 turret slots! Like you did on the Scythe Fleet Issue. I hoped this is the new approach for dual weapon bonus :(
To go full damage on the Ares I'd need to fit different damage modules, which would gimp my fit. But being able to choose to go full missiles or turrets would offer some nice options/unpredictability/flexibility - the Gallente way.
You just misspelled Minmatar into Gallente. Interesting typo. :-)
In my book Gallente combat philosophy is about flexibility. If you refer to the missile bonus itself...I for one would like 3 turret slots and no missile bonus/slot at all more that the current half-and-half concept. |

Bouh Revetoile
TIPIAKS
371
|
Posted - 2013.10.07 13:18:00 -
[271] - Quote
Denuo Secus wrote:In my book Gallente combat philosophy is about flexibility. If you refer to the missile bonus itself...I for one would like 3 turret slots and no missile bonus/slot at all more that the current half-and-half concept. Your book is bad then. Gallente phylosophy is all about firepower. Versatility and flexibility are Minmatar atributes. But I see what mistaken you : yes Gallente have some versatility in the sense that they can light shield tank their ships to earn even more firepower ; and because drone ships allow you to fit something else in the high slots, but no sane gallente would fit anything else than weapons on here, or at least says the manuals of gallente warfare. |

Drake Doe
SVER True Blood Public Disorder.
276
|
Posted - 2013.10.07 13:24:00 -
[272] - Quote
Teth Razor wrote:Drake Doe wrote:Teth Razor wrote:TrouserDeagle wrote:Niko Lorenzio wrote:You dont think bubble immunity will make ceptors extremely OP? I mean they got the speed to get out of the bubbles anyway so it's not like they slow them down much. No more OP than covops ships. That statement is completely wrong. What makes covops not op is the fact that you can still bubble them and try for the decloak, or if a covops is not smart he will warp strait gate to gate and hit drag bubbles. When I bubble camp I catch more covops and bombers then any other ship. Nullified intys on the other hand can jump in to a system and instantly warp out of a bubble on the gate. On top of that the pilot will not even have to think about the out gate being safe. Nullified intys create and reward dumber pilots. We already have nullified T3s, we DO NOT NEED NULLIFED INTYS. So you're upset that you have to actually try and plan for nullified ships when you camp? No I am not. But I am upset that bubble camps that you see now will turn in to remote seboing instalocking legion / loki / huggin / lachesis gangs. That will be a down grade in play style and a lot less noob friendly. Camping with a drag bubble is one of the first things a new player can effectively do on his own. By adding nullified intys (null sec shuttles) you take away lots of the action these new players can enjoy.
Since when is it only possible to camp with seboed t3s? This has nothing to do with new players. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
186
|
Posted - 2013.10.07 13:51:00 -
[273] - Quote
"A RAZOR Ragnarok accidentally pressed the GÇŁJumpGÇĄ instead of GÇŁBridgeGÇĄ button. Very unlucky in this case as it resulted in the titan being tackled. After a short rage form of a Naga fleet for Russian speakers (from which the footage was taken) and a Rokh fleet for English speakers, the titan was swiftly killed despite RAZORGÇÖs futile attempt to save it with their tier 3 bc gang. Furthermore, just as the titan went down, RAZOR jumped in 3 carriers and a single dreadnaught (?) to try to save it.
Titan Killmail
Shortly after, an NC. Maelstrom fleet bridged on a grid ping spot. The Stainwagon fleet warped to the enemy cyno at 100km and attempted a brawl. However, with a relatively GÇŁkitchen sinkGÇĄ fleet composition, we decided to bail and head back to reship.
Overall Battle Report
After re shipping to Rail Tengus, the Stainwagon fleet bridged next door to the enemy Maelstrom fleet who were attempting to return to their staging system. After waiting for the enemies to jump through the gate, it was clear they did not want to engage us without some help. So the NC. fleet waited in system for their PL help to arrive. Sure enough, as soon as they did, the NC. gang warped in on our Tengu fleet at optimal and a fight ensued. Despite fighting outnumbered 3 to 1, the Stainwagon Tengu fleet continued fighting, weaving its way under the Maelstrom guns and out of range of the PL Proteus/Loki/Legion gang. However, towards the end of the fight, somehow the PL fleet managed to catch up to the Stainwagon logistics, resulting in the majority of our logi being wiped out. After it was clear that our logi werenGÇÖt able to sustain the incoming damage, and our FC pointed and webbed, our Tengu fleet aligned and promptly warped out. Great fights!
Battle Report"
I guess thi
|

Denuo Secus
176
|
Posted - 2013.10.07 13:56:00 -
[274] - Quote
Bouh Revetoile wrote:Denuo Secus wrote:In my book Gallente combat philosophy is about flexibility. If you refer to the missile bonus itself...I for one would like 3 turret slots and no missile bonus/slot at all more that the current half-and-half concept. Your book is bad then. Gallente phylosophy is all about firepower. Versatility and flexibility are Minmatar atributes. But I see what mistaken you : yes Gallente have some versatility in the sense that they can light shield tank their ships to earn even more firepower ; and because drone ships allow you to fit something else in the high slots, but no sane gallente would fit anything else than weapons on here, or at least says the manuals of gallente warfare.
Nos/Neut/RR/Smartbomb/Probe/Tractor/Salvager Tristan/Vexor/Myrm/Domi says hellooo 
Drones themselves are a very flexible weapon. No other type of ship can switch from insta damage sniping to hvy damage brawling in seconds without docking.
But we derail...this is about the Ares with an (imho) outdated split weapon bonus. |

ArcticPrism
Bondage Goat Zombie Strictly Unprofessional
3
|
Posted - 2013.10.07 14:39:00 -
[275] - Quote
Please allow the Maeldiction to keep its turret slots. Rockets and Missiles cost too much pg/cpu to fit. Also not as good at drone defense due to low sig radius and high orbit speed of drones. |

Rain6637
Team Evil
1665
|
Posted - 2013.10.07 14:41:00 -
[276] - Quote
I love my Crow so much now that I want to have babies with it
also: lockrange Rainf1337 on Twitch |
|

CCP Fozzie
C C P C C P Alliance
7773

|
Posted - 2013.10.07 15:34:00 -
[277] - Quote
Hey guys, I'm back from vacation and fully caught up on this thread. Thanks for the feedback so far.
We have sisi updated now with an early Rubicon build so go ahead and check out these versions of the changes there. I'll be putting together some responses to themes in the feedback I'm seeing soon.
Thanks again all! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Capqu
Love Squad
338
|
Posted - 2013.10.07 15:39:00 -
[278] - Quote
thanks in the form of lock range would be adequate
overall though, ignoring that these are great changes so keep it up http://pizza.eve-kill.net |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
392
|
Posted - 2013.10.07 15:49:00 -
[279] - Quote
crow has too much lock range, claw has too much fitting, ares and taranis have no fitting if you like having a tank that doesn't require your gang to bring a remote hull repairer, raptor needs 4 mids and its role back, crusader is stupid because lasers suck |

Randy Wray
Nova Ardour
63
|
Posted - 2013.10.07 15:54:00 -
[280] - Quote
hahaha please fozzie give the taranis huge bonuses to hull reps including cap use and cycle time :D Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec |

sten mattson
Virtus Crusade Curatores Veritatis Alliance
58
|
Posted - 2013.10.07 16:29:00 -
[281] - Quote
malediction is fun , but the capacitor is horrible. it needs its NOS back if its want to hope holding tackle against someone with a small neut IMMA FIRING MA LAZAR!!! |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
268
|
Posted - 2013.10.07 17:05:00 -
[282] - Quote
CCP Fozzie wrote:Hey guys, I'm back from vacation and fully caught up on this thread. Thanks for the feedback so far.
We have sisi updated now with an early Rubicon build so go ahead and check out these versions of the changes there. I'll be putting together some responses to themes in the feedback I'm seeing soon.
Thanks again all!
My Hulk..... OH MY GOD, THE HUMANITY!!!!!!
I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Rain6637
Team Evil
1665
|
Posted - 2013.10.07 18:29:00 -
[283] - Quote
I look forward to traveling anywhere I damn well please Rainf1337 on Twitch |

Teth Razor
Chicks on Speed
6
|
Posted - 2013.10.07 19:25:00 -
[284] - Quote
DNSBLACK wrote:"A RAZOR Ragnarok accidentally pressed the GÇŁJumpGÇĄ instead of GÇŁBridgeGÇĄ button. Very unlucky in this case as it resulted in the titan being tackled. After a short rage form of a Naga fleet for Russian speakers (from which the footage was taken) and a Rokh fleet for English speakers, the titan was swiftly killed despite RAZORGÇÖs futile attempt to save it with their tier 3 bc gang. Furthermore, just as the titan went down, RAZOR jumped in 3 carriers and a single dreadnaught (?) to try to save it.
Titan Killmail
Shortly after, an NC. Maelstrom fleet bridged on a grid ping spot. The Stainwagon fleet warped to the enemy cyno at 100km and attempted a brawl. However, with a relatively GÇŁkitchen sinkGÇĄ fleet composition, we decided to bail and head back to reship.
Overall Battle Report
After re shipping to Rail Tengus, the Stainwagon fleet bridged next door to the enemy Maelstrom fleet who were attempting to return to their staging system. After waiting for the enemies to jump through the gate, it was clear they did not want to engage us without some help. So the NC. fleet waited in system for their PL help to arrive. Sure enough, as soon as they did, the NC. gang warped in on our Tengu fleet at optimal and a fight ensued. Despite fighting outnumbered 3 to 1, the Stainwagon Tengu fleet continued fighting, weaving its way under the Maelstrom guns and out of range of the PL Proteus/Loki/Legion gang. However, towards the end of the fight, somehow the PL fleet managed to catch up to the Stainwagon logistics, resulting in the majority of our logi being wiped out. After it was clear that our logi werenGÇÖt able to sustain the incoming damage, and our FC pointed and webbed, our Tengu fleet aligned and promptly warped out. Great fights!
Battle Report"
I guess this is what I mean when you have to define the battle field. There is no need for a ceptor in todays eve fleet battles. The interceptor should be good at tackling and surviving period. The speed tank of old should be brought back. I love everyone in this thread talking about dps, tank blah blah blah. The ceptor should not be a solo super frig it should focus on tackling in every battle field eve presents. After a fight the ceptor should be one of the only ships flying off. The only ship they should fear is another ceptor. Give me back my 2 bil ceptor doing 22000 meters per sec that could tackle dive in and out yet kill no one by itself. Define the battle field then the ship ccp
You Sir are completely correct. That is what intys were originally intended for. Why do we ,all of a sudden, need solo, interdiction nullifed, dps, tanking intys? There are so many other ships that fill those roles already! WTF is wrong with people? This change will be a big hit to null sec combat.
Like you said we need intys that can tackle and use SPEED to survive the fight. Not tank, not dps, But SPEED.
Before the nanonerf intys were a very usable ship for lots of things. The nano nerf is the reason intys are so bad now. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
17
|
Posted - 2013.10.07 19:40:00 -
[285] - Quote
The changes to warp speed especially for inties are shifting the balance of power dramatically to the smaller attacker away from larger defenders back to the pre-anomalies days and more so. From what I have seen, this isn't warping anymore, but near-instantaneous beaming. A gang of interceptors will be able to neutralize a whole 0.0 region as it can control when to accept a fight and when not and bring devastation to miners and ratters alike as their reaction time has been basically eliminated. A small (your standards might vary) roaming gang of 20 to 50 can have someone in all anomalies in a system below 15 seconds. Some will adapt to warp core stabs, some will merely die, but overall I believe we will probably see a population shift back to empire.
With battleship fleets still being out of fashion due to the significant threat from bombers, this change will move the battle fields even further to small, more mobile ships. My corp as one of the more roaming-focused corps in the game will benefit handsomely from the changes as is, but I am not convinced the game as a whole will benefit from the changes as-is. |

Nagarythe Tinurandir
Tormented of Destiny The Kadeshi
145
|
Posted - 2013.10.07 21:33:00 -
[286] - Quote
Theng Hofses wrote:The changes to warp speed especially for inties are shifting the balance of power dramatically to the smaller attacker away from larger defenders back to the pre-anomalies days and more so. From what I have seen, this isn't warping anymore, but near-instantaneous beaming. A gang of interceptors will be able to neutralize a whole 0.0 region as it can control when to accept a fight and when not and bring devastation to miners and ratters alike as their reaction time has been basically eliminated. A small (your standards might vary) roaming gang of 20 to 50 can have someone in all anomalies in a system below 15 seconds. Some will adapt to warp core stabs, some will merely die, but overall I believe we will probably see a population shift back to empire.
With battleship fleets still being out of fashion due to the significant threat from bombers, this change will move the battle fields even further to small, more mobile ships. My corp as one of the more roaming-focused corps in the game will benefit handsomely from the changes as is, but I am not convinced the game as a whole will benefit from the changes as-is.
well i would not paint the picture as black as you, but holy .... those interceptors a blitzing around. they will still die pretty fast though. some smartbombs and/ or a few webs and the ceptor swarm goes "pouff". but sure is a nerf to afk ratting alone in a 0.0-system ;)
|

Bad Messenger
Nasranite Watch OLD MAN GANG
569
|
Posted - 2013.10.07 21:56:00 -
[287] - Quote
seems that crow is bit tight to fit, you need both cpu and powergrid to fit any practical fit. |

Brib Vogt
DC-centre Destiny's Call
8
|
Posted - 2013.10.07 22:38:00 -
[288] - Quote
Stiletto rocks, even a cyno version works great!! |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.07 22:39:00 -
[289] - Quote
Stiletto needs a little more PG, and lock range (probably not the only ceptor that does) Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Brib Vogt
DC-centre Destiny's Call
8
|
Posted - 2013.10.07 22:43:00 -
[290] - Quote
Bubanni wrote:Stiletto needs a little more PG, and lock range (probably not the only ceptor that does)
don't think so. one sig amp and it is fine! |

Milton Middleson
Rifterlings Point Blank Alliance
355
|
Posted - 2013.10.07 23:50:00 -
[291] - Quote
The Malediction has been unacceptably nerfed. How am I supposed to fly a ship with asymmetrical hardpoints? |

GeMiPaT
The Holy Knights of Malta
3
|
Posted - 2013.10.08 00:19:00 -
[292] - Quote
Hi CCP,
I will not be that positive about what you want to do about interceptors. I'm ingame since long before they existed and when they first went out, they were Deadly if you didn't had the right fit or weapon to take them down, as an example, I killed some with FOF cruise missiles because back then, the missiles were able to do this and ceptors were so fast that they could escape missiles if you didn't had a web on them. This is history since long ago but there is one thing to remember about that era. The fact that the inty was Deadly and that the weapon we had against them killed them quick as well. So the fight was more about having the guts to attack/tackle a big target and may be die before your friends join the fight.
Why do I state this. Because I believe that giving such improvement to that ship is not healthy for the class nor fair for big ships or active defense of a system/constellation. Basically with the new inty, one could enter in a system, warp away from bubbles, tackle or light cyno and bring hell the the one defending. This is no longer an interceptor, this is much more a special ops ship. And there is a dedicated class for this --> covert ops, Recon and even the T2 BS counterpart that is currently partly broken. The only other example we have in game to avoid interdiction is a specific T3 elements. If this appears in T3 cruisers, then why would have it been invented before on T2 interceptors ??? If you really want to do that, invent T3 ceptors that would make more sense. Having a ship in a hostile system has to cost the offender something. A ceptor is only a few millions... a T3 equivalent would be more representative of the cost it has to enter an ennemy system with some kind of speed/nullifier invulnerability. Please reconsider before giving such a decisive advantage to a small ship class that is way too common ingame. Make people to train for it and be something they need to invest in through a specific carreer path.
Secondly, if you really want those little ships to becomes so big players in game, then you HAVE TO give some modules/ game mechanics to counter balance this. why would a T2 ceptor gang be more effective sneaking in a system than a recon gang or T3 cruiser gang ? Its fine to think about boosting ceptors but not making them special ops kind of ceptors. An interceptor is something capable of intercepting others, and escaping thanks to its speed, nothing else.
Finally, you are giving the new bonus to each of the 2 ceptors of each race. Why don't you just give it to one and not the other ? I mean, let's take the example of minmatar. The stiletto is currently fine, just leave it like that give him some more stats if you wish but not nullifier and give that nullifier advantage to the claw without giving him some love on other stats. The same can be repeated on the 4 races. Force people to use the weaker one if they want to go through nullifier and use the other if they want to do more classic and stronger interceptor. |

Atreides 47
Atreides of Arrakis
17
|
Posted - 2013.10.08 01:51:00 -
[293] - Quote
CCP Fozzie wrote:Interceptor time! This class has been a bit behind the curve for a while, and we're going to be fixing that in a few ways. The biggest changes for Interceptors in Rubicon will be the warp speed changes and the fact that Interceptors are becoming immune to bubbles. Do you actually know what you're doing now ? You are giving to low-cost T2 frigate that everyone can fly a T3 Nullifier subsystem ! Just no. Long Live the Fighters !
CCP and nerfs - http://i.imgur.com/MejTGfL.jpg |

Zarnak Wulf
In Exile. Imperial Outlaws.
1368
|
Posted - 2013.10.08 02:14:00 -
[294] - Quote
I jumped on briefly to look at the warp changes and used the interceptor class to see just how quickly I could go. The first thing I noticed was that all the interceptors have been moved to a 10 AU warp speed. I guess I missed the notes on that somewhere. Combat used to be 9 AU and Fleet was 14 AU. Secondly -
Holy Shitballs. 
Crow:
High: Malkuth Light Missile Launcher x 3 Mid: Limited MWD Regolith MSE SB II Warp Disruptor II Low: OD II DC II MAPC II Rigs: Hyperspatial Velocity Maximizer x 2 for giggles.
The rigs give the crow a ~14.4 AU Warp speed. 70 AU warp in roughly 10 seconds. The sudden stop coming out of warp is pretty awesome. In a fight I was MWD'ing in one direction having escaped one of the many faction ships on the test server. (seriously, why? I don't fight Vangels on TQ that often) I hit the 'warp to station' button with 9 seconds left on the aggression timer. I entered warp at 6 seconds left (3.5 AU warp). I arrived in time to be declined docking rights due to my aggression.  Those rigs are going to be a thing. |

Packe
Higher Than Everest Black Legion.
2
|
Posted - 2013.10.08 03:38:00 -
[295] - Quote
Ah, very nice though I am not entirely sure about the interdiction change. I am sure I will grow to love it.
The malediction looks, on paper, like the new fleet tackle of choice. It was always hampered by it's lock range and slot layout, it made it very hard to fit it as a long range tackler (>45km) with the speed to get out of trouble. That is now fixed with the 3/4/4 layout and the +5 to lock range.
I haven't tested it but it looks like it can be fitted to be the fastest of the 4 fleet ceptors. That coupled with its nice low sig and increased agility is going to make it hard to kill. All of the Crow, Ares and the Malediction now can fit missiles, which is gold when coupled with the bonused scram range. The stiletto is stuck with crappy ACs and maybe one unbonused launcher and has gone from being perhaps the most effective fleet tackle to the least effective. The crow is a little fat and slow for its role. The ares is also fat and a poor second choice to the malediction.
Shame about slowing down the warp speed though, I thought that 14 au/s really shone for the fleets. But with the interdiction changes I can understand it.
How about bumping that scram bonus to 7.5% per level. It's still bloody hard to get into the sweet spot to scram an unbonsued ship and stay out of medium neut and scram range, especially now with the nerf to links.
|

Hungry Eyes
Imperial Academy Amarr Empire
447
|
Posted - 2013.10.08 03:55:00 -
[296] - Quote
GeMiPaT wrote:Hi CCP,
I will not be that positive about what you want to do about interceptors.
how do i downvote this guy? |

Akirei Scytale
Okami Syndicate
3333
|
Posted - 2013.10.08 06:16:00 -
[297] - Quote
So are we going to get this old model for the raptor / crow? |

Barrogh Habalu
Imperial Shipment Amarr Empire
529
|
Posted - 2013.10.08 06:17:00 -
[298] - Quote
Packe wrote:Shame about slowing down the warp speed though, I thought that 14 au/s really shone for the fleets. But with the interdiction changes I can understand it. How large should solar system be in order to actually make new ceptors traverse it slower under the new warp acceleration mech than old ceptors under old mech would? |

4gn1
Republic Military School Minmatar Republic
7
|
Posted - 2013.10.08 10:21:00 -
[299] - Quote
I am an interceptor pilot with over 700 sucessfull initial tackles and therfore kills in the last 5 months. I am purely piloting this ships in nullsec day in day out.
I cannot understand the cheer for this changes and I explain it to me that most of the people cheering are not flying this things often - and if - not really correctly.
I dont need bubble immunity, a Interceptor is fast enough so a bubble hardly exists. There are even situations where I want to land in a bubble. Now my immunity saves some of the prey from beeing catched. I dont say its complete bullshit but its really not something the interceptor really needed. And nothing to freak out about it. ( As already stated the interdictor really needed this not interceptors. )
Warping instant feels like teleporting in some ranges not like flying a spaceship. So basically we will have this frigs now as uncatchable " I-travel-where-I-want" frigates. And interceptors wont catch them too.
Taking the example of the ares with no boni-links.
After the Patch it will loose both in HP and Speed significantly ( The increase in Speed with a Prop mod due to the mass loss is a blant lie as testet on SiSi )
Due to this you cant fit nanos anymore as the Interceptor were already too much of a paper plane and their speed didnt help a **** especially when they need to apply a short point they die way too fast even with all existing piloting tricks which are already incredible hard to pull off.
I still need a ionic field rig for sufficient targeting range. So no way to make up for the speed loss.
The tracking bonus was actually usefull against drones. The damage "increase" as we have it now on sisi is laughable and doesnt make up for the loss.
Combined with the speed loss drones are even more dangerous to us now as they were before.
All in all this is a unbelievable nerf to this particular ship were we needed a Buff so bad to be able to get competitive again towards ships we need to tackle and hold that got buffed into the sky over the last patches. |

Randy Wray
Nova Ardour
63
|
Posted - 2013.10.08 10:53:00 -
[300] - Quote
4gn1 wrote:I am an interceptor pilot with over 700 sucessfull initial tackles and therfore kills in the last 5 months. I am purely piloting this ships in nullsec day in day out.
I cannot understand the cheer for this changes and I explain it to me that most of the people cheering are not flying this things often - and if - not really correctly.
I dont need bubble immunity, a Interceptor is fast enough so a bubble hardly exists. There are even situations where I want to land in a bubble. Now my immunity saves some of the prey from beeing catched. I dont say its complete bullshit but its really not something the interceptor really needed. And nothing to freak out about it. ( As already stated the interdictor really needed this not interceptors. )
Warping instant feels like teleporting in some ranges not like flying a spaceship. So basically we will have this frigs now as uncatchable " I-travel-where-I-want" frigates. And interceptors wont catch them too.
Taking the example of the ares with no boni-links.
After the Patch it will loose both in HP and Speed significantly ( The increase in Speed with a Prop mod due to the mass loss is a blant lie as testet on SiSi )
Due to this you cant fit nanos anymore as the Interceptor were already too much of a paper plane and their speed didnt help a **** especially when they need to apply a short point they die way too fast even with all existing piloting tricks which are already incredible hard to pull off.
I still need a ionic field rig for sufficient targeting range. So no way to make up for the speed loss.
The tracking bonus was actually usefull against drones. The damage "increase" as we have it now on sisi is laughable and doesnt make up for the loss.
Combined with the speed loss drones are even more dangerous to us now as they were before.
All in all this is a unbelievable nerf to this particular ship were we needed a Buff so bad to be able to get competitive again towards ships we need to tackle and hold that got buffed into the sky over the last patches.
Fozzie, this guy ^ nailed it.
Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle.
Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec |

Akirei Scytale
Okami Syndicate
3335
|
Posted - 2013.10.08 10:55:00 -
[301] - Quote
4gn1 wrote:I am an interceptor pilot with over 700 sucessfull initial tackles and therfore kills in the last 5 months. I am purely piloting this ships in nullsec day in day out.
I cannot understand the cheer for this changes and I explain it to me that most of the people cheering are not flying this things often - and if - not really correctly.
I dont need bubble immunity, a Interceptor is fast enough so a bubble hardly exists. There are even situations where I want to land in a bubble. Now my immunity saves some of the prey from beeing catched. I dont say its complete bullshit but its really not something the interceptor really needed. And nothing to freak out about it. ( As already stated the interdictor really needed this not interceptors. )
Warping instant feels like teleporting in some ranges not like flying a spaceship. So basically we will have this frigs now as uncatchable " I-travel-where-I-want" frigates. And interceptors wont catch them too.
Taking the example of the ares with no boni-links.
After the Patch it will loose both in HP and Speed significantly ( The increase in Speed with a Prop mod due to the mass loss is a blant lie as testet on SiSi )
Due to this you cant fit nanos anymore as the Interceptor were already too much of a paper plane and their speed didnt help a **** especially when they need to apply a short point they die way too fast even with all existing piloting tricks which are already incredible hard to pull off.
I still need a ionic field rig for sufficient targeting range. So no way to make up for the speed loss.
The tracking bonus was actually usefull against drones. The damage "increase" as we have it now on sisi is laughable and doesnt make up for the loss.
Combined with the speed loss drones are even more dangerous to us now as they were before.
All in all this is a unbelievable nerf to this particular ship were we needed a Buff so bad to be able to get competitive again towards ships we need to tackle and hold that got buffed into the sky over the last patches.
What are you talking about? Intys were always paper. Whether they're tissue paper or single ply toilet paper doesn't matter when you're dodging bears and wolves. As for "piloting tricks", they're actually very easy to pull off after even casual practice. Also, warp speed was never what made frigates hard to catch - and bubbles will still catch them. Interceptors get to ignore bubbles, but they still die when sneezed at, so it really isn't that big a deal.
Also, this.
|

Mr Doctor
Los Polos Hermanos. Happy Cartel
70
|
Posted - 2013.10.08 11:02:00 -
[302] - Quote
Its amazing how symmetry can make an ugly ship so pretty. |

Brib Vogt
DC-centre Destiny's Call
12
|
Posted - 2013.10.08 11:27:00 -
[303] - Quote
Randy Wray wrote:4gn1 wrote:I am an interceptor pilot ... - ... over the last patches. Fozzie, this guy ^ nailed it. Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle. Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship.
True |

Capqu
Love Squad
343
|
Posted - 2013.10.08 12:11:00 -
[304] - Quote
to everyone saying you need a nos to keep a scram on a ship with a neut
you really don't
neuts don't turn scrams off unless you are the unluckiest person in the entire world, a scram needs 0.75GJ to activate, even from 0 capacitor a stiletto will regenerate that in 1/6th of a second. if you're having trouble keeping a scram running against a 12 second cycle time med neut (or heaven forbid, a 24 second cycle heavy neut) then i don't know what to tell you http://pizza.eve-kill.net |

Capqu
Love Squad
343
|
Posted - 2013.10.08 12:13:00 -
[305] - Quote
but yeah if you're not gonna give us lockrange at least put the turret slots back on the malediction http://pizza.eve-kill.net |

Royaldo
Kongsberg Vaapenfabrikk Amarr branch. Sev3rance
59
|
Posted - 2013.10.08 12:13:00 -
[306] - Quote
The bubble immunity + the new warp speed makes ceptors silly.
What is supposed to catch these?
|

Mr Doctor
Los Polos Hermanos. Happy Cartel
70
|
Posted - 2013.10.08 12:17:00 -
[307] - Quote
Lag. |

Randy Wray
Nova Ardour
64
|
Posted - 2013.10.08 12:18:00 -
[308] - Quote
Capqu wrote:to everyone saying you need a nos to keep a scram on a ship with a neut
you really don't
neuts don't turn scrams off unless you are the unluckiest person in the entire world, a scram needs 0.75GJ to activate, even from 0 capacitor a stiletto will regenerate that in 1/6th of a second. if you're having trouble keeping a scram running against a 12 second cycle time med neut (or heaven forbid, a 24 second cycle heavy neut) then i don't know what to tell you I just fought a jaguar in my medium neut hurricane, fight lasted 2 minutes and I turned of his scram 5+ times. I know jag doesn't have the cap bonus but he did have a nos. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Kalar Freno
Native Freshfood Minmatar Republic
2
|
Posted - 2013.10.08 12:45:00 -
[309] - Quote
post deleted |

Andrea Keuvo
Science and Trade Institute Caldari State
1
|
Posted - 2013.10.08 12:50:00 -
[310] - Quote
Royaldo wrote:The bubble immunity + the new warp speed makes ceptors silly.
What is supposed to catch these?
This. Ratting/mining in null is going to be so much fun now. Every neut gang will have multiple bubble proof instawarp nanopussy interceptors running down the pipes to grab and hold targets while the dps ships never have to put themselves in any danger unless something gets tackled.
No battleship or mining barge has any chance of warping out to safety when one of these shows up in system as they will be in your site even if you start to align the second you see them in local. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1491
|
Posted - 2013.10.08 13:19:00 -
[311] - Quote
Brib Vogt wrote:Randy Wray wrote:4gn1 wrote:I am an interceptor pilot ... - ... over the last patches. Fozzie, this guy ^ nailed it. Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle. Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship. True
Bubble immunity + warp speed changes are the biggest buff inties could ever have gotten. If you don't agree you're either bad or you havn't tried warping around in one on the test server, its ******* unreal. BYDI recruitment closed-ish |

Cardano Firesnake
Babylon Knights Renegades Council
77
|
Posted - 2013.10.08 13:34:00 -
[312] - Quote
Please take a time to look how the turrets are placed on the modified ships.....
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
143
|
Posted - 2013.10.08 13:39:00 -
[313] - Quote
A.Make Interceptors nullified only when fitted by proper rig (new tech 3 rig reserved only for this class of ships). Why? To make people choose - this rig or bigger dps/defence - not just downgrade all interceptors hull.
B.Instead of reducing their cargo bay add to their specifications that they cannot fit a cyno.
|

MainDrain
7th Deepari Defence Armada SpaceMonkey's Alliance
216
|
Posted - 2013.10.08 13:41:00 -
[314] - Quote
The ability to lock targets as you enter grid but are still in warp, not able to activate modules, just lock the target, will give a true interceptor feel to it.
However the warp speed! wow those little buggers are so quick off the mark now!! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1491
|
Posted - 2013.10.08 13:44:00 -
[315] - Quote
MainDrain wrote:The ability to lock targets as you enter grid but are still in warp, not able to activate modules, just lock the target, will give a true interceptor feel to it.
However the warp speed! wow those little buggers are so quick off the mark now!!
You exit war much faster now, in my tests you can lock stuff pretty much the moment you load grid. BYDI recruitment closed-ish |

Sparkus Volundar
Applied Creations The Fendahlian Collective
69
|
Posted - 2013.10.08 14:05:00 -
[316] - Quote
CCP Fozzie wrote: You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.
In the UK (elsewhere too?), "you have to put some work into it" implies it could be hard. Not sure if that was the intended meaning here or not though. But just to note, it doesnGÇÖt look like itGÇÖs going to be hard.
- With Cynosural Field Theory V, just one Small Cargohold Optimization I rig is needed by all hulls. - With CFT IV, one Expanded Cargohold II is enough for 3 hulls or two T1 rigs is enough for 7 of them.
Since whatever Intie is lighting a cyno is then unable to do much in the way of speed tanking or range-control to make using DPS equipment that useful, losing 1 rig or low slot for such an item is probably not going to make a huge impact on survivability. . |

Axe Coldon
Coldon Enterprises Axion Bionics
9
|
Posted - 2013.10.08 14:26:00 -
[317] - Quote
I know no one cares, but I am AGAINST Bubble Immunity. |

Capqu
Love Squad
344
|
Posted - 2013.10.08 15:35:00 -
[318] - Quote
Randy Wray wrote:Capqu wrote:to everyone saying you need a nos to keep a scram on a ship with a neut
you really don't
neuts don't turn scrams off unless you are the unluckiest person in the entire world, a scram needs 0.75GJ to activate, even from 0 capacitor a stiletto will regenerate that in 1/6th of a second. if you're having trouble keeping a scram running against a 12 second cycle time med neut (or heaven forbid, a 24 second cycle heavy neut) then i don't know what to tell you I just fought a jaguar in my medium neut hurricane, fight lasted 2 minutes and I turned of his scram 5+ times. I know jag doesn't have the cap bonus but he did have a nos.
an 80% cap bonus is a big deal, better than a nos http://pizza.eve-kill.net |

Morwennon
Aliastra Gallente Federation
0
|
Posted - 2013.10.08 15:46:00 -
[319] - Quote
Capqu wrote:but yeah if you're not gonna give us lockrange at least put the turret slots back on the malediction Why would you want the turret slots back? As far as I can see, it has plenty of fitting room for both rockets and light missile launchers, in both brawling and tackle configurations. What specific fit do you have in mind? |

Morwennon
Aliastra Gallente Federation
0
|
Posted - 2013.10.08 16:08:00 -
[320] - Quote
Anyway, been playing with the combat interceptors on SiSi and would say that the Crusader is now outstanding for running around ganking other frigates (200 heated dps with scorch out to the edge of scram range is very nice indeed). The Taranis is also still very capable. However, the Claw and the Raptor seem quite underwhelming - the Claw just doesn't really have the DPS to do the kind of gank and run things that the ranis and sader are capable of, and doesn't have any compensatory advantages so it just seems kind of weak by comparison. It could really use either a significant increase in raw damage or a bonus to projection of some kind. The raptor is also in an uncomfortable place - its DPS is mediocre (a dual magstab neutron fit can't even break 200 dps with null, whereas the sader comfortably hits that figure at a much better range with the same number of damage mods), and the slot layout is very awkward since it can't do a decent shield tank without giving up tackle. It's better than it was, but still pretty lackluster. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
39
|
Posted - 2013.10.08 16:10:00 -
[321] - Quote
OP! OP! OP! |

Benito Arias
Lutinari Syndicate Electus Matari
18
|
Posted - 2013.10.08 16:14:00 -
[322] - Quote
CCP Fozzie wrote:SPECIFICS
CLAW
STILETTO
Claw is still sub-optimal. Even more likely to explode quickly inside web/neut range (no ulility high). Do not want arties to kite something because drones and too small tank, cannot even try with ACs for it anymore (TE nerf). Capacitor on the Claw is still meh compared to the Slasher.
Stiletto remains good , but still gets beaten by the Slasher in Scan Resolution and Capacitor, which I think is strange.
Claw Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
Stiletto Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 925 / 5(+1)
Slasher (not copypasting, using Pyfa) Capacitor 240 / 120 (!!) / whatever Targeting 22.5km / 940 (!!) / 4
Why is it so?
Please make T2 interceptors at least not worse than T1 frigates in acquiring targets and running mods. Please do it before adding weird role bonuses that do not always work towards intercepting and tackling.
Edit: Correction. There IS an utility high on the Claw. |

Capqu
Love Squad
344
|
Posted - 2013.10.08 16:28:00 -
[323] - Quote
Morwennon wrote:Capqu wrote:but yeah if you're not gonna give us lockrange at least put the turret slots back on the malediction Why would you want the turret slots back? As far as I can see, it has plenty of fitting room for both rockets and light missile launchers, in both brawling and tackle configurations. What specific fit do you have in mind?
[Malediction, a1]
Damage Control II Energized Armor Layering Membrane II 200mm Reinforced Steel Plates II
Limited 1MN Microwarpdrive I 1MN Afterburner II Warp Disruptor II
125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S Core Probe Launcher I, Sisters Core Scanner Probe /OFFLINE
Small Ionic Field Projector I Small Ionic Field Projector I
is the fit i used to use for armor fleets, was very good at staying alive on pretty hostile grids i'm sure its not a perfect fit or absolutely fantastic or anything, but its nice to have the option to use very low fitting anti-drone weapons and use your cpu/pg elsewhere http://pizza.eve-kill.net |

rei natuski
Perkone Caldari State
2
|
Posted - 2013.10.08 17:01:00 -
[324] - Quote
i have another idea... why not supress dictor from the game ?
they become useless. |

Morwennon
Aliastra Gallente Federation
0
|
Posted - 2013.10.08 17:10:00 -
[325] - Quote
Capqu wrote:Morwennon wrote:Capqu wrote:but yeah if you're not gonna give us lockrange at least put the turret slots back on the malediction Why would you want the turret slots back? As far as I can see, it has plenty of fitting room for both rockets and light missile launchers, in both brawling and tackle configurations. What specific fit do you have in mind? [Malediction, a1] Damage Control II Energized Armor Layering Membrane II 200mm Reinforced Steel Plates II Limited 1MN Microwarpdrive I 1MN Afterburner II Warp Disruptor II 125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S Core Probe Launcher I, Sisters Core Scanner Probe /OFFLINE Small Ionic Field Projector I Small Ionic Field Projector I is the fit i used to use for armor fleets, was very good at staying alive on pretty hostile grids i'm sure its not a perfect fit or absolutely fantastic or anything, but its nice to have the option to use very low fitting anti-drone weapons and use your cpu/pg elsewhere Fair enough, I hadn't considered that you might want dualprop and a plate. However, afaict the rubicon malediction can do basically the same thing:
[Malediction, a1 rubicon] Micro Auxiliary Power Core II 200mm Reinforced Steel Plates II Damage Control II Adaptive Nano Plating II
Limited 1MN Microwarpdrive I 1MN Afterburner II Warp Disruptor II
Rocket Launcher II, Caldari Navy Mjolnir Rocket Rocket Launcher II, Caldari Navy Mjolnir Rocket Rocket Launcher II, Caldari Navy Mjolnir Rocket
Small Ionic Field Projector I Small Ionic Field Projector I
Gains an extra 100 EHP, slightly better resists, and 10 km of lock range in exchange for the offlined probe launcher; overall, I'd say that's a pretty good trade. |

Capqu
Love Squad
344
|
Posted - 2013.10.08 17:12:00 -
[326] - Quote
Morwennon wrote:Capqu wrote:Morwennon wrote:Capqu wrote:but yeah if you're not gonna give us lockrange at least put the turret slots back on the malediction Why would you want the turret slots back? As far as I can see, it has plenty of fitting room for both rockets and light missile launchers, in both brawling and tackle configurations. What specific fit do you have in mind? [Malediction, a1] Damage Control II Energized Armor Layering Membrane II 200mm Reinforced Steel Plates II Limited 1MN Microwarpdrive I 1MN Afterburner II Warp Disruptor II 125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S Core Probe Launcher I, Sisters Core Scanner Probe /OFFLINE Small Ionic Field Projector I Small Ionic Field Projector I is the fit i used to use for armor fleets, was very good at staying alive on pretty hostile grids i'm sure its not a perfect fit or absolutely fantastic or anything, but its nice to have the option to use very low fitting anti-drone weapons and use your cpu/pg elsewhere Fair enough, I hadn't considered that you might want dualprop and a plate. However, afaict the rubicon malediction can do basically the same thing: [Malediction, a1 rubicon] Micro Auxiliary Power Core II 200mm Reinforced Steel Plates II Damage Control II Adaptive Nano Plating II Limited 1MN Microwarpdrive I 1MN Afterburner II Warp Disruptor II Rocket Launcher II, Caldari Navy Mjolnir Rocket Rocket Launcher II, Caldari Navy Mjolnir Rocket Rocket Launcher II, Caldari Navy Mjolnir Rocket Small Ionic Field Projector I Small Ionic Field Projector I Gains an extra 100 EHP, slightly better resists, and 10 km of lock range in exchange for the offlined probe launcher; overall, I'd say that's a pretty good trade.
you're right of course, that is a better fit - however imagine you could fit 125mms instead of rockets. you could drop the maux, upgrade the plating to an enam, use a sig amp and have some warp speed rigs perhaps. i just feel like taking away options is never a good thing
http://pizza.eve-kill.net |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1494
|
Posted - 2013.10.08 17:29:00 -
[327] - Quote
Ok after looking at the warp changes i'm feeling a lot more positive about these ships. I do however think they require to be better rebalanced within their class, i think they should all be about as powerful as the taranis/claw.
Crusader: Bad for lowsec but i think its probably fine as is for 0.0.
Malediction: Needs a bigger damage bonus, (not a ROF, i need to reload enough already thank you kindly)
Raptor: Its pretty hard to fit guns and a tank on it, id suggest enough pg to fit a meta MSE and electrons personally.
Crow: Is probably going to be incredibly powerful with the extra point range and lml's.
Taranis: I can we please let go of the "lol the ranis's tank is all in hull" joke? Honestly it would be a much better ship with more armor and less structure. could use slightly more pg.
Ares: I really dislike missiles on this (Why do all the races need missiles? If you go through with this every single race in the game will have a missile ship /o\ ) also it needs a ton of fittings, its really almost impossible to fit anything on it.
Stiletto: Its.. fine?
Claw: The fitting differences between AC's and ARties need to be rebalanced so that this ship can get more reasonable fittings. Although tbh i wouldn't mind if all the inties could be fitted like a claw with AC's. That would be pretty baller.
So yea much less hate, i think the strong ones are good, the weak ones just need to be brought to that level. BYDI recruitment closed-ish |

XavierVE
Reasonable People Of Sound Mind
198
|
Posted - 2013.10.08 17:53:00 -
[328] - Quote
Royaldo wrote:The bubble immunity + the new warp speed makes ceptors silly.
What is supposed to catch these?
Nothing can catch them. Fozzie has made a ship that is impossible to engage unless it wants to fight. Any smart interceptor pilot knows what fights they can and can't take -- meaning that the ship is absolutely ungankable unless they make a major mistake. This is a good example of why devs shouldn't listen to player ideas which really aren't all that thought through.
It is a major buff to home defense blobs against non-interceptor gangs though, given that the main recourse of retreat for a small gang roam into 0.0 is dropping bubbles behind it... a tactic that is absolutely nerfed into the ground now. Sure, you can kill the 30+ man blob's 4-5 interceptors if you get far enough ahead, but aggression means loggoffski as the gang then catches up to you.
What is going to be HILARIOUS is when people start taking out small gangs of only Taranis to gank ratters. I suggested it to my guys in my "I'm quitting, sorry!" post about this change. You'll have more than enough DPS to kill any non-carrier ratter you run across and you will absolutely be impossible to kill unless you make a mistake killing a ratter. By say, not moving at all, heh.
The idea behind this change is to remove the effectiveness of spamming anchored bubbles on gates. A simpler solution that wouldn't be overpowered would have been to restrict the anchoring of bubbles to within 40km of gates, much akin to how you can't anchor a GSC within X distance of a gate. Such a change would also "fix" large bubbles spammed on regional gates as well. It would buff every ship class roaming through 0.0 and remove non-player bubbling of gates, making 'dictor pilots and HIC's more worthwhile, rather than less.
Instead, Fozzie decided to give nullification to a ship class that simply does not need it on any level. Interceptors have no problems getting through gate camps, either by simply running away or gate crashing. Now, he's created a situation where if you're a small gang FC that likes to roam through 0.0, you're incredibly stupid not to take out Taranis-only gangs to get incredibly easy ratter ganks. Way too easymode to be fun. EVE is supposed to be a challenge. Nullification takes a player skill and turns it into a ship skill. Bad.
I don't think Fozzie is stupid, so once he realizes that the warp speed changes are all that interceptors needed for the ship class to be buffed to the max... then hopefully he'll remove nullification as the game-breaking mistake it so truly is. |

Mr Barbeque
Mayhem and Ruin Point Blank Alliance
11
|
Posted - 2013.10.08 18:06:00 -
[329] - Quote
I wont say I have the familiarization with the relationship of the other intys to their t1 counterparts but they don't seem to be quite in line, nullification aside.
Atron vs. Taranis Atron: all lvl 5 no speed mods mwd: 3859/5526 10% falloff bonus gives it better damage projection: 10k with null mass: 1.05m kg 37pg 3 rigs that give it even more flexibility, especially in pg
Taranis: all lvl 5 no speed mods mwd: 3816/5462 no falloff bonus: 6.1k with null mass: 1.07m kg 35pg 2 rigs
Sure the ranis does better damage and tracks better but with poor projection it wont matter if you cant dictate range. If both ships are in scram/web/ab configurations, the atron should win if he just keeps at range at 8k, and kills those 2 drones. The atron is faster, more nimble, has more powergrid, and further damage projection. This seems to be out of line. Shouldn't the t2 combat variant of the atron actually be better than the t1?
Keres > Mallus Ishkur/Enyo > Incursus Deimos/Phobos > Thorax Astarte/Eos > Brutix
I feel the intys need another combat bonus and a bit more of a tweek to get them in line with their t1 counterparts. (I havent done the wealth of research on the others, so I wont suggest for them specifically.) In particular for the ranis I suggest:
+7.5% bonus to small hybrid turret falloff (to accompany its 7.5% to tracking) Lower mass from 1.07m kg to 1.03m kg Buff powergrid to at least 37, preferably 39
Bubble immunity is great, but when on the field it really doesn't matter. I do recognize the mwd bloom reduction helps on the approach for fighting upclass, which it doesn't do poorly. It does however suffer when fighting same (hull) class ships. I do not wish to "win button" the ranis, and I don't believe my suggestion would do so. Recruiting |

Teth Razor
Chicks on Speed
8
|
Posted - 2013.10.08 18:53:00 -
[330] - Quote
I really feel that those of you against nullified intys are not being vocal enough. This will change the game we love, this will give more power to the major blocs (the ability to project fleets and super caps across the map in mere minutes).
This in general is not a good change for null sec.
If you are against nullified intys, SPEAK UP! Get your friends and corp mates to speak up. Fozzie will be reading this thread regularly so if we voice our concerns about this maybe CCP will at least re-think the idea! |

Bo Bojangles
Reliables Inc The Unthinkables
14
|
Posted - 2013.10.08 18:58:00 -
[331] - Quote
Interdiction Nullification for inties is bad. There are plenty of times, being an inty, that you want to come out of warp at that bubble's edge (because that's where the guy you're chasing comes out of warp, too). I don't want to lose that mechanic just to render bubble blobs useless, especially considering that they're not an issue for an interceptor, anyway.
It would be interesting topic, as a prior poster suggested, for light dictors. The perceived safety in it easily offset by the chance to get separated from your support, leaving you vulnerable, but that's a different subject. |

Onictus
Silver Snake Enterprise Fatal Ascension
536
|
Posted - 2013.10.08 19:29:00 -
[332] - Quote
Teth Razor wrote:I really feel that those of you against nullified intys are not being vocal enough. This will change the game we love, this will give more power to the major blocs (the ability to project fleets and super caps across the map in mere minutes).
This in general is not a good change for null sec.
If you are against nullified intys, SPEAK UP! Get your friends and corp mates to speak up. Fozzie will be reading this thread regularly so if we voice our concerns about this maybe CCP will at least re-think the idea!
The hell are you talking about I live in null and I can't wait. |

Teth Razor
Chicks on Speed
9
|
Posted - 2013.10.08 19:32:00 -
[333] - Quote
Onictus wrote:Teth Razor wrote:I really feel that those of you against nullified intys are not being vocal enough. This will change the game we love, this will give more power to the major blocs (the ability to project fleets and super caps across the map in mere minutes).
This in general is not a good change for null sec.
If you are against nullified intys, SPEAK UP! Get your friends and corp mates to speak up. Fozzie will be reading this thread regularly so if we voice our concerns about this maybe CCP will at least re-think the idea! The hell are you talking about I live in null and I can't wait.
Says a member of the CFC.. biggest bloc in the game... Of course you want it. |

Onictus
Silver Snake Enterprise Fatal Ascension
536
|
Posted - 2013.10.08 19:39:00 -
[334] - Quote
Teth Razor wrote:
Says a member of the CFC.. biggest bloc in the game... Of course you want it.
Which what to do with anything? Fun fact the entire CFC doesn't really do ops unless there is a war going on......something about crossing back and forth across 9 regions.
So for that matter FA isn't that big. |

XavierVE
Reasonable People Of Sound Mind
199
|
Posted - 2013.10.08 20:09:00 -
[335] - Quote
Onictus wrote:So for that matter FA isn't that big.
http://evemaps.dotlan.net/alliance/memberCount
Yeah, only the fifth biggest non-renter alliance in the game.
|

Onictus
Silver Snake Enterprise Fatal Ascension
536
|
Posted - 2013.10.08 20:18:00 -
[336] - Quote
whoo we been recruiting it seems, that was 2500 a couple months ago  |

Randy Wray
Nova Ardour
66
|
Posted - 2013.10.08 20:22:00 -
[337] - Quote
Capqu wrote:Randy Wray wrote:Capqu wrote:to everyone saying you need a nos to keep a scram on a ship with a neut
you really don't
neuts don't turn scrams off unless you are the unluckiest person in the entire world, a scram needs 0.75GJ to activate, even from 0 capacitor a stiletto will regenerate that in 1/6th of a second. if you're having trouble keeping a scram running against a 12 second cycle time med neut (or heaven forbid, a 24 second cycle heavy neut) then i don't know what to tell you I just fought a jaguar in my medium neut hurricane, fight lasted 2 minutes and I turned of his scram 5+ times. I know jag doesn't have the cap bonus but he did have a nos. an 80% cap bonus is a big deal, better than a nos There is another flaw in your argument though, cap doesn't regenerate in 6th's of a second, it regenerates in bursts each second(ish). So the chance of scram cycle coinciding with the cap nuke from a neut is alot higher, and you also have to mind the fact that you need to run other modules aswell, not much use for an interceptor that's too capped out to run it's MWD. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Randy Wray
Nova Ardour
67
|
Posted - 2013.10.08 20:27:00 -
[338] - Quote
Garviel Tarrant wrote:Brib Vogt wrote:Randy Wray wrote:4gn1 wrote:I am an interceptor pilot ... - ... over the last patches. Fozzie, this guy ^ nailed it. Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle. Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship. True Bubble immunity + warp speed changes are the biggest buff inties could ever have gotten. If you don't agree you're either bad or you havn't tried warping around in one on the test server, its ******* unreal. I'm apparently bad.
CCP might aswell have added a tech 3 nullified shuttle with cyno ability and removed interceptors competely for all warping through bubbles in an interceptor is worth IMHO. Cause yeah, that's all that thing is gonna be used for, cynoing, travelling and blobbing. What a way to improve the game. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bad Messenger
Nasranite Watch OLD MAN GANG
572
|
Posted - 2013.10.08 20:28:00 -
[339] - Quote
Zarnak Wulf wrote:I jumped on briefly to look at the warp changes and used the interceptor class to see just how quickly I could go. The first thing I noticed was that all the interceptors have been moved to a 10 AU warp speed. I guess I missed the notes on that somewhere. Combat used to be 9 AU and Fleet was 14 AU. Secondly - Holy Shitballs.  Crow: High: Malkuth Light Missile Launcher x 3 Mid: Limited MWD Regolith MSE SB II Warp Disruptor II Low: OD II DC II MAPC II Rigs: Hyperspatial Velocity Maximizer x 2 for giggles. The rigs give the crow a ~14.4 AU Warp speed. 70 AU warp in roughly 10 seconds. The sudden stop coming out of warp is pretty awesome. In a fight I was MWD'ing in one direction having escaped one of the many faction ships on the test server. (seriously, why? I don't fight Vangels on TQ that often) I hit the 'warp to station' button with 9 seconds left on the aggression timer. I entered warp at 6 seconds left (3.5 AU warp). I arrived in time to be declined docking rights due to my aggression.   Those rigs are going to be a thing.
this fit is good example how crow is hard to fit, no t2 weapons no t2 extender and it has sensor booster which takes only 10 cpu and it has micro aux powercore fitted already for power grid.
|

Teth Razor
Chicks on Speed
9
|
Posted - 2013.10.08 20:36:00 -
[340] - Quote
Come on CCP. Give us something intys can use to survive IN COMBAT. NOT A MECHANIC TO AVOID IT! |

Bischopt
Arbitrary Repossession
213
|
Posted - 2013.10.08 21:42:00 -
[341] - Quote
Like a lot of people have been pointing out, these inties are still pretty thin and easy to kill. When I heard inties were getting love I was expecting something like what happened to assault ships before: a proper overhaul. Right now the biggest change to interceptors is the insane warp speed which is, obviously, going to make inties dangerous in a fleet environment.
For solo work I'm afraid these interceptors are still a bit useless :/
The taranis, raptor and malediction might be able to brawl or kite their way into victory in some cases but even they'll have trouble with t1 frigates.
Could you guys (Rise and Fozzie) consider making the combat interceptors a bit more dangerous to allow solo work? I understand you need to be careful not to make them too powerful but right now they're only really good for fleets and ganking carebears that don't shoot back.
Have a more clear difference between combat and tackle interceptors. |

Alxea
Unstable Pirate Sharks Of The Damed Sea
122
|
Posted - 2013.10.08 22:29:00 -
[342] - Quote
Bad idea to make the taranis even squishier since its already squishy to begin with. It didn't need a nerf, more like a boost. |

Mr Doctor
Los Polos Hermanos. Happy Cartel
72
|
Posted - 2013.10.08 22:31:00 -
[343] - Quote
Thats what Assfrigs are for. Nulification plus better combat ability is insane.
I still think nulification needs to be able to be turned off (like I said before, be a high slot inty only module) to be able to be caught by a bubble when tactics dictate it. Its going to cause frustration when people escape you by getting caught in a bubble that you knew was there. |

Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.08 23:27:00 -
[344] - Quote
Peaceful Surrender wrote:I for one welcome our new MR CROW overlord. I was bored of Stilettos anyway. I wonder what Bubanni will do.
I will actually stick with the stiletto since it's slightly faster Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Sol Mortis
An Heroes
17
|
Posted - 2013.10.09 00:48:00 -
[345] - Quote
The craptor has always been a joke.
This shield resist bonus on an interceptor is the punchline.
You took away the one interesting bonus from a terrible ship and gave it literally the most useless possible bonus for its ship class and role.
Craptor 2.0 now even crappier |

Major Killz
La Fraternite
251
|
Posted - 2013.10.09 00:53:00 -
[346] - Quote
In a recent post I suggested these changes would turn Interceptors into 0.0 shuttles. I was not arguing against Immunity to warp disruption bubbles (not significant in combat/engagement). I WAS suggesting the Slasher, Condor, Executioner and Atron were comparable In COMBAT and TACKLING. The primary role of Interceptors.
So comments like "Interceptors will be untouchable. Yeah! Provided they don't participate in combat and attempt to tackling ANYTHING. Mind you. Interceptors can still be caught by insta locking setups.
I'd also like to remind those who seem to forget that ALL frigates will be capable of accelerating into and decelerating out of warp significantly. So unlike those who were singularly focused on turning Interceptors in to shuttles. I focused on how they performed in a engagement compared to tech 1 frigates and if they SOMEHOW wouldn't be caught by another micro warp driving Frigate 
No one I interact with that has sense believes these changes will increase their effectiveness in combat; with exceptions (Crow and Malediction). But avoiding engagements all together? Sure they'll be able to avoid allot! Again, I'm not focusing on what happens in warp but in an ACTUAL ENGAGEMENT NOT GETTING TO SAID ENGAGEMENT OR AVOIDING IT WHICH ANY TECH 1 FRIGATE CAN ALSO DO.
Note: I wonder why most players are not focused on the fact that groups of assault frigates may also benefit from the warp acceleration and deceleration changes v0v
Anyway.
Lets compare a Crow with a Condor after these changes. Both ships WILL STILL have similar effective hit-points with one damage control; have similar velocity and accelerating into and decelerating out of warp but Crow has greater base warp speed; damage output and application; Condor has more CPU and similar power grid; similar targeting range and the Condor has more scan resolution. Obviously pilots interaction with Condor's have been orbited and tracking disruptors or damped to death with missile. Sometimes both at the same time. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Major Killz
La Fraternite
251
|
Posted - 2013.10.09 01:06:00 -
[347] - Quote
What should have been done back when the assault frigates were changed was to combine Interceptors and assault frigates into the same class.
Removing assault frigates and just have Interceptors. One would be focused on fleets and the other in combat (assault frigates).
For example (new interceptor class):
- Caldari, Crow (Fleet) - Caldari, Hawk (Combat)
- Amarr, Malediction (Fleet) - Amarr, Vengeance (Combat)
- Minmatar, Stiletto (Fleet) - Minmatar, Jaguar (Combat)
- Gallente, Ares (Fleet) - Gallente, Ishkur (Combat)
Sh!t like this. There's already overlap anyways, so you might as well. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Akirei Scytale
Okami Syndicate
3336
|
Posted - 2013.10.09 01:35:00 -
[348] - Quote
Major Killz wrote:What should have been done back when the assault frigates were changed was to combine Interceptors and assault frigates into the same class.
Removing assault frigates and just have Interceptors. One would be focused on fleets and the other in combat (assault frigates).
For example (new interceptor class):
- Caldari, Crow (Fleet) - Caldari, Hawk (Combat)
- Amarr, Malediction (Fleet) - Amarr, Vengeance (Combat)
- Minmatar, Stiletto (Fleet) - Minmatar, Jaguar (Combat)
- Gallente, Ares (Fleet) - Gallente, Ishkur (Combat)
Sh!t like this. There's already overlap anyways, so you might as well.
Wat? Remove entire ships and roles just so you can brawl in a ship called an interceptor? Look, the combat inties have a role. It just isn't straight brawling like an AF. Theyre meamt to catch and murder other superlight ships (like bombers), kite and harass heavier frigates, and catch bigger ships. AFs are hoplites and inties are skirmishers - both have extremely effective tactical roles to play. Maybe if people stopped trying to do dumb things like stick blasters on a raptor they'd see just how much potential these ships have outside cyno deployment.
As for arguing these help power blocs more - come on people, don't be dense. Power blocs already have dozens of cyno alts wherever they need to go - thousands of members does that for you. The mobility helps roaming gangs more, giving them the option of bypassing hot systems and dropping deep behind enemy lines. The smaller yet organized alliances will benefit the most by far.
|

Major Killz
La Fraternite
251
|
Posted - 2013.10.09 02:57:00 -
[349] - Quote
Akirei Scytale wrote:Major Killz wrote:What should have been done back when the assault frigates were changed was to combine Interceptors and assault frigates into the same class.
Removing assault frigates and just have Interceptors. One would be focused on fleets and the other in combat (assault frigates).
For example (new interceptor class):
- Caldari, Crow (Fleet) - Caldari, Hawk (Combat)
- Amarr, Malediction (Fleet) - Amarr, Vengeance (Combat)
- Minmatar, Stiletto (Fleet) - Minmatar, Jaguar (Combat)
- Gallente, Ares (Fleet) - Gallente, Ishkur (Combat)
Sh!t like this. There's already overlap anyways, so you might as well. Wat? Remove entire ships and roles just so you can brawl in a ship called an interceptor? Look, the combat inties have a role. It just isn't straight brawling like an AF. Theyre meamt to catch and murder other superlight ships (like bombers), kite and harass heavier frigates, and catch bigger ships. AFs are hoplites and inties are skirmishers - both have extremely effective tactical roles to play. Maybe if people stopped trying to do dumb things like stick blasters on a raptor they'd see just how much potential these ships have outside cyno deployment. As for arguing these help power blocs more - come on people, don't be dense. Power blocs already have dozens of cyno alts wherever they need to go - thousands of members does that for you. The mobility helps roaming gangs more, giving them the option of bypassing hot systems and dropping deep behind enemy lines. The smaller yet organized alliances will benefit the most by far.
You're kind of dumb. In that specific post I was suggesting "combat interceptors" are not fulfilling their role; tech 1 frigates could perform as well as or better than "fleet Interceptors" and that Assault frigates currently do what "combat interceptors" WERE GOOD REALLY AT. Both Interceptors and Assault frigate have signature radius bonuses so there is overlap.
Which is why I suggested Assault frigates as a class be removed and merge with Interceptors. Keeping the "assault" role and the "fleet" role. Then I'd NERF the HELL OUT OF the Atron, Slasher, Executioner and Condor. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Funless Saisima
Strange Energy Gentlemen's Agreement
22
|
Posted - 2013.10.09 03:05:00 -
[350] - Quote
I was on the increase targeting range bandwagon. After playing with it for a bit, it's fine. The stat listed is for zero skills. With skills the slight increase in range makes it perfect. With boosts even better. |

Akirei Scytale
Okami Syndicate
3336
|
Posted - 2013.10.09 03:25:00 -
[351] - Quote
Major Killz wrote: You're kind of dumb. In that specific post I was suggesting "combat interceptors" are not fulfilling their role; tech 1 frigates could perform as well as or better than "fleet Interceptors" and that Assault frigates currently do what "combat interceptors" WERE GOOD REALLY AT. Both Interceptors and Assault frigate have signature radius bonuses so there is overlap.
Which is why I suggested Assault frigates as a class be removed and merge with Interceptors. Keeping the "assault" role and the "fleet" role. Then I'd NERF the HELL OUT OF the Atron, Slasher, Executioner and Condor.
Orly? Except AFs are painfully slow, while interceptors maintain extremely high base speed and agility. Those are very, very different roles.
Are you one of those morons who just sticks short range guns with short range ammo onto every ship he flies, slaps a web and scram on, and calls it a day? Because it takes about 1 second of consideration to see what those ships were designed for. |

Major Killz
La Fraternite
251
|
Posted - 2013.10.09 03:58:00 -
[352] - Quote
Akirei Scytale wrote:Major Killz wrote: You're kind of dumb. In that specific post I was suggesting "combat interceptors" are not fulfilling their role; tech 1 frigates could perform as well as or better than "fleet Interceptors" and that Assault frigates currently do what "combat interceptors" WERE GOOD REALLY AT. Both Interceptors and Assault frigate have signature radius bonuses so there is overlap.
Which is why I suggested Assault frigates as a class be removed and merge with Interceptors. Keeping the "assault" role and the "fleet" role. Then I'd NERF the HELL OUT OF the Atron, Slasher, Executioner and Condor.
Orly? Except AFs are painfully slow, while interceptors maintain extremely high base speed and agility. Those are very, very different roles. Are you one of those morons who just sticks short range guns with short range ammo onto every ship he flies, slaps a web and scram on, and calls it a day? Because it takes about 1 second of consideration to see what those ships were designed for.
Ha ha ha! I am one of those morons. Gf gf gf. Hmm. Consideration huh? Intercept means intercept so Interceptors? It's starting to make sense. Wonder what else can intercept. Fu*k it! I'm Going to go watch "Sons of Anarchy". - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Akirei Scytale
Okami Syndicate
3336
|
Posted - 2013.10.09 04:44:00 -
[353] - Quote
Major Killz wrote: Ha ha ha! I am one of those morons. Gf gf gf. Hmm. Consideration huh? Intercept means intercept so Interceptors? It's starting to make sense. Wonder what else can intercept. Fu*k it! I'm Going to go watch "Sons of Anarchy".
Low EHP, high base velocity, extremely high agility, high warp velocities and tackle bonuses, generally range bonuses, MWD bonuses and fast lock times. Gee, wonder what this ship is for?
Compare dto AFs, with low base velocities, high masses, huge damage bonuses, very heavy tanks, coupled with MWD bonuses. Gee, wonder if this ship is meant to be a brawler characterized by being hard to hit... |

Yur Ko
The Sith Syndicate REFORD
1
|
Posted - 2013.10.09 06:45:00 -
[354] - Quote
Of all the changes the only thing that worries me a lot is bubble immunity. Of course I understand that it makes scouting in a ceptor much more convenient but... it also makes bubbles useless as protection against gangs of interceptors that target mining ops or just any carebear activity. Essentially now to stop an interceptor gang you need an interceptor gang and a bunch of remote sebos to boot... As if nullified t3's are not enough.
I'd suggest to drop this idea entirely if you don't want to ruin null sec mining completely... But if you _really_really_ want to add it -- make it as an interceptor specific module that fits into mid slot and with decent pg/cpu requirement, so that you have to sacrifice a good chunk of agility/tank/tackle if you want to fly a gaymobile. |

Raimo
Genos Occidere HYDRA RELOADED
68
|
Posted - 2013.10.09 07:12:00 -
[355] - Quote
Mr Doctor wrote:Just a thought, how about making nulification an active highslot module that only ceptors can fit. Reason being that sometimes you want to get caught in a bubble. Make the cycletime 10-20secs and also its state as you enter warp dictates if you are caught or pass through (any mid warp changes dont matter)
This is a good idea. Chasing a target into a known bubbled gate would be a good example of *wanting* to get caught in bubbles. OTOH the immunity is otherwise very exciting, as are the warp speed changes (But why nerf Ranis HP :/ )
Oh, and it's nice that the lock ranges are getting slightly buffed, though they were not a big issue before either. |

Aesheera
Blacklight Recon Strictly Unprofessional
422
|
Posted - 2013.10.09 08:03:00 -
[356] - Quote
Looking forward to the changes.
One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.
I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.
All in all, this is really interesting. Primary since '07. GÖŃ
If It Bleeds, Kill It - II |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1505
|
Posted - 2013.10.09 08:16:00 -
[357] - Quote
Major Killz wrote:In a recent post I suggested these changes would turn Interceptors into 0.0 shuttles. I was not arguing against Immunity to warp disruption bubbles (not significant in combat/engagement). I WAS suggesting the Slasher, Condor, Executioner and Atron were comparable In COMBAT and TACKLING. The primary role of Interceptors. So comments like "Interceptors will be untouchable. Yeah! Provided they don't participate in combat and attempt to tackling ANYTHING. Mind you. Interceptors can still be caught by insta locking setups. I'd also like to remind those who seem to forget that ALL frigates will be capable of accelerating into and decelerating out of warp significantly. So unlike those who were singularly focused on turning Interceptors in to shuttles. I focused on how they performed in a engagement compared to tech 1 frigates and if they SOMEHOW wouldn't be caught by another micro warp driving Frigate  No one I interact with that has sense believes these changes will increase their effectiveness in combat; with exceptions (Crow and Malediction). But avoiding engagements all together? Sure they'll be able to avoid allot! Again, I'm not focusing on what happens in warp but in an ACTUAL ENGAGEMENT NOT GETTING TO SAID ENGAGEMENT OR AVOIDING IT WHICH ANY TECH 1 FRIGATE CAN ALSO DO. Note: I wonder why most players are not focused on the fact that groups of assault frigates may also benefit from the warp acceleration and deceleration changes v0v Anyway. Lets compare a Crow with a Condor after these changes. Both ships WILL STILL have similar effective hit-points with one damage control; have similar velocity and accelerating into and decelerating out of warp but Crow has greater base warp speed; damage output and application; Condor has more CPU and similar power grid; similar targeting range and the Condor has more scan resolution. Obviously pilots interaction with Condor's have been orbited and tracking disruptors or damped to death with missile. Sometimes both at the same time.
Why is instalocking even still a thing? Its so dumb.
Should be nerfed to ****.
BYDI recruitment closed-ish |

Randy Wray
Nova Ardour
70
|
Posted - 2013.10.09 08:20:00 -
[358] - Quote
Major Killz wrote:What should have been done back when the assault frigates were changed was to combine Interceptors and assault frigates into the same class.
Removing assault frigates and just have Interceptors. One would be focused on fleets and the other in combat (assault frigates).
For example (new interceptor class):
- Caldari, Crow (Fleet) - Caldari, Hawk (Combat)
- Amarr, Malediction (Fleet) - Amarr, Vengeance (Combat)
- Minmatar, Stiletto (Fleet) - Minmatar, Jaguar (Combat)
- Gallente, Ares (Fleet) - Gallente, Ishkur (Combat)
Sh!t like this. There's already overlap anyways, so you might as well.
Why not just do it like I suggested and make combat interceptors AF's that trade tank for more speed, will give a sense of scalability and greater selection by preference. Do you choose the tankier, slower ship or the faster, squishier ship?
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Cassius Invictus
Thou shalt not kill
46
|
Posted - 2013.10.09 08:39:00 -
[359] - Quote
I just love crusader. It will be an awesome ship for hunting lone covert ops and bombers in WH.
Ps. With two heatsinks and 4 turrets it will have the same firepower as Retribution... thats not right... |

Unforgiven Storm
Eternity INC. Goonswarm Federation
828
|
Posted - 2013.10.09 09:05:00 -
[360] - Quote
I fly interceptor a lot and also die a lot in them. One thing that compensate the sacrifice a interceptor pilot sometimes do to tackle a ship for your mates to kill and die in the process is that sometimes we survive and the loot is yours to take.
Why can't I have my already small cargo space untouched so I can take my reward for catching that Tengu and hold it up to structure until someone put a second scrambler on him so I can get out, don't we interceptor pilots deserve to get a piece of the loot also?
Why did you nerf the cargo space? Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-) |

Aesheera
Blacklight Recon Strictly Unprofessional
422
|
Posted - 2013.10.09 09:11:00 -
[361] - Quote
Unforgiven Storm wrote:I fly interceptor a lot and also die a lot in them. One thing that compensate the sacrifice a interceptor pilot sometimes do to tackle a ship for your mates to kill and die in the process is that sometimes we survive and the loot is yours to take.
Why can't I have my already small cargo space untouched so I can take my reward for catching that Tengu and hold it up to structure until someone put a second scrambler on him so I can get out, don't we interceptor pilots deserve to get a piece of the loot also?
Why did you nerf the cargo space? If your friends don't share the loot with you, it's not really CCP's fault.
Inties are tacklers, not haulers. Primary since '07. GÖŃ
If It Bleeds, Kill It - II |

Caleb Seremshur
Angel of War Game 0f Tears
112
|
Posted - 2013.10.09 10:05:00 -
[362] - Quote
Aesheera wrote:Looking forward to the changes.
One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.
I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.
All in all, this is really interesting.
these stats are calculated at all 5 skills?
in which case damn that IS short Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Auduin Samson
Do not disturb Sanctuary Pact
107
|
Posted - 2013.10.09 11:53:00 -
[363] - Quote
What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think? |

Bischopt
Arbitrary Repossession
227
|
Posted - 2013.10.09 11:58:00 -
[364] - Quote
Auduin Samson wrote:What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think?
I may not know what I'm talking about since I live in lowsec and do solo PVP which means I don't see much hotdrops BUT isn't CCP introducing a deployable cynojammer in rubicon? Something that works locally, on the grid that it's placed on.
Unless these deployables are incredibly expensive, I'm expecting to see them on major gatecamps and fleet battles. |

Aesheera
Blacklight Recon Strictly Unprofessional
422
|
Posted - 2013.10.09 13:02:00 -
[365] - Quote
Caleb Seremshur wrote:Aesheera wrote:Looking forward to the changes.
One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.
I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.
All in all, this is really interesting. these stats are calculated at all 5 skills? in which case damn that IS short No, these are base value stats. Still, with the added skills the range remains somewhat on the short side.
Primary since '07. GÖŃ
If It Bleeds, Kill It - II |

Quontor Zarrkos
Pwn 'N Play Nulli Secunda
21
|
Posted - 2013.10.09 14:30:00 -
[366] - Quote
Unforgiven Storm wrote: Why did you nerf the cargo space?
Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!
|

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 14:39:00 -
[367] - Quote
Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!
Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks.
People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years.
Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
|

Akirei Scytale
Okami Syndicate
3339
|
Posted - 2013.10.09 14:49:00 -
[368] - Quote
XavierVE wrote:Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers! Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks. People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years. Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI. |

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 15:02:00 -
[369] - Quote
Akirei Scytale wrote:Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.
No, they will not. With the changes to agility and warping, you go into warp as you break cloak. Go over to Singularity and check it out in an interceptor, you warp in less than a second.
|

Randy Wray
Nova Ardour
71
|
Posted - 2013.10.09 15:31:00 -
[370] - Quote
Auduin Samson wrote:What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think? What you're talking about sounds even more like a nullified shuttle. Kinda speaks for how awfull the original idea is. I think the whole point with the new cyno jammer bubble was to counter interceptor hotdrops, but just like with normal bubbles an immobile disruption field doesn't do much to a ship capable of moving at 5 km/s.
(not related to post I responded to) And what prevents you from lighting a cyno in an interceptor and then titan bridging a more capable cyno ship onto the interceptor so that you then can bridge in whatever the hell you want? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Randy Wray
Nova Ardour
71
|
Posted - 2013.10.09 15:33:00 -
[371] - Quote
Akirei Scytale wrote:
Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.
You sound like you don't have any idea how hard it is to track interceptors with none tracking bonused 720mms.
I have a great deal of experience flying dual tracking enhanced 720mm ruptures, you'll hit an interceptor if it's burning straight at you at 25+ km away, if you're lucky. And that was before artillery tracking nerf. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Gallastian Khanid
SniggWaffe WAFFLES.
28
|
Posted - 2013.10.09 17:46:00 -
[372] - Quote
XavierVE wrote:Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers! Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks. People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years. Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp. |

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 17:59:00 -
[373] - Quote
Gallastian Khanid wrote:You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp.
Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights.
The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling.
More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity."
A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km. |

Sleepy Buddha
Federal Defense Union Gallente Federation
6
|
Posted - 2013.10.09 19:03:00 -
[374] - Quote
XavierVE wrote:Gallastian Khanid wrote:You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp. Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights. The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling. More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity." A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km.
I am actually looking forward for rail taranis and some nullsec popage experience :) ... seriously untouchable |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1507
|
Posted - 2013.10.09 19:08:00 -
[375] - Quote
Lock times should have a hard cap
A cruiser sized hull and above should never be able to lock a frigate in less then a second, no matter how much **** you put on there. WTB more diminishing returns. BYDI recruitment closed-ish |

StahlWaffe
Vindictious
5
|
Posted - 2013.10.09 19:35:00 -
[376] - Quote
[Crow, Rubicon] Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II
J5b Phased Prototype Warp Scrambler I 1MN Afterburner II Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
All hail the CROW, new king of FW!
|

DragonZer0
Omega Fallen Wrath
8
|
Posted - 2013.10.09 21:34:00 -
[377] - Quote
More lock range tbh as most frigs have much longer range then what your putting on the ceptor.
and the nullfied that should only stay on t3 crusiers. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1512
|
Posted - 2013.10.09 23:09:00 -
[378] - Quote
StahlWaffe wrote:[Crow, Rubicon] Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II
J5b Phased Prototype Warp Scrambler I 1MN Afterburner II Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
All hail the CROW, new king of FW!
How exactly is that good?
BYDI recruitment closed-ish |

Major Killz
La Fraternite
253
|
Posted - 2013.10.10 00:22:00 -
[379] - Quote
You know, I just realized that warp disruption bubbles do not work in low security space. So, ergo presto. Interceptors are immune to warp disruption bubbles in low security space. Which means... What? - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Spurty
989
|
Posted - 2013.10.10 00:23:00 -
[380] - Quote
50% less cargo and 50% more lock range plz :O
Must admit, we're going to see interceptors with cynos and cargo expanders appearing on capital loss mails so sort of like them close to the 100M3 mark (250 LO needs 100M3).
However if something has to go to get that lock range, I vote cargo bay area :O --- GňöGňůGňöGňÉGňŞGňů GňćGňÜGňúGňćGňćGňÜGňů GňÜGňÉGň¬GňÉGň¬GňÉGňĄ
|

Matthew Charbonneaux
Coalescent Dynamics
7
|
Posted - 2013.10.10 04:37:00 -
[381] - Quote
Of all the things that these should be able to do, don't give them cargo bays big enough to cyno, please. They don't need huge bays for munitions, they aren't likely to live long enough to need to pick up a lot of loot (and other ships are likely to be there to do clean up if necessary). Justify the smaller bay by saying the equipment needed to make them nullified took up cargo space! |

Randy Wray
Nova Ardour
74
|
Posted - 2013.10.10 05:25:00 -
[382] - Quote
Spurty wrote:50% less cargo and 50% more lock range plz :O
Must admit, we're going to see interceptors with cynos and cargo expanders appearing on capital loss mails so sort of like them close to the 100M3 mark (250 LO needs 100M3).
However if something has to go to get that lock range, I vote cargo bay area :O
Quote:And what prevents you from lighting a cyno in an interceptor and then titan bridging a more capable cyno ship onto the interceptor so that you then can bridge in whatever the hell you want? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Barrogh Habalu
Imperial Shipment Amarr Empire
537
|
Posted - 2013.10.10 07:40:00 -
[383] - Quote
Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). |

Capqu
Love Squad
345
|
Posted - 2013.10.10 10:33:00 -
[384] - Quote
Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not).
only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away http://pizza.eve-kill.net |

Barrogh Habalu
Imperial Shipment Amarr Empire
538
|
Posted - 2013.10.10 12:47:00 -
[385] - Quote
Capqu wrote:only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away Hm, I'm pretty sure that it's a lot less that a single shot of liquid ozone, but then another wild thing appears: a cargo expanded lolfit cyno inty... Oh well. |

Randy Wray
Nova Ardour
74
|
Posted - 2013.10.10 14:30:00 -
[386] - Quote
Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). Having a ship that's completely incapable of looting modules is unacceptable IMO, a better solution to this would be to not allow them to carry liquid ozone. Problem with this is that we get the nullified shuttle again as you mentioned. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Prester Tom
Death By Design
5
|
Posted - 2013.10.10 14:42:00 -
[387] - Quote
Am disappointed the Crusader hasn't been given an optimal boost as one of its bonuses. It seems a little like CCP has missed the mark somewhat with actual useage of this ship class: a) to tackle (either long points or slightly tankier short point versions) and also flying anti-tackle, which is where ship like the Crusader and Taranis should excel. Diving each into a possible fleet and combat variant would a) make the most sense with how they're flown and b) fit with doctrine legacy. An intie with weak tank is useless if it cannot operate as a kiting ship; their weakness should be in dps and tank. A crusader should be able to hit with scorch outside of OH scram/web range, otherwise it is a pointless ship. |

Syri Taneka
NOVA-CAINE
88
|
Posted - 2013.10.10 14:43:00 -
[388] - Quote
The lock range is still an issue, as others have said, but I can accept that a fleet interceptor will be able to benefit from another pilot tagging them with a Remote Sensor Booster to help mitigate that issue. Combat inties (which is and always will be an oxymoron IMO) are probably going to default fit scrams anyhow, so lock range isn't so big a deal to them.
For example:
Current: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 48.3km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 62.22km
Proposed new: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 53.13km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 68.442km
In short: TEAMWORK. Abuse your fleet mates. Not everyone needs a tackle mod. |

Capqu
Love Squad
345
|
Posted - 2013.10.10 16:03:00 -
[389] - Quote
Syri Taneka wrote:The lock range is still an issue, as others have said, but I can accept that a fleet interceptor will be able to benefit from another pilot tagging them with a Remote Sensor Booster to help mitigate that issue. Combat inties (which is and always will be an oxymoron IMO) are probably going to default fit scrams anyhow, so lock range isn't so big a deal to them.
For example:
Current: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 48.3km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 62.22km
Proposed new: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 53.13km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 68.442km
In short: TEAMWORK. Abuse your fleet mates. Not everyone needs a tackle mod.
i dont know about you but in my guild we use a single scoutackle per system and couldn't really afford to double that just so they can use their point range properly http://pizza.eve-kill.net |

Suitonia
Corp 54 Curatores Veritatis Alliance
195
|
Posted - 2013.10.10 17:48:00 -
[390] - Quote
Capqu wrote:Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away
Yeah losing out on the ability to fit a small warp disruptor would suck. Another thing to consider would be maybe giving Interceptors a small fleet hanger. (100m3 or so) AFAIK you can store anything there but you cannot light a cyno by having LO in the fleet hanger. So could give them a basic cargo-hold for most ammo/charge purposes. Say 40m3 or so, then 100m3 Fleet Hanger (Or just a secondary multi-purpose storage hanger), and you'd have to commit much more to get the cargo-hold up to scratch enough to be able to fit enough LO to be able to light a cynosural field without disrupting an Interceptor for other general purposes. |

Teth Razor
Chicks on Speed
13
|
Posted - 2013.10.10 17:54:00 -
[391] - Quote
Suitonia wrote:Capqu wrote:Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away Yeah losing out on the ability to fit a small warp disruptor would suck. Another thing to consider would be maybe giving Interceptors a small fleet hanger. (100m3 or so) AFAIK you can store anything there but you cannot light a cyno by having LO in the fleet hanger. So could give them a basic cargo-hold for most ammo/charge purposes. Say 40m3 or so, then 100m3 Fleet Hanger (Or just a secondary multi-purpose storage hanger), and you'd have to commit much more to get the cargo-hold up to scratch enough to be able to fit enough LO to be able to light a cynosural field without disrupting an Interceptor for other general purposes.
The easiest way to fix this cyno problem. DONT GIVE THEM NULLIFACTION! Without nullification there is no real issue. |

Barrogh Habalu
Imperial Shipment Amarr Empire
538
|
Posted - 2013.10.10 20:57:00 -
[392] - Quote
Randy Wray wrote:Having a ship that's completely incapable of looting modules is unacceptable IMO, a better solution to this would be to not allow them to carry liquid ozone. Problem with this is that we get the nullified shuttle again as you mentioned. I'm not really sure if it's possible to forbid them from carrying specific item without too much additional coding. Making it impossible to specifically fit cyno would be easier, but that smells like another arbitray decision, something I don't see CCP doing without at least camo'ing it a bit 
By the way, I didn't suggest to remove regular cargohold completely, and that being said, if CCP didn't want Inties to be nullified shuttles, they wouldn't come up with original idea at all - too obvious to be overlooked by anyone really.
While we are at it, I'm a bit surprized that I haven't seen any "safe flying through null, gg hello kitty online, I unsub" comments. Something tells me that I wasn't looking hard enough  |

Teth Razor
Chicks on Speed
14
|
Posted - 2013.10.10 21:36:00 -
[393] - Quote
Barrogh Habalu wrote:Randy Wray wrote:Having a ship that's completely incapable of looting modules is unacceptable IMO, a better solution to this would be to not allow them to carry liquid ozone. Problem with this is that we get the nullified shuttle again as you mentioned. I'm not really sure if it's possible to forbid them from carrying specific item without too much additional coding. Making it impossible to specifically fit cyno would be easier, but that smells like another arbitray decision, something I don't see CCP doing without at least camo'ing it a bit  By the way, I didn't suggest to remove regular cargohold completely, and that being said, if CCP didn't want Inties to be nullified shuttles, they wouldn't come up with original idea at all - too obvious to be overlooked by anyone really. While we are at it, I'm a bit surprized that I haven't seen any "safe flying through null, gg hello kitty online, I unsub" comments. Something tells me that I wasn't looking hard enough 
I don't think anyone is arguing the fact that CCP knows that these will turn in to Null Sec shuttles. But rather everyone against nullified intys is asking WHY THE HELL does CCP think we need null sec shuttles?
Most people would rather see intys get some sort of unique ability that gives them a viable role in combat, aside from swarming though null sec trying to catch miners and ratters. One that sets them apart from the T1 Tackle frigs.
If you think these ships will help you catch more ratters and miners, you are very mistaken. Most carebears will be in a dead end system with a cloaked scout at the pipe entrance. Most will be safed up by time you get with in 2 jumps.
Pve'ers are not dumb like they were 5 years ago. They will adapt to not being able to bubble spam the ingate, and will start using a scout. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1515
|
Posted - 2013.10.11 09:13:00 -
[394] - Quote
Teth Razor wrote:Suitonia wrote:Capqu wrote:Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away Yeah losing out on the ability to fit a small warp disruptor would suck. Another thing to consider would be maybe giving Interceptors a small fleet hanger. (100m3 or so) AFAIK you can store anything there but you cannot light a cyno by having LO in the fleet hanger. So could give them a basic cargo-hold for most ammo/charge purposes. Say 40m3 or so, then 100m3 Fleet Hanger (Or just a secondary multi-purpose storage hanger), and you'd have to commit much more to get the cargo-hold up to scratch enough to be able to fit enough LO to be able to light a cynosural field without disrupting an Interceptor for other general purposes. The easiest way to fix this cyno problem. DONT GIVE THEM NULLIFACTION! Without nullification there is no real issue.
Much better solution would be to remove cyno's really. BYDI recruitment closed-ish |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
432
|
Posted - 2013.10.11 09:42:00 -
[395] - Quote
Teth Razor wrote:Pve'ers are not dumb like they were 5 years ago. They will adapt to not being able to bubble spam the ingate, and will start using a scout.
Your faith in humanity's ability to learn from the past is impressive. Sadly, it is also proven incorrect. |

Randy Wray
Nova Ardour
74
|
Posted - 2013.10.11 11:40:00 -
[396] - Quote
Garviel Tarrant wrote:
Much better solution would be to remove cyno's really.
Much better solution would be to give them appropriate stats really.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bubanni
ElitistOps Pandemic Legion
783
|
Posted - 2013.10.11 12:04:00 -
[397] - Quote
CCP Fozzie, can you expand on your thoughts about our overall concern... that we all basicly want more lock range (besides the few who don't see the point, because they like fitting sebos and ionic rigs or signal amps to make their fit work at all) Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1515
|
Posted - 2013.10.11 12:04:00 -
[398] - Quote
Randy Wray wrote:Garviel Tarrant wrote:
Much better solution would be to remove cyno's really.
Much better solution would be to give them appropriate stats really.
They don't need much more tbh, if they were all on the same power level as the claw/ranis when it comes to EHP/dps (In relation with their ability for control (mids) ) they would be fine. BYDI recruitment closed-ish |

Batelle
RisingSuns
185
|
Posted - 2013.10.11 12:50:00 -
[399] - Quote
just make it so you can't fit a cyno at all to an inty. THen we don't have to deal with this cargohold nonesense that makes bubbles and looting messed up. Fighting is Magic |

Capqu
Love Squad
345
|
Posted - 2013.10.11 14:19:00 -
[400] - Quote
Due to the nature of the modifications to the warp drives and propulsion modules, the ability to create a cynosural field was lost while upgrading to have immunity to non targeted interdiction. Engineers deemed this an acceptable sacrifice as they could now finally drive, 55.
that is, if the ability to create a cyno is really that much of a concern. i personally don't believe it is, i think a solution where titan bridges are removed entirely and replaced with the ability to put yourself in the fleet hangar and jump with the carrier/titan would be much cooler / immersive and also add some risk to hotdropping - but thats another discussion for another day http://pizza.eve-kill.net |

Boogalo
Space Exploitation Inc Get Off My Lawn
2
|
Posted - 2013.10.11 14:45:00 -
[401] - Quote
The ares needs the old tracking bonus. I can barely hit drones at all with 75mm rails. Testing with a tracking computer which brings it close to tracking with the old bonus, and I can hit warriors just fine when orbiting at 5k/sec.
Or, switch up the bonuses: 5% damage to missile, rockets and hybrids. 7.5% hybrid tracking and Missile/rocket explosion velocity. 3 highs, 3 turret, 3 launcher hardpoints. Powergrid might be come an issue with this setup. |

Capqu
Love Squad
346
|
Posted - 2013.10.11 14:49:00 -
[402] - Quote
Boogalo wrote:The ares needs the old tracking bonus. I can barely hit drones at all with 75mm rails. Testing with a tracking computer which brings it close to tracking with the old bonus, and I can hit warriors just fine when orbiting at 5k/sec.
Or, switch up the bonuses: 5% damage to missile, rockets and hybrids. 7.5% hybrid tracking and Missile/rocket explosion velocity. 3 highs, 3 turret, 3 launcher hardpoints. Powergrid might be come an issue with this setup.
ares already has the highest damage of any of the tackle frigates, and it really doesn't need tracking if you don't use a long range weapon system
i suggest using electrons with null instead of 75mms + 1 rocket. something like this:
[Ares, New Setup 1] Micro Auxiliary Power Core II Nanofiber Internal Structure II Internal Force Field Array I Signal Amplifier II
Medium Shield Extender II Limited 1MN Microwarpdrive I Warp Disruptor II
Light Electron Blaster II, Null S Light Electron Blaster II, Null S Rocket Launcher II, Mjolnir Rage Rocket
Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II
maybe swapping a rig to an ionic if it doesn't get anymore lock range. either way, it seems much stronger than the crow in every aspect except the utility of a scram, which seems like a fair tradeoff to me http://pizza.eve-kill.net |

Major Killz
La Fraternite
253
|
Posted - 2013.10.11 15:56:00 -
[403] - Quote
CCP should really merge assault frigates and Interceptors. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Tragedy
The Creepshow
102
|
Posted - 2013.10.11 15:56:00 -
[404] - Quote
Boogalo wrote:The ares needs the old tracking bonus. I can barely hit drones at all with 75mm rails. Testing with a tracking computer which brings it close to tracking with the old bonus, and I can hit warriors just fine when orbiting at 5k/sec.
Or, switch up the bonuses: 5% damage to missile, rockets and hybrids. 7.5% hybrid tracking and Missile/rocket explosion velocity. 3 highs, 3 turret, 3 launcher hardpoints. Powergrid might be come an issue with this setup. Agreed. I spent a few hours with some friends last night, tried out the ares for awhile. Its garbage. Hybrids are completely useless on it. Either make it full missiles or full hybrids, this split weapon system stuff is garbage and you know it ccp. |

XvXTeacherVxV
S.E.N.T.I.N.E.L.
30
|
Posted - 2013.10.11 20:29:00 -
[405] - Quote
Tragedy wrote:[quote=Boogalo]this split weapon system stuff is garbage and you know it ccp.
Split weapon systems are fine if they're done properly, but they're a little out of place for t2 ships. T2 ships are supposed to be uber-specialized, not generalists. |

Victor Helion
Helion Ventures
7
|
Posted - 2013.10.12 06:00:00 -
[406] - Quote
The bubble immunity has to go. The warp speed changes are already an incredible buff to interceptors, combined with the bubble immunity they're just going to be completely uncatchable in groups. Give them a bonus that will help them survive in a fight instead. |

bardaq
Destructive Influence Northern Coalition.
3
|
Posted - 2013.10.12 07:55:00 -
[407] - Quote
Shame you only did half a job. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1517
|
Posted - 2013.10.12 12:32:00 -
[408] - Quote
XvXTeacherVxV wrote:Tragedy wrote:[quote=Boogalo]this split weapon system stuff is garbage and you know it ccp. Split weapon systems are fine if they're done properly, but they're a little out of place for t2 ships. T2 ships are supposed to be uber-specialized, not generalists.
Split weapon is only good when its like the fleet scythe/phoon
Then its just giving you more options really.
This kinda split weapons is bad and its always been bad. BYDI recruitment closed-ish |

Susitna
Paxton Industries Gentlemen's Agreement
4
|
Posted - 2013.10.12 19:32:00 -
[409] - Quote
Just going to throw out this idea. If it already been discussed sorry. I did not have time to read the whole thing?
Do all warp bubbles need to be equal? Could it be that a bubble dropped by an interdictor or Hic are superior to an anchored bubble? Interdiction bubbles might be able to warp disrupt everything to include T-3s because the crew has tuned it to the current local conditions. However anchoraged bubbles only have factory pre sets and can not catch the specialized ships?
I think this could work. Clocky nullified T-3s are too powerful now? Intercepts are getting a big buff with the warp speed and making them able to ignore interdictors might be too much? |

Harvey James
Deep Core Mining Inc. Caldari State
542
|
Posted - 2013.10.12 20:26:00 -
[410] - Quote
can anyone tell me if you can actually fit an MSE on the raptor with blasters and MWD?
and can an ares fit a 200 plate along with a full rack of weapons and MWD? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Randy Wray
Nova Ardour
75
|
Posted - 2013.10.12 20:29:00 -
[411] - Quote
Harvey James wrote:can anyone tell me if you can actually fit an MSE on the raptor with blasters and MWD? not without alot of fitting mods, you need at least MAPC if you want ion or neutron blasters, for neutrons and maybe some ion fits you need ACR too. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Harvey James
Deep Core Mining Inc. Caldari State
542
|
Posted - 2013.10.12 20:32:00 -
[412] - Quote
whats the point of adding resist bonuses if you can't fit any decent tank on them without pg mods? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Teth Razor
Chicks on Speed
14
|
Posted - 2013.10.12 20:33:00 -
[413] - Quote
Susitna wrote:Just going to throw out this idea. If it already been discussed sorry. I did not have time to read the whole thing?
Do all warp bubbles need to be equal? Could it be that a bubble dropped by an interdictor or Hic are superior to an anchored bubble? Interdiction bubbles might be able to warp disrupt everything to include T-3s because the crew has tuned it to the current local conditions. However anchoraged bubbles only have factory pre sets and can not catch the specialized ships?
I think this could work. Clocky nullified T-3s are too powerful now? Intercepts are getting a big buff with the warp speed and making them able to ignore interdictors might be too much?
This is one of the best ideas I have seen long a long, long time. It still makes nullification useful but adds a way to counter it . |

Randy Wray
Nova Ardour
75
|
Posted - 2013.10.12 20:41:00 -
[414] - Quote
Harvey James wrote:whats the point of adding resist bonuses if you can't fit any decent tank on them without pg mods? I got a very simple fit that's neutron blasters and a rocket launcher with ab/scram/masb in the lows, but yeah it's a pretty strange bonus on that ship atm. Needs to be redone in some way. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Mr Doctor
Los Polos Hermanos. Happy Cartel
74
|
Posted - 2013.10.12 21:06:00 -
[415] - Quote
Teth Razor wrote:Susitna wrote:Just going to throw out this idea. If it already been discussed sorry. I did not have time to read the whole thing?
Do all warp bubbles need to be equal? Could it be that a bubble dropped by an interdictor or Hic are superior to an anchored bubble? Interdiction bubbles might be able to warp disrupt everything to include T-3s because the crew has tuned it to the current local conditions. However anchoraged bubbles only have factory pre sets and can not catch the specialized ships?
I think this could work. Clocky nullified T-3s are too powerful now? Intercepts are getting a big buff with the warp speed and making them able to ignore interdictors might be too much? This is one of the best ideas I have seen long a long, long time. It still makes nullification useful but adds a way to counter it . Honestly I think if it were to be like that it should be hics only and be a new WDF module that only catches nulified ships and cant be active when standard bubble is active (possibly even need to have the other one offline to make it more of a commitment).
Still dont think its a great idea though tbh. |

Teth Razor
Chicks on Speed
15
|
Posted - 2013.10.12 21:18:00 -
[416] - Quote
Mr Doctor wrote:Teth Razor wrote:Susitna wrote:Just going to throw out this idea. If it already been discussed sorry. I did not have time to read the whole thing?
Do all warp bubbles need to be equal? Could it be that a bubble dropped by an interdictor or Hic are superior to an anchored bubble? Interdiction bubbles might be able to warp disrupt everything to include T-3s because the crew has tuned it to the current local conditions. However anchoraged bubbles only have factory pre sets and can not catch the specialized ships?
I think this could work. Clocky nullified T-3s are too powerful now? Intercepts are getting a big buff with the warp speed and making them able to ignore interdictors might be too much? This is one of the best ideas I have seen long a long, long time. It still makes nullification useful but adds a way to counter it . Honestly I think if it were to be like that it should be hics only and be a new WDF module that only catches nulified ships and cant be active when standard bubble is active (possibly even need to have the other one offline to make it more of a commitment). Still dont think its a great idea though tbh.
Its a better idea then having fleets of ships roaming null sec with NOTHING that's able to stop them. |

Randy Wray
Nova Ardour
75
|
Posted - 2013.10.12 21:38:00 -
[417] - Quote
a bubble that catches nullified ships sounds kinda like a cyno jammer jammer to me. In other words its a ridiculous idea. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Teth Razor
Chicks on Speed
15
|
Posted - 2013.10.12 22:13:00 -
[418] - Quote
Randy Wray wrote:a bubble that catches nullified ships sounds kinda like a cyno jammer jammer to me. In other words its a ridiculous idea.
Ok smart ass! Give us a good idea for a counter to nullified intys! I dare you to come up with one. And no, due to module delay remote seboing a interceptor is not a counter! |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
802
|
Posted - 2013.10.12 23:41:00 -
[419] - Quote
Teth Razor wrote:Randy Wray wrote:a bubble that catches nullified ships sounds kinda like a cyno jammer jammer to me. In other words its a ridiculous idea. Ok smart ass! Give us a good idea for a counter to nullified intys! I dare you to come up with one. And no, due to module delay remote seboing a interceptor is not a counter! If the interceptor is just running around then who cares, ignore it and go about your business. When/If he engages and points anyone he is pointed back and probably (hopefully) summarily destroyed.
Nullifying as a bonus is pretty powerful, question that should be answered is not what new stuff should be added to counter it but at what cost is should be given to a hull .. easy enough to do with the T3s when the times comes (subsystem conflicts) but what should the price be for other hulls sporting the bonus. Answer that and we are in business.
Personally still think that nullified ships should be hit with a significant inertia/agility penalty while under the influence of a bubble that would otherwise have applied tackle to them.
|

Susitna
Paxton Industries Gentlemen's Agreement
6
|
Posted - 2013.10.12 23:56:00 -
[420] - Quote
Randy Wray wrote:a bubble that catches nullified ships sounds kinda like a cyno jammer jammer to me. In other words its a ridiculous idea.
As ridiculous as a ship that can fit a covert ops cloak, nullified, adequate dps, adequate tank, prob launcher? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1518
|
Posted - 2013.10.12 23:58:00 -
[421] - Quote
Harvey James wrote:can anyone tell me if you can actually fit an MSE on the raptor with blasters and MWD?
and can an ares fit a 200 plate along with a full rack of weapons and MWD?
It can't
The claw can fit a 400mm plate and 150mm AC's with a mwd without any fitting mods though
BALANCE! BYDI recruitment closed-ish |

Randy Wray
Nova Ardour
75
|
Posted - 2013.10.13 08:41:00 -
[422] - Quote
Susitna wrote:Randy Wray wrote:a bubble that catches nullified ships sounds kinda like a cyno jammer jammer to me. In other words its a ridiculous idea. As ridiculous as a ship that can fit a covert ops cloak, nullified, adequate dps, adequate tank, prob launcher? Covert tech 3s come at the price of 400 million+ and take months to train for, same couldn't be said for interceptors. However I do not support the idea of nullification in that case either, I've disliked the concept of nullified tech 3s for a long time. In my humble opinion it would be best to remove them from the game. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Cardano Firesnake
Babylon Knights Renegades Council
78
|
Posted - 2013.10.13 10:07:00 -
[423] - Quote
Axe Coldon wrote:I know no one cares, but I am AGAINST Bubble Immunity.
I ask myself if it would not be better to put the bubble imunity on interdictors instead of interceptors.
With the warp modifications the inties will already be better thant before. Ig you want to gice them something useful give them the ability to de-cloak at 5km around instead of 2km like other ships.... |

BORG HELLinHEAVEN
Ordo Drakonis Nulli Secunda
7
|
Posted - 2013.10.13 13:12:00 -
[424] - Quote
-Interdiction nullified.
-Insane drope in the time to reach the target and to be able to lock when in grid with the target.
And i still see people asking for more lock range.
Ceptors will be so incredible after rubicon...
|

Randy Wray
Nova Ardour
75
|
Posted - 2013.10.13 13:42:00 -
[425] - Quote
BORG HELLinHEAVEN wrote:-Interdiction nullified.
-Insane drope in the time to reach the target and to be able to lock when in grid with the target.
And i still see people asking for more lock range.
Ceptors will be so incredible after rubicon...
What if you warp to a gate with your target and the gate is bubbled? That happens pretty often in null. If that happens you'll end up on the gate while the target lands in a bubble up to 100km off the gate. Hooray for bubble immunity.
What I think would make more sense like alot of people have mentioned is to give light interdictors bubble immunity at least agains their own bubbles. To balance this it would gain an agression timer from bubbling again. Right now we have cloaky dictors that just bubble the gate and jump, which is pretty stupid since it's obviously an act of agression. It would make alot more sense if they had a built in mechanic so that they don't get trapped in their own trap. This makes more sense and improves the role of light interdictors. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

XavierVE
Reasonable People Of Sound Mind
205
|
Posted - 2013.10.13 17:16:00 -
[426] - Quote
No ship needs bubble immunity. Just need CCP to remove the ability to anchor mobile bubbles within 40km of gates. This removes the original problem, of having gates super-bubbled over 100km in range in order to protect ratting operations.
You already cannot anchor GSC's within X amount of range of a gate. No reason to be able to anchor bubbles either.
Not only would it make carebearing in 0.0 not as safe, but it would be a big buff to the usefulness of HIC and DIC pilots since large blobs trying to lock down systems would have to make sure they have bubblers on gates, rather than just hell-bubbling them. |

Teth Razor
Chicks on Speed
15
|
Posted - 2013.10.13 17:52:00 -
[427] - Quote
Randy Wray wrote:BORG HELLinHEAVEN wrote:-Interdiction nullified.
-Insane drope in the time to reach the target and to be able to lock when in grid with the target.
And i still see people asking for more lock range.
Ceptors will be so incredible after rubicon...
What if you warp to a gate with your target and the gate is bubbled? That happens pretty often in null. If that happens you'll end up on the gate while the target lands in a bubble up to 100km off the gate. Hooray for bubble immunity. What I think would make more sense like alot of people have mentioned is to give light interdictors bubble immunity at least agains their own bubbles. To balance this it would gain an agression timer from bubbling again. Right now we have cloaky dictors that just bubble the gate and jump, which is pretty stupid since it's obviously an act of agression. It would make alot more sense if they had a built in mechanic so that they don't get trapped in their own trap. This makes more sense and improves the role of light interdictors.
Now there is something the two of us agree on!  |

Sister Sophia
Imperial Academy Amarr Empire
76
|
Posted - 2013.10.13 19:49:00 -
[428] - Quote
Please don't nerf the Taranis!
The ship is nearly never flown in FW lowsec. And for obvious reasons: the list of frigs you can engage solo in a Ranis is really small. Two thirds of the t1 frigs can already defeat it handily. It also needs to run from AFs and two of the four faction frigs.
That said, it does still have a niche role as an anti-kite. And that's due precisely to its potential ehp. If you take away some of that ehp, the ship will be truly useless except in fleet. And there it's outclassed by the fleet inties.
I get that you want to keep the Ranis weak compared to the new Raptor. But I'm not sure I get why. It's already a ship whose glory days are long gone.
Please don't nerf what is already too weak. Alternately, give it a third drone to at least match the comet.
|

Harvey James
Deep Core Mining Inc. Caldari State
542
|
Posted - 2013.10.13 20:07:00 -
[429] - Quote
Sister Sophia wrote:Please don't nerf the Taranis!
The ship is nearly never flown in FW lowsec. And for obvious reasons: the list of frigs you can engage solo in a Ranis is really small. Two thirds of the t1 frigs can already defeat it handily. It also needs to run from AFs and two of the four faction frigs.
That said, it does still have a niche role as an anti-kite. And that's due precisely to its potential ehp. If you take away some of that ehp, the ship will be truly useless except in fleet. And there it's outclassed by the fleet inties.
I get that you want to keep the Ranis weak compared to the new Raptor. But I'm not sure I get why. It's already a ship whose glory days are long gone.
Please don't nerf what is already too weak. Alternately, give it a third drone to at least match the comet.
+1 it is an unnecessary nerf when infact it could use a little buff especially to its fittings and armour HP and some speed Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Fey Mallorie Nicnevyn
Red Federation RvB - RED Federation
0
|
Posted - 2013.10.14 11:44:00 -
[430] - Quote
+1 also to not nerfing the Taranis. It's EHP is already too thin to deal with a number of AF's and normal frigates, and there's a real risk of it becoming pointless if it's not actually able to hold its own in a fight. Bubble immunity and warp speeds are nice, but really, I think people are more interested in having ships that perform in pvp (even if it's in a more specialized role, such as brawling). It'd stop being the best choice for anti-inty actions, and the cheaper ships (e.g. the incursus) will end up taking its place in many scenarios.
If interceptors can't hold their own in a fight, then I'm not seeing what their point is - pinning an opponent down will inevitably require some pvp action. Perhaps a large fleet of them might work, but that's not an option for many players (who go solo or in small gangs), and when large fleets do exist, it's usually a 'special' occasion.
|

Bouh Revetoile
TIPIAKS
394
|
Posted - 2013.10.14 11:59:00 -
[431] - Quote
Interceptor may not be supposed to be solo pwnmobile but first tackle for fleet. They would be too strong otherwise and there wouldn't be any point flying anything else if they were better than T1 frigates considering their price. |

Fey Mallorie Nicnevyn
Red Federation RvB - RED Federation
0
|
Posted - 2013.10.14 12:23:00 -
[432] - Quote
Bouh Revetoile wrote:Interceptor may not be supposed to be solo pwnmobile but first tackle for fleet. They would be too strong otherwise and there wouldn't be any point flying anything else if they were better than T1 frigates considering their price.
But isn't , for example, the Ares supposed to be specialize for that (although Rubicon seems to be changing that)? Not that I consider interceptors to be cheap... but given that they are tech II ships, I would expect a better performance given the cost and training effort. |

Bouh Revetoile
TIPIAKS
394
|
Posted - 2013.10.14 12:46:00 -
[433] - Quote
Fey Mallorie Nicnevyn wrote:But isn't , for example, the Ares supposed to be specialize for that (although Rubicon seems to be changing that)? Not that I consider interceptors to be cheap... but given that they are tech II ships, I would expect a better performance given the cost and training effort. I always used the Ares as the fleet first tackle indeed, but the Taranis as a full tackle+dps ship and not as a solo fighter.
And for the cost and training, you get : - bonus to disru/scram capacitor cost ; - fastest both sub warp and in warp frigate in game ; - bubble immunity ; - MWD signature bonus.
A tackler don't also need to kill any T1 frigate in a duel, or their wouldn't be any point flying T1 frigate again and we would be back to 2011. |

4gn1
Republic Military School Minmatar Republic
13
|
Posted - 2013.10.14 12:51:00 -
[434] - Quote
Fey Mallorie Nicnevyn wrote:Bouh Revetoile wrote:Interceptor may not be supposed to be solo pwnmobile but first tackle for fleet. They would be too strong otherwise and there wouldn't be any point flying anything else if they were better than T1 frigates considering their price. But isn't , for example, the Ares supposed to be specialize for that (although Rubicon seems to be changing that)? Not that I consider interceptors to be cheap... but given that they are tech II ships, I would expect a better performance given the cost and training effort.
Exactly, I dont even want them better then T1 frigates but I want them slightly better then they are currently. And now on the Sisi they are worser in hp, speed, etc.
The logic is clear, now they can warp so fast they "would be" too imba. But thats not true as far I can think of possible engagements. If they are faster at the target the fleet is now slower at it. So they need to hold the point longer. Thus need more survivability not less.
That doesnt mean they should be unkillable. Also its not only the interceptor that is now faster in warp and out of it.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
411
|
Posted - 2013.10.14 16:40:00 -
[435] - Quote
When is this being updated? I don't see any point in flying an ares, raptor or crusader ever over another interceptor, lol hull tanked gallente inties look pretty cool on paper, but aren't really logisticsable, and I'm not convinced that crows aren't going to destroy lowsec.
Also, when is the dictors thread, and will be it awful like this one? |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
191
|
Posted - 2013.10.14 16:57:00 -
[436] - Quote
I got 99 problems, but acceleration aint one.. F*** my bs will be slow as s*** now... |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
191
|
Posted - 2013.10.14 16:59:00 -
[437] - Quote
TrouserDeagle wrote:When is this being updated? I don't see any point in flying an ares, raptor or crusader ever over another interceptor, lol hull tanked gallente inties look pretty cool on paper, but aren't really logisticsable, and I'm not convinced that crows aren't going to destroy lowsec.
Also, when is the dictors thread, and will be it awful like this one?
I guess you don't do many fleets.. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
66
|
Posted - 2013.10.15 02:47:00 -
[438] - Quote
But the Taranis isn't fine... the faction frig buffs (i.e. the Comet) already made it rather obsolete. Needs more structure OR significantly more speed. Emphasis it's structure tanking niche or give it the speed to catch things the comet can't. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
66
|
Posted - 2013.10.15 02:54:00 -
[439] - Quote
Bouh Revetoile wrote:Interceptor may not be supposed to be solo pwnmobile but first tackle for fleet. They would be too strong otherwise and there wouldn't be any point flying anything else if they were better than T1 frigates considering their price. Except the Taranis isn't a fleet interceptor. It doesn't tackle any better than a lot of the T1 frigs and as already stated it's even not that good at fighting T1 frigs after their remake. So what exactly is it's T2 specialisation?
I think it needs to be either faster so it can perform better than its t1 coutnerparts as an anti-kite or anti-fleet ceptor support OR unnerf the EHP and possibly even give it slightly more hull to maintain its prior viability as a fast brawler. For anyone who actually flies the Taranis, they know its past reputation no longer holds true as it is. |

Barrogh Habalu
Imperial Shipment Amarr Empire
545
|
Posted - 2013.10.15 05:15:00 -
[440] - Quote
Randy Wray wrote:What if you warp to a gate with your target and the gate is bubbled? That happens pretty often in null. If that happens you'll end up on the gate while the target lands in a bubble up to 100km off the gate. Hooray for bubble immunity. I'm pretty sure that if CCP try hard enough, they can allow us to enable/disable nillification with the same interface that is used for stuff like jump drives/briges - from "capacitor menu". |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1526
|
Posted - 2013.10.15 07:30:00 -
[441] - Quote
Optimo Sebiestor wrote:TrouserDeagle wrote:When is this being updated? I don't see any point in flying an ares, raptor or crusader ever over another interceptor, lol hull tanked gallente inties look pretty cool on paper, but aren't really logisticsable, and I'm not convinced that crows aren't going to destroy lowsec.
Also, when is the dictors thread, and will be it awful like this one? I guess you don't do many fleets..
lol
Just..
lol.. BYDI recruitment closed-ish |

gascanu
Bearing Srl.
14
|
Posted - 2013.10.15 07:53:00 -
[442] - Quote
+1 on giving bubble immunity to dictors,
it will make more sense, atm they are the ships that die on fleets fights faster even that inties;
also tank nerf don't really make sense, ceptors will be faster, true, will be able to avoid bubbles, true, but at the same time they will need to keep targets tackled for a longer period of time, since the rest of the fleet will take longer to arrive or will be delayed by bubbles  |

Bouh Revetoile
TIPIAKS
398
|
Posted - 2013.10.15 08:08:00 -
[443] - Quote
Iyacia Cyric'ai wrote:Except the Taranis isn't a fleet interceptor. It doesn't tackle any better than a lot of the T1 frigs and as already stated it's even not that good at fighting T1 frigs after their remake. So what exactly is it's T2 specialisation?
I think it needs to be either faster so it can perform better than its t1 coutnerparts as an anti-kite or anti-fleet ceptor support OR unnerf the EHP and possibly even give it slightly more hull to maintain its prior viability as a fast brawler. For anyone who actually flies the Taranis, they know its past reputation no longer holds true as it is. Oh so the MWD sig bonus is nothing ? And after these changes, bubble immunity + insane warp speed will be nothing ?
Have you ever flown an interceptor as an interceptor or did you only ever flown them as all rounded fast fighters ? There is a difference.
The MWD sig bonus most notably is what allow a ceptor to survive on a battlefield where any other frigate would die. |

Randy Wray
Nova Ardour Dixie Normus.
79
|
Posted - 2013.10.15 08:37:00 -
[444] - Quote
Bouh Revetoile wrote:Iyacia Cyric'ai wrote:Except the Taranis isn't a fleet interceptor. It doesn't tackle any better than a lot of the T1 frigs and as already stated it's even not that good at fighting T1 frigs after their remake. So what exactly is it's T2 specialisation?
I think it needs to be either faster so it can perform better than its t1 coutnerparts as an anti-kite or anti-fleet ceptor support OR unnerf the EHP and possibly even give it slightly more hull to maintain its prior viability as a fast brawler. For anyone who actually flies the Taranis, they know its past reputation no longer holds true as it is. Oh so the MWD sig bonus is nothing ? And after these changes, bubble immunity + insane warp speed will be nothing ? Have you ever flown an interceptor as an interceptor or did you only ever flown them as all rounded fast fighters ? There is a difference. The MWD sig bonus most notably is what allow a ceptor to survive on a battlefield where any other frigate would die. You constantly talk about fleet interceptors and their role in large scale combat, there are other ways to play the game and the changes small gang interceptor pilots are asking for won't affect your gameplay. When it comes to the role of combat interceptors you seem rather deluded, when was the last time you saw a taranis or crusader as a fleet tackler? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bouh Revetoile
TIPIAKS
398
|
Posted - 2013.10.15 08:48:00 -
[445] - Quote
Randy Wray wrote:You constantly talk about fleet interceptors and their role in large scale combat, there are other ways to play the game and the changes small gang interceptor pilots are asking for won't affect your gameplay. When it comes to the role of combat interceptors you seem rather deluded, when was the last time you saw a taranis or crusader as a fleet tackler? Fleet and battlefield don't necessarily refer to large scale combat, and I flought a Taranis not so long ago and found it very good in a cruiser fleet : you can tackle targets for the fleet and good chunks of damage.
Combat ceptors are also rather good to catch and kill support and kiting ships. They are in fact better than attack frigate for a lot of things.
Though, of course, combat frigate will be very tough adversaries unless you use attack frigates tactics.
The days of useless T1 frigates are over. All ships need a place, and interceptors don't belong to heavy fighters. |

Randy Wray
Nova Ardour Dixie Normus.
79
|
Posted - 2013.10.15 09:09:00 -
[446] - Quote
Bouh Revetoile wrote:Randy Wray wrote:You constantly talk about fleet interceptors and their role in large scale combat, there are other ways to play the game and the changes small gang interceptor pilots are asking for won't affect your gameplay. When it comes to the role of combat interceptors you seem rather deluded, when was the last time you saw a taranis or crusader as a fleet tackler? Fleet and battlefield don't necessarily refer to large scale combat, and I flought a Taranis not so long ago and found it very good in a cruiser fleet : you can tackle targets for the fleet and good chunks of damage. Combat ceptors are also rather good to catch and kill support and kiting ships. They are in fact better than attack frigate for a lot of things. Though, of course, combat frigate will be very tough adversaries unless you use attack frigates tactics. The days of useless T1 frigates are over. All ships need a place, and interceptors don't belong to heavy fighters. Noone has asked them to become heavy fighters, all that has been asked for is that the taranis shouldn't have it's tank nerfed, rather slightly buffed minding it's the slowest interceptor.
As a matter of fact alot of people including me have been arguing against the resist bonus on the raptor since neither it's stats or playstyle supports it.
Quote: They are in fact better than attack frigate for a lot of things.
What? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1527
|
Posted - 2013.10.15 11:42:00 -
[447] - Quote
Randy Wray wrote:Bouh Revetoile wrote:Randy Wray wrote:You constantly talk about fleet interceptors and their role in large scale combat, there are other ways to play the game and the changes small gang interceptor pilots are asking for won't affect your gameplay. When it comes to the role of combat interceptors you seem rather deluded, when was the last time you saw a taranis or crusader as a fleet tackler? Fleet and battlefield don't necessarily refer to large scale combat, and I flought a Taranis not so long ago and found it very good in a cruiser fleet : you can tackle targets for the fleet and good chunks of damage. Combat ceptors are also rather good to catch and kill support and kiting ships. They are in fact better than attack frigate for a lot of things. Though, of course, combat frigate will be very tough adversaries unless you use attack frigates tactics. The days of useless T1 frigates are over. All ships need a place, and interceptors don't belong to heavy fighters. Noone has asked them to become heavy fighters, all that has been asked for is that the taranis shouldn't have it's tank nerfed, rather slightly buffed minding it's the slowest interceptor. As a matter of fact alot of people including me have been arguing against the resist bonus on the raptor since neither it's stats or playstyle supports it. Quote: They are in fact better than attack frigate for a lot of things.
What?
Ranis doesn't really need a tank buff, it needs slighlty more fittings and about 25% of its structure moved to armor.
Would be perfect. BYDI recruitment closed-ish |

Andrea Keuvo
Science and Trade Institute Caldari State
4
|
Posted - 2013.10.15 12:57:00 -
[448] - Quote
CCP Fozzie wrote:Interceptor time!
You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.
The actual ship details will be split into the next post for length.
I really cannot believe that bubble immunity in its current form is still on the table for these ships. if you are going to allow them to have bubble immunity then that should be done via a module, not built into the hull. And that module should come with fitting requirements that make it impossible to fit a cyno. You can have your cake, but you should not be able to eat it too. This game does not need a instant allign, bubble immune cyno boat that can cross a system in 10 seconds and costs less than 30m isk. If you want to cyno, instant allign+superfast warp should be enough. You should not get bubble immunity on top of that too.
|

Sister Sophia
Imperial Academy Amarr Empire
79
|
Posted - 2013.10.15 13:16:00 -
[449] - Quote
Garviel Tarrant wrote:Ranis doesn't really need a tank buff, it needs slighlty more fittings and about 25% of its structure moved to armor.
I agree with most of what you say. But not with this. Devs: Please keep the structure hit points in structure. Thanks.
I suppose the difference is in how we fit our ceptors. Keeping the HP in structure keeps the fitting options more flexible. Anyway, it's a Gallente ship and those hull tank the end of an engagement all the time. |
|

CCP Fozzie
C C P C C P Alliance
7811

|
Posted - 2013.10.15 13:18:00 -
[450] - Quote
Quick update with some tweaks that should be in the next SISI build:
Malediction: 3 (+2) turrets (back to the old number of turrets for drone shooting) Lock range: 31.5km (+4)
Ares: Lock range: 30.5km (+3)
Stiletto: Lock range: 29.5km (+2) Scan res: 970 (+45)
The OP is updated with the latest numbers. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Sabine Vynneve
0.0 POWERBLOCK Confederation of xXPIZZAXx
4
|
Posted - 2013.10.15 13:25:00 -
[451] - Quote
Fozzie, do you understand that this is still too little lock range to not need to waste your fitting to even be able to lock as far as you can point... |

Jayne Fillon
Sanctuary of Shadows Axiomatic Dominion
122
|
Posted - 2013.10.15 13:29:00 -
[452] - Quote
Sabine Vynneve wrote:Fozzie, do you understand that this is still too little lock range to not need to waste your fitting to even be able to lock as far as you can point...
Some people will never be happy. Personally, I'm rather thrilled at the extra 4 (!) kilometers of lock range on the malediction.
Good changes, Fozzie. Can't shoot blues if you don't have any. Long Live NPSI. |

Kaeda Maxwell
Calamitous-Intent
206
|
Posted - 2013.10.15 13:31:00 -
[453] - Quote
CCP Fozzie wrote:Quick update with some tweaks that should be in the next SISI build:
Malediction: 3 (+2) turrets (back to the old number of turrets for drone shooting)
<3
Have my babies, please?
|

Helicity Boson
Immortalis Inc. Shadow Cartel
597
|
Posted - 2013.10.15 13:32:00 -
[454] - Quote
Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field. |
|

CCP Fozzie
C C P C C P Alliance
7813

|
Posted - 2013.10.15 13:33:00 -
[455] - Quote
Sabine Vynneve wrote:Fozzie, do you understand that this is still too little lock range to not need to waste your fitting to even be able to lock as far as you can point...
The numbers listed in these threads are before skills apply. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Zloco Crendraven
BALKAN EXPRESS
441
|
Posted - 2013.10.15 13:33:00 -
[456] - Quote
Sabine Vynneve wrote:Fozzie, do you understand that this is still too little lock range to not need to waste your fitting to even be able to lock as far as you can point...
it is exactly what is needed. If u want to point from 50km than u dump your fit. Can't do everything at once. BALEX is recruiting -----> tinyurl.com/oscmmlv |

BAJRAN BALI
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
21
|
Posted - 2013.10.15 13:33:00 -
[457] - Quote
These are wonderful tweaks. Maybe I won't need to fit that sebo anymore... I'm sure I'll find something useful to fill those mids. |
|

CCP Fozzie
C C P C C P Alliance
7813

|
Posted - 2013.10.15 13:34:00 -
[458] - Quote
Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field.
It's something we're thinking about yes, although I'm not really sure warp speed rigs will be such a good choice that it's a big disadvantage for the armor inties. We definitely will be keeping the option of changing this open and at the top of our minds. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1528
|
Posted - 2013.10.15 13:35:00 -
[459] - Quote
CCP Fozzie wrote:Quick update with some tweaks that should be in the next SISI build:
Malediction: 3 (+2) turrets (back to the old number of turrets for drone shooting) Lock range: 31.5km (+4)
Ares: Lock range: 30.5km (+3)
Stiletto: Lock range: 29.5km (+2) Scan res: 970 (+45)
The OP is updated with the latest numbers.
o.o
Ares still can't fit anything..
Fittings in general are extremely inconsistent between inties. BYDI recruitment closed-ish |

Helicity Boson
Immortalis Inc. Shadow Cartel
597
|
Posted - 2013.10.15 13:40:00 -
[460] - Quote
CCP Fozzie wrote:Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field. It's something we're thinking about yes, although I'm not really sure warp speed rigs will be such a good choice that it's a big disadvantage for the armor inties. We definitely will be keeping the option of changing this open and at the top of our minds.
Yeah, honestly I don't think THAT many people will elect to use the rigs either, but just for the sake of fairness/consistency it'd be nice :) |

BAJRAN BALI
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
21
|
Posted - 2013.10.15 13:40:00 -
[461] - Quote
CCP Fozzie wrote:Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field. It's something we're thinking about yes, although I'm not really sure warp speed rigs will be such a good choice that it's a big disadvantage for the armor inties. We definitely will be keeping the option of changing this open and at the top of our minds.
I think keeping with the armor tank is a good idea. Most players don't even tank their interceptors... With exception of course for solo. It stands to reason that you should shed weight to warp faster. That means shed armor or structure. I'll take the armor loss any day for that over structure in an inti. Adding a sig radius penalty to it is just silly... That is how an inti tanks. |

Capqu
Love Squad
348
|
Posted - 2013.10.15 13:48:00 -
[462] - Quote
CCP Fozzie wrote:Quick update with some tweaks that should be in the next SISI build:
Malediction: 3 (+2) turrets (back to the old number of turrets for drone shooting) Lock range: 31.5km (+4)
Ares: Lock range: 30.5km (+3)
Stiletto: Lock range: 29.5km (+2) Scan res: 970 (+45)
The OP is updated with the latest numbers.
cool, enough so that all the interceptors are on par at least, and the turrets back on the malediction are great
good tweaks, still gonna fit one ionic but that's a personal choice now rather than mandatory. thanks for the update
Garviel Tarrant wrote:o.o
Ares still can't fit anything..
Fittings in general are extremely inconsistent between inties.
Edit: How about some useful rigs that penalize shield tanking? That would seem fair and balanced..
ares is by far the best ceptor if you only want a longpoint (fleet warfare) it does crazy dps [drones] for a tackle ceptor, while having the highest ehp:speed. "useful rigs that penalize shield tanking" are you serious? have you actually ever flown an interceptor? let me help you http://eve-central.com/home/quicklook.html?typeid=31274 -10% shields, the only rigs anyone flying ceptors has fit for the past 10 years
Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field.
as above, ionics penalize shield fits. drawbacks exist for a reason http://pizza.eve-kill.net |

Mya Frost
Caldari Provisions Caldari State
0
|
Posted - 2013.10.15 13:49:00 -
[463] - Quote
Looking at the numbers quickly, lock range only seems to become an issue when you use faction Disruptors w/ Inties V. Sacrificing a rig or low slot doesn't seem to much to ask for the increased capability you gain. Fitting choices should be meaningful. Being able to fit everything you want without compromise isn't interesting. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.15 14:00:00 -
[464] - Quote
Helicity Boson wrote:Yeah, honestly I don't think THAT many people will elect to use the rigs either, but just for the sake of fairness/consistency it'd be nice :) Small rigs on the whole needs special considerations and the extra Dev effort that follows. Gameplay considerations and wanted/avoided performance and attributes change drastically the second you enter a hull using small rigs, yet they are essentially carbon copies of the other sizes, completely ignoring the aspects that make light hulls light.
Wishful thinking: Would be pretty awesome if T2 frigates (or all T2 for that matter) were intentionally powerful (read: borderline), but left "a bit short" when it comes to realising that potential and then having rigs that could make one or the other facet shine like nothing else around. |

Capqu
Love Squad
348
|
Posted - 2013.10.15 14:02:00 -
[465] - Quote
one thing that would be cool for ceptors is to get the 3rd rig slot
ceptors on the whole lack customizability (plus have a really low slot count) and rigs are really powerful slots for them, maybe something to consider http://pizza.eve-kill.net |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1530
|
Posted - 2013.10.15 14:08:00 -
[466] - Quote
Capqu wrote:Garviel Tarrant wrote:o.o
Ares still can't fit anything..
Fittings in general are extremely inconsistent between inties.
Edit: How about some useful rigs that penalize shield tanking? That would seem fair and balanced.. ares is by far the best ceptor if you only want a longpoint (fleet warfare) it does crazy dps [drones] for a tackle ceptor, while having the highest ehp:speed. "useful rigs that penalize shield tanking" are you serious? have you actually ever flown an interceptor? let me help you http://eve-central.com/home/quicklook.html?typeid=31274 -10% shields, the only rigs anyone flying ceptors has fit for the past 10 years
Yea i meant in general actually not just for inties.
Also the ares really is not the best ceptor for anything. But yes you can sort of make it "work" if you are willing to not fit anything in your highs and only fit a point..... BYDI recruitment closed-ish |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
412
|
Posted - 2013.10.15 14:22:00 -
[467] - Quote
Capqu wrote:ares is by far the best ceptor if you only want a longpoint (fleet warfare) it does crazy dps [drones] for a tackle ceptor, while having the highest ehp:speed. "useful rigs that penalize shield tanking" are you serious? have you actually ever flown an interceptor? let me help you http://eve-central.com/home/quicklook.html?typeid=31274 -10% shields, the only rigs anyone flying ceptors has fit for the past 10 years
Is that dps against drones? I was hoping they'd give it 25 bandwidth, but I keep checking and it's always 0. Btw, not all interceptors are long point interceptors (just most of them). |

Harvey James
Deep Core Mining Inc. Caldari State
545
|
Posted - 2013.10.15 14:28:00 -
[468] - Quote
CCP Fozzie wrote:Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field. It's something we're thinking about yes, although I'm not really sure warp speed rigs will be such a good choice that it's a big disadvantage for the armor inties. We definitely will be keeping the option of changing this open and at the top of our minds.
well the astronautic rigs in general like the engine housing or auxiliary thrusters would be useful for armour inties/frigs and penalising cargo bay fits in with overdrive injectors the only viable option for armour frigs as nano's kill tank along with the rigs ..... needs to be done Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Bubanni
ElitistOps Pandemic Legion
783
|
Posted - 2013.10.15 16:58:00 -
[469] - Quote
Well the lock range is getting there... Sad that you only wanted to give 4km to the stiletto... But oh well, you seem to stand your ground on not making them greater at their role of tackle without having to put on lock range modifers... Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Randy Wray
Nova Ardour Dixie Normus.
79
|
Posted - 2013.10.15 17:02:00 -
[470] - Quote
Quote:Tormentor Base targeting range w/ no skills: 40km Merlin Base targeting range w/ no skills: 50km Tristan Base targeting range w/ no skills: 40km These ships have completely ridiculous base targeting stats for a frigate. The only one that can utilize it in some way is the tristan, which makes it super powerfull for a t1 frigate. Tormentor? You supposed to plink 30 dps at people from 40km with radio beam lasers or what?
These frigates have extreme targeting range without even being to utilize it for much, I don't see the issue with giving interceptors proper targeting range. Is it to balance them with EAFs? If the shorter targeting range is there so that there will be a certain gap between them and EAFs I understand, but I still think it's a bit too much. The new EAFs aren't going to be in need of any help anyway, dat 50km web linked hyena. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
416
|
Posted - 2013.10.15 17:25:00 -
[471] - Quote
Randy Wray wrote:Quote:Tormentor Base targeting range w/ no skills: 40km Merlin Base targeting range w/ no skills: 50km Tristan Base targeting range w/ no skills: 40km These ships have completely ridiculous base targeting stats for a frigate. The only one that can utilize it in some way is the tristan, which makes it super powerfull for a t1 frigate. Tormentor? You supposed to plink 30 dps at people from 40km with radio beam lasers or what? These frigates have extreme targeting range without even being to utilize it for much, I don't see the issue with giving interceptors proper targeting range. Is it to balance them with EAFs? If the shorter targeting range is there so that there will be a certain gap between them and EAFs I understand, but I still think it's a bit too much. The new EAFs aren't going to be in need of any help anyway, dat 50km web linked hyena.
Kestrel. Also, lol @ tristan being overpowered. Drones do 0 dps to targets that aren't triple webbed and painted and afk. |

Randy Wray
Nova Ardour Dixie Normus.
79
|
Posted - 2013.10.15 17:27:00 -
[472] - Quote
TrouserDeagle wrote:Randy Wray wrote:Quote:Tormentor Base targeting range w/ no skills: 40km Merlin Base targeting range w/ no skills: 50km Tristan Base targeting range w/ no skills: 40km These ships have completely ridiculous base targeting stats for a frigate. The only one that can utilize it in some way is the tristan, which makes it super powerfull for a t1 frigate. Tormentor? You supposed to plink 30 dps at people from 40km with radio beam lasers or what? These frigates have extreme targeting range without even being to utilize it for much, I don't see the issue with giving interceptors proper targeting range. Is it to balance them with EAFs? If the shorter targeting range is there so that there will be a certain gap between them and EAFs I understand, but I still think it's a bit too much. The new EAFs aren't going to be in need of any help anyway, dat 50km web linked hyena. Kestrel. Also, lol @ tristan being overpowered. Drones do 0 dps to targets that aren't triple webbed and painted and afk.
Quote:10% bonus to Drone tracking and hitpoints
In my latest video I killed a manticore 40km away with my tristan orbiting a tackled loki. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
416
|
Posted - 2013.10.15 17:48:00 -
[473] - Quote
Randy Wray wrote:TrouserDeagle wrote:Randy Wray wrote:Quote:Tormentor Base targeting range w/ no skills: 40km Merlin Base targeting range w/ no skills: 50km Tristan Base targeting range w/ no skills: 40km These ships have completely ridiculous base targeting stats for a frigate. The only one that can utilize it in some way is the tristan, which makes it super powerfull for a t1 frigate. Tormentor? You supposed to plink 30 dps at people from 40km with radio beam lasers or what? These frigates have extreme targeting range without even being to utilize it for much, I don't see the issue with giving interceptors proper targeting range. Is it to balance them with EAFs? If the shorter targeting range is there so that there will be a certain gap between them and EAFs I understand, but I still think it's a bit too much. The new EAFs aren't going to be in need of any help anyway, dat 50km web linked hyena. Kestrel. Also, lol @ tristan being overpowered. Drones do 0 dps to targets that aren't triple webbed and painted and afk. Quote:10% bonus to Drone tracking and hitpoints In my latest video I killed a manticore 40km away with my tristan orbiting a tackled loki.
I have fraps of myself killing idiots too. |

Naomi Anthar
144
|
Posted - 2013.10.15 19:02:00 -
[474] - Quote
Ahahahahahah ... ok Fozzie you got me there.
So you buff 2 best interceptors even more - malediction and Stilleto. And left garbage Claw and Crusader just like that .
Ok props to you ... i would never even think someone with your position could troll that hard. You are pro troll. Mad Respect.
Cba to post here anymore. Nerf claw and crusader - obviously toooooooooooooooo stronk. |

Vaju Enki
Secular Wisdom
986
|
Posted - 2013.10.16 10:43:00 -
[475] - Quote
Very good. The Tears Must Flow |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
9
|
Posted - 2013.10.16 18:27:00 -
[476] - Quote
Immunity to non-targeted interdiction
this i don't like. Its Hurting a large player base, sure the Warp acceleration is fine, but to give interceptors that low warp time together with Immunity to non-targeted interdiction. Thats just wrong. |

Ranamar
Valkyries of Night Of Sound Mind
25
|
Posted - 2013.10.16 23:35:00 -
[477] - Quote
Garviel Tarrant wrote:Edit: How about some useful rigs that penalize shield tanking? That would seem fair and balanced..
Electronic Superiority rigs (lock range, scan res, ewar range and strength) penalize shields. They're not used as much as polycarb/thrusters/nozzles, but they're used more than the warp speed ones. |

Teth Razor
Chicks on Speed
15
|
Posted - 2013.10.17 02:35:00 -
[478] - Quote
Devlin Shardo wrote:Immunity to non-targeted interdiction
this i don't like. Its Hurting a large player base, sure the Warp acceleration is fine, but to give interceptors that low warp time together with Immunity to non-targeted interdiction. Thats just wrong.
Sadly Foozie seems to be ignoring those of us who are against nullified interceptors. I thought we might get a response at least saying something like, they see some of us are upset about it and that they are looking in to it further. But I guess not.
Load of **** if you ask me! |

Fey Mallorie Nicnevyn
Red Federation RvB - RED Federation
0
|
Posted - 2013.10.17 08:54:00 -
[479] - Quote
I would imagine he has a remit that he has to stay within. Also, we don't really know what the 'big plan' is, and it may be that there is a greater purpose to these changes that we are unaware of...
Whether we agree with the changes or not though, I think some of the Fozzie-bashing that occurring in this thread is uncalled for, and given the variance in the opinions here, he's pretty much in a no-win situation already. |

KIller Wabbit
The Scope Gallente Federation
449
|
Posted - 2013.10.17 09:14:00 -
[480] - Quote
Faster and immune to bubbles - why in the heck did you buff 0.0 mins if you were going to do this? Watching all my miners head back to HiSec...
CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Vaju Enki
Secular Wisdom
989
|
Posted - 2013.10.17 09:36:00 -
[481] - Quote
Most people that don't like this changes may live in nullsec, but nevertheless they are themepark carebears, so their opinion is completely irrelevant for a sandbox mmo-rpg game. Remember, the more they cry, the better you did you job CCP.
Keep up the good work on interceptors. The Tears Must Flow |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.10.17 13:23:00 -
[482] - Quote
Vaju Enki wrote:Most people that don't like this changes may live in nullsec, but nevertheless they are themepark carebears, so their opinion is completely irrelevant for a sandbox mmo-rpg game. Remember, the more they cry, the better you did you job CCP.
Keep up the good work on interceptors.
Could you explain what you mean by themepark carebears ? Is that casual pvp/pve players ? I enjoy some pvp. still don't like the interceptor bubble immunity. |

stockeater
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.10.17 13:45:00 -
[483] - Quote
These changes to interceptors are going to hurt nullsec badly. Of course it's the most hated group of people for some reason, even more than the single player misison runners in highsec (because it seems the trend for interpreting the word 'sandbox' as hardcore death arena with no escape is the main view, as opposed to an area where you can do whatever you want and ENJOY yourself however you see fit, with the occasioanl risk of someone spoiling it).
For small alliances who can't have a large perpetual standing fleet it's going to be extremely dangerous to try and make isk to fund your own pvp, or just to kick back after work when there's nothing else going on. Hell, some people in a highsec alliance could get a dozen people together, fit up in Jita and be in almost any part of null in less than half an hour with very little risk to themselves.
With the changes to warp mechanics even people paying constant attention have a pretty good chance that they won't be able to get to warp before in interceptor has them tackled. If this becomes a problem and no doubt it will, you'll find smaller alliances squeezed out of nullsec as they lose their industrialists and their more casual players. This will be bad for everyone because the numbers of people willing to come out and fight roaming gangs will only go down as there are less people in nullsec, there will be less fights and less people to catch not paying attention and kill (which already happens on a daily basis in most places because everyone has a bad day). |

Major Killz
La Fraternite
256
|
Posted - 2013.10.17 14:03:00 -
[484] - Quote
stockeater wrote:These changes to interceptors are going to hurt nullsec badly. Of course it's the most hated group of people for some reason, even more than the single player misison runners in highsec (because it seems the trend for interpreting the word 'sandbox' as hardcore death arena with no escape is the main view, as opposed to an area where you can do whatever you want and ENJOY yourself however you see fit, with the occasioanl risk of someone spoiling it).
For small alliances who can't have a large perpetual standing fleet it's going to be extremely dangerous to try and make isk to fund your own pvp, or just to kick back after work when there's nothing else going on. Hell, some people in a highsec alliance could get a dozen people together, fit up in Jita and be in almost any part of null in less than half an hour with very little risk to themselves.
With the changes to warp mechanics even people paying constant attention have a pretty good chance that they won't be able to get to warp before in interceptor has them tackled. If this becomes a problem and no doubt it will, you'll find smaller alliances squeezed out of nullsec as they lose their industrialists and their more casual players. This will be bad for everyone because the numbers of people willing to come out and fight roaming gangs will only go down as there are less people in nullsec, there will be less fights and less people to catch not paying attention and kill (which already happens on a daily basis in most places because everyone has a bad day).
Well they have 2 choices. Deal with it or quit the game. A lot will if it becomes a serious issue and it may v0v
From what I've experienced in game. Most players don't like any serious level of adversity. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.10.17 14:10:00 -
[485] - Quote
+1 For Stockeater. CCP is focusing more and more on pvp fights, i was happy when i heard that odyssey was going to get an exploration buff. But that was disappointing as its not really exploration, more just hacking minigame that's 100% RNG with no skill involved. The pvp community screams the loudest, i guess that's why eve gets more and more catered to them. Its space, with a whole universe to explore, and you still focus on ship changes made to easier gang people, seriously ? |

stockeater
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.10.17 14:48:00 -
[486] - Quote
Major Killz wrote:
Well they have 2 choices. Deal with it or quit the game. A lot will if it becomes a serious issue and it may v0v
From what I've experienced in game. Most players don't like any serious level of adversity.
Well the thing about serious adversity is that we have to remember this is a game. A particularly hardcore one but it still is something people play to have fun. Serious levels of adversity in the game, especially coupled with stress in real life often doesn't make a good combination and it burns a lot of people out, but they come back when things have settled down- especially the case in nullsec with big wars. But if things never settle down and it's flying by the seat of your pants all the time, that's crazy and I can't say I'm not apprehensive of trying to settle in nullsec for any period of time.
I'm also of the opinion that pirates and other people who enjoy blowing relatively helpless people up shouldn't try to alienate their targets (of course you're also looking for fights but let's face it when you're rolling around in a well supported gang in a small alliance's space is anyone actually going to come and fight you, let alone win? Solo roamers and small groups of 3/4 I find get the most engagements with people coming out to try their luck). Then if you start slanting the game in favour of one side you're going to see a natural decline in the number of potential targets you have to shoot at. If it gets to the point where people are leaving the game entirely because they can't be bothered any more surely that's bad for everyone? |

Vaju Enki
Secular Wisdom
990
|
Posted - 2013.10.17 14:50:00 -
[487] - Quote
So many people don't get sandbox mmo-rpg's, amayzing. The Tears Must Flow |

Portmanteau
Blue Republic RvB - BLUE Republic
1
|
Posted - 2013.10.17 14:54:00 -
[488] - Quote
stockeater wrote:Of course it's the most hated group of people for some reason.
Everybody is convinced their "group" is the most hated in Eve ... whether by CCP, the playerbase or whoever
stockeater wrote:as opposed to an area where you can do whatever you want and ENJOY yourself however you see fit, with the occasioanl risk of someone spoiling it).
... or just to kick back after work when there's nothing else going on.
This attitude is what people mean by theme park carebear. The risk in null sec should be constant not occasional, there should be no "kicking back" in null sec unless you are docked. It is called nullsec for a reason... SECURITY... you have none so pay attention. If null bears had not gone to ridiculous lengths to make themselves untouchable with bubbled gate shenanigans, this chage probably would not even have been thought of.
You have nobody but yourselves to blame... if you want to semi AFK in a mining barge, play in hisec (and you will still be at risk) if you want to mine in Null... pay attention, get some friends in shooty ships, but the fact is, you guys CBA can you. |

Vaju Enki
Secular Wisdom
990
|
Posted - 2013.10.17 14:59:00 -
[489] - Quote
Portmanteau wrote:stockeater wrote:Of course it's the most hated group of people for some reason. Everybody is convinced their "group" is the most hated in Eve ... whether by CCP, the playerbase or whoever stockeater wrote:as opposed to an area where you can do whatever you want and ENJOY yourself however you see fit, with the occasioanl risk of someone spoiling it).
... or just to kick back after work when there's nothing else going on. This attitude is what people mean by theme park carebear. The risk in null sec should be constant not occasional, there should be no "kicking back" in null sec unless you are docked. It is called nullsec for a reason... SECURITY... you have none so pay attention. If null bears had not gone to ridiculous lengths to make themselves untouchable with bubbled gate shenanigans, this chage probably would not even have been thought of. You have nobody but yourselves to blame... if you want to semi AFK in a mining barge, play in hisec (and you will still be at risk) if you want to mine in Null... pay attention, get some friends in shooty ships, but the fact is, you guys CBA can you.
Their should be no "kicking back" in any part of the game, let alone nullsec. If they can't handle EvE they should go play a kindergarten themepark mmo-rpg game. The Tears Must Flow |

Portmanteau
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.10.17 15:01:00 -
[490] - Quote
Vaju Enki wrote:Portmanteau wrote:stockeater wrote:Of course it's the most hated group of people for some reason. Everybody is convinced their "group" is the most hated in Eve ... whether by CCP, the playerbase or whoever stockeater wrote:as opposed to an area where you can do whatever you want and ENJOY yourself however you see fit, with the occasioanl risk of someone spoiling it).
... or just to kick back after work when there's nothing else going on. This attitude is what people mean by theme park carebear. The risk in null sec should be constant not occasional, there should be no "kicking back" in null sec unless you are docked. It is called nullsec for a reason... SECURITY... you have none so pay attention. If null bears had not gone to ridiculous lengths to make themselves untouchable with bubbled gate shenanigans, this chage probably would not even have been thought of. You have nobody but yourselves to blame... if you want to semi AFK in a mining barge, play in hisec (and you will still be at risk) if you want to mine in Null... pay attention, get some friends in shooty ships, but the fact is, you guys CBA can you. Their should be no "kicking back" in any part of the game, let alone nullsec. If they can't handle EvE they should go play a kindergarten themepark mmo-rpg games.
completely agree, altho as the 3 zones of EvE go ... null should require the most attention/preparedness. The fact is that losec requires more, that's why this change is important |

Portmanteau
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.10.17 15:20:00 -
[491] - Quote
KIller Wabbit wrote:Faster and immune to bubbles - why in the heck did you buff 0.0 mins if you were going to do this? Watching all my miners head back to HiSec...
Maybe some of your peeveepeers should get off their asses and sit in the belt with them then, if you can't defend your resources without relying on pooping bubbles everywhere like candyfloss, you don't deserve said resources.
|

XavierVE
Reasonable People Of Sound Mind
208
|
Posted - 2013.10.17 17:47:00 -
[492] - Quote
Wanted to point out yet again that small gang PvPer's are the people worst hurt by nullification. Most null-bears living in 0.0 have giant blocs protecting them, who often have giant home defense blobs up. Nullified interceptors are their best friend in terms of making sure their heavily overtanked ratting ships (carriers especially) are safe in 0.0, they just don't know it yet.
- Any proper home defense fleet is going to have at least 3-4 interceptors out of a 30 man gang. - Your seven man balanced gang used to be able to create separation from that by dropping bubbles behind. - Those interceptors now go right through those bubbles and will tackle you. - Sure, you can kill them, but you're getting aggression that holds you in system for at least sixty seconds, and probably more like a couple minutes. - 30 man blob covers your out-gates, you're screwed. Loggoffski time.
Now, due to this happening to you constantly, the natural reaction is simply to fly combat interceptor only gangs, to get around this massive buff to home defense blobs. You can't run from a larger gang anymore unless you're flying interceptors only, after all. No more defensive bubbles, flying in ships larger than an inty in a small 7 man gang means they will be quickly overtaken.
This means that you'll be able to roll through any region you wish without any chance of being tackled unless you make a mistake while ganking a ratter. Also known as: Not likely. Overpowered. Easymode.
So now instead of having fun brawls in null-sec, you'll either be chased down and blobbed or you'll sell out, run combat interceptor fleets to get delicious carebear ganks, and never die. Jump bridges made small gang FC'ing hard enough in null sec, this just murders it dead.
Worst change they've proposed to the game since I started playing. That includes every decision made in Incarna. Anytime you remove elements of battlefield positioning ('dictor bubbles are a small gang FC's best friend) you're hurting the game tremendously.
Once again, a better change is to restrict the anchoring of bubbles by gates to 40km, much like how GSC's are restricted from being anchored by gates. A anchored bubble restriction would go a long way to solving many issues, from null-sec renters death-bubbling their in-gates to blobs spamming large bubbles on regional gates in order to cut off traffic passively. |

Randy Wray
Nova Ardour Dixie Normus.
79
|
Posted - 2013.10.17 17:50:00 -
[493] - Quote
XavierVE wrote:Wanted to point out yet again that small gang PvPer's are the people worst hurt by nullification. Most null-bears living in 0.0 have giant blocs protecting them, who often have giant home defense blobs up. Nullified interceptors are their best friend in terms of making sure their heavily overtanked ratting ships (carriers especially) are safe in 0.0, they just don't know it yet.
- Any proper home defense fleet is going to have at least 3-4 interceptors out of a 30 man gang. - Your seven man balanced gang used to be able to great separation from that by dropping bubbles behind. - Those interceptors now go right through those bubbles and will tackle you. - Sure, you can kill them, but you're getting aggression that holds you in system for at least sixty seconds, and probably more like a couple minutes. - 30 man blob covers your out-gates, you're screwed. Loggoffski time.
Now, due to this happening to you constantly, the natural reaction is simply to fly combat interceptor only gangs, to get around this massive buff to home defense blobs. You can't run from a larger gang anymore unless you're flying interceptors only, after all. No more defensive bubbles, flying in ships larger than an inty in a small 7 man gang means they will be quickly overtaken.
This means that you'll be able to roll through any region you wish without any chance of being tackled unless you make a mistake while ganking a ratter. Also known as: Not likely.
So now instead of having fun brawls in null-sec, you'll either be chased down and blobbed or you'll sell out, run combat interceptor fleets to get delicious carebear ganks, and never die. Jump bridges made small gang FC'ing hard enough in null sec, this just murders it dead.
Worst change they've proposed to the game since I started playing. That includes every decision made in Incarna. Anytime you remove elements of battlefield positioning ('dictor bubbles are a small gang FC's best friend) you're hurting the game tremendously.
Once again, a better change is to restrict the anchoring of bubbles by gates to 40km, much like how GSC's are restricted from being anchored by gates. A anchored bubble restriction would go a long way to solving many issues, from null-sec renters death-bubbling their in-gates to blobs spamming large bubbles on regional gates in order to cut off traffic passively. Basically best post in thread. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

FT Diomedes
The Graduates RAZOR Alliance
209
|
Posted - 2013.10.17 17:56:00 -
[494] - Quote
I'm still trying to figure out why anyone thinks Interdiction Nullification is a good idea. How am I supposed to catch and kill an interceptor? Currently, without Interdiction Nullification, it's very hard to catch an interceptor unless the pilot is dumb or overly aggressive. Currently, if an interceptor jumps into my gate camp, and I have fast tackle on hand and a bubble, I have a slim shot at catching it. If the pilot is experienced and sees that I have enough fast tackle on the gate to catch him before he escapes the bubble, he will burn back to the gate. Most of the time, he'll make it. Then, I have to have another dictor on the other side and more, non-aggressed fast tackle.
My best shot at catching him is with a drag bubble with fast tackle waiting. That assumes he has no bounce points.
I just don't get why a ship that already has a small sig, great agility, and goes >4000 m/s needs to also be bubble immune. All you are creating is another risk-free travel ship. I'm all about killing ratters and miners, but this is not the way to do it. |

Teth Razor
Chicks on Speed
17
|
Posted - 2013.10.17 18:06:00 -
[495] - Quote
XavierVE wrote:Wanted to point out yet again that small gang PvPer's are the people worst hurt by nullification. Most null-bears living in 0.0 have giant blocs protecting them, who often have giant home defense blobs up. Nullified interceptors are their best friend in terms of making sure their heavily overtanked ratting ships (carriers especially) are safe in 0.0, they just don't know it yet.
- Any proper home defense fleet is going to have at least 3-4 interceptors out of a 30 man gang. - Your seven man balanced gang used to be able to create separation from that by dropping bubbles behind. - Those interceptors now go right through those bubbles and will tackle you. - Sure, you can kill them, but you're getting aggression that holds you in system for at least sixty seconds, and probably more like a couple minutes. - 30 man blob covers your out-gates, you're screwed. Loggoffski time.
Now, due to this happening to you constantly, the natural reaction is simply to fly combat interceptor only gangs, to get around this massive buff to home defense blobs. You can't run from a larger gang anymore unless you're flying interceptors only, after all. No more defensive bubbles, flying in ships larger than an inty in a small 7 man gang means they will be quickly overtaken.
This means that you'll be able to roll through any region you wish without any chance of being tackled unless you make a mistake while ganking a ratter. Also known as: Not likely. Overpowered. Easymode.
So now instead of having fun brawls in null-sec, you'll either be chased down and blobbed or you'll sell out, run combat interceptor fleets to get delicious carebear ganks, and never die. Jump bridges made small gang FC'ing hard enough in null sec, this just murders it dead.
Worst change they've proposed to the game since I started playing. That includes every decision made in Incarna. Anytime you remove elements of battlefield positioning ('dictor bubbles are a small gang FC's best friend) you're hurting the game tremendously.
Once again, a better change is to restrict the anchoring of bubbles by gates to 40km, much like how GSC's are restricted from being anchored by gates. A anchored bubble restriction would go a long way to solving many issues, from null-sec renters death-bubbling their in-gates to blobs spamming large bubbles on regional gates in order to cut off traffic passively.
+1 for a intelligent well thought out post. I agree with everything said here! |

FT Diomedes
The Graduates RAZOR Alliance
210
|
Posted - 2013.10.17 18:08:00 -
[496] - Quote
XavierVE wrote:Wanted to point out yet again that small gang PvPer's are the people worst hurt by nullification. Most null-bears living in 0.0 have giant blocs protecting them, who often have giant home defense blobs up. Nullified interceptors are their best friend in terms of making sure their heavily overtanked ratting ships (carriers especially) are safe in 0.0, they just don't know it yet.
- Any proper home defense fleet is going to have at least 3-4 interceptors out of a 30 man gang. - Your seven man balanced gang used to be able to create separation from that by dropping bubbles behind. - Those interceptors now go right through those bubbles and will tackle you. - Sure, you can kill them, but you're getting aggression that holds you in system for at least sixty seconds, and probably more like a couple minutes. - 30 man blob covers your out-gates, you're screwed. Loggoffski time.
Now, due to this happening to you constantly, the natural reaction is simply to fly combat interceptor only gangs, to get around this massive buff to home defense blobs. You can't run from a larger gang anymore unless you're flying interceptors only, after all. No more defensive bubbles, flying in ships larger than an inty in a small 7 man gang means they will be quickly overtaken.
This means that you'll be able to roll through any region you wish without any chance of being tackled unless you make a mistake while ganking a ratter. Also known as: Not likely. Overpowered. Easymode.
So now instead of having fun brawls in null-sec, you'll either be chased down and blobbed or you'll sell out, run combat interceptor fleets to get delicious carebear ganks, and never die. Jump bridges made small gang FC'ing hard enough in null sec, this just murders it dead.
Worst change they've proposed to the game since I started playing. That includes every decision made in Incarna. Anytime you remove elements of battlefield positioning ('dictor bubbles are a small gang FC's best friend) you're hurting the game tremendously.
Once again, a better change is to restrict the anchoring of bubbles by gates to 40km, much like how GSC's are restricted from being anchored by gates. A anchored bubble restriction would go a long way to solving many issues, from null-sec renters death-bubbling their in-gates to blobs spamming large bubbles on regional gates in order to cut off traffic passively.
This is a great post. If this goes live, I fully expect to see roaming gangs of 30-50 interceptors blobbing their way through 0.0.
Also consider that this means that the ceptors camping the gate can sit inside a bubble and warp freely to bounce points or out gates, if you do make it through the bubble camp.
I look forward to sitting in a cloaked covops inside the bubble and squad warping my ceptors up to your bounce points over the gate after I scan you down within five seconds of landing on grid.
Also, before you get all excited about this new feature, consider what 1000 Goons in interdiction nullified ceptors can do to your fun. Risk-free PVP is a bad thing. |

Bouh Revetoile
TIPIAKS
403
|
Posted - 2013.10.17 18:13:00 -
[497] - Quote
XavierVE wrote:screams and indignation Haha ! Like if suddenly all nullsec was going to fly in interceptors...
And you know, tackling don't prevent from going through a gate, and then, you still have to tackle this cruiser before he warp out ; well, exactly like before. Landing at a gate before someone never assured you to tackle him.
I think some nullbear are really scared by these inties. There will be pve Battleship wrecks more than small gang ones IMO. |

Teth Razor
Chicks on Speed
17
|
Posted - 2013.10.17 19:01:00 -
[498] - Quote
Bouh Revetoile wrote:XavierVE wrote:screams and indignation Haha ! Like if suddenly all nullsec was going to fly in interceptors... And you know, tackling don't prevent from going through a gate, and then, you still have to tackle this cruiser before he warp out ; well, exactly like before. Landing at a gate before someone never assured you to tackle him. I think some nullbear are really scared by these inties. There will be pve Battleship wrecks more than small gang ones IMO.
Its not nullbears that are getting hit the hardest by nullified intys. Its small gang pvp! Read the posts on this page! |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.17 19:30:00 -
[499] - Quote
Teth Razor wrote:Its not nullbears that are getting hit the hardest by nullified intys. Its small gang pvp! Read the posts on this page! I read and had a good laugh ! Thanks for it !
Come on, inties always were able to catch up on small gangs, and they never needed bubble immunity to do it. |

XavierVE
Reasonable People Of Sound Mind
210
|
Posted - 2013.10.17 19:37:00 -
[500] - Quote
Bouh Revetoile wrote:Haha ! Like if suddenly all nullsec was going to fly in interceptors...
And you know, tackling don't prevent from going through a gate, and then, you still have to tackle this cruiser before he warp out ; well, exactly like before. Landing at a gate before someone never assured you to tackle him.
I think some nullbear are really scared by these inties. There will be pve Battleship wrecks more than small gang ones IMO.
To pull the "Wave my **** card"... Since 2010, you have 324 kills. Over the last year, I never had a single month with less than 324 kills. And over 90% of those kills were in small gangs I FC'd.
Tackling doesn't prevent you from going through a gate, but if you're running from 30+ dudes with a 5-10 man gang, you don't have the option to warp off a gate because it means loggoffski. Your 5-10 man gang goes through a gate with 4 interceptors, even the worst interceptors who have ever played the game are getting tackles in that situation. The main defense against this has always been dropping bubbles to slow down your pursuers.
Sure, you can kill the 4+ interceptors once they tackle your guys, but at that point, the rest of the blob will have either overtaken you, or will at least have gotten into system with you. You're aggressed, they're not. They cover your out gate... yep, loggoffski. Jump bridges, bottlenecks have always made logging off a thing you had to do from time to time. However, this change is worse than the old jump bridge setups for small gang FC's who want to take out balanced fleet comps.
I cannot count the number of mad dashes my people have made through Immensea, Catch, Curse, Impass and the rest of the areas where we enjoy roaming. Sadly, after Rubicon, those mad dashes are a thing of history... you're be a fool to do small gang FC'ing of anything but combat inties. Hilariously overpowered mobility, the very definition of easymode for small gang ganks.
This is a well-intentioned change at heart. They want to make ratting in 0.0 more dangerous by countering anchored bubble spam on gates. However, rather than do the artful, simple change of making anchored bubbles like GSC's and giving them a restriction of not being anchored within 40-50km of a gate... they decided to try to be fancy for the safe of being fancy, without giving thought to how they're further breaking the game for small gang entities.
And furthermore, what are interceptor pilots really getting with nullification? Any interceptor pilot with a modicum of skill were always able to get away from gate camps, or gate crash them. The biggest and most necessary buff to interceptors was the warp speed change, the immunity gives them nothing of any real value and breaks the small gang meta horribly. |

Teth Razor
Chicks on Speed
17
|
Posted - 2013.10.17 20:34:00 -
[501] - Quote
Bouh Revetoile wrote:Teth Razor wrote:Its not nullbears that are getting hit the hardest by nullified intys. Its small gang pvp! Read the posts on this page! I read and had a good laugh ! Thanks for it ! Come on, inties always were able to catch up on small gangs, and they never needed bubble immunity to do it.
EXACLTY. So why give them nullification and turn them in to nullbear shuttles? |

Sister Sophia
Imperial Academy Amarr Empire
80
|
Posted - 2013.10.17 20:38:00 -
[502] - Quote
XavierVE wrote:Sadly, after Rubicon you're be a fool to do small gang FC'ing of anything but combat inties. Hilariously overpowered mobility, the very definition of easymode for small gang ganks. ... This is a well-intentioned change at heart. They want to make ratting in 0.0 more dangerous by countering anchored bubble spam on gates. However, rather than do the artful, simple change of making anchored bubbles like GSC's and giving them a restriction of not being anchored within 40-50km of a gate.
Question: would giving interceptors anchored bubble immunity yet having them remain vulnerable to interdictor bubbles constitute a good compromise solution?
It would make null more dangerous for 'theme-park nullbears' while still allowing small gangs to delay pursuing fleets. Thoughts? |

Portmanteau
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.10.17 20:42:00 -
[503] - Quote
FT Diomedes wrote: Also, before you get all excited about this new feature, consider what 1000 Goons in interdiction nullified ceptors can do to your fun. Risk-free PVP is a bad thing.
Risk free ? WTF are you talking about ? You do realise that pvp happens all over losec and hisec where no bubbles exist at all ... it's not risk free. You are just too reliant on bubbles, too lazy to learn to deal with catching a ship without them. Go to losec where everybody whinges about instalocking gatecamps and you'll see you can catch anything if you put your mind to it.
The way you put it makes it sound like as soon as ppl get past a bubble they've insta pwnt any target they choose. A well organised fleet is still going to beat the crap out of an inty blob whatever way you look at it, for goodness sake ... if you can't cope with this you should just quit. |

Teth Razor
Chicks on Speed
17
|
Posted - 2013.10.17 20:50:00 -
[504] - Quote
Portmanteau wrote:FT Diomedes wrote: Also, before you get all excited about this new feature, consider what 1000 Goons in interdiction nullified ceptors can do to your fun. Risk-free PVP is a bad thing.
Risk free ? WTF are you talking about ? You do realise that pvp happens all over losec and hisec where no bubbles exist at all ... it's not risk free. You are just too reliant on bubbles, too lazy to learn to deal with catching a ship without them. Go to losec where everybody whinges about instalocking gatecamps and you'll see you can catch anything if you put your mind to it. The way you put it makes it sound like as soon as ppl get past a bubble they've insta pwnt any target they choose. A well organised fleet is still going to beat the crap out of an inty blob whatever way you look at it, for goodness sake ... if you can't cope with this you should just quit.
Yes it is risk free. The only thing that will catch intys after this goes live will be smart bombing battle ships.
And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.17 20:54:00 -
[505] - Quote
Teth Razor wrote:EXACLTY. So why give them nullification and turn them in to nullbear shuttles? Because that's useful to *enter* a system and go tackle a target. No more bunker ratting system.
Cyno behind the lines was already possible with covops (and an entity using titans should find covops expendable), so I don't think that is a real concern in fact.
And inties already were very hard to catch, but are not that difficult to kill or tackle if they stay on the battlefield, so being able to survive between fights is something we can give them I think. |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.17 20:58:00 -
[506] - Quote
Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! You have never gone into an instalock gatecamp haven't you ? |

Teth Razor
Chicks on Speed
17
|
Posted - 2013.10.17 21:02:00 -
[507] - Quote
Bouh Revetoile wrote:Teth Razor wrote:EXACLTY. So why give them nullification and turn them in to nullbear shuttles? Because that's useful to *enter* a system and go tackle a target. No more bunker ratting system. Cyno behind the lines was already possible with covops (and an entity using titans should find covops expendable), so I don't think that is a real concern in fact. And inties already were very hard to catch, but are not that difficult to kill or tackle if they stay on the battlefield, so being able to survive between fights is something we can give them I think.
The point is that intys are hard to catch as it is. At least as it is now we can still catch them once in awhile with a drag bubble or a well timed dictor bubble 100km from a gate. After this patch there will be NOTHING that can catch them.
Things that do not have a viable counter to not belong in a sand box.
And I really do not want to see Smart Bombing battle ship camps everywhere. That will not be good for 0.0 game play. |

Major Killz
La Fraternite
256
|
Posted - 2013.10.17 21:03:00 -
[508] - Quote
Bouh Revetoile wrote:Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! You have never gone into an instalock gatecamp haven't you ?
- Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos - Pantaloon II: Violins (Jun 23, 2013) |

Sister Sophia
Imperial Academy Amarr Empire
80
|
Posted - 2013.10.17 21:55:00 -
[509] - Quote
Teth Razor wrote:Things that do not have a viable counter to not belong in a sand box.
Hence my suggestion to have interdictor bubbles catch inties. |

FT Diomedes
The Graduates RAZOR Alliance
211
|
Posted - 2013.10.17 23:16:00 -
[510] - Quote
Portmanteau wrote:FT Diomedes wrote: Also, before you get all excited about this new feature, consider what 1000 Goons in interdiction nullified ceptors can do to your fun. Risk-free PVP is a bad thing.
Risk free ? WTF are you talking about ? You do realise that pvp happens all over losec and hisec where no bubbles exist at all ... it's not risk free. You are just too reliant on bubbles, too lazy to learn to deal with catching a ship without them. Go to losec where everybody whinges about instalocking gatecamps and you'll see you can catch anything if you put your mind to it. The way you put it makes it sound like as soon as ppl get past a bubble they've insta pwnt any target they choose. A well organised fleet is still going to beat the crap out of an inty blob whatever way you look at it, for goodness sake ... if you can't cope with this you should just quit.
The only time I've ever been caught in a low sec gate camp was when I was three months old and jumped a mission-running Myrmidon into a gate camp. Anyone who gets caught in low sec is careless, drunk, inexperienced, or very unlucky. Anyone who gets caught in 0.0 is not scouting properly - but if I am well-prepared and lucky I can at least kill his scout.
0.0 is already bad enough with cloaky-nullified T3s (which should have to choose one or the other, not both!), but at least that ship costs a few hundred million. The only way you kill them is if they are slow to cloak up (i.e. lag) and then slow to align - or if they choose to engage and it was a bad idea.
It is ridiculously easy to avoid PvP in Eve - all you have to do is dock up - but it should be harder if you choose to stay in space. I would like to encourage people to make an active defense of their space. If I make a reasonable effort to lock down a 0.0 pipe with a small gang, I should be able to accomplish that - until another gang pushes me aside or maneuvers around me. If people can pass through my camp with impunity, or avoid death with impunity, then my ability to secure my space with an active defense is greatly diminished. Right now, except for cloaky-nullified T3s, there is good balance. A covert ops can be caught by a well-prepared, lucky gate camp. An interceptor can be caught, or at least forced back to the other side. Interceptors will still get caught after this change, but not unless they are careless, drunk, or inexperienced. I've used plenty of remote-sensor boosted gangs - but catching an interceptor is more than just getting a lock on it.
An inty gang will only get caught if it is overly aggressive. Most inty gangs will be able to roll right past defensive gate camps (they can already, but inties will be much more common after Rubicon). This makes a mockery of the notion that 0.0 spaceholders will be able to mount an active defense of their space (and thereby generate good fights and other content).
I hate the idea that certain folks have bubble-protected ratting sanctuaries, but a single covert ops or recon ship inside of that puts all those ratters at risk. That is a viable answer (ratting with neutrals in local is a time-honored recipe for death) to the problem. I'm also perfectly fine with making it so that anchorable bubbles cannot be anchored within x-distance of a gate. Drag bubbles will still be viable, for those who are skilled in their placement. But no ship should be able to warp through a bubble with relative impunity - and certainly not a cheap, low-skilled ship like an interceptor.
Rubicon Interceptors are the 2013 equivalent of the old warp-core stabilized ships and the nano-ships that followed them. Those risk-free doctrines were justifiably purged from Eve and interdiction-nullified ceptors should never come to Tranquility. |

FT Diomedes
The Graduates RAZOR Alliance
211
|
Posted - 2013.10.17 23:23:00 -
[511] - Quote
Sister Sophia wrote:XavierVE wrote:Sadly, after Rubicon you're be a fool to do small gang FC'ing of anything but combat inties. Hilariously overpowered mobility, the very definition of easymode for small gang ganks. ... This is a well-intentioned change at heart. They want to make ratting in 0.0 more dangerous by countering anchored bubble spam on gates. However, rather than do the artful, simple change of making anchored bubbles like GSC's and giving them a restriction of not being anchored within 40-50km of a gate. Question: would giving interceptors anchored bubble immunity yet having them remain vulnerable to interdictor bubbles constitute a good compromise solution? It would make null more dangerous for 'theme-park nullbears' while still allowing small gangs to delay pursuing fleets. Thoughts?
No. This is not a good solution. If an inty pilot is dumb enough to warp to a gate blind, he should run the risk that he will get caught by an anchored bubble, not warp right through a prepared trap. People should have to move through 0.0 with care and preparation if they want to avoid risk.
Look at the difference in the way that a cloaky-nullified T3 moves through 0.0 and the way that a covert ops moves through 0.0. The former warps gate to gate like it is high sec. As long as he pays attention, he is safe 99% of the time (exception is if he lags when he tries to cloak and/or if his T3 is very slow to align). If the covert ops tries that, at a minimum he is inconvenienced, at worst he dies in a much-deserved fire. The same is true of any non-nullified ship moving through 0.0. |

XavierVE
Reasonable People Of Sound Mind
215
|
Posted - 2013.10.17 23:51:00 -
[512] - Quote
Sister Sophia wrote:Question: would giving interceptors anchored bubble immunity yet having them remain vulnerable to interdictor bubbles constitute a good compromise solution?
It would make null more dangerous for 'theme-park nullbears' while still allowing small gangs to delay pursuing fleets. Thoughts?
Yeah, if they were only immune to anchored bubbles, that'd be fine and wouldn't really screw over small gang FC's in any way. I don't believe the "balancing" Devs have the ability to generate original code, however.
The best solution, however, is to simply disallow anchored bubbles from being anchored within 40-50km of a gate. Then interceptors no longer have any benefit to bubble immunity, as ratters and renters wouldn't be able to stop people from entering systems and immediately going into warp. It not only fixes the problem of renters/ratters hell-bubbling entry gates, but removes the ability to anchor large bubbles all over regional gates. Such a change would empower DIC/HIC pilots, rather than mitigate their effectiveness. |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.18 07:20:00 -
[513] - Quote
You never have gone through a real instalock gatecamp too.
I too believed I could go through anything if careful with my superagile frigate.
I was wrong.
Catching interceptors will only be harder in nullsec. People know how to do it elsewhere. And anyway, the firepower and function of interceptors don't justify any fear IMO. |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 08:58:00 -
[514] - Quote
Bouh Revetoile wrote:You never have gone through a real instalock gatecamp too. I too believed I could go through anything if careful with my superagile frigate. I was wrong. Catching interceptors will only be harder in nullsec. People know how to do it elsewhere. And anyway, the firepower and function of interceptors don't justify any fear IMO. Let me introduce you to the post rubicon crow fleet: a 5kms uncatchable gang of talwars with 650 alpha per crow. They can speed tank pretty much anything, go straight through bubbles, actually fight other fleets if you've got a competent anchor and target caller(you cant rely on 1 dude to manually pilot a crow and call targets at the same time). With 15 crows you got 1500 dps and approx 9,5k alpha strike that can be applied to anything within 60km. They can realistically only be killed by smartbomb bses or specialized counters like rail taranis, even in the latter case the crows can just bail like they don't give a damn. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.18 09:27:00 -
[515] - Quote
Randy Wray wrote:Let me introduce you to the post rubicon crow fleet: a 5kms uncatchable gang of talwars with 650 alpha per crow. They can speed tank pretty much anything, go straight through bubbles, actually fight other fleets if you've got a competent anchor and target caller(you cant rely on 1 dude to manually pilot a crow and call targets at the same time). With 15 crows you got 1500 dps and approx 9,5k alpha strike that can be applied to anything within 60km. They can realistically only be killed by smartbomb bses or specialized counters like rail taranis, even in the latter case the crows can just bail like they don't give a damn. That fleet will certainly scare the **** out of any lone frigate !
But seriously, are you that unused to frigate in nullsec ? 3 RLML Caracal would decimate your fleet ; or one Cerberus... And remember you need to tackle the target to prevent it from warping out.
Oh, and Condor or Kestrel can already do such kind of job for half the cost. Granted they don't have bubble immunity, but there's no bubble in lowsec anyway ; lowsec, you know, the place were frigate gang are a thing, unlike in nullsec where these seems to be some kind of bogeyman : "Be careful little nullbear, watch local and intel chanel or a nasty frigate will come to eat you !" "Long times ago, frigate were roaming all over nullsec and killing everything and everyone, and one day, they disappeared ; but sometimes, some come back ! They appear and disappear in the blink of an eye and leave a trail of nullbear wreck ! So watch out !" |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 09:44:00 -
[516] - Quote
Bouh Revetoile wrote:Randy Wray wrote:Let me introduce you to the post rubicon crow fleet: a 5kms uncatchable gang of talwars with 650 alpha per crow. They can speed tank pretty much anything, go straight through bubbles, actually fight other fleets if you've got a competent anchor and target caller(you cant rely on 1 dude to manually pilot a crow and call targets at the same time). With 15 crows you got 1500 dps and approx 9,5k alpha strike that can be applied to anything within 60km. They can realistically only be killed by smartbomb bses or specialized counters like rail taranis, even in the latter case the crows can just bail like they don't give a damn. That fleet will certainly scare the **** out of any lone frigate ! But seriously, are you that unused to frigate in nullsec ? 3 RLML Caracal would decimate your fleet ; or one Cerberus... And remember you need to tackle the target to prevent it from warping out. RLML ships are no threat to crows, they're usually used in small gangs and have no way of catching a crow. Scare a lone frigate? Get 50 of these crows and try and fight any nullsec fleet doctrine, if the crows are skilled it will be a pretty one sided battle. They could literally anchor up and orbit the enemy fleet 1shotting any hyenas or huginns trying to slow em down.
I had great fun flying talwar fleets in pizza, there were alot of people who underestimated the fleets enough to welp solo cynabals and vagabonds and what not thinking "it's just destroyers". A solo cerberus does not apply much damage to an MWDing crow moving at close to max speed, and if I have to sacrifice one for a cerberus kill then I think the only one who will be dissapointed would be the cerberus pilot. As for keeping targets tackled, did you suppose the crows would be alone? You can just add a bunch of tackle ceptors for the people that cant use missiles well and you'll have a completely bubble immune gang that could potentially kill ratting carriers and what not.
And FYI, I probably have more than 100 frigate losses in nullsec and even more in lowsec - making assumptions like that on random people in an internet argument can backfire horribly. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Portmanteau
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.10.18 11:08:00 -
[517] - Quote
Bouh Revetoile wrote:
Oh, and Condor or Kestrel can already do such kind of job for half the cost. Granted they don't have bubble immunity, but there's no bubble in lowsec anyway ; lowsec, you know, the place were frigate gang are a thing, unlike in nullsec where these seems to be some kind of bogeyman :
This is the fact that the naysayers keep conveniently skirting around, people have always, still do and will in the future, manage without bubbles. Fast aligning wolfpacks are a fact of life in low, particularly FW. They deal with it without crying on the forums.
Funny really, you'd think if inty only gangs were such a terror, we'd have had threads wailing about them already from losec residents ... where are these threads ? |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 11:20:00 -
[518] - Quote
Portmanteau wrote:Bouh Revetoile wrote:
Oh, and Condor or Kestrel can already do such kind of job for half the cost. Granted they don't have bubble immunity, but there's no bubble in lowsec anyway ; lowsec, you know, the place were frigate gang are a thing, unlike in nullsec where these seems to be some kind of bogeyman :
This is the fact that the naysayers keep conveniently skirting around, people have always, still do and will in the future, manage without bubbles. Fast aligning wolfpacks are a fact of life in low, particularly FW. They deal with it without crying on the forums. Funny really, you'd think if inty only gangs were such a terror, we'd have had threads wailing about them already from losec residents ... where are these threads ? Interceptor gangs aren't no terror, but they might very well become. Interceptors are generally pretty irrelevant in lowsec in the first place so I don't understand why it was brought up. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.18 11:52:00 -
[519] - Quote
Randy Wray wrote:I had great fun flying talwar fleets in pizza, there were alot of people who underestimated the fleets enough to welp solo cynabals and vagabonds and what not thinking "it's just destroyers". A solo cerberus does not apply much damage to an MWDing crow moving at close to max speed, and if I have to sacrifice one for a cerberus kill then I think the only one who will be dissapointed would be the cerberus pilot. As for keeping targets tackled, did you suppose the crows would be alone? You can just add a bunch of tackle ceptors for the people that cant use missiles well and you'll have a completely bubble immune gang that could potentially kill ratting carriers and what not. Yeah, a ratting carrier and what not.
And that's nothing more than a ceptor gang can already do in fact. That's absolutely not an argument against bubble immunity, and the difference between a Crow and a Talwar is that the Talwar will have between two and three times the dps and ehp of the Crow versus the reverse for speed and signature. The difference is that Talwar does a meaningful dps whereas the Crow does not.
A ceptor need close range weapon to do some dps, and then they are *very* vulnerable as a fleet comp.
A fleet of AF is infinitely more dangerous than you ceptor gang whom the only ability is not to be caught.
The only terrifying thing here is that the bubble bunkers won't protect nullsec ratters anymore.
We deal with kiting Condor every day in FW, and we're still here to talk about it. A Crow will be no more than a Condor with less signature radius under MWD and bubble immunity. Damn I think a Kestrel fleet would be even better than these Crows for such a fleet and we haven't seen them.
Fact are that interceptors, since the tiericide, are pretty much good but harmless tacklers. With these changes, they will be very good but still harmless tacklers. Bubble immunity add just that : survivability in nullsec, and better ability to tackle in nullsec.
Lowsec is a good comparison in this case because the only difference bubble immunity will make is that interceptors will be exactly like in lowsec : virtually no bubbles for them. And we survived in lowsec despite the lack of bubble. |

Portmanteau
Blue Republic RvB - BLUE Republic
3
|
Posted - 2013.10.18 12:00:00 -
[520] - Quote
Randy Wray wrote:Portmanteau wrote:
This is the fact that the naysayers keep conveniently skirting around, people have always, still do and will in the future, manage without bubbles. Fast aligning wolfpacks are a fact of life in low, particularly FW. They deal with it without crying on the forums.
Funny really, you'd think if inty only gangs were such a terror, we'd have had threads wailing about them already from losec residents ... where are these threads ?
Interceptor gangs aren't no terror, Imagine that
Randy Wray wrote:but they might very well become. In low or null ? They aren't in lowsec and the change we are talking about actually makes them act as if they were in lowsec... bubble immunity, the only thing that will make them a terror is nullsec residents' inability to cope with a paper thin fast moving wolfpack that hasn't troubled lowsec residents in the slightest, certainly not enough to make a thread about it.
Randy Wray wrote:Interceptors are generally pretty irrelevant in lowsec in the first place so I don't understand why it was brought up. Indeed, single inties catching big targets may be but we are talking about the terrorizing inty wolfpack of doom that will pillage all of nullsec and nobody will be able to stop them (you brought that up) The fact is, as you said, inties are pretty irrelevant in lowsec. If the gang you describe was so OP without the aid of bubbles to stop them we'd have heard about it already from lowsec residents, but as you said... they're irrelevant.
What I do not understand is why you started off arguing against this change from the viewpoint of small gang pvp (a viewpoint that had some merit) and have inexplicably switched to the nullbears' "OMG inties will kill errything and nobody will able to stop them" viewpoint, which is frankly, ridiculous and not supported by the already existing reality in lowsec where bubbles have never existed.
I like your earlier arguments much better, even agreed with some of it. |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 12:09:00 -
[521] - Quote
Portmanteau wrote:Randy Wray wrote:Portmanteau wrote:
This is the fact that the naysayers keep conveniently skirting around, people have always, still do and will in the future, manage without bubbles. Fast aligning wolfpacks are a fact of life in low, particularly FW. They deal with it without crying on the forums.
Funny really, you'd think if inty only gangs were such a terror, we'd have had threads wailing about them already from losec residents ... where are these threads ?
Interceptor gangs aren't no terror, Imagine that Randy Wray wrote:but they might very well become. In low or null ? They aren't in lowsec and the change we are talking about actually makes them act as if they were in lowsec... bubble immunity, the only thing that will make them a terror is nullsec residents' inability to cope with a paper thin fast moving wolfpack that hasn't troubled lowsec residents in the slightest, certainly not enough to make a thread about it. Randy Wray wrote:Interceptors are generally pretty irrelevant in lowsec in the first place so I don't understand why it was brought up. Indeed, single inties catching big targets may be but we are talking about the terrorizing inty wolfpack of doom that will pillage all of nullsec and nobody will be able to stop them  (you brought that up) The fact is, as you said, inties are pretty irrelevant in lowsec. If the gang you describe was so OP without the aid of bubbles to stop them we'd have heard about it already from lowsec residents, but as you said... they're irrelevant. What I do not understand is why you started off arguing against this change from the viewpoint of small gang pvp (a viewpoint that had some merit) and have inexplicably switched to the nullbears' "OMG inties will kill errything and nobody will able to stop them" viewpoint, which is frankly, ridiculous and not supported by the already existing reality in lowsec where bubbles have never existed. I like your earlier arguments much better, even agreed with some of it. The reason I switched is because the crow is the only interceptor that might get something out of this change. I've been planning to run crow gangs in nullsec myself, because the metagame is alot different there than FW nullsec frankly. What will crows be able to do in nullsec that they can't do in lowsec? They'll obviously be able to catch ratters in anomalies, something that won't happen in lowsec. Fleet compositions are generally very different in nullsec than FW lowsec. A crow gang could fight a naga fleet, kill their frigate support and run if they cant kill anything else. There's a reason you see fits like the BL slippery pete tengus in nullsec but not in lowsec, because the meta is different and so are the goals of small gang pvp. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

seth Hendar
I love you miners
195
|
Posted - 2013.10.18 12:24:00 -
[522] - Quote
Bouh Revetoile wrote:Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! You have never gone into an instalock gatecamp haven't you ? this doesn't work anymore for the reason he explained: the server tick.
i do have, among other ships, a stiletto with 3k+ scan res, and back to a year and half ago, i was able to catch intys and pods on gates(low and high) around 50% of the time.
then an update hit, and this doesn't work anymore, a slight delay have been introduced somewhere, with the result being i'm able to lock but the point never apply.
and NO, this is nothing to do with wcs:
1- happen on pods / shuttles 2- happen with hictor + infini point
there is, 100% of the time, a 1 sec delay between the end of the lock and the module activation, so if the tgt warp during this time, you succesfully lock but that's all, even if you preactivated the point. sometime, it even more weird, point is activated on your screen but not on server or tgt, so he warp, but event is registered and you still take the various consequences of the point, like gate guns / timers etc...
all this just because of the 1Hz server tick, wich is clearly not fast enought when it comes to interceptions of fast ships
it's being reported but as usual, ccp ignore this broken mechanic, now we will have fun, because with the reduced landing time on fast ships like inty, you will see inty / hictors just pop out of nowhere on grid with you, being already bubbled / pointed, du to the very same problem with server tick.
i tested it, was on grid with point on a BS while on the BS screen, i was not even on grid yet and just magically appeared a split second later, with point already established.
another fun behaviour due to this is that if you try decloacking someone, with a ship doing 4k+ m/s or more (like a dram or inty), you will sometime pass throught it without decloacking, because at "t" you are at 2k+ from him, and at "t+1" you are at 2k+ on the opposite side (t being server tick), so server side, you never entered the 2k radius required to decloack him, even if technically, you went throught (same goes for bumping indeed).
test yourself, take a fast ship (4k+ m/s), and just repeatedly go right in a station (full speed indeed).
sometimes, you will be able to enter very deep before being bumped back: that is because the server tick were too slow to register the "impact" of you vs station, and did it next tick, allowing you to go farther inside the collision model
another test can be done too:
take 2 ships and repetedly lock it (be sure nothing change on him like sig radius, and on you like scan res)
now lock / unlock 20-50 times and record the time required for each attempt:
there will be +-2 sec variations, because of the server ticks sometimes being right on time, sometimes not.
needless to say the impact is huge when it comes to catch things that can warp in 1.5-2 sec....
these are just a few, there is probably a lot of other cases where it can be noticed, these are just the one i've found myself and being able to reproduce easily, and have reproduced by others.
also i do have a very good connection, with 16-20 ms ping, so not my connection to blame |

XavierVE
Reasonable People Of Sound Mind
215
|
Posted - 2013.10.18 12:31:00 -
[523] - Quote
Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. |

seth Hendar
I love you miners
195
|
Posted - 2013.10.18 12:37:00 -
[524] - Quote
XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. don't get me wrong, but this also will impact lowsec, less than null i agree, but still....
especially the "i appear magically on grid" part of the intys.....
|

Portmanteau
Blue Republic RvB - BLUE Republic
3
|
Posted - 2013.10.18 12:40:00 -
[525] - Quote
XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument.
DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime.
STUPID COUNTER ARGUMENT
|

seth Hendar
I love you miners
195
|
Posted - 2013.10.18 12:44:00 -
[526] - Quote
Portmanteau wrote:XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime. STUPID COUNTER ARGUMENT tbh, FW are all stabbed ***** so.....  |

Portmanteau
Blue Republic RvB - BLUE Republic
3
|
Posted - 2013.10.18 12:47:00 -
[527] - Quote
seth Hendar wrote:Portmanteau wrote:XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime. STUPID COUNTER ARGUMENT tbh, FW are all stabbed ***** so..... 
AAAAAH... capitulation.
TYVM
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
908
|
Posted - 2013.10.18 12:56:00 -
[528] - Quote
Randy Wray wrote:A solo cerberus does not apply much damage to an MWDing crow moving at close to max speed.
It's around 100 DPS, depending ofc on the balance of links and painting. Not enough for a solo Cerb to kill a MSE Crow quickly or to drive off or even survive a gang of ten Crows, but easily enough for, say, three or four Cerbs with logi support to cause some brown trouser moments and a rapid disengagement. |

XavierVE
Reasonable People Of Sound Mind
216
|
Posted - 2013.10.18 13:04:00 -
[529] - Quote
Portmanteau wrote:DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime.
STUPID COUNTER ARGUMENT
Let me spell it out for you slowly, since FW mostly revolves around farming isk pointlessly. And since you're in RvB, which isn't actual PvP but a giant killmail farm, you probably don't understand half of the things that have been argued regarding small gangs and nullified interceptors.
Let's say 30 people are chasing you and six of your friends in low sec. They warped in on you, you warped out to a gate, and now you're running for home. They won't catch you. You're home free. Why? Because none of the ships fast enough to pass you in warp, jump through a gate and tackle you, will survive for two seconds against gate guns. Nullification and warp speed changes don't buff interceptors in low sec against you, it doesn't buff a blob in passing you up and locking your gang down. It doesn't affect you. Which is why you should use your brain more, and your keyboard less.
In null, especially when you're leading a 7 man gang roaming in sov-null, it's a different story. You're not in low sec, you've no stations to hide in. There's no gate guns to swat frigates tackling you. There's more than likely jump bridges that can circumvent your path. You have one weapon for creating separation and getting distance from a 30 man blob. It's your light interdictor bubble. You drop it behind you to slow down your pursuers, you drop it after your gang warps off when you jump a gate. It's the one tool you have as a small gang FC roaming sov-null.
Post-Rubicon, that weapon for creating separation is destroyed, nerfed, killed off. You cannot roam in a balanced gang in null without being overtaken by interceptors in giant home defense blobs, fighting them off, getting aggressed and getting stuck.
|

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 13:05:00 -
[530] - Quote
Portmanteau wrote:seth Hendar wrote:Portmanteau wrote:XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime. STUPID COUNTER ARGUMENT tbh, FW are all stabbed ***** so.....  AAAAAH... capitulation. TYVM As I was saying earlier, the gang metagame in lowsec is very different than null. In FW lowsec alot revolves around plexes and interceptors can only enter small and above. Nullsec gang warfare focuses alot on bigger ships while FW generally keeps to frigates up to the occasional cruiser gang because of the importance of plex warfare. Because of this FW gangs are generally alot better at dealing with interceptors, while nullsec gangs have gang compositions that are more balanced class wise and therefore cant deal with interceptors as well. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

seth Hendar
I love you miners
196
|
Posted - 2013.10.18 13:12:00 -
[531] - Quote
Randy Wray wrote:Portmanteau wrote:seth Hendar wrote:Portmanteau wrote:XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.
The low-sec people arguing in this thread are delusional.
You have gate guns in low-sec. Interceptor gangs aren't a huge problem in low-sec because an interceptor gang tackling a cruiser on a gate are going to be murdered by NPC's. Stupid argument. DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime. STUPID COUNTER ARGUMENT tbh, FW are all stabbed ***** so.....  AAAAAH... capitulation. TYVM As I was saying earlier, the gang metagame in lowsec is very different than null. In FW lowsec alot revolves around plexes and interceptors can only enter small and above. Nullsec gang warfare focuses alot on bigger ships while FW generally keeps to frigates up to the occasional cruiser gang because of the importance of plex warfare. Because of this FW gangs are generally alot better at dealing with interceptors, while nullsec gangs have gang compositions that are more balanced class wise and therefore cant deal with interceptors as well. a correct lowsec gang wether it is using cruisers or BC, should be able to deal with frigs gang, even intys.
but this require having a competent FC to ensure that the gang composition is actually correct.
in such case, then said gang would just wreck havok on the frigs, or make them flee like roaches
indeed i'm tlking here wbout regular lowsec and not FW |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 13:20:00 -
[532] - Quote
seth Hendar wrote: a correct lowsec gang wether it is using cruisers or BC, should be able to deal with frigs gang, even intys.
but this require having a competent FC to ensure that the gang composition is actually correct.
in such case, then said gang would just wreck havok on the frigs, or make them flee like roaches
indeed i'm tlking here wbout regular lowsec and not FW
As mentioned there's no reason to have frigs in none FW lowsec gang warfare since they cannot tank sentry guns. Instead you must resort to heavies forms of tackle like recons, HICs and tech 3s. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

seth Hendar
I love you miners
196
|
Posted - 2013.10.18 13:27:00 -
[533] - Quote
Randy Wray wrote:seth Hendar wrote: a correct lowsec gang wether it is using cruisers or BC, should be able to deal with frigs gang, even intys.
but this require having a competent FC to ensure that the gang composition is actually correct.
in such case, then said gang would just wreck havok on the frigs, or make them flee like roaches
indeed i'm tlking here wbout regular lowsec and not FW
As mentioned there's no reason to have frigs in none FW lowsec gang warfare since they cannot tank sentry guns. Instead you must resort to heavies forms of tackle like recons, HICs and tech 3s. maybe you should go in low then, i do fly frigs in lowsec, this is not the main ship, true, but they are still usefull, and sometimes the best tool to use.
yes, they can't tank sentrys forever, but this doesn't mean they cannot be used, even on gates...just be creative.... |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 13:40:00 -
[534] - Quote
seth Hendar wrote:Randy Wray wrote:seth Hendar wrote: a correct lowsec gang wether it is using cruisers or BC, should be able to deal with frigs gang, even intys.
but this require having a competent FC to ensure that the gang composition is actually correct.
in such case, then said gang would just wreck havok on the frigs, or make them flee like roaches
indeed i'm tlking here wbout regular lowsec and not FW
As mentioned there's no reason to have frigs in none FW lowsec gang warfare since they cannot tank sentry guns. Instead you must resort to heavies forms of tackle like recons, HICs and tech 3s. maybe you should go in low then, i do fly frigs in lowsec, this is not the main ship, true, but they are still usefull, and sometimes the best tool to use. yes, they can't tank sentrys forever, but this doesn't mean they cannot be used, even on gates...just be creative.... I'm talking generally here, you don't often see frigates in none FW lowsec gangs and that's for a reason. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Jaiimez Skor
ElitistOps Pandemic Legion
82
|
Posted - 2013.10.18 14:44:00 -
[535] - Quote
Having played around with Interceptors on the test server a little and general EvE knowledge I do fear the upcoming interceptor changes are leaving them too strong, I feel that they really shouldn't be interdiction nullified, as others have said, with the nature of the server ticks, it will become literally impossible to catch an interceptor, the only way to kill one that doesn't want to engage is a smartbombing battleship on the out gate.
I feel that they either need to have their interdiction nullification removed or the mechanics of the game, and mainly the nature of server ticks need fixing to give people a chance to still catch them, it's not hard to burn out of bubbles in a 'ceptor to begin with, but it atleast gives them a vulnerability when moving around.
I also feel that the ends of the warp speed acceleration need pushing together, interceptors appear on grid way too fast, and as people have said they basically "appear" I feel their decelleration needs increasing a little so you atleast get to see them arrive on grid, even if it is very quickly, and the same at the opposite end, supercapitals need their decelleration increased, so that you don't spend 20 seconds coming out of warp once you enter grid, it is just too much. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.18 16:02:00 -
[536] - Quote
XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.... Only insofar that no reliable counter exists. Join the lobby in the Interdictor thread to have the time limited smart-bomb fodder bubbles from dictors override any nullifier effects that CCP adds to hulls now (currently T3 and Interceptors) and in future.
As for lowsec, you are partially right. Majority of LS action is FW related so gate guns are rarely a factor but in FW the post-tiericide T1 frigs are a better choice overall and if T2 is fielded it is EAS or AF as one almost never have need for the 'specials' that interceptors bring .. rest of LS will be largely unaffected, interceptors are not used outside of shuttle duty, might change when links come on-grid and the super performing points/sensors on everything that follow is nerfed. |

Randy Wray
Nova Ardour Dixie Normus.
80
|
Posted - 2013.10.18 16:09:00 -
[537] - Quote
Veshta Yoshida wrote:XavierVE wrote:Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over your gang by running anything else.... Only insofar that no reliable counter exists. Join the lobby in the Interdictor thread to have the time limited smart-bomb fodder bubbles from dictors override any nullifier effects that CCP adds to hulls now (currently T3 and Interceptors) and in future. All hail the anti bubble-immune bubble and the cyno jammer jammer. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Takari
Brave Newbies Inc. Brave Collective
288
|
Posted - 2013.10.18 16:17:00 -
[538] - Quote
Randy Wray wrote: All hail the anti bubble-immune bubble and the cyno jammer jammer.
Maybe the HIC could get an anti interceptor bubble script..
The cyno jammer jammer could only be defeated with the cyno jammer jammer-jammer though, for balance purposes. "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.18 16:44:00 -
[539] - Quote
Jaiimez Skor wrote:I feel that they either need to have their interdiction nullification removed or the mechanics of the game, and mainly the nature of server ticks need fixing to give people a chance to still catch them, it's not hard to burn out of bubbles in a 'ceptor to begin with, but it atleast gives them a vulnerability when moving around. This is very interesting in fact, because indeed interceptors never had troubles going through bubbles in the first place grace to their unrivaled speed and agility. But that mean they also never had any problem catching up on gang fleeing.
Yup, interceptors *already are* capable of catching up on any gang.
This bubble immunity will only slightly ease their ability to pursue and catch someone, but not even as much as the warp speed change. The only thing which will change is the time they need to catch someone after appearing in local in a bubble bunkered system. |

XavierVE
Reasonable People Of Sound Mind
220
|
Posted - 2013.10.18 17:14:00 -
[540] - Quote
Quote:This is very interesting in fact, because indeed interceptors never had troubles going through bubbles in the first place grace to their unrivaled speed and agility. But that mean they also never had any problem catching up on gang fleeing.
It slows them down enough to get them four jumps ahead of their gang. When you do that, you can kill them, get rid of aggression, and continue to run.
With nullification, you're not getting that much separation from the hostile gang. You're getting a jump. You can't clear aggression after killing an interceptor in time to have that little separation clear your ability to jump out of the system. Which means you get overtaken and it's loggoffski time after bouncing safes for fifteen minutes. Great gameplay.
Without nullification, they hit the bubble, have to accelerate to gate, you can string them out far enough that you can kill them and then still GTFO system before the rest of his giant f'n blob covers your out.
That's the difference. For a small gang FC, it's the entire difference in sov null.
People keep mealy-mouthing about bubble bunkers, but the artful change on bubble bunkers would be restricting bubble anchoring to 40-50km off a gate... as they already have such restrictions with Giant Secure Containers. |

Randy Wray
Nova Ardour Dixie Normus.
81
|
Posted - 2013.10.18 17:22:00 -
[541] - Quote
Bouh Revetoile wrote:Jaiimez Skor wrote:I feel that they either need to have their interdiction nullification removed or the mechanics of the game, and mainly the nature of server ticks need fixing to give people a chance to still catch them, it's not hard to burn out of bubbles in a 'ceptor to begin with, but it atleast gives them a vulnerability when moving around. This is very interesting in fact, because indeed interceptors never had troubles going through bubbles in the first place grace to their unrivaled speed and agility. But that mean they also never had any problem catching up on gang fleeing. Yup, interceptors *already are* capable of catching up on any gang. This bubble immunity will only slightly ease their ability to pursue and catch someone, but not even as much as the warp speed change. The only thing which will change is the time they need to catch someone after appearing in local in a bubble bunkered system. Which is why it is stupid. This bubble immunity is used as an argument against buffing interceptors to the level of having good combat stats, because ships that warp through bubbles and have good combat capability are OP. I think we can all agree on that CCP should ditch bubble immunity and give the interceptors proper stats.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.18 17:34:00 -
[542] - Quote
Randy Wray wrote:Which is why it is stupid. This bubble immunity is used as an argument against buffing interceptors to the level of having good combat stats, because ships that warp through bubbles and have good combat capability are OP. I think we can all agree on that CCP should ditch bubble immunity and give the interceptors proper stats.
Again, inties with "proper" stats would make T1 frigate worthless again.
And for the fleeing gang problem, warp time will allow the interceptors to be at the gate before you land and drop a bubble anyway.
BTW, I don't care if interceptors have bubble immunity or not, but I don't see any valid argument against it. Some arguments were actually hilarious, so I replyed.
PS : prevent bubble to be anchored too close from the gate would solve nothing. That would just make bunkering the system slightly more boring. |

Streya Jormagdnir
Alexylva Paradox
210
|
Posted - 2013.10.18 18:23:00 -
[543] - Quote
Michael Harari wrote:The claw still has the issue that it is a 0 range ship with no range control. It needs either a projection bonus or a 3rd mid for a web to be able to do anything to another frigate.
Edit: I think the claw should swap to a rocket frigate like the breacher, but with the standard minmatar application bonus.
I support either of these suggestion. Frigates with only two midslots really struggle when it comes to range dictation.
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.
Destination Unreachable: the worst Wspace blog ever |

seth Hendar
I love you miners
202
|
Posted - 2013.10.18 23:42:00 -
[544] - Quote
Jaiimez Skor wrote:Having played around with Interceptors on the test server a little and general EvE knowledge I do fear the upcoming interceptor changes are leaving them too strong, I feel that they really shouldn't be interdiction nullified, as others have said, with the nature of the server ticks, it will become literally impossible to catch an interceptor, the only way to kill one that doesn't want to engage is a smartbombing battleship on the out gate.
I feel that they either need to have their interdiction nullification removed or the mechanics of the game, and mainly the nature of server ticks need fixing to give people a chance to still catch them, it's not hard to burn out of bubbles in a 'ceptor to begin with, but it atleast gives them a vulnerability when moving around.
I also feel that the ends of the warp speed acceleration need pushing together, interceptors appear on grid way too fast, and as people have said they basically "appear" I feel their decelleration needs increasing a little so you atleast get to see them arrive on grid, even if it is very quickly, and the same at the opposite end, supercapitals need their decelleration increased, so that you don't spend 20 seconds coming out of warp once you enter grid, it is just too much. tbh, i'd rather see the sevrer tick rate increased, because as i mentionned, it also bring other issues.
maybe the current proposal would then be ok.
this will just brought the issue more light, and reverting the inty will not solve the root cause, and the already inplace issues caused by it.
it would be just putting the dust under the rug in fact
so keep the intys proposal, and solve server tick non sense seems more like the right choice to make |

Sister Sophia
Imperial Academy Amarr Empire
80
|
Posted - 2013.10.19 00:57:00 -
[545] - Quote
XavierVE wrote:Yeah, if inties were only immune to anchored bubbles, that'd be fine and wouldn't really screw over small gang FC's in any way. I don't believe the "balancing" Devs have the ability to generate original code, however.
Cool. I'm glad to hear that having inties only ignore anchored bubbles could serve as a form of compromise.
As for generating new code: It seems that light dictor, heavy dictor and anchored bubbles will get distinct graphics after Rubicon. So having them behave slightly differently with regard to inties (and also hopefully dictors and hictors) shouldn't be so hard to implement. They are clearly three different object classes anyway.... Also, distinct behaviour would make sense of the new bubble colour scheme.
What the actual details will be in the three cases will be interesting to see.
|

Randy Wray
Nova Ardour Dixie Normus.
84
|
Posted - 2013.10.19 08:08:00 -
[546] - Quote
Bouh Revetoile wrote:Randy Wray wrote:Which is why it is stupid. This bubble immunity is used as an argument against buffing interceptors to the level of having good combat stats, because ships that warp through bubbles and have good combat capability are OP. I think we can all agree on that CCP should ditch bubble immunity and give the interceptors proper stats.
Again, inties with "proper" stats would make T1 frigate worthless again. And for the fleeing gang problem, warp time will allow the interceptors to be at the gate before you land and drop a bubble anyway. BTW, I don't care if interceptors have bubble immunity or not, but I don't see any valid argument against it. Some arguments were actually hilarious, so I replyed. PS : prevent bubble to be anchored too close from the gate would solve nothing. That would just make bunkering the system slightly more boring. You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless?
No it doesn't. Why? Because of the following:
- Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
- They can go into FW novice plexes
- They are less scary than AFs, thereby getting more fights
- Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill
Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Portmanteau
Blue Republic RvB - BLUE Republic
4
|
Posted - 2013.10.19 11:26:00 -
[547] - Quote
XavierVE wrote:Portmanteau wrote:DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime.
STUPID COUNTER ARGUMENT Let me spell it out for you slowly, since FW mostly revolves around farming isk pointlessly. And since you're in RvB, which isn't actual PvP but a giant killmail farm, you probably don't understand half of the things that have been argued regarding small gangs and nullified interceptors. Let's say 30 people are chasing you and six of your friends in low sec. They warped in on you, you warped out to a gate, and now you're running for home. They won't catch you. You're home free. Why? Because none of the ships fast enough to pass you in warp, jump through a gate and tackle you, will survive for two seconds against gate guns. Nullification and warp speed changes don't buff interceptors in low sec against you, it doesn't buff a blob in passing you up and locking your gang down. It doesn't affect you. Which is why you should use your brain more, and your keyboard less. In null, especially when you're leading a 7 man gang roaming in sov-null, it's a different story. You're not in low sec, you've no stations to hide in. There's no gate guns to swat frigates tackling you. There's more than likely jump bridges that can circumvent your path. You have one weapon for creating separation and getting distance from a 30 man blob. It's your light interdictor bubble. You drop it behind you to slow down your pursuers, you drop it after your gang warps off when you jump a gate. It's the one tool you have as a small gang FC roaming sov-null. Post-Rubicon, that weapon for creating separation is destroyed, nerfed, killed off. You cannot roam in a balanced gang in null without being overtaken by interceptors in giant home defense blobs, fighting them off, getting aggressed and getting stuck. And rather than be mowed down, you'll do the only smart thing: run interceptor only gangs, not be catchable on gates due to server ticks, while being able to farm hilarious ratter ganks while never being at any real risk of dying. I suppose I could see how that might be a good thing in an RvB/FW pilots eyes, but for people who enjoy a challenge in EVE, it's a real bad development.
Big spiel that relies on the dumb assertion that all FWers farm isk and never fight. What a load of old bollox. Fact is, plenty of people in FW do fight, do use wolfpacks, but oddly enough the "OMG inty wolfpacks are unbeatable" thread has never come up. If you can't make a counter argument without relying on quite obviously untrue premises ... why bother ?
I actually agree with some of your points about small gangs using bubbles for separation, I said as much to Randy. If you loo back, you'll find i have not argued against any of your points about small gang pvp in null. I just think this assertion by some in this thread that inty gangs will become "WTFPWNBBQ" unstoppable is wrong, worse than that it's hillarious. This discussion needs to get rid of this ridiculous notion before it can continue sensibly... |

Bouh Revetoile
TIPIAKS
405
|
Posted - 2013.10.19 12:05:00 -
[548] - Quote
Randy Wray wrote:You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless? No it doesn't. Why? Because of the following:
- Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
- They can go into FW novice plexes
- They are less scary than AFs, thereby getting more fights
- Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill
Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level. You should check AF's stats again...
AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.
And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
66
|
Posted - 2013.10.19 13:58:00 -
[549] - Quote
Bouh Revetoile wrote:Randy Wray wrote:You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless? No it doesn't. Why? Because of the following:
- Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
- They can go into FW novice plexes
- They are less scary than AFs, thereby getting more fights
- Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill
Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level. You should check AF's stats again... AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile. And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates. Not really. Both the executioner and the slasher can beat their respective interceptor counterparts (crusader and claw) due to superior range control thanks to their extra midslot. Bubble immunity is pretty meh. I personally never had much of an issue escaping a bubble in an attack frig. Atron is better than the Taranis at blaster null kiting as well. Currently there really isn't any reason to fly a crusader or a claw and this patch does nothing to address those issues. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1567
|
Posted - 2013.10.19 14:01:00 -
[550] - Quote
Iyacia Cyric'ai wrote:Bouh Revetoile wrote:Randy Wray wrote:You truly are delusional, look at AFs alright, they're just slightly over interceptors price wise. Most of the AFs have awesome stats and performance, does that make t1 combat frigates worthless? No it doesn't. Why? Because of the following:
- Combat frigates are alot cheaper, so in certain cases like you mentioned yourself you'd go with the t1 version even if you can fly an AF, (I personally do this alot even if I can fly all frigates)
- They can go into FW novice plexes
- They are less scary than AFs, thereby getting more fights
- Alot of the combat frigates differ from AFs in bonuses and slot layouts, giving them separate niches that the AF's do not fill
Bare this in mind when you balance interceptors (especially the combat ones) and I believe they'll get the buff they deserve. The attack frigates are all super strong when flown properly, the interceptors as they are on sisi currently have yet to reach that level. You should check AF's stats again... AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile. And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates. Not really. Both the executioner and the slasher can beat their respective interceptor counterparts (crusader and claw) due to superior range control thanks to their extra midslot. Bubble immunity is pretty meh. I personally never had much of an issue escaping a bubble in an attack frig. Atron is better than the Taranis at blaster null kiting as well. Currently there really isn't any reason to fly a crusader or a claw and this patch does nothing to address those issues.
Executioner doesn't beat the crusader.. Its not worse, i think its better
But in a 1v1 the crusader wins. BYDI recruitment closed-ish |

Meyr
SiN Corp
61
|
Posted - 2013.10.19 16:05:00 -
[551] - Quote
Yet again, Fozzie - WTF is with your unholy, unfounded, unjustifiable, unreasonable, and unprintable fascination with screwing over Gallente T2 hulls with a split weapon setup that forces the fitting of two damage mods?
You seriously need to make a post regarding your 'thinking' in this matter. For YEARS, there has been nothing but complaints regarding this. It has been universally acknowledged as a horrible concept.
And, yet, here you are, keeping it alive, with the Ares and the abomination that you are referring to as 'the new and improved Eris!'
Dude, get your design philosophy straight - ARE mixed-weapon bonuses/configurations awful, as you, yourself, have previously stated, or are they not, and all of the prior complaining about this matter just so much hot air justifying changes you wanted to make for certain ships? |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
44
|
Posted - 2013.10.19 16:47:00 -
[552] - Quote
Interceptors are OP now, it's just that simple. CCP took a ship already faster then ALL other ships in game, and made it able to get into warp so fast nothing is able to lock it before it's gone, and now it can't be touched by bubblies too? Really, really? So now the ship that was able to lock the fastest and was the fasted ship in game, is still all that, but also now able to warp off pretty much as fast as a shuttle or pod and can't be dragged or stopped by bubbles. As long as you know how to fly them, you won't have much worry of loosing them, and yea AF, faction frigates, etc are all out of luck pretty much now. Oh and I would watch out for T3 / interceptor gangs now, good chance they will rule 0.0. Bye bye bubbles, you are becoming more and more useless. CCP PLEASE step back and slow down, you are really going too far with a lot of ships in EVE, and are really ruining what was once an amazing game. . . |

Streya Jormagdnir
Alexylva Paradox
210
|
Posted - 2013.10.19 16:59:00 -
[553] - Quote
Thaddeus Eggeras wrote:As long as you know how to fly them, you won't have much worry of loosing them
Is this not true of every ship in the game? Seriously, I don't understand the big deal. These things will be so fragile all you'd really need is destroyer support to fend them off. Need I say LML Talwar/Corax? Yes, they'll be able to run away and run around, but that's what their role is.
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.
Destination Unreachable: the worst Wspace blog ever |

Lunkwill Khashour
Red Federation RvB - RED Federation
157
|
Posted - 2013.10.19 17:08:00 -
[554] - Quote
Thaddeus Eggeras wrote:Interceptors are OP now, it's just that simple. CCP took a ship already faster then ALL other ships in game, and made it able to get into warp so fast nothing is able to lock it before it's gone, and now it can't be touched by bubblies too? Really, really? So now the ship that was able to lock the fastest and was the fasted ship in game, is still all that, but also now able to warp off pretty much as fast as a shuttle or pod and can't be dragged or stopped by bubbles. As long as you know how to fly them, you won't have much worry of loosing them, and yea AF, faction frigates, etc are all out of luck pretty much now. Oh and I would watch out for T3 / interceptor gangs now, good chance they will rule 0.0. Bye bye bubbles, you are becoming more and more useless. CCP PLEASE step back and slow down, you are really going too far with a lot of ships in EVE, and are really ruining what was once an amazing game. . . 
Learn to read. The warp speed changes have NO effect on time to get in warp. They'll be as easy or as hard to lock tomorrow as they are today.
|

Randy Wray
Nova Ardour Dixie Normus.
85
|
Posted - 2013.10.19 17:24:00 -
[555] - Quote
Bouh Revetoile wrote: You should check AF's stats again...
AF are a lot slower than all T1 frigates but the logi ones. In fact, AF have attack cruisers speed ; no, in fact, some attack cruisers are even faster than them ! T1 frigates have between 1,5 and 2 times the speed of AF. That's a lot. AF are a lot more comparable to destroyers in fact, and the balance between them is rather fragile.
And interceptors are cheaper than AF ; not by much, but still. In fact, they are the cheapest T2 ship in game, and they currently are on the same level of power than attack frigate. Considering their speed and capabilities, they shouldn't have anything more or they would always be better than attack frigates.
Af's are slower mainly to balance out the fact that they can get a tank of 10k ehp or more. Buffing interceptors should not involve increasing their tank by any large margin, rather just their dps potential. As I've mentioned before in this thread:
Quote:Remove this stupid bubble immunity, give all the interceptors another slot. Personally as a long time interceptor pilot I think all the tackle specialized ones should have the ability to fit a nosferatu so that they can get up close and scram tackle ships with neuts. They should all have the ability to fit a fair amount of tank without hurting their mobility or general role on the battlefield. The tackle interceptors should all have bonuses and damage application good enough to be able to handle a wave of warriors. The combat interceptors should in my opinion be similar to AFs in dps potential but exchange a substantially lower tank(about half, kinda what they have now) for speed. The role of the combat ceptors has always been anti-tackle.
Buffing combat ceptors like I proposed would give a sense of scalability. As long as you don't make them very tanky we shouldn't get the problem that we had with the dramiel back in 2011 since it was pretty much like an interceptor and an AF built into the same ship.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Cael Autumn
e X i l e The Initiative.
19
|
Posted - 2013.10.19 20:21:00 -
[556] - Quote
CCP, I don't think the hull nerfs go far enough to prevent 20-million isk, nullified, insta-warping interceptors from being the ultimate tool to hotdrop.
I implore you to prevent cynosural field generators from being fit onto these ships - and require fleets to bring a second ship to light the cyno.
The interceptor can get the initial tackle, but it should not be able to extend the mobility of heavy and light interdictors (through a titan) to that of these new, improved interceptors.
Their role should be to intercept, not be the beacon to which a fleet jumps. |

Major Killz
La Fraternite
256
|
Posted - 2013.10.19 20:37:00 -
[557] - Quote
For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.
I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.
So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
45
|
Posted - 2013.10.19 20:41:00 -
[558] - Quote
The warp speed changes do effect the time to get into warp, get on sisi and you will see that. I warp off much faster in interceptor then I use to, and I usually get to where I am going in half the time or less. And about killing them, interceptors are kiting ships, and kiting and orbiting at 3,000m/s with a -60% or -75% to MWD sign radius, these ships were hard to kill before if you knew how to fly them. You can either hold the target till your friends come, or if you get pulled away or get in trouble let them go and MWD away fast enough to not even have much worry of being caught. The issue is IF you know how to fly them, now you have little to no chance of being killed, before it was hard to kill them, now it's close to impossible, and isn't that what OP is? AF are tough yes, but they are much slowly and usually you have to get close with them to do good DPS, you can kite with them but other frigates are usually faster then they are, hell some cruiser are even, so killing them isn't much an issue usually. The issue with interceptors is now NOTHING has any chance of getting away from them at all, as well as bubbles do nothing to them, so using bubbles as a defense to slow them down and escape is useless, and using bubbles to stop or drag them is worthless. All I'm saying is any other frigate against an interceptor has little to no chance of winning the fight now, before they wouldn't have much either, but before they at lease had a little chance of getting way, now that chance is lost fully. Interceptor and T3 gangs will be a hard gang to beat. When bubbles mean nothing, and there is little chance to escape the fight, the fight will usually be one sided. They aren't OP because they can do great DPS or can grab a target, they are OP because it's close to impossible to kill them or stop them at all now. |

XavierVE
Reasonable People Of Sound Mind
224
|
Posted - 2013.10.19 22:12:00 -
[559] - Quote
Major Killz wrote:For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.
I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.
So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v
This change doesn't hurt null-blobs, quite the opposite. Getting large entities to dislike this change isn't going to happen, because large entities LOVE this change. Great cyno ship, great at blobbing small gangs roaming their space, invincible scouts. Your average large entity null-sec player likes the game to be easy, and this is the definition of easymode.
Otherwise, nullification doesn't affect low-sec people. And high-sec people hardly care about anything PvP related.
The one grouping this change hurts tremendously are small gang (5-10) PvP'ers who roam through null-sec. There's not many of those entities out there. And of those, some of them are looking forward to abusing this mechanic to run combat-interceptor only gangs because it means they will never die when roaming null unless they fall asleep at their keyboard or decide not to move when ganking a ratter.
The only real hope of averting this awful change to the game is by appealing with logic and reason, which admittedly, doesn't get one far very often. You can't stoke up a mass movement against this, as it appeals to the lazy gamer who likes things to be easy as hell. Those gamers outnumber those of us who remember bashing our faces against Deadly Towers and Ghosts n' Goblins, heh. :) |

Major Killz
La Fraternite
256
|
Posted - 2013.10.19 23:41:00 -
[560] - Quote
Well I honestly care less about these changes than I do electronic attack frigate changes.
I suppose I should also worry about Crows and the Malediction and a railgun-Raptor but if gang-links, damps and td's get nerfed i won't care as much. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.19 23:47:00 -
[561] - Quote
XavierVE wrote:Major Killz wrote:For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change.
I'm confident that if CCP sees a 200+ threadnought rejecting changes to Interceptors as is. They (CCP) will react.
So, I suggest you get more players on here to boycott this change. Otherwise it will go thru as is v0v ... Great cyno ship, great at blobbing small gangs roaming their space, invincible scouts. Your average large entity null-sec player likes the game to be easy, and this is the definition of easymode. Nullification is extremely powerful as evidenced by T3 over the years, but nothing that cannot be sorted. Let interdictor bubbles actually interdict and you have the properly manned camp as a direct counter .. so 'meh'.
As for being perfect cyno ships .. perhaps that ought to be added to the 'cyno change' wishlist .. a higher (not much really) fitting requirement on the module itself would instantly kill off the majority of current and future gayness related to disposable cyno ships and nip that particular one in the bud. Hell, you could probably just increase cyno fuel volume tenfold and sort it that way, no frigate would be able to open anything while the Recon bonus gets to actually matter .. double whammy in the general nerf to random omni-present hot drop capable ships as a logistics requirement will hit a lot harder than price tweaks since ISK is essentially infinite (ie: bots still around and PvE is simple as tic-tac-toe).
But the Major is right. CCP does have a rather consistent record of caving to threadnaught pressure .. not sure whether he is right in applying that coercion weapon in this case though. Besides, even if it does prove to be way too powerful a bonus on a sneeze-to-kill ship the threadnaught or Jita shin-dig can always be deployed to roll it back after the fact if CCP drag their feet  |

Teth Razor
Chicks on Speed
19
|
Posted - 2013.10.20 01:40:00 -
[562] - Quote
Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it. |

Barrogh Habalu
Imperial Shipment Amarr Empire
548
|
Posted - 2013.10.20 14:49:00 -
[563] - Quote
Teth Razor wrote:Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it. More like it's like always with changes waiting to happen: only those who don't like new stuff keep posting while the rest won't give a damn as long as changes aren't announced to be backpedaled. |

TheLibrarian
Stimulus Rote Kapelle
0
|
Posted - 2013.10.20 15:14:00 -
[564] - Quote
I would rather see the raptor get another mid and loose a low, it needs 4 mids since it's a blaster boat with a shield tank, but I guess that is your purpose to keep it from being too good. |

Strange Shadow
Hedion University Amarr Empire
45
|
Posted - 2013.10.20 15:21:00 -
[565] - Quote
Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.
That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable.... |

TheLibrarian
Stimulus Rote Kapelle
0
|
Posted - 2013.10.20 16:23:00 -
[566] - Quote
Strange Shadow wrote:Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.
That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable....
The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now. |

Meyr
SiN Corp
62
|
Posted - 2013.10.20 16:49:00 -
[567] - Quote
The ship class that truly needs bubbly immunity is the Interdictors, not the Interceptors. |

XavierVE
Reasonable People Of Sound Mind
226
|
Posted - 2013.10.20 17:54:00 -
[568] - Quote
TheLibrarian wrote:The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.
So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago. |

Bouh Revetoile
TIPIAKS
407
|
Posted - 2013.10.20 20:14:00 -
[569] - Quote
XavierVE wrote:TheLibrarian wrote:The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now. So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago. Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. |

Randy Wray
Nova Ardour Dixie Normus.
87
|
Posted - 2013.10.20 21:06:00 -
[570] - Quote
Bouh Revetoile wrote:XavierVE wrote:TheLibrarian wrote:The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now. So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago. Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. Why not? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

XavierVE
Reasonable People Of Sound Mind
227
|
Posted - 2013.10.20 22:56:00 -
[571] - Quote
Bouh Revetoile wrote:Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them.
Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp.
So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification.
|

Strange Shadow
Hedion University Amarr Empire
50
|
Posted - 2013.10.21 06:01:00 -
[572] - Quote
TheLibrarian wrote:Strange Shadow wrote:Interceptor is totally wrong ship for bubble immunity. Can burn out/through the bubble in couple of seconds anyway.
That immunity really belongs to Deep Space Transport class, like Impel or Bustard. Those really lack some feature like that to become viable.... The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now.
Still interceptor suffers least of all ships from this, since it is fastest. Impel or bustard will take literally 10 minutes to get out of that though, while being completely helpless whole time. |

Bouh Revetoile
TIPIAKS
407
|
Posted - 2013.10.21 08:56:00 -
[573] - Quote
XavierVE wrote:Bouh Revetoile wrote:Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp. So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification. Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble.
So no, restricting bubble anchoring on proximity of gates is only a bad patch with huge side effects for the use of the module. |

gascanu
Bearing Srl.
36
|
Posted - 2013.10.21 09:12:00 -
[574] - Quote
Meyr wrote:The ship class that truly needs bubbly immunity is the Interdictors, not the Interceptors.
^^ this |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.21 12:05:00 -
[575] - Quote
XavierVE wrote:Bouh Revetoile wrote:Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp. So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification. Or one could make bubble bunkers possible but 'tricky' and give Interceptors a very real purpose in relation to them without needing the nullifier bonus.
"Resonance in the warp disruption field caused by intersecting fields translate down into the generator causing material instability in the casing" Translated: EHP of bubble is decreased by a massive amount for every overlapping bubble to a point where when ~4 bubbles touch each other the EHP is a single point (when one is popped the others will naturally regain some).
Should make Interdictors a lot more valuable for camping duty as well. |

Careby
Careby Exploration
60
|
Posted - 2013.10.21 12:43:00 -
[576] - Quote
Teth Razor wrote:Its really encouraging to see more and more people join the anti-nullification train! Just keep getting more people to complain about it and maybe we will force CCP to not implement it. Maybe more people complaining about it will prevent implementation, or maybe more people complaining about will be seen as a sign that's going to promote conflict in the game. Sure, it will force some changes in strategy. But is that a bad thing?
Interceptors are fairly inexpensive, and the skill requirements are fairly low, making them accessible to lots of players. Much more accessible than, say, a travel-fit T3, the availability of which does not seem to have destroyed the game. Players who potentially want to travel to nullsec but have had difficulty dealing with bubble camps can hop in an interceptor and have a very good chance of reaching anywhere they want to go. I can imagine parts of NPC null being positively revitalized by this change. More mission runners for pirate factions. More miners. More traders to supply them with ships and equipment. More predators hunting them all. In short, more game play in areas that have been previously limited due to being surrounded by sov null.
The best changes are the ones that shake things up a bit, and I think this one will do that.
|

Randy Wray
Nova Ardour Dixie Normus.
89
|
Posted - 2013.10.21 12:51:00 -
[577] - Quote
Bouh Revetoile wrote:XavierVE wrote:Bouh Revetoile wrote:Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not cover the spawn radius of a gate, even if you put them all the way around a gate. You will spawn outside of a bubble and be able to warp. So yes, restricting mobile bubbles from being anchored within 40km of a gate would prevent bubble bunkers and would be a much more artful and comprehensive solution to the problem of hell-bubbling a gate than giving interceptors nullification. Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble. So no, restricting bubble anchoring on proximity of gates is only a bad patch with huge side effects for the use of the module. You clearly don't have any idea what we're talking about.
We're talking about so called "rapecages" or "ratting shields" which basically cover the entire gate and its spawn radius all the way out to 50km+ with bubbles. The former is usually used on active regional gates for gate camping, the latter is usually used in deadend pockets to stall invaders so that mining ops and ratting capitals have time to safe up before they arrive. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
282
|
Posted - 2013.10.21 13:03:00 -
[578] - Quote
XavierVE wrote:TheLibrarian wrote:The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now. So disallow anchoring bubbles within 40km of gates akin to how you can't anchor GSC's within X km of gates. Nullification doesn't "solve" bubble bunkers, if it had, nullified tech 3's would have solved them a long time ago.
It's a difference wether a really fast warping/fast aligning interceptor is jumping into your carebearhub, or if a shitslow nullified T3 does so. With the interceptor going in - being bubbleimmune - means that you are no longer untouchable in your nullsec-system, which is totally acceptable. The T3 though takes, even a lucky dscan provided, still around 40 seconds to enter system, align and warp, land on grid and point, the interceptor does so in 10.
On top of that, a nullified T3s scanres is down the gutter so hard in comparison, it's not even remotely the same task those two ships would take on.
Complaining about bubbleproof interceptors with the background of safe mining / afk-ratting is about the same as the complaining that happened when asteroid clusters were moved to anomalies. Just cause you own a system doesn't mean you got any right to demand it being gankproof, which it still mostly is, besides a 3k EHP point circling you for the first two minutes.
I for one am terribly happy with CCPs recent action of taking down more and more *ungankable spots*, as for example datas/relics still are (no one cares), gated complexes (to die in one to a ganker, you got to be one hell of an idiot) or even FW plexes, that don't count down anymore while you are cloaked,
The Interceptor is a specialized T2 ship with a pricetag twenty times of it's t1 counterpart, a bt of extraperformance to especially fulfill their job is really appreciated. But afterall, bubbleimmunity is more of a nice feature as compared to something gamebreakingly impacting as th mwd-sigbloom-reduction, and no one cries about that either.
I mean afterall, it now will be riskier to afk-solo-rat in the middle of nowhere without even any scouts watching the environment, and if you're bad, you now only got like 20 seconds to leave the site and POS up once someone peeks into local (10sec session change, shown in other system, 10 seconds being kind of the hard minimum to dscan, select/warp/land/lock/point) https://forums.eveonline.com/default.aspx?g=posts&m=3633385&#post3633385 - 15% more tank since the 1.1-patch. |

Bouh Revetoile
TIPIAKS
407
|
Posted - 2013.10.21 13:51:00 -
[579] - Quote
Randy Wray wrote:We're talking about so called "rapecages" or "ratting shields" which basically cover the entire gate and its spawn radius all the way out to 50km+ with bubbles. The former is usually used on active regional gates for gate camping, the latter is usually used in deadend pockets to stall invaders so that mining ops and ratting capitals have time to safe up before they arrive. Yeah, I'm clueless.
But are you that stupid you can't see how to bubble bunker a system with all bubbles farther than 40km away from the gates ? It always depends on the system of course, but it's sometimes damn easy.
Veshta Yoshida 's idea is better, yet would not prevent these bubble bunker, only make them a bit more tricky.
What are the arguments against bubble immunity on ceptors already ? IIRC : - cyno behind the lines ; yeah, like covops... - uncatchable interceptors ; yeah, as uncatchable as in lowsec I mean... - ceptor gangs of doom ! lol... - small gang unable to flee interceptors ; but with warp speed modifications that will change nothing. What arguments did I miss ? |

XavierVE
Reasonable People Of Sound Mind
228
|
Posted - 2013.10.21 16:32:00 -
[580] - Quote
Quote:Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and might be more than the time you need to burn through the bubble.
It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.
So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.
But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through."
Quote:Pls note that anchoring multiple bubbles on one gate is possible.
Obviously. But if you cannot anchor a bubble within 40km, then you can make a giant ******* circle around a gate at no closer than 40km and you're not overlapping spawn radius at any point. Math.
Quote:Complaining about bubbleproof interceptors with the background of safe mining / afk-ratting is about the same as the complaining that happened when asteroid clusters were moved to anomalies. Just cause you own a system doesn't mean you got any right to demand it being gankproof, which it still mostly is, besides a 3k EHP point circling you for the first two minutes.
Not the complaint. The complaint is that it irrevocably breaks the small gang meta in sov null by taking away the one tool balanced gangs of 5-10 have: 'dictor drag bubbles creating separation off 30+ man home defense gangs. Instead of getting four jumps of separation to be able to kill off fast pursuers, you're getting no more than one jump... which doesn't give you enough time to shake aggression to continue the run. |

Bouh Revetoile
TIPIAKS
408
|
Posted - 2013.10.21 19:41:00 -
[581] - Quote
XavierVE wrote:It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.
So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.
But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through." Guess where do anomalies spawn...
Yeah, around planets. |

Onictus
Silver Snake Enterprise Fatal Ascension
571
|
Posted - 2013.10.21 19:59:00 -
[582] - Quote
Bouh Revetoile wrote:XavierVE wrote:It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.
So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.
But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through." Guess where do anomalies spawn... Yeah, around planets.
Within 4AU
You don't warp a planet shotgunning a system, hell anymore you don't have to scan.
....and I will tell you now people are already planning their roaming fits. |

Teth Razor
Chicks on Speed
19
|
Posted - 2013.10.21 20:23:00 -
[583] - Quote
Onictus wrote:Bouh Revetoile wrote:XavierVE wrote:It doesn't matter if they place bubbles at the celestials. When you go to ratterville, you go to gank ratters. Which means you're going to anomalies. Sure, miners might throw bubbles up in mining anoms since they last a day or two, but ratters aren't throwing drags up in combat anomalies.
So your argument is misinformed. The real problem are bubble bunkers on gates, so nerfing those rather than empowering interceptors to screw over every small gang FC that roams null-sec in non-Combat Interceptor fleets would be the best solution.
But CCP won't do that, because it takes an act of god to get them to admit a planning mistake. I honestly believe they'd rather break the game for small gangs than to say "Yeah, that idea wasn't completely thought through." Guess where do anomalies spawn... Yeah, around planets. Within 4AU You don't warp a planet shotgunning a system, hell anymore you don't have to scan. ....and I will tell you now people are already planning their roaming fits.
I for one am VERY against nullified intys. But if CCP goes though with it, I plan on abusing the **** out of it.
My corp already has inty fits on sisi that are strong enough to kill most ratting ships with only a gang of 4-5 intys. |

Bouh Revetoile
TIPIAKS
408
|
Posted - 2013.10.21 20:46:00 -
[584] - Quote
Onictus wrote:Within 4AU
You don't warp a planet shotgunning a system, hell anymore you don't have to scan.
....and I will tell you now people are already planning their roaming fits. ~~~~~~~~~____ |\~~~~~~~~~~| |~\~~~~~40km| |~~\~~~~~~~~ | |___\~~~~~__| |40km\~~~~~~| x |~~~~~\~~~~~| |~~~~~~\~~~~| |_______\~~~|__ 4au = 600 000 000km
Find x. Hint : the triangles are isosceles. And damn, I wouldn't even have thought that would be so close in fact !
And I can't wait for these interceptor gang of doom ! |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
283
|
Posted - 2013.10.21 22:24:00 -
[585] - Quote
XavierVE wrote:Quote:Pls note that anchoring multiple bubbles on one gate is possible. Obviously. But if you cannot anchor a bubble within 40km, then you can make a giant ******* circle around a gate at no closer than 40km and you're not overlapping spawn radius at any point. Math.
Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't get it.
XavierVE wrote:Quote:Complaining about bubbleproof interceptors with the background of safe mining / afk-ratting is about the same as the complaining that happened when asteroid clusters were moved to anomalies. Just cause you own a system doesn't mean you got any right to demand it being gankproof, which it still mostly is, besides a 3k EHP point circling you for the first two minutes. Not the complaint. The complaint is that it irrevocably breaks the small gang meta in sov null by taking away the one tool balanced gangs of 5-10 have: 'dictor drag bubbles creating separation off 30+ man home defense gangs. Instead of getting four jumps of separation to be able to kill off interceptors, you're getting no more than one jump... which doesn't give you enough time to shake aggression to continue the run.
Small gang meta in sov null. 5-10man gangs against 30+ home defense fleet.... chasing you around... four jumps ahead to kill inties. Just writing it out. You surely noticed that this (and especially the combination) sounds pretty silly. As there will be an interceptor herotackling you guys four jumps in front of their own fleet. *leFacepalm* https://forums.eveonline.com/default.aspx?g=posts&m=3633385&#post3633385 - 15% more tank since the 1.1-patch. |

XavierVE
Reasonable People Of Sound Mind
230
|
Posted - 2013.10.21 23:27:00 -
[586] - Quote
Lloyd Roses wrote:Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't get it.
I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide. When you anchor a mobile bubble, it'll do a check from the center of the bubble to the gate, not the furthest edge. This leaves 20km around the gate in all directions that are not overlapped by a bubble. T2 large bubbles don't have an 80km radius, which is what you seem to think with your little "something something" garbage.
I really shouldn't have to explain this, it's not that hard of a concept.
Quote:Small gang meta in sov null. 5-10man gangs against 30+ home defense fleet.... chasing you around... four jumps ahead to kill inties. Just writing it out. You surely noticed that this (and especially the combination) sounds pretty silly. As there will be an interceptor herotackling you guys four jumps in front of their own fleet. *leFacepalm*
Happens all the time. You drop bubbles behind you, create separation from the main part of the gang, gank any of their light tackle who have gotten too far ahead of their gang. Once ganked a 'dictor and two inties that had gotten five jumps ahead of their gang. At that point, you have enough time to drop aggression and continue running before the main thrust of the gang catches up to you.
Nullified interceptors, for the 1000th time, break this. They go through your 'dictor bubbles while you run to make sure you don't get more than a jump of separation from the main blob. Means that any small gang FC is a dope if he doesn't simply run combat interceptor only gangs. Terrible breaking of the small gang meta for people who like to FC balanced small gangs into null. Pointless too, as nullification is a terrible mechanic compared to simply dealing with bubble bunkers directly. |

Alvatore DiMarco
Capricious Endeavours Ltd
836
|
Posted - 2013.10.21 23:33:00 -
[587] - Quote
The reason he doesn't get it is because you said "40km radius" when you should have said "40km diameter".
A radius is only half of a circle; from the center point to the outside edge. From one edge straight across to the opposite edge is a diameter. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.21 23:33:00 -
[588] - Quote
Teth Razor wrote:I for one am VERY against nullified intys. But if CCP goes though with it, I plan on abusing the **** out of it.
My corp already has inty fits on sisi that are strong enough to kill most ratting ships with only a gang of 4-5 intys. I don't get it, what is the opposition about. We are going from single ratter tank killing nullified covert cloaking ships with above average tanks to 4-5 nullified ships with zero tank.
Is the idea of old school roaming (ie. team work not involving superfluous Titan alts) that abhorrent? 
To me it sounds like it will be an absolute blast, at least from the Interceptor pilots PoV and it will more than likely create a huge market for lowly ships such as Dessies as even ****-fit/-piloted destroyers will eat Interceptors as light snacks at a fraction of the cost. Or what about the tiericided T2 frigates, most of them have roughly same damage as Inties but with tons more tank .. where is the nullifier crap when the primal part of the Inty pilots brain screams "Trololol, T1 frig snack time" before being shown the door?
Make no mistake, I dislike the idea of nullifier anything, not because it is extremely potent but because there is no real way to counter it .. even the Harry Potter wannabes with their cloaks can be disrobed but there is squat to be done against AoE tackle immune ships that will go to warp as fast as shuttles and cross the biggest systems in less 30s.
PS: I fully expect T3's to get hit with a lot of conflicts between the prime-grade-beef subsystems when tiericede reaches them so doubt they'll retain the cloak+nullifier, thus used as example only, status quo will change.
|

Teth Razor
Chicks on Speed
19
|
Posted - 2013.10.22 03:18:00 -
[589] - Quote
Veshta Yoshida wrote:Teth Razor wrote:I for one am VERY against nullified intys. But if CCP goes though with it, I plan on abusing the **** out of it.
My corp already has inty fits on sisi that are strong enough to kill most ratting ships with only a gang of 4-5 intys. I don't get it, what is the opposition about. We are going from single ratter tank killing nullified covert cloaking ships with above average tanks to 4-5 nullified ships with zero tank. Is the idea of old school roaming (ie. team work not involving superfluous Titan alts) that abhorrent?  To me it sounds like it will be an absolute blast, at least from the Interceptor pilots PoV and it will more than likely create a huge market for lowly ships such as Dessies as even ****-fit/-piloted destroyers will eat Interceptors as light snacks at a fraction of the cost. Or what about the tiericided T2 frigates, most of them have roughly same damage as Inties but with tons more tank .. where is the nullifier crap when the primal part of the Inty pilots brain screams "Trololol, T1 frig snack time" before being shown the door? Make no mistake, I dislike the idea of nullifier anything, not because it is extremely potent but because there is no real way to counter it .. even the Harry Potter wannabes with their cloaks can be disrobed but there is squat to be done against AoE tackle immune ships that will go to warp as fast as shuttles and cross the biggest systems in less 30s. PS: I fully expect T3's to get hit with a lot of conflicts between the prime-grade-beef subsystems when tiericede reaches them so doubt they'll retain the cloak+nullifier, thus used as example only, status quo will change.
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything add to the game should be added to create content for everyone. This will remove more content then it adds. |

gascanu
Bearing Srl.
40
|
Posted - 2013.10.22 07:11:00 -
[590] - Quote
Teth Razor wrote: ....
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything added to the game should be added to create content for everyone. This will remove more content then it adds.
this is true; the best way of catching those super fast warping intys will be what....smartbombing bs, low sec style.... |

Portmanteau
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.10.22 08:41:00 -
[591] - Quote
Veshta Yoshida wrote:I don't get it, what is the opposition about. We are going from single ratter tank killing nullified covert cloaking ships with above average tanks to 4-5 nullified ships with zero tank. Is the idea of old school roaming (ie. team work not involving superfluous Titan alts) that abhorrent?  To me it sounds like it will be an absolute blast, at least from the Interceptor pilots PoV and it will more than likely create a huge market for lowly ships such as Dessies as even ****-fit/-piloted destroyers will eat Interceptors as light snacks at a fraction of the cost. Or what about the tiericided T2 frigates, most of them have roughly same damage as Inties but with tons more tank .. where is the nullifier crap when the primal part of the Inty pilots brain screams "Trololol, T1 frig snack time" before being shown the door? Make no mistake, I dislike the idea of nullifier anything, not because it is extremely potent but because there is no real way to counter it .. even the Harry Potter wannabes with their cloaks can be disrobed but there is squat to be done against AoE tackle immune ships that will go to warp as fast as shuttles and cross the biggest systems in less 30s. PS: I fully expect T3's to get hit with a lot of conflicts between the prime-grade-beef subsystems when tiericede reaches them so doubt they'll retain the cloak+nullifier, thus used as example only, status quo will change. I think ppl are forgetting (or not) that these terror inty gangs will have to engage something and at that point they have many counters, usually some form of blowing up their paper thin tanks. What they are really complaining about is that this is a nerf to miners in 0.0 belts without standing fleet protection and a nerf to gate camps blobbing single 0.0 travelers. |

Portmanteau
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.10.22 08:43:00 -
[592] - Quote
gascanu wrote:Teth Razor wrote: ....
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything added to the game should be added to create content for everyone. This will remove more content then it adds.
this is true; the best way of catching those super fast warping intys will be what....smartbombing bs, low sec style....
So there are counters then. You just CBA to change |

Onictus
Silver Snake Enterprise Fatal Ascension
572
|
Posted - 2013.10.22 10:06:00 -
[593] - Quote
gascanu wrote:Teth Razor wrote: ....
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything added to the game should be added to create content for everyone. This will remove more content then it adds.
this is true; the best way of catching those super fast warping intys will be what....smartbombing bs, low sec style....
This also assumes that the inty pilot is stupid and warps from a line you are already sitting on.
....something most experienced pilots don't do.
|

gascanu
Bearing Srl.
40
|
Posted - 2013.10.22 10:54:00 -
[594] - Quote
Portmanteau wrote:gascanu wrote:Teth Razor wrote: ....
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything added to the game should be added to create content for everyone. This will remove more content then it adds.
this is true; the best way of catching those super fast warping intys will be what....smartbombing bs, low sec style.... So there are counters then. You just CBA to change
... if you can't understand how bad it is to have smartbombing bs at the best counter to intys in 0.0.... really i advise you to do a bit of research... |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
924
|
Posted - 2013.10.22 10:54:00 -
[595] - Quote
XavierVE wrote:Happens all the time. You drop bubbles behind you, create separation from the main part of the gang, gank any of their light tackle who have gotten too far ahead of their gang. Once ganked a 'dictor and two inties that had gotten five jumps ahead of their gang. At that point, you have enough time to drop aggression and continue running before the main thrust of the gang catches up to you.
Nullified interceptors, for the 1000th time, break this. They go through your 'dictor bubbles while you run to make sure you don't get more than a jump of separation from the main blob. Means that any small gang FC is a dope if he doesn't simply run combat interceptor only gangs. Terrible breaking of the small gang meta for people who like to FC balanced small gangs into null. Pointless too, as nullification is a terrible mechanic compared to simply dealing with bubble bunkers directly.
Not sure I follow your argument either. Yes, nullified interceptors will be not be slowed by defensive bubbles and will chase you down more easily. But it strikes me that the warp speed change is likely to be much more significant in this interceptor-chasing scenario.
After all, it takes, what, five seconds for an interceptor to burn out of a defensive dictor bubble? In comparison, an interceptor now warps across a 20 AU system in 33 seconds; yet after the patch it'll do it in 12 seconds, while your cruiser will do it in 33-37 seconds. It seems to me that if you have hostile interceptors chasing your gang of cruisers, then the effects of the warp acceleration changes are much more significant than the bubble immunity. |

Kagura Nikon
Mentally Assured Destruction
589
|
Posted - 2013.10.22 11:04:00 -
[596] - Quote
XavierVE wrote:Lloyd Roses wrote:Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't get it. I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide. When you anchor a mobile bubble, it'll do a check from the center of the bubble to the gate, not the furthest edge. This leaves 20km around the gate in all directions that are not overlapped by a bubble. T2 large bubbles don't have an 80km radius, which is what you seem to think with your little "something something" garbage. I really shouldn't have to explain this, it's not that hard of a concept. Quote:Small gang meta in sov null. 5-10man gangs against 30+ home defense fleet.... chasing you around... four jumps ahead to kill inties. Just writing it out. You surely noticed that this (and especially the combination) sounds pretty silly. As there will be an interceptor herotackling you guys four jumps in front of their own fleet. *leFacepalm* Happens all the time. You drop bubbles behind you, create separation from the main part of the gang, gank any of their light tackle who have gotten too far ahead of their gang. Once ganked a 'dictor and two inties that had gotten five jumps ahead of their gang. At that point, you have enough time to drop aggression and continue running before the main thrust of the gang catches up to you. Nullified interceptors, for the 1000th time, break this. They go through your 'dictor bubbles while you run to make sure you don't get more than a jump of separation from the main blob. Means that any small gang FC is a dope if he doesn't simply run combat interceptor only gangs. Terrible breaking of the small gang meta for people who like to FC balanced small gangs into null. Pointless too, as nullification is a terrible mechanic compared to simply dealing with bubble bunkers directly.
WOuld be easier to balance if CCP could make them immune to anchorable or HIC bubbles but not against interdictor bubles.
That would also increase the value of the old interdictors.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Portmanteau
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.10.22 11:37:00 -
[597] - Quote
gascanu wrote:Portmanteau wrote:gascanu wrote:Teth Razor wrote: ....
And that is exactly why I am against nullified intys. I am all for new ways to catch ratters and miners, and im all for new ways to kill each other.
But intys will actually cut down the amount of combat we see in null sec. They will be used primarily as null sec shuttles or fast roaming gangs out looking for easy kills. We will get less brawls, less kills on drag bubbles, and more people just blasting though as fast as they can with NO way to counter it.
That is what I am against!
Everything added to the game should be added to create content for everyone. This will remove more content then it adds.
this is true; the best way of catching those super fast warping intys will be what....smartbombing bs, low sec style.... So there are counters then. You just CBA to change ... if you can't understand how bad it is to have smartbombing bs at the best counter to intys in 0.0.... really i advise you to do a bit of research...
The best counter is to engage these inty gangs (if the become rampant as claimed) I was just noting that ppl who claim there is no counter have also mentioned SBBS as a counter. I don't particularly want to get smartied jumping thru any gate, but if i can deal with it in losec I can deal with it in null.
The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake |

gascanu
Bearing Srl.
40
|
Posted - 2013.10.22 12:14:00 -
[598] - Quote
Portmanteau wrote:[
The best counter is to engage these inty gangs (if the become rampant as claimed) I was just noting that ppl who claim there is no counter have also mentioned SBBS as a counter. I don't particularly want to get smartied jumping thru any gate, but if i can deal with it in losec I can deal with it in null.
The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake
ok, engage them.... easy to say but, why will any of those gangs fight if they don't want to? except bringing your own inty gang, you won't be really able to force them to fight you; they will pick their fights, and if not they will just buzz around/leave, you won't be really able to stop them; |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.22 12:22:00 -
[599] - Quote
Portmanteau wrote:...The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake Carpet bombing a border zone because illegal immigrants are trying to cross .. wonder how that would play out in reality  Hint: It is not a counter but rather an indiscriminate area denial that affects everyone and not just the interceptors.
You are right however that they can be killed once they engage, but think about it .. actually don't bother, just read up on the Dramiel discussions as the similarities are too many to count. Biggest difference between the two is that the Dramiel was broken everywhere whereas the Interceptors will be so primarily in null. Between basic agility/speed, new warp speeds, more tank/dps and nullification the Interceptors are looking like they will be even worse for the calm in the null sheep herds than the much pricier Dramiel ever was and we all know where that went (hint: Dodo's).
Here's another brainfart: Anchorable eWar relay. - Similar to anchorable bubbles but with next to no EHP. Any secondary eWar type (TP, Damp, TD, Neut) that is projected onto the unit is translated throughout the sphere of influence. First come first serve, only one effect at a time and no overlapping fields possible. For example: An Inty gang is reported and a Large (26km) eWar relay is deployed in their path. One of the new 30km Sentinels can now neut the relay and thus apply neutralization to the entire sphere, preventing Inty gang from warping if timed right while staying clear of effect itself ...
Cat has plenty of skin left, lets experiment with how best to get its stuffz!
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
925
|
Posted - 2013.10.22 12:35:00 -
[600] - Quote
Veshta Yoshida wrote:actually don't bother, just read up on the Dramiel discussions as the similarities are too many to count. Biggest difference between the two is that the Dramiel was broken everywhere whereas the Interceptors will be so primarily in null.
Eh? The old Dramiel was overpowered because of the combination of mobility and the good chance of killing almost any other frigate, while retaining the possibility to disengage because of dual-prop. Interceptors don't have anything close to this combination of attributes. Their combat abilities aren't being changed much and they don't have such a good dual-prop option.
Yes, they'll be very good at roaming but I suspect the bubble immunity will be relatively unimportant , compared to the superfast warping, for which CCP may have gone a teeny bit too far, seeing how quickly some of these things appear on grid.  |

Kagura Nikon
Mentally Assured Destruction
590
|
Posted - 2013.10.22 13:15:00 -
[601] - Quote
gascanu wrote:Portmanteau wrote:[
The best counter is to engage these inty gangs (if the become rampant as claimed) I was just noting that ppl who claim there is no counter have also mentioned SBBS as a counter. I don't particularly want to get smartied jumping thru any gate, but if i can deal with it in losec I can deal with it in null.
The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake ok, engage them.... easy to say but, why will any of those gangs fight if they don't want to? except bringing your own inty gang, you won't be really able to force them to fight you; they will pick their fights, and if not they will just buzz around/leave, you won't be really able to stop them;
And the problem with that?
Why could not for ONCE the attacker haev the advantage?
Ye si will say it. Eve was MORE fun at the nano age!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Debora Tsung
The Investment Bankers Guild
557
|
Posted - 2013.10.22 13:22:00 -
[602] - Quote
XavierVE wrote: I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide.
Sorry, that's diameter, radius is from center to border.
Oh yeah, here's the picture I was looking for:
http://3.bp.blogspot.com/_a1VB-fjgHlQ/TLXptDsnlYI/AAAAAAAAAFY/EHoN5473VVU/s200/diameter,+radius,+circumference.jpg Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Portmanteau
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.10.22 13:35:00 -
[603] - Quote
nvm CBA |

Portmanteau
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.10.22 13:44:00 -
[604] - Quote
Veshta Yoshida wrote:Portmanteau wrote:...The reason ppl are saying there's no counter or only SBBS will do it is because they are fixated on blobbing single targets jumping thru gates. That is why they are conveniently forgetting that any inty gang who are a serious threat will at some point have to engage other ships and then the counters to them are too many to count. Just blow them up for God's sake Carpet bombing a border zone because illegal immigrants are trying to cross .. wonder how that would play out in reality  Hint: It is not a counter but rather an indiscriminate area denial that affects everyone and not just the interceptors. You are right however that they can be killed once they engage, but think about it .. actually don't bother, just read up on the Dramiel discussions as the similarities are too many to count. Biggest difference between the two is that the Dramiel was broken everywhere whereas the Interceptors will be so primarily in null. Between basic agility/speed, new warp speeds, more tank/dps and nullification the Interceptors are looking like they will be even worse for the calm in the null sheep herds than the much pricier Dramiel ever was and we all know where that went (hint: Dodo's). Here's another brainfart: Anchorable eWar relay. - Similar to anchorable bubbles but with next to no EHP. Any secondary eWar type (TP, Damp, TD, Neut) that is projected onto the unit is translated throughout the sphere of influence. First come first serve, only one effect at a time and no overlapping fields possible. For example: An Inty gang is reported and a Large (26km) eWar relay is deployed in their path. One of the new 30km Sentinels can now neut the relay and thus apply neutralization to the entire sphere, preventing Inty gang from warping if timed right while staying clear of effect itself ... Cat has plenty of skin left, lets experiment with how best to get its stuffz!
I agree with a lot of this but comparing to the dram is a bit of a stretch, also if it's ok for inty gangs in losec (if they exist which they don't now but may after patch) to piuck and choose their fights, why is it not ok in null ? Is it some kind of unwritten rule that we should make allowances for the bearish nature of null residents despite the fact null is actually supposed to be less safe than low... I just don't get that argument at all
|

Meditril
T.R.I.A.D
316
|
Posted - 2013.10.22 14:02:00 -
[605] - Quote
I think CCP should really go for the bubble-immune interceptors. It is worth to give it a try. This might bring small scale PVP into 0.0. Interceptors have low DPS and tank, so such a small horde of interceptors might kill a lone and careless target with some efforts... but they will have a tough time against an organized fleet with E-War... and E-War Frigates will get boosted too. So it might get us interesting fights. |

Harvey James
The Sengoku Legacy
576
|
Posted - 2013.10.22 14:08:00 -
[606] - Quote
could we get more fittings please would be nice too dual prop and or fit decent tank along with guns?
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Bouh Revetoile
TIPIAKS
410
|
Posted - 2013.10.22 15:08:00 -
[607] - Quote
Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was. |

FT Diomedes
The Graduates RAZOR Alliance
214
|
Posted - 2013.10.22 16:16:00 -
[608] - Quote
Bouh Revetoile wrote:Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.
This is true, but that does not make nullification a good game mechanic. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
283
|
Posted - 2013.10.22 16:23:00 -
[609] - Quote
XavierVE wrote:Lloyd Roses wrote:Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't get it. I can tell you don't get it. t2 large bubbles have a 40km radius. From end to end, they're 40km wide. When you anchor a mobile bubble, it'll do a check from the center of the bubble to the gate, not the furthest edge. This leaves 20km around the gate in all directions that are not overlapped by a bubble. T2 large bubbles don't have an 80km radius, which is what you seem to think with your little "something something" garbage. I really shouldn't have to explain this, it's not that hard of a concept. Quote:Small gang meta in sov null. 5-10man gangs against 30+ home defense fleet.... chasing you around... four jumps ahead to kill inties. Just writing it out. You surely noticed that this (and especially the combination) sounds pretty silly. As there will be an interceptor herotackling you guys four jumps in front of their own fleet. *leFacepalm* Happens all the time. You drop bubbles behind you, create separation from the main part of the gang, gank any of their light tackle who have gotten too far ahead of their gang. Once ganked a 'dictor and two inties that had gotten five jumps ahead of their gang. At that point, you have enough time to drop aggression and continue running before the main thrust of the gang catches up to you. Nullified interceptors, for the 1000th time, break this. They go through your 'dictor bubbles while you run to make sure you don't get more than a jump of separation from the main blob. Means that any small gang FC is a dope if he doesn't simply run combat interceptor only gangs. Terrible breaking of the small gang meta for people who like to FC balanced small gangs into null. Pointless too, as nullification is a terrible mechanic compared to simply dealing with bubble bunkers directly.
For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.
And those nullified interceptors ar doing a lot, singlehandedly breaking small gangs is not one of those. In your example, the exact same circumstances (interceptor tackling you off his fleet) is easy to manage when they aren't, and breaking your play if they are nullified. Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors)
If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds. https://forums.eveonline.com/default.aspx?g=posts&t=288823&find=unread - Looking for a handful of well-versed EU pilots. Especially interested in hyperactive dscanners. |

Portmanteau
Blue Republic RvB - BLUE Republic
7
|
Posted - 2013.10.22 17:30:00 -
[610] - Quote
FT Diomedes wrote:Bouh Revetoile wrote:Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was. This is true, but that does not make nullification a good game mechanic.
But it does make it a poor comparison to use in deciding if it is good/bad or otherwise, I think that was his point
|

XavierVE
Reasonable People Of Sound Mind
230
|
Posted - 2013.10.22 19:25:00 -
[611] - Quote
Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are.
Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II
Quote:Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors)
Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running.
Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski.
Quote:If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds.
Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass.
Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
926
|
Posted - 2013.10.22 19:44:00 -
[612] - Quote
XavierVE wrote:The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass.
I'm still not getting it. Aren't the interceptors just overtaking your gang in warp and then just sitting at your outgate as you land? |

XavierVE
Reasonable People Of Sound Mind
231
|
Posted - 2013.10.22 22:09:00 -
[613] - Quote
Gypsio III wrote:I'm still not getting it. Aren't the interceptors just overtaking your gang in warp and then just sitting at your outgate as you land?
If starting in the same system, which rarely happens unless they've surprised you by coming through a JB. Typically home defense blobs sit on a gate on your path, your scout sees them, you turn tail and run. At that point, they chase once they've figured out that you're on the run away from them. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
926
|
Posted - 2013.10.22 23:01:00 -
[614] - Quote
And when they chase you, they overtake you in warp and your defensive bubble is probably irrelevant, right? |

Strange Shadow
Hedion University Amarr Empire
51
|
Posted - 2013.10.23 04:07:00 -
[615] - Quote
Bubble immunity is drastic change. Fun, but drastic. It was real challenge to kill interceptor crashing back to gate. Now they are cut loose.
Imagine 20-50-150 intie roaming gangs will be a norm. Anyone who think inties dont have DPS take a look at crusader or claw. Hint: They designed not to tackle, but to kill, outside of smartbomb range (only taranis need to go in close).
Only few in fleet will need MWD - to establish initial tackle, rest can go with AB+max damage, no need to move really fast when you immune to bubbles and can bounce off planet/back to fleet in 20 seconds.
With mix on EWAR fitted on some of those ceptors, they can easily jam/damp/TD/kill even carriers. They can easily cut their losses and escape back to where they came from, at any time. Hard to probe down, fast as lightning, and has built-in Tech3 subsystem. Has both DPS and tackling variations. Easy to find/pick your ganks (no fights, they will easily escape from those, so no losses, or just few ones). No other ship class provides that functionality (and at what price!), so inties will be OP for nullsec roaming, no questions here.
If you decide to wreck stuff up a bit more, bring boosting loki (warps kinda slower, but still immune to bubbles (same Tech3 as inties lol)). Now those EWAR inties can mow down even hurricanes and cynabals (hint: they have trouble tracking stuff once scrammed, even without EWAR applied).
The only thing i waiting from this thread is a counter for that madness. This is sandbox, right? There supposed to be a counter, right? RIGHT? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1577
|
Posted - 2013.10.23 04:20:00 -
[616] - Quote
Bouh Revetoile wrote:Dramiel was OP because of the tank close to AF and the speed and agility of an interceptor, on top of dual prop (and good dps with projection to top it off). These interceptors are not even close to what the dramiel was.
Dramiel was also OP in a meta before the t1 rebalance. BYDI recruitment closed-ish |

Bouh Revetoile
TIPIAKS
413
|
Posted - 2013.10.23 07:46:00 -
[617] - Quote
Strange Shadow wrote:Bubble immunity is drastic change. Fun, but drastic. It was real challenge to kill interceptor crashing back to gate. Now they are cut loose.
Imagine 20-50-150 intie roaming gangs will be a norm. Anyone who think inties dont have DPS take a look at crusader or claw. Hint: They designed not to tackle, but to kill, outside of smartbomb range (only taranis need to go in close).
Only few in fleet will need MWD - to establish initial tackle, rest can go with AB+max damage, no need to move really fast when you immune to bubbles and can bounce off planet/back to fleet in 20 seconds.
With mix on EWAR fitted on some of those ceptors, they can easily jam/damp/TD/kill even carriers. They can easily cut their losses and escape back to where they came from, at any time. Hard to probe down, fast as lightning, and has built-in Tech3 subsystem. Has both DPS and tackling variations. Easy to find/pick your ganks (no fights, they will easily escape from those, so no losses, or just few ones). No other ship class provides that functionality (and at what price!), so inties will be OP for nullsec roaming, no questions here.
If you decide to wreck stuff up a bit more, bring boosting loki (warps kinda slower, but still immune to bubbles (same Tech3 as inties lol)). Now those EWAR inties can mow down even hurricanes and cynabals (hint: they have trouble tracking stuff once scrammed, even without EWAR applied).
The only thing i waiting from this thread is a counter for that madness. This is sandbox, right? There supposed to be a counter, right? RIGHT? Roaming in a ship only to be able to flee is not really fun. You need to have some targets you can kill to have an effective roaming ship.
And if an inty pack picking lone targets might be fun one time or two, it will quickly become boring when you'll have to flee from all decent fights you could have had with a decent fleet.
@Garviel : indeed that also was before tiericide ; yet I'm not convinced the old Dramiel would not still be OP without the nerf it got. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3620
|
Posted - 2013.10.23 08:18:00 -
[618] - Quote
XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II
Dude
Notify-á-á You cannot do that while warping. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
926
|
Posted - 2013.10.23 08:22:00 -
[619] - Quote
Roime wrote:XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II Dude
Yeah he's still mixing up radius and diameter. And I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors. |

Portmanteau
Blue Republic RvB - BLUE Republic
11
|
Posted - 2013.10.23 12:32:00 -
[620] - Quote
Roime wrote:XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_II Dude
So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?

|

XavierVE
Reasonable People Of Sound Mind
231
|
Posted - 2013.10.23 12:59:00 -
[621] - Quote
Quote:So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ?
If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius.
Quote:I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors.
Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead.
Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system. Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors.
I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam.
Instead, we get a half-assed solution that creates far more issues than it solves. |

FT Diomedes
The Graduates RAZOR Alliance
216
|
Posted - 2013.10.23 13:24:00 -
[622] - Quote
Are people really that excited about creating another form of risk free travel in Eve? Is that what this game needs? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
927
|
Posted - 2013.10.23 13:53:00 -
[623] - Quote
XavierVE wrote:Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead.
Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system.
Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors.
I still don't get it.
It takes ~5 s for an interceptor to burn across a bubble, but the warp changes means that they will cross a 20 AU system about 20 s faster than a cruiser gang, ignoring align times. So the bubble trick won't give you at least double the time, it'll give you about 25% more time, and this only alters the rate at which the interceptors will chase you down relatively little. For a 20 AU system, a crude accounting of align time and ignoring jump timer:
Bubbled interceptor transit time: ~20 s Non-bubbled: 15 s Fleeing cruiser gang: 37-40 s (T1/2)
So the scout gives you a one-system head start? The hostile interceptors are travelling about twice as fast as you and will be on top of you after two jumps more - bubbles or no bubbles.
Sorry, but I don't think you've really understood the magnitude of the warp speed changes. The bubble immunity is basically a non-issue in comparison. Your criticisms belong in the other thread. |

Bouh Revetoile
TIPIAKS
414
|
Posted - 2013.10.23 17:08:00 -
[624] - Quote
XavierVE wrote:I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam. I already explained to you how restricting the bubble anchoring distance to a stargate would not have ANY effect on bubble bunkers. 50km instead of 40 won't change anything. |

Lunkwill Khashour
Red Federation RvB - RED Federation
157
|
Posted - 2013.10.23 19:02:00 -
[625] - Quote
How come all interceptors have the same cap regen when their weapon systems have widly different cap draws? The same applies to the new interdictors aswell. |

Naomi Anthar
150
|
Posted - 2013.10.23 19:04:00 -
[626] - Quote
i see everyone gave up ... wait i did myself. But since i read this. Since i read this i will say what is obvious :
GTFO with 2 mids interceptors to hell. Thanks. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
309
|
Posted - 2013.10.23 19:34:00 -
[627] - Quote
Why not give fleet interceptors full T2 resist profile? They dont live very long anyway. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Gabriel Darkefyre
Gradient Electus Matari
155
|
Posted - 2013.10.24 01:56:00 -
[628] - Quote
XavierVE wrote:Quote:So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ? If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius.
40km field is exactly that. You drop the Bubble Generator and anything within 40km of the Generator, in any direction, is caught by the resulting bubble. So bubble is 80km across, with the Generator in the Dead Centre of the Bubble. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
68
|
Posted - 2013.10.24 02:39:00 -
[629] - Quote
Travelling null in an interceptor was never that risky to begin with... I don't actually think the warp bubble immunity will change much. The real game changer will be the warp acceleration changes. Otherwise this interceptor rebalance is rather bad and there are clear winners (i.e. malediction, crow, stiletto) that will leave the rest relatively unused by comparison other than for some novelty factor. I had hoped one of the goals of the rebalancing was to make all the interceptors viable again.
I've said it before and I'll say it again, no interceptor should have 2 mids. It's stupid. I also don't understand why they have shorter lock ranges than a lot of the t1 frigs. Most t1 frigs if fitted right and flown right will roflpwn even these "buffed" interceptors, so I would expect if they aren't specialising in combat, they should at least be specialising in tackling right? So what's up with the lock ranges? |

seth Hendar
I love you miners
210
|
Posted - 2013.10.24 07:47:00 -
[630] - Quote
Iyacia Cyric'ai wrote:Travelling null in an interceptor was never that risky to begin with... I don't actually think the warp bubble immunity will change much. The real game changer will be the warp acceleration changes. Otherwise this interceptor rebalance is rather bad and there are clear winners (i.e. malediction, crow, stiletto) that will leave the rest relatively unused by comparison other than for some novelty factor. I had hoped one of the goals of the rebalancing was to make all the interceptors viable again.
I've said it before and I'll say it again, no interceptor should have 2 mids. It's stupid. Especially considering the inties with more than two mids are the ones with decent kiting capacity and the ones with 2 mids have virtually no kiting capacity. I also don't understand why they have shorter lock ranges than a lot of the t1 frigs. Most t1 frigs if fitted right and flown right will roflpwn even these "buffed" interceptors, so I would expect if they aren't specialising in combat, they should at least be specialising in tackling right? So what's up with the lock ranges? i sadly agree with you, even if i am a stiletto pilot and i love it, so much imbalance is...bad.
also, the nullifier will make them uncatchable, and this is not right. |

Bubanni
ElitistOps Pandemic Legion
789
|
Posted - 2013.10.24 07:53:00 -
[631] - Quote
seth Hendar wrote:Bouh Revetoile wrote:Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! You have never gone into an instalock gatecamp haven't you ? this doesn't work anymore for the reason he explained: the server tick. i do have, among other ships, a stiletto with 3k+ scan res, and back to a year and half ago, i was able to catch intys and pods on gates(low and high) around 50% of the time. then an update hit, and this doesn't work anymore, a slight delay have been introduced somewhere, with the result being i'm able to lock but the point never apply. and NO, this is nothing to do with wcs: 1- happen on pods / shuttles 2- happen with hictor + infini point there is, 100% of the time, a 1 sec delay between the end of the lock and the module activation, so if the tgt warp during this time, you succesfully lock but that's all, even if you preactivated the point. sometime, it even more weird, point is activated on your screen but not on server or tgt, so he warp, but event is registered and you still take the various consequences of the point, like gate guns / timers etc... all this just because of the 1Hz server tick, wich is clearly not fast enought when it comes to interceptions of fast ships it's being reported but as usual, ccp ignore this broken mechanic, now we will have fun, because with the reduced landing time on fast ships like inty, you will see inty / hictors just pop out of nowhere on grid with you, being already bubbled / pointed, du to the very same problem with server tick. i tested it, was on grid with point on a BS while on the BS screen, i was not even on grid yet and just magically appeared a split second later, with point already established. another fun behaviour due to this is that if you try decloacking someone, with a ship doing 4k+ m/s or more (like a dram or inty), you will sometime pass throught it without decloacking, because at "t" you are at 2k+ from him, and at "t+1" you are at 2k+ on the opposite side (t being server tick), so server side, you never entered the 2k radius required to decloack him, even if technically, you went throught (same goes for bumping indeed). test yourself, take a fast ship (4k+ m/s), and just repeatedly go right in a station (full speed indeed). sometimes, you will be able to enter very deep before being bumped back: that is because the server tick were too slow to register the "impact" of you vs station, and did it next tick, allowing you to go farther inside the collision model another test can be done too: take 2 ships and repetedly lock it (be sure nothing change on him like sig radius, and on you like scan res) now lock / unlock 20-50 times and record the time required for each attempt: there will be +-2 sec variations, because of the server ticks sometimes being right on time, sometimes not. needless to say the impact is huge when it comes to catch things that can warp in 1.5-2 sec.... these are just a few, there is probably a lot of other cases where it can be noticed, these are just the one i've found myself and being able to reproduce easily, and have reproduced by others. also i do have a very good connection, with 16-20 ms ping, so not my connection to blame
I noticed this too... I was screaming on the forums about it, petitioned it, bug reported it... talked to CCP Veritas about it... no Dev knew or understood that anything had changed.... but something had... it came with Incursion expansion or slightly before that... but around that time... before this I was instapopping interceptors on gates with a hurricane, before they could even gatecrash or warp away.... I would lock them only to see them explode instantly.... look in my bio, there is even a thread about it... I made multiple threads... this needs to be fixed for bubble immunity to be okay if you ask me... mind you, all I do now is fly interceptors.
It is extremely annoying to get lock on stuff, with point activated, only to see them warp away because of the 1 tick server delay before the point would have activated...
There is two problems here... 1 hz server ticks.... and delay on module activationg by an additional 1hz tick... basicly, anytime you try to tackle something, it will always take a minimum of 2hz to gatch something... (and then count on the clicking time also, which at best is within 0.1-0.2 sec, even if your spamming on the location you know the ship will be on the overview....
anything with an align time of 2 sec or less, is basicly impossible to catch because of this... if they just warp.
Don't get me started on decloaking mechanics, the 1hz ticks also play a role in this, you can basicly fly straight through someone, seeing them at 150-200m range on the overview for split second before they disapear, and your ship having zoomed out of the decloaking range again... in the case of the nulified t3, if they were fast aligning, some of the time I would be able to decloak them depending on where they spawn on the gate and my location... only to see them warp away as I decloak them (assuming I don't just pass straight through them without decloaking them), sometimes I managed to get a very very quick decloak, get a lock with point active, only to see them warp away because of module activation delay.... again from the 1hz....
Sometimes my interceptor even bumps off a gate when gatecrashing, what the exact odds are of it happening I don't know... but when it happens during a gate camp, gatecrash... it's deadly....
EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother... Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
597
|
Posted - 2013.10.24 08:13:00 -
[632] - Quote
XavierVE wrote:Quote:So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ? If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius. Quote:I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors. Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead. Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system. Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors. I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam. Instead, we get a half-assed solution that creates far more issues than it solves.
You can make an even better solution but the interceptor thing is a start.
The great bennefit from this change is.. huge empires will not be ddefendable without peopel living on the systems. A single choke point shoudl nto be enough to keep your whole region safe. Want to keep region safe? have small gangs falyign and patrolling to see the enemies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Debora Tsung
The Investment Bankers Guild
564
|
Posted - 2013.10.24 10:02:00 -
[633] - Quote
FT Diomedes wrote:Are people really that excited about creating another form of risk free travel in Eve? Is that what this game needs?
Inventing new tactics to make it non risk free would be half the fun, no? Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Hannott Thanos
Notorious Legion
700
|
Posted - 2013.10.24 10:36:00 -
[634] - Quote
Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. |

Bubanni
ElitistOps Pandemic Legion
789
|
Posted - 2013.10.24 10:48:00 -
[635] - Quote
Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server.
doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
601
|
Posted - 2013.10.25 00:01:00 -
[636] - Quote
Bubanni wrote:Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything
Only if eve is implemented as a "post event , proccess on discreete forward time" discreete simmualtion system. But this is not like how eve seems to be dones. IT seems to be done much closer to a constant sweep on fixed intervals. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Pliskkenn
Tribal Liberation Force Minmatar Republic
1
|
Posted - 2013.10.25 00:33:00 -
[637] - Quote
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. |

The Lobsters
The Operation
46
|
Posted - 2013.10.25 07:43:00 -
[638] - Quote
Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.
Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

gascanu
Bearing Srl.
44
|
Posted - 2013.10.25 09:17:00 -
[639] - Quote
The Lobsters wrote:Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher or stilletto.
hmm, ppl are still thinking about intys like solo ships; maybe i'm wrong, but i think that after this rebalance intys will become one of the most used ships in roamig gangs: so if you have a pack of this things in a gang there is no need for all of them to have both scram and web fitted  |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
294
|
Posted - 2013.10.25 10:21:00 -
[640] - Quote
Bubanni wrote:Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything
it halves the number of people on a grid before people disconnect, and it halves the point where tidi kicks in.
|

seth Hendar
I love you miners
220
|
Posted - 2013.10.25 23:20:00 -
[641] - Quote
Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. no it's not, it is only since this rebalance thing that started a year ago, where they decided for go know's which reason to give half matar ships missiles (and nerf the other half in the meantime) |

Sean Parisi
Fugutive Task Force A T O N E M E N T
359
|
Posted - 2013.10.25 23:22:00 -
[642] - Quote
I am just sad that the Raptor doesn't have four mid slots. If anything it needs them more then the crow does. (Condor / Merlin Hybrid? Yes Please) |

Sean Parisi
Fugutive Task Force A T O N E M E N T
359
|
Posted - 2013.10.25 23:25:00 -
[643] - Quote
XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_IIQuote:Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors) Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running. Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski. Quote:If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds. Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass. Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them.
Wait... Are you telling me that interceptors will "Intercept" - You don't say.... |

Teth Razor
Chicks on Speed
20
|
Posted - 2013.10.26 00:06:00 -
[644] - Quote
Sean Parisi wrote:XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_IIQuote:Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors) Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running. Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski. Quote:If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds. Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass. Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them. Wait... Are you telling me that interceptors will "Intercept" - You don't say....
Interceptors intercepting is fine as long as there is a counter to them becoming risk free null sec shuttles! |

Alain Badiou
B4D W0LF
4
|
Posted - 2013.10.26 07:29:00 -
[645] - Quote
Garviel Tarrant wrote:Now the following will probably sound slightly hostile at times. Sorry about that, at least i liked the warp changes?
I hate just about everything here.. I don't even know where to begin.
Crusader has 2 midlots ergo it is **** no matter what else it does. Its like a ****** slicer with no range (And i'm pretty sure that even with the tracking bonus it still doesn't track as well as blasters.. and does less damage.. Why is scorch still the only thing lasers are good for?)
Maledictionnot absolutely awful but fittings are still a lot too tight if you want to actually fit a tank on it. There is a difference between meaningful fitting choices and needing to gimp the damn thing.
Raptor, 3 mids and shield tanking.. So either i don't fit a web.. Or i don't fit a tank? Great, that basically means that this will be a kiter 100% of the time. Well that is if you ignore the fact that ALL lml ships are better at kiting than this.
Crow Well i'm glad to see you're finally accepting that utility high slots are the worst slots.
Taranis fittings are still pretty awful.. I don't really see a point in the slight HP nerf seeing how its hardly overpowered as it is.
AresWhat the flying ****? like, i don't even know what to say... Why? like.. i don't even know... lml Ares... i hate this idea ALMOST as much as i hated t2 res marauders... Just.. Don't do this, its awful.. Also 30 powergrid.. I have a saved fit that has 0.5pg left over without any guns and a ******* festival launcher.. Just.. What the ****?
Claw Ok are you just ******* with me now? The claw.. a ship that gets bonuses to AC's.. has 45 PWG? So.. The Ares.. that uses blasters... where the smallest ones use 4 pg.. has 30.. But this.. that can use AC's that require 1 god damn powergrid has 45? No, this is not ok. You can't just give AC fitted minmatar INFINTE fittings so that they can use artillery.. Decrease the ******* stupid fitting gap between Arties and AC's so that a ship can fit Arties without having ALL the fittings with AC's
A Claw with a full rack of 200's will have 40 pg left over... meaning that with minor fitting implants you could fit a full rack of AC's.. and a 400mm plate.. Yes having only 2 midslots is terrible but unlike the Crusader this will actually have GOOD tracking.
(for those who are interested a Taranis with a full rack of neutrons has around 19.5 pg left over.. less than 50% of what the Claw will have.. And the Ares has even LESS.. I have no words.. really..)
Stiletto4 mids, still probably the best of the bunch when it comes to the general role of being an interceptor and it even has sensible fittings. I have no real problems with this one.
Bolded for emphasis. Perfect fitting skills and to decently fit a Taranis (like putting a damn web on it with neutrons and only buffer tank) requires a goddamn 3% PG implant. Ares, requires a 1% PG implant. Christ.
Also Ares split weapons - like my comment about the Eris. Just *************** NO. Either/or, not both. ****. |

Alain Badiou
B4D W0LF
4
|
Posted - 2013.10.26 07:37:00 -
[646] - Quote
Maximus Andendare wrote:GREAT CHANGES!
I absolutely love how you guys are giving Roden ships selectable missile or turret damage, and these will perform in much the same way a few Minmatar fleet ships will.
+1
Except 2 gun slots and 1 missile slot is not "selectable missile or turret damage". It is the same split system as before with a lost bonus. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.26 14:20:00 -
[647] - Quote
Alain Badiou wrote:Maximus Andendare wrote:GREAT CHANGES!
I absolutely love how you guys are giving Roden ships selectable missile or turret damage, and these will perform in much the same way a few Minmatar fleet ships will.
+1 Except 2 gun slots and 1 missile slot is not "selectable missile or turret damage". It is the same split system as before with a lost bonus. So you get double (was +5%) bonus on whichever weapon system you choose with what almost amounts to a built-in damage mod for the secondary 'filler' weapon and you consider the loss of tracking, a bonus that is pretty much redundant for all but the biggest rails which Interceptors can't even fit in the first place, too high a price?
And that is on the fleet hull, the one that isn't even expected to do much damage wise .. how much of an overbuff would it need to satisfy I wonder  |

The Lobsters
The Operation
46
|
Posted - 2013.10.26 23:08:00 -
[648] - Quote
gascanu wrote:hmm, ppl are still thinking about intys like solo ships; maybe i'm wrong, but i think that after this rebalance intys will become one of the most used ships in roamig gangs: so if you have a pack of this things in a gang there is no need for all of them to have both scram and web fitted 
Considering the effectiveness of Attack frigs as solo boats it's a reasonable expectation imo.
Let's look at it this way.
Attack frigs are the natural predecessor for the interceptors. In the fleet tackle role they perform very well, fitting the required mods, out running drones, killing them etc. Moving then into Fleet interceptors a pilot can expect the same strengths but better, in all the things that matter to a Fleet Interceptor, more specialised to the role.
Attack frigs are also fitted and flown as combat ships too (Kill-ceptors). To great success, especially in Low-sec. Flying them rewards good piloting, good fitting skills, good understanding of the meta and each of them are more than capable of getting great punk kills. They are paper thin and a single mistake can go bad quickly but being mobile with decent ewar options they are good at dictating the terms of the engagement or getting out if the plan goes south.
The Claw and the Crusader may fit into a limited niche role in Null-sec, but for the big frig users of New Eden, Low-sec AB scrubs like myself, they are now and will continue to be a non-event. What we want is a Super Executioner and Super Slasher that will be able to 'good fight' a Taranis. Now that's a Combat Interceptor!
Please Fozzie, for the love of gameplay and low-sec, give them 3 mids.
That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Harvey James
The Sengoku Legacy
578
|
Posted - 2013.10.27 16:15:00 -
[649] - Quote
Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss... Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Roger Arkani
Science and Trade Institute Caldari State
0
|
Posted - 2013.10.28 00:15:00 -
[650] - Quote
If with warp speed changes interceptors just appears on grid that's game breaking, I'd say this is more serious than bubble immunity and needs to be fixed before release. I guess proper solution will make programmers (or their managers) cry other amount of needed work, but something needs to be done. Maybe less of the warp speed effect on de-acceleration. |

Kane Fenris
NWP
104
|
Posted - 2013.10.28 00:48:00 -
[651] - Quote
Harvey James wrote:Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss...
no slots are fine as they are |

Sleepy Buddha
Federal Defense Union Gallente Federation
6
|
Posted - 2013.10.28 06:16:00 -
[652] - Quote
Not Intie pilot yet, but here are my comments -how I see the ballanced solution.
Fleet interceptors - should be able to fit for speed and scan res with long points and kite till fleet arrives (which means puny dps, mid and low slots and higher scan res).
Combat inties - should be able to fit either brawl or kite setups with better tank then their t1 cousins and higher base speed + high agility. Solution can be either in HP buff or t2 res.
Sig radius is stupidly high now (AFs are better with lvl 4 skills).
I am just comparing them to AFs and t1 frigs and they really should be able to get on their t1 counterparts (at least in their combat variants).
Nullification and warp speed changes are nice, but I would keep them just for the fleet ceptors (to keep the ballance).
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
613
|
Posted - 2013.10.28 09:53:00 -
[653] - Quote
Sleepy Buddha wrote:Not Intie pilot yet, but here are my comments -how I see the ballanced solution.
Fleet interceptors - should be able to fit for speed and scan res with long points and kite till fleet arrives (which means puny dps, mid and low slots and higher scan res).
Combat inties - should be able to fit either brawl or kite setups with better tank then their t1 cousins and higher base speed + high agility. Solution can be either in HP buff or t2 res.
Sig radius is stupidly high now (AFs are better with lvl 4 skills).
I am just comparing them to AFs and t1 frigs and they really should be able to get on their t1 counterparts (at least in their combat variants).
Nullification and warp speed changes are nice, but I would keep them just for the fleet ceptors (to keep the ballance).
Ships are balanced towards level 5 skills. Not elvel 4 ones.
The combat interceptors are no different from tfleet ones. Its just flavorish and wishful thinking.
THey are too weak to be real COMBAT vessels, adn their main usage is to kill the fleet interceptors and maybe some EAF. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

The Lobsters
The Operation
49
|
Posted - 2013.10.28 10:46:00 -
[654] - Quote
Kane Fenris wrote:Harvey James wrote:Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss... no slots are fine as they are
no slots need changing That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Randy Wray
Filthy Casuals
95
|
Posted - 2013.10.28 10:57:00 -
[655] - Quote
Fozzie it would be nice to see a response like you did on the interdictor thread, these changes can in no way be final as presented on the first page. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
|

CCP Fozzie
C C P C C P Alliance
7913

|
Posted - 2013.10.28 14:08:00 -
[656] - Quote
Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Tuxedo Catfish
GoonWaffe Goonswarm Federation
60
|
Posted - 2013.10.28 14:24:00 -
[657] - Quote
Excellent news. I honestly didn't find the split systems on the Ares that offensive (since it essentially gave you the option of using either, rather than forcing you to use both), but more lock range is definitely appreciated.
I eagerly await your second pass of the Eris. |

Harvey James
The Sengoku Legacy
580
|
Posted - 2013.10.28 14:25:00 -
[658] - Quote
interesting change to roden shipyard... above average armour is still only 400 on ares really???? if its going to be essentially an armour buffer version of caldari rail/resists style at least do it right Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
425
|
Posted - 2013.10.28 14:29:00 -
[659] - Quote
CCP Fozzie wrote:Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated.
Ok, but why would I ever fly this over a malediction? |

Lydia vanPersie
Ninepenny Kings
12
|
Posted - 2013.10.28 14:41:00 -
[660] - Quote
CCP Fozzie wrote:We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Rubicon!Ares: 30.5km(+5.5) Imicus: 35km
We just want to use our rig slots fozzie, can't we have this much? |

Dav Varan
Spiritus Draconis Sicarius Draconis
74
|
Posted - 2013.10.28 14:44:00 -
[661] - Quote
You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. |

Nam Dnilb
Universal Frog
91
|
Posted - 2013.10.28 15:05:00 -
[662] - Quote
CCP Fozzie wrote:The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron.
Gief Roden Mega pls. Thx.
|
|

CCP Fozzie
C C P C C P Alliance
7930

|
Posted - 2013.10.28 15:07:00 -
[663] - Quote
Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before.
There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
425
|
Posted - 2013.10.28 15:20:00 -
[664] - Quote
CCP Fozzie wrote:Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered.
If you just nerfed LMLs you'd be hitting ~5 overpowered birds with one stone (condor, kestrel, hookbill, caracal, cerberus, plus all the silly new ones you're about to introduce), and wouldn't need to avoid giving the ship stats that are not in line. Also, that raptor is silly, because kiting in frigs with turrets is a joke while LMLs are this good. No dps, no range, no alpha, no FOFs, no tracking, no useful T2 ammo, you constantly have to actually think about ammo types for ranges, you get tracking disrupted, and you use loads of cap. |

Maximus Andendare
Future Corps Sleeper Social Club
717
|
Posted - 2013.10.28 15:34:00 -
[665] - Quote
CCP Fozzie wrote:Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated. I'm sorry but this is a terrible step in the wrong direction. Roden would have been a perfect counterpoint for an armor version of a Minmatar Fleet's shield selectable split weapons system. Now, we're going to have Roden (hybrid weapons), Duvolle (hybrid weapons), and CreoDron (drones)? Do you see something odd with those first two? And I hope you're not implying that Duvolle is going to go hybrid/drone split weapons. NOBODY likes old-style split weapons. Roden had a good and unique space it could have played in. Now, you've all but gutted that and we're going to effectively have one T2 Gallente manufacturer doing hybrid weapons with two different skins. Bad, bad change.
-1
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
425
|
Posted - 2013.10.28 15:38:00 -
[666] - Quote
Maximus Andendare wrote:an armor version of a Minmatar Fleet's shield selectable split weapons system
Those aren't shield ships, they do both. And they're either awful (typhoon fleet), or they never actually ever fit split weapons (scythe fleet). |

Jericho Willis
In Exile. Imperial Outlaws.
21
|
Posted - 2013.10.28 15:44:00 -
[667] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. If you just nerfed LMLs you'd be hitting ~5 overpowered birds with one stone (condor, kestrel, hookbill, caracal, cerberus, plus all the silly new ones you're about to introduce), and wouldn't need to avoid giving the ship stats that are in line. Also, that raptor is silly, because kiting in frigs with turrets is a joke while LMLs are this good. No dps, no range, no alpha, no FOFs, no tracking, no useful T2 ammo, you constantly have to actually think about ammo types for ranges, you get tracking disrupted, and you use loads of cap.
Amen to that second paragraph. A small weapons system that hits to 40km (OH linked point range) easily with no reduction in damage from either range or the transversal velocity the attacker generated going 7km/s is ripe for abuse. And oh boy do people abuse it, at least in the Amarr-Minmatar warzone. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
425
|
Posted - 2013.10.28 15:50:00 -
[668] - Quote
Jericho Willis wrote:TrouserDeagle wrote:CCP Fozzie wrote:Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. If you just nerfed LMLs you'd be hitting ~5 overpowered birds with one stone (condor, kestrel, hookbill, caracal, cerberus, plus all the silly new ones you're about to introduce), and wouldn't need to avoid giving the ship stats that are in line. Also, that raptor is silly, because kiting in frigs with turrets is a joke while LMLs are this good. No dps, no range, no alpha, no FOFs, no tracking, no useful T2 ammo, you constantly have to actually think about ammo types for ranges, you get tracking disrupted, and you use loads of cap. Amen to that second paragraph. A small weapons system that hits to 40km (OH linked point range) easily with no reduction in damage from either range or the transversal velocity the attacker generated going 7km/s is ripe for abuse. And oh boy do people abuse it, at least in the Amarr-Minmatar warzone.
I was until recently under the impression that LR turrets at least did more paper dps, but they really don't. My atron with pirate ammo has the same dps as a condor, except I have 14km optimal, while the condor shoots out to 40. |

WInter Borne
Cold Station 12 Surely You're Joking
93
|
Posted - 2013.10.28 15:59:00 -
[669] - Quote
CCP Fozzie wrote:Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
So does this mean CCP has plans in the future to introduce different variations of the same hull with corporation specific bonuses? That could be very interesting! |

Destoya
Sniggerdly Pandemic Legion
182
|
Posted - 2013.10.28 16:18:00 -
[670] - Quote
Noooo my lachesis heavy missiles |

Stalking Mantis
In Exile. Imperial Outlaws.
352
|
Posted - 2013.10.28 16:21:00 -
[671] - Quote
Dear DEV:
As someone who fights often in interceptors I feel I must give my two cents here.
The Raptor: The 3 midslot layout is just wrong for a caldari battle inty. For one the 3 slot layout forces the pilot to choose between some kind of tank (shield extender) or a web. If you took a raptor out for a spin and did some frig combat you will see that the lack of a web on an interceptor is a problem.
Forcing A caldari ship to choose between lack of web for a tank or vice versa is a little awkward. Especially in light of the fact that the stiletto has four medium slots. With amarr/gallente/minmatar inties having better options to fit a web and SOME kind of tank for survivability (via low slots).
While I understand that the point of an interceptor is agility this agility means little when in scram range. Consider this in the case of the raptor.
The Malidiction: Removing the fourth highslot really really messes with my combat malidiction layout. I.e. removing the slot for the NOS, an integral part for in interceptor with three midslots (i.e. the option to fit a web and get close for web/scram) In light of the fact that most larger ships utilize the utility hi slot with a neut just to combat tacklers.
The Crow: A bonus to Missle velocity does nothing to a ship that will never be able to utilize such bonus to the max with it's limited locking range (even with rigs) the crow will never fully benifit from level 5 missile velocity bonus.
I guess I cant have the ships fitted the way I wish. But as someone that has flown the interceptor class more than the average pilot I can tell you that interceptor combat/tackling is much more than ability to just hold point. i.e. TO many factors come into play (nuets/smartbombs/drones just to name a few). |

Xolve
Sniggerdly Pandemic Legion
2041
|
Posted - 2013.10.28 17:52:00 -
[672] - Quote
Harvey James wrote:interesting change to roden shipyard... above average armour is still only 400 on ares really???? if its going to be essentially an armour buffer version of caldari rail/resists style at least do it right
Damage control is the only tank you need (or an SAAR). |

Randy Wray
Filthy Casuals
95
|
Posted - 2013.10.28 17:53:00 -
[673] - Quote
Crusader and claw is still pretty bad..... Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1597
|
Posted - 2013.10.28 18:09:00 -
[674] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. If you just nerfed LMLs you'd be hitting ~5 overpowered birds with one stone (condor, kestrel, hookbill, caracal, cerberus, plus all the silly new ones you're about to introduce), and wouldn't need to avoid giving the ship stats that are in line. Also, that raptor is silly, because kiting in frigs with turrets is a joke while LMLs are this good. No dps, no range, no alpha, no FOFs, no tracking, no useful T2 ammo, you constantly have to actually think about ammo types for ranges, you get tracking disrupted, and you use loads of cap.
This please? Pretty please?
Before everyone starts flying a crow ;_; BYDI recruitment closed-ish |

Major Killz
La Fraternite
264
|
Posted - 2013.10.28 18:35:00 -
[675] - Quote
Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Teth Razor
Chicks on Speed
21
|
Posted - 2013.10.28 19:47:00 -
[676] - Quote
Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet?
Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be. |

Dream Kim
Royal Amarr Institute Amarr Empire
6
|
Posted - 2013.10.28 20:05:00 -
[677] - Quote
Teth Razor wrote:Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be.
And why is that? |

Dream Kim
Royal Amarr Institute Amarr Empire
6
|
Posted - 2013.10.28 20:11:00 -
[678] - Quote
Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU.
Purifier has 3 mids.
|

Gritz1
Ice Fire Warriors Late Night Alliance
189
|
Posted - 2013.10.28 21:19:00 -
[679] - Quote
I used that little launcher point to help kill drones :( Im gonna miss it. |

ArcticPrism
Bondage Goat Zombie Strictly Unprofessional
11
|
Posted - 2013.10.29 00:37:00 -
[680] - Quote
I mentioned it earlier but please allow the Malediction to keep it's turret slots. They're useful for anti-drone work and don't use massive cpu/pg like rockets. |

Drake Doe
Flatulaction
296
|
Posted - 2013.10.29 01:35:00 -
[681] - Quote
The ares still needs more pg, and the cpu loss seems unnecessary. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Teth Razor
Chicks on Speed
21
|
Posted - 2013.10.29 02:54:00 -
[682] - Quote
Dream Kim wrote:Teth Razor wrote:Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be. And why is that?
Read my previous posts about it. I do not feel like explaining it all over again.
Also if you cant see what is wrong with nullified intys on your own, there is probably no point in anyone trying to explain it to you. |

Teth Razor
Chicks on Speed
21
|
Posted - 2013.10.29 02:58:00 -
[683] - Quote
Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids.
He said WITH LASERS. Reading is hard |

Meyr
SiN Corp
76
|
Posted - 2013.10.29 06:33:00 -
[684] - Quote
THANK YOU, FOZZIE!
The re-thought Roden philosophy is going to make a great many Gallente pilots extremely happy.
Now, if only patch day would arrive... |

Volstruis
Caldari Provisions Caldari State
38
|
Posted - 2013.10.29 10:19:00 -
[685] - Quote
Maybe this has been covered, or maybe it hasn't, I'm not trolling the thread for it.
Why does Taranis only have the 1 frigate skill bonus? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
806
|
Posted - 2013.10.29 11:58:00 -
[686] - Quote
Meyr wrote:THANK YOU, FOZZIE! The re-thought Roden philosophy is going to make a great many Gallente pilots extremely happy. Now, if only patch day would arrive...  Problem of course is that the Roden philosophy is now 95% similar to the DuVolle philosophy. Will the latter be changed to make it more drone oriented or is the entire Gallente lineup to be extremely hybrid centric?
Variety is the spice of life, sex, work and play .. and Gallente are supposedly the feinschmeckers of life, with their promiscuous drug enhanced lifestyles (how is that for racial slur!) so they too should have variety  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
928
|
Posted - 2013.10.29 12:05:00 -
[687] - Quote
Dream Kim wrote:Teth Razor wrote:Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be. And why is that?
Teth's argument was something to do with people using interceptors as nullsec shuttles. But I think I missed the bit where he explained why this would be bad.  |

Major Killz
La Fraternite
265
|
Posted - 2013.10.29 14:55:00 -
[688] - Quote
Teth Razor wrote:Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be.
So, I'm not surprised and I'm laughing at your expense. See, you need players to flood CCP with complaints or else nothing happens.
Or take my strategy. When I make any statement on the forums it is for that purpose alone. To make a statement and not to convince anyone of anything. Why should I care that much about what dudes are on about? I also like to start E-BEEF. Throwing insults on the forums is one of my favorite pass times. There's always someone who's worth f*cking with. BRA! You don't come on the forums to have reasoned discussions. You come on the forums to get into arguments and shouting (ALL CAPS) matches. facts, truth and reasoned/logical discussions are for TRY HARDS, CARES and ugly fat nerds v0v
About the only thing I care about is nerfing TD's, Damps and OGB.
Anyway.
Personally I don't like Fozzie or Rise. More so Fozzie (bad) and less so Rise (almost as bad) and so is anyone else who works @ CCP that's not a hot female. Why? Because they work @ CCP and I'm not a satisfied customer, EVER.
F*cking CCP am I right? That's all I have to say about that. Not a bad game though v0v - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Meyr
SiN Corp
76
|
Posted - 2013.10.29 14:55:00 -
[689] - Quote
Veshta Yoshida wrote:Meyr wrote:THANK YOU, FOZZIE! The re-thought Roden philosophy is going to make a great many Gallente pilots extremely happy. Now, if only patch day would arrive...  Problem of course is that the Roden philosophy is now 95% similar to the DuVolle philosophy. Will the latter be changed to make it more drone oriented or is the entire Gallente lineup to be extremely hybrid centric? Variety is the spice of life, sex, work and play .. and Gallente are supposedly the feinschmeckers of life, with their promiscuous drug enhanced lifestyles (how is that for racial slur!) so they too should have variety 
Roden - railguns DuVolle - blasters Creo-drone - obvious
These are the traditional Gallente weapon systems, backed by 'who cares' shields, sturdy armor, and the best 'last chance to survive, hope you fit a DC II!' hull. This is how we get things done, and explains the Caldari predilection for shields, missiles, long-range railguns, drones as an afterthought, and distance.
In returning to our roots, we leave greater territory for others to balance out, and, thus, REDUCE the homogenization of Eve! |

Meyr
SiN Corp
76
|
Posted - 2013.10.29 15:09:00 -
[690] - Quote
Volstruis wrote:Maybe this has been covered, or maybe it hasn't, I'm not trolling the thread for it.
Why does Taranis only have the 1 frigate skill bonus?
Drone bay. No other Inty has one. |

Major Killz
La Fraternite
265
|
Posted - 2013.10.29 15:12:00 -
[691] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before. There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. If you just nerfed LMLs you'd be hitting ~5 overpowered birds with one stone (condor, kestrel, hookbill, caracal, cerberus, plus all the silly new ones you're about to introduce), and wouldn't need to avoid giving the ship stats that are in line. Also, that raptor is silly, because kiting in frigs with turrets is a joke while LMLs are this good. No dps, no range, no alpha, no FOFs, no tracking, no useful T2 ammo, you constantly have to actually think about ammo types for ranges, you get tracking disrupted, and you use loads of cap.
How would you even NERF light missiles? NERFED to the point where they're unusable? Cause that's what it would take. A Condor can sit forever and whittle another ship away. That's what they do. However, that alone would not be an issue if you could shoot them which many ships can but TD/DAMPS and ofc OGB and MAX vel.
The Caracal Is not an issue because that ship does explode and engaging overly tanked assault frigates that are ON YOU. Is not iWIN for the Caracal.
So Condor. Lower maximum targeting range to 28,000m after skills. In fact all non t2 frigates should be capped at that targeting range unless EWAR. Also reduce the Condors velocity to around 2,000m, reduce the ships CPU and powergrid SIGNIFICANTLY. By doing this the Condor may need to devote low slots to speed mods, less CPU AND PG helps stop TD's and what not as well as a BIG TD NERF. If a dude wants to use his OGB-condor to its full extent. Dude will have to devote rigs to targeting range and or speed related rigs. Same sh!t with the Kestrel. The rest are fine. Cerberus is fine and so is the Caracal. No doubt 2 or more of them is own or 1 of them is own with OGB but when OGB is REMOVED. Your tear filled face will become more of a scowl. - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Kahega Amielden
Rifterlings Point Blank Alliance
1024
|
Posted - 2013.10.29 15:14:00 -
[692] - Quote
Meyr wrote:Volstruis wrote:Maybe this has been covered, or maybe it hasn't, I'm not trolling the thread for it.
Why does Taranis only have the 1 frigate skill bonus? Drone bay. No other Inty has one.
No.
It has only one frigate skill bonus because it is in fact two bonuses. The normal damage bonus is 5%/level, whereas the Taranis gets 10%/level |

Tursarius
Capital Industries Research And Development Fidelas Constans
7
|
Posted - 2013.10.30 00:42:00 -
[693] - Quote
Hello Fozzie,
I like the changes. Quick question though. All the fleet (point range) interceptors have the lighter mass compared to the combat interceptors. The raptor and crow did not have their mass changed when they had their roles swapped.
Was this intentional?
I am also wondering why the taranis is tied for slowest interceptor, has the 2nd highest mass and 2nd worst agility? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
622
|
Posted - 2013.10.30 09:26:00 -
[694] - Quote
Meyr wrote:Veshta Yoshida wrote:Meyr wrote:THANK YOU, FOZZIE! The re-thought Roden philosophy is going to make a great many Gallente pilots extremely happy. Now, if only patch day would arrive...  Problem of course is that the Roden philosophy is now 95% similar to the DuVolle philosophy. Will the latter be changed to make it more drone oriented or is the entire Gallente lineup to be extremely hybrid centric? Variety is the spice of life, sex, work and play .. and Gallente are supposedly the feinschmeckers of life, with their promiscuous drug enhanced lifestyles (how is that for racial slur!) so they too should have variety  Roden - railguns DuVolle - blasters Creo-drone - obvious These are the traditional Gallente weapon systems, backed by 'who cares' shields, sturdy armor, and the best 'last chance to survive, hope you fit a DC II!' hull. This is how we get things done, and explains the Caldari predilection for shields, missiles, long-range railguns, drones as an afterthought, and distance. In returning to our roots, we leave greater territory for others to balance out, and, thus, REDUCE the homogenization of Eve!
I wish they had remembered that for ammar and minmatar factories durign the tiercide :/ "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Randy Wray
Filthy Casuals
98
|
Posted - 2013.10.30 11:59:00 -
[695] - Quote
Our hero Gripen has added these interceptor changes to EFT except for the ares and I've been playing around with them. Here are my concerns:
Raptor: As mentioned before you have to sacrifice the range control of a web to actually utilize the somewhat strange shield resist bonus, effectively making it a 2 midslot ship. In my opinion the utility high should be switched, on all my fittings that I came up with for the raptor it was either empty or fit with a rocket launcher which is pretty bad. Any raptor pilot would rather have a web than some 5 extra applied dps.
Taranis: Even though they're slight the HP nerfs are completely unmotivated in my opinion, the ship was in no way strong enough to motivate this change. Since the taranis is duvolle manufactured I think it would be approriate to maybe change the 10% damage bonus to 5% RoF and give it a fallof bonus aswell as a slight speed increase since the gap between the ranis and the other interceptors is a little big.
Crusader: Even with the rubicon changes this ship has stats that are on par with the executioner. Minding that the executioner has a web, I'd pick it over the crusader every time as a solo pvper. With the crusader I feel like there should just be another slot added to the ship since switching another slot would hurt the ship almost as much as it helps, but for sake of consistency this can't happen of course, and if all interceptors had +1 slot over t1 frigates and bubble immunity aswell that's taking it too far. Solution: Switch lowslot for midslot, build the turret cap use bonus into the ship, switch the bonuses from amarr frigate to 5% damage and 7.5% tracking and make the interceptor skill give mwd sig and 5% damage aswell like with the claw.
Claw: Splitting the damage bonus was in no way enough for this ship IMO(actually since most people have interceptors 4 they will end up with less dps than before, this drives specializaiton by training it to 5 of course but it's still a bad change.), this ship deserves to be the fast version of the wolf. I've fit up alot of different variants on this ship and I think there is two ways to go. 1. Keep the slot layout as it is, get the 10% damage bonus back(make it an RoF bonus if you're feeling nice) and add a fallof bonus to the interceptor skill making the claw a faster but less tanky wolf. 2. Keep the bonuses as they are in OP, switch a highslot for a midslot.
The tackle interceptors are mostly fine but there seems to be a pretty big power gap between the stiletto and malediction vs crow and ares(as it is with new roden stats). Crow and ares can refit into combat configuration and perform almost as well as the combat interceptors at this while the malediction and especially stiletto really struggles to do this. The crow and ares are much superior to the other two in dps potential, which I think should be looked at. The only reason to fit rockets on a malediction is if you're going for an AB scram range kite solo setup, and even then you're almost better of fitting autocannons. In the case of the stiletto I think you should look at it and not make the same mistake you've done with alot of minmatar ships, just because it's the most used right now doesn't mean it's OP and when I look at the other interceptors post rubicon it feels like the stiletto doesn't have much to offer. Case of the stiletto is very similar to that of the sabre, it's the least bad of the bunch. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
807
|
Posted - 2013.10.30 12:44:00 -
[696] - Quote
Randy Wray wrote:Crusader:... Three lows will kill its viability, if you absolutely must have the web then duplicating the Ares slot layout and increasing bonus to compensate is the way to go. Concur about the cap use bonus though, just not sure what should replace it as adding damage to an already rather nasty output (lasers with tracking) combined with the extra grid for MPII risks pushing it over the top .. what I could see working is slots staying as they are and cap use replaced with damage making it a proper auxiliary dps boat and a down right nasty counter to the tackling 'ceptors much like the Claw. |

Randy Wray
Filthy Casuals
98
|
Posted - 2013.10.30 13:51:00 -
[697] - Quote
Veshta Yoshida wrote:Randy Wray wrote:Crusader:... Three lows will kill its viability, if you absolutely must have the web then duplicating the Ares slot layout and increasing bonus to compensate is the way to go. Concur about the cap use bonus though, just not sure what should replace it as adding damage to an already rather nasty output (lasers with tracking) combined with the extra grid for MPII risks pushing it over the top .. what I could see working is slots staying as they are and cap use replaced with damage making it a proper auxiliary dps boat and a down right nasty counter to the tackling 'ceptors much like the Claw. Actually that's a better idea. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Alghara
Les chevaliers de l'ordre Goonswarm Federation
9
|
Posted - 2013.10.30 15:07:00 -
[698] - Quote
Dear CCP.
I will try to explain why the interceptor need some modification.
First some interceptor have two slots and it's difficult to tackle some target because.
- With two slot we need to make a choice between disrupt or scramble, before it's was not a problem because the inty was the fastest ship in EVE and the disrupt will be perfect to tackle and keep range. But we have add a new module "the micro jump".
With the "Micro jump", we need to put a scramble, but the bonus on the interceptor is nice for disruptor but really to low when you put a scramble. The main role of interceptor is to intercept .
That will be great to focus the new interceptor on tackle.
First proposition add a new module "interceptor scramble" range 18 km (You can only fit them on interceptor).
Or increase the scramble bonus on the inty. 20% per level range.
|

Iyacia Cyric'ai
Red Federation RvB - RED Federation
72
|
Posted - 2013.11.01 03:06:00 -
[699] - Quote
Alghara wrote:Dear CCP.
I will try to explain why the interceptor need some modification.
First some interceptor have two slots and it's difficult to tackle some target because.
- With two slot we need to make a choice between disrupt or scramble, before it's was not a problem because the inty was the fastest ship in EVE and the disrupt will be perfect to tackle and keep range. But we have add a new module "the micro jump".
With the "Micro jump", we need to put a scramble, but the bonus on the interceptor is nice for disruptor but really to low when you put a scramble. The main role of interceptor is to intercept .
That will be great to focus the new interceptor on tackle.
First proposition add a new module "interceptor scramble" range 18 km (You can only fit them on interceptor).
Or increase the scramble bonus on the inty. 20% per level range.
GTFO with your 18km scramble range. The kiting interceptrs (which are already fine at the moment) will be ridiculously powerful and the interceptors that actually need help (i.e. the crusader, the claw and arguably the taranis now as well) will be left behind in the dust even more than they are now.
Only thing correct about your statement is that interceptors with only two mids are stupid, because they are outclassed in tackling capability by those with 3 or more mids (allowing sebos to catch pods, dual prop to scram targets and still survive with transversal or GTFO ability, disruptor + scram combo for verstility, or utility like tracking disruptors to avoid getting blapped by anti-support while getting in range for tackle). They're also outclassed in combat ability since frig fights are won primarily based on range control (rather than sheer gank and tank). |

Valleria Darkmoon
Heretic Army Heretic Initiative
134
|
Posted - 2013.11.01 04:17:00 -
[700] - Quote
Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. But does not use lasers. |

Feffri
Death By Design
35
|
Posted - 2013.11.01 21:51:00 -
[701] - Quote
I feel like the fleet interceptors point range should be increased because of the added neut range of the Armageddon. The advantage of these interceptors in fleets was that they could point outside of heavy neut range. However with the advent of the new Armageddon (which multiple of these are in every fleet now) interceptors do not have this advantage anymore.
Therefore I think the fleet interceptor point range should be increased to where it can sit outside or the armageddons 37.5 heavy neut range. Perhaps 40km.
What do you guys think about this... or should capacitor booster mwd long point become the standard fit? |

Dream Kim
Royal Amarr Institute Amarr Empire
7
|
Posted - 2013.11.02 02:07:00 -
[702] - Quote
Teth Razor wrote:Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. He said WITH LASERS. Reading is hard
The Purifier has gun 2 turret hardpoints. You can indeed put lasers on the Purifier.
|

Dream Kim
Royal Amarr Institute Amarr Empire
7
|
Posted - 2013.11.02 02:07:00 -
[703] - Quote
Teth Razor wrote:Dream Kim wrote:Teth Razor wrote:Major Killz wrote:Did that dude who said he would change minds thru "reasoned arguments" get CCP to remove nullified Interceptors yet? Nope. But I sure hope CCP at least takes a look at the massive screw-up that nullified intys will be. And why is that? Read my previous posts about it. I do not feel like explaining it all over again. Also if you cant see what is wrong with nullified intys on your own, there is probably no point in anyone trying to explain it to you.
Link me. Your argument probably sucks, so I can't be bothered to search for it. |

The VC's
Spack Force 5
157
|
Posted - 2013.11.02 06:12:00 -
[704] - Quote
Dream Kim wrote:Teth Razor wrote:Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. He said WITH LASERS. Reading is hard The Purifier has gun 2 turret hardpoints. You can indeed put lasers on the Purifier.
Dude, give it up.
One in five people are Chinese. There are five people in my family, so one must be Chinese. It's either my mum, my dad, my older brother Colin or my younger brother Ho-Cha-Chu. But I think it's Colin |

Lady Rift
What Shall We Call It
2
|
Posted - 2013.11.02 06:12:00 -
[705] - Quote
Dream Kim wrote:Teth Razor wrote:Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. He said WITH LASERS. Reading is hard The Purifier has gun 2 turret hardpoints. You can indeed put lasers on the Purifier.
same with the vengeance it has 3 turret hard points. Just case the ships has turret hardpoints doesn't make them lazor ships
the real answer would have to be the Succubus but thats pirate and some might not count it as amarr |

Bibosikus
Aliastra Gallente Federation
159
|
Posted - 2013.11.02 17:55:00 -
[706] - Quote
The only drawback to the inty buff is that I'll have about 14 seconds in each system down the Deklein pipe to type "Stuff You Goons!" in local before deploying my cloaky AFK cyno in A4L.. The box said "Requires Windows-á2000 or better", so I installed Linux. |

Dream Kim
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.11.04 10:41:00 -
[707] - Quote
The VC's wrote:Dream Kim wrote:Teth Razor wrote:Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. He said WITH LASERS. Reading is hard The Purifier has gun 2 turret hardpoints. You can indeed put lasers on the Purifier. Dude, give it up.
The Anathema has 4 mids and can use lasers. |

Drake Doe
Flatulaction
297
|
Posted - 2013.11.04 12:32:00 -
[708] - Quote
Dream Kim wrote:Teth Razor wrote:Dream Kim wrote:Naomi Anthar wrote:I cannot +1 that. I'm deeply disapointed.
Crusader NEEDS 3RD MID .
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.
What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...
I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.
I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.
Yes you got it no frigate above base t1 level got 3 mids.
Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.
I BEG YOU. Purifier has 3 mids. He said WITH LASERS. Reading is hard The Purifier has gun 2 turret hardpoints. You can indeed put lasers on the Purifier.
Same for most other frigates, there's a reason people don't use lasers on Merlins or incursuses.
"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

kelmiler delbone
Science and Trade Institute Caldari State
4
|
Posted - 2013.11.05 11:53:00 -
[709] - Quote
Nullifier bonus removes old interceptor pilots abilities to use bubbles (particularly other peoples) to pull and separate gang members off of gangs, the new era of 50+ interceptor gangs will now begin and rid the game of mostly every form of guerrilla warfare, coupled with the new interdictors excellent ability to be unable to launch more than 3 bubbles to rid itself of pursuing gangs I think you can see where I'm going with this. Imo this all started when the un-probable battleship was made a thing of the past due to being 'OP', the real truth was that certain organizations become very specialized into an area, giving them an extreme advantage through proper application of tactics and training, NOT because its overpowered, other contributing factors in restricting the ability of guerrilla type warfare (and indeed small, underdog PvP in general) are removal of un-probably tech 3's, combat probing made easier, tracking enhancer rebalance, dreadnought buffs (with no real corresponding carrier buff = no more epic solo triage), proposed OGB being removed from game, depots (because they help gate camps far more than small gangs), just a few among many. |

Andrea Keuvo
Science and Trade Institute Caldari State
17
|
Posted - 2013.11.05 19:48:00 -
[710] - Quote
Warp Speed Change Update
what, no tears in here yet?
|

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2373
|
Posted - 2013.11.05 21:53:00 -
[711] - Quote
Posting tears.
CCP Fozzie wrote: We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.
Strongly disagree. It just switches the penalty to shield tanks, which are already tight on CPU. I strongly suggest giving it a different penalty, perhaps signature radius penalty to make them easier to hit. Interceptors are already extremely tight on fittings. |

Michael Harari
Genos Occidere HYDRA RELOADED
716
|
Posted - 2013.11.05 23:16:00 -
[712] - Quote
Katrina Oniseki wrote:Posting tears. CCP Fozzie wrote: We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.
Strongly disagree. It just switches the penalty to shield tanks, which are already tight on CPU. I strongly suggest giving it a different penalty, perhaps signature radius penalty to make them easier to hit. Interceptors are already extremely tight on fittings.
Gasp, you mean there will be meaningful choices to be made in fitting interceptors? |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2380
|
Posted - 2013.11.06 02:16:00 -
[713] - Quote
Michael Harari wrote:Katrina Oniseki wrote:Posting tears. CCP Fozzie wrote: We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.
Strongly disagree. It just switches the penalty to shield tanks, which are already tight on CPU. I strongly suggest giving it a different penalty, perhaps signature radius penalty to make them easier to hit. Interceptors are already extremely tight on fittings. Gasp, you mean there will be meaningful choices to be made in fitting interceptors?
Yeah, you're right. Fair enough. |

Dredastttarm
Dred's Munitions
5
|
Posted - 2013.11.07 08:15:00 -
[714] - Quote
Raptor needs buff 'nuff said
Actually, not nuff, I mean, it needs another either A. range bonus or B. medium slot instead of high. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
|
Posted - 2013.11.07 09:58:00 -
[715] - Quote
kelmiler delbone wrote:Nullifier bonus removes old interceptor pilots abilities to use bubbles (particularly other peoples) to pull and separate gang members off of gangs, the new era of 50+ interceptor gangs will now begin and rid the game of mostly every form of guerrilla warfare, coupled with the new interdictors excellent ability to be unable to launch more than 3 bubbles to rid itself of pursuing gangs I think you can see where I'm going with this. Imo this all started when the un-probable battleship was made a thing of the past due to being 'OP', the real truth was that certain organizations become very specialized into an area, giving them an extreme advantage through proper application of tactics and training, NOT because its overpowered, other contributing factors in restricting the ability of guerrilla type warfare (and indeed small, underdog PvP in general) are removal of un-probably tech 3's, combat probing made easier, tracking enhancer rebalance, dreadnought buffs (with no real corresponding carrier buff = no more epic solo triage), proposed OGB being removed from game, depots (because they help gate camps far more than small gangs), just a few among many.
Will be funny to see gangs of 50+ ceptors.. specially when they fall bait to a single smartbomb battleship :P |

Randy Wray
Filthy Casuals
106
|
Posted - 2013.11.07 10:03:00 -
[716] - Quote
Kagura Nikon wrote:kelmiler delbone wrote:Nullifier bonus removes old interceptor pilots abilities to use bubbles (particularly other peoples) to pull and separate gang members off of gangs, the new era of 50+ interceptor gangs will now begin and rid the game of mostly every form of guerrilla warfare, coupled with the new interdictors excellent ability to be unable to launch more than 3 bubbles to rid itself of pursuing gangs I think you can see where I'm going with this. Imo this all started when the un-probable battleship was made a thing of the past due to being 'OP', the real truth was that certain organizations become very specialized into an area, giving them an extreme advantage through proper application of tactics and training, NOT because its overpowered, other contributing factors in restricting the ability of guerrilla type warfare (and indeed small, underdog PvP in general) are removal of un-probably tech 3's, combat probing made easier, tracking enhancer rebalance, dreadnought buffs (with no real corresponding carrier buff = no more epic solo triage), proposed OGB being removed from game, depots (because they help gate camps far more than small gangs), just a few among many. Will be funny to see gangs of 50+ ceptors.. specially when they fall bait to a single smartbomb battleship :P How do you smartbomb something that effectively blinks onto grid? Smartbombing is hard enough on TQ right now, it will be ridiculously hard with interceptors after patch and a single smartbomb battleship can never hope to kill an interceptor except through cheer luck. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
|
Posted - 2013.11.07 10:26:00 -
[717] - Quote
Randy Wray wrote:Kagura Nikon wrote:kelmiler delbone wrote:Nullifier bonus removes old interceptor pilots abilities to use bubbles (particularly other peoples) to pull and separate gang members off of gangs, the new era of 50+ interceptor gangs will now begin and rid the game of mostly every form of guerrilla warfare, coupled with the new interdictors excellent ability to be unable to launch more than 3 bubbles to rid itself of pursuing gangs I think you can see where I'm going with this. Imo this all started when the un-probable battleship was made a thing of the past due to being 'OP', the real truth was that certain organizations become very specialized into an area, giving them an extreme advantage through proper application of tactics and training, NOT because its overpowered, other contributing factors in restricting the ability of guerrilla type warfare (and indeed small, underdog PvP in general) are removal of un-probably tech 3's, combat probing made easier, tracking enhancer rebalance, dreadnought buffs (with no real corresponding carrier buff = no more epic solo triage), proposed OGB being removed from game, depots (because they help gate camps far more than small gangs), just a few among many. Will be funny to see gangs of 50+ ceptors.. specially when they fall bait to a single smartbomb battleship :P How do you smartbomb something that effectively blinks onto grid? Smartbombing is hard enough on TQ right now, it will be ridiculously hard with interceptors after patch and a single smartbomb battleship can never hope to kill an interceptor except through cheer luck.
Didnt you read updates? They do not blink into grid anymore. The warp in speed war massively nerfed for them |

xXxGaNj4L0RD1337xXx
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.07 10:35:00 -
[718] - Quote
Randy Wray wrote:Kagura Nikon wrote:kelmiler delbone wrote:Nullifier bonus removes old interceptor pilots abilities to use bubbles (particularly other peoples) to pull and separate gang members off of gangs, the new era of 50+ interceptor gangs will now begin and rid the game of mostly every form of guerrilla warfare, coupled with the new interdictors excellent ability to be unable to launch more than 3 bubbles to rid itself of pursuing gangs I think you can see where I'm going with this. Imo this all started when the un-probable battleship was made a thing of the past due to being 'OP', the real truth was that certain organizations become very specialized into an area, giving them an extreme advantage through proper application of tactics and training, NOT because its overpowered, other contributing factors in restricting the ability of guerrilla type warfare (and indeed small, underdog PvP in general) are removal of un-probably tech 3's, combat probing made easier, tracking enhancer rebalance, dreadnought buffs (with no real corresponding carrier buff = no more epic solo triage), proposed OGB being removed from game, depots (because they help gate camps far more than small gangs), just a few among many. Will be funny to see gangs of 50+ ceptors.. specially when they fall bait to a single smartbomb battleship :P How do you smartbomb something that effectively blinks onto grid? Smartbombing is hard enough on TQ right now, it will be ridiculously hard with interceptors after patch and a single smartbomb battleship can never hope to kill an interceptor except through cheer luck.
The only way you can really kill someone with smartbombs as they warp to a gate is if multiple SBs go off in a single server tick.
Oh, and the claw is still absolute garbage. Doesn't have the grid for armor tanking, the mids for shield tanking or the HP for hull tanking. The split of the damage bonus will be an effective nerf for the people who want to fly a ship without getting all relevant skills to V, and it just needs another overhaul if it's to be used at all.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
|
Posted - 2013.11.07 10:57:00 -
[719] - Quote
So these doom ceptors will never run to tackle a battleship? The blaster ceptors will not get ever under 5 km of targets? Pff.. be fure.. 50+ peopel that are that disciplined are not so common, specially in a roam gang that half of them are drunk. |

Randy Wray
Filthy Casuals
107
|
Posted - 2013.11.07 18:35:00 -
[720] - Quote
Kagura Nikon wrote:So these doom ceptors will never run to tackle a battleship? The blaster ceptors will not get ever under 5 km of targets? Pff.. be fure.. 50+ peopel that are that disciplined are not so common, specially in a roam gang that half of them are drunk. The blaster interceptors usually have tanks of 4k ehp or more, will take a bunch of smartbomb volleys to actually kill one. |

marlinspike von Crendraven
EVE University Ivy League
6
|
Posted - 2013.11.07 23:37:00 -
[721] - Quote
Bibosikus wrote:The only drawback to the inty buff is that I'll have about 14 seconds in each system down the Deklein pipe to type "Stuff You Goons!" in local before deploying my cloaky AFK cyno in A4L.. Ctrl C & Ctrl V  |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
969
|
Posted - 2013.11.08 00:44:00 -
[722] - Quote
marlinspike von Crendraven wrote:Bibosikus wrote:The only drawback to the inty buff is that I'll have about 14 seconds in each system down the Deklein pipe to type "Stuff You Goons!" in local before deploying my cloaky AFK cyno in A4L.. Ctrl C & Ctrl V 
Ctrl+Up Arrow also works. |

Feffri
Death By Design
35
|
Posted - 2013.11.08 22:30:00 -
[723] - Quote
i seriously don't see how the fleet tackler can do the job of it's name. With armageddons in every fleet with 37.5 heavy neut ability no fleet tackle can stay on the field. In reality the keres is going to be everyone's fleet tackler. Either fleet tackle inties need to have point range past geddon heavy neut range or should be re-purposed. |

GeeBee
Paragon Fury Tactical Narcotics Team
34
|
Posted - 2013.11.08 22:38:00 -
[724] - Quote
So here's a story that is relevant to the upcoming interceptor changes.
So i was setup on a gate with a rapier 5x remote sensor boosted for scan res.......and a cynabal came through the gate....and he warped before I could target him....because I didn't have a bubble. After a bit of headscratching i realized he got away due to latency, I was in Florida on a Brighthouse 40meg connection and should have had a ping somewhere in the 70-100 range to TQ(I honestly never pinged it to be sure and I don't live there anymore). So in theory I were closer to TQ like London i would have made the tackle.
This is entirely relevant to the interceptor change as there will be no way for non-ultralow ping live next to server players to conventionally tackle the new interceptors after coming through a gate, since by the time your client has detected that they've decloaked they will be in warp. The best chance would be to have disco battleships setup around the stargate and pop them as they decloak.
Short of completely rebalancing the align speed and targeting system to be much slower in order to function "equally "with the average latency of the TQ population the only other option would be some form of interdiction nullifier nullifier, such as a special warp disruption probe for interdictors and consumeable script for hictors.
For proof of concept - to keep it balanced could make it have no effect on non-interdiction nullified ships. Dictors Interdiction nullifier nullifier probe - 3x Size of a standard warp disruption probe (so can only load 1 at a time) Higher cost, shorter bubble duration.
Hictor Interdiction nullifier nullifier script - Some form of expendability to reduce spam. Short bubble duration 20s-60s.
Anyway just my thoughts to keep these things inline, unless you're planning on un-counterable 50man interceptor gangs that travel 5 systems a minute lagging the server then go right ahead. |

Gavin Dax
Repercussus RAZOR Alliance
0
|
Posted - 2013.11.09 06:30:00 -
[725] - Quote
Overall, really like the interceptor changes as this should help balance the risk/reward in null by making it easier to catch things (currently, there is too little risk IMO).
A lot of people feel that the interdiction nullification is too OP though, and I agree with that. Why? Because you can have fleets of inexpensive ships that can do significant damage and are almost impossible to catch/kill.
Suggestion - don't allow both damage AND interdiction nullification. Perhaps have high slot module(s) that are required to enable interdiction nullification, with a -100% damage penalty. Otherwise, fleets of interceptors are just too OP at ganking stuff and with no risk at all. Their job is to tackle. IMO they should be the best at that, when they are doing just that. Note: if this is implemented with a module, you could also do things like have HIC bubbles catch nullified ships, unless a specific, more expensive nullifier is fitted, etc. |

Lilycath Lightstalker
The Scope Gallente Federation
1
|
Posted - 2013.11.09 12:15:00 -
[726] - Quote
Please, we beg of you. Give a 3rd mid to the Crusader.
Swap it for a low slot. It can deal with less tank/gank and deserves full tackle or dual prop.
Other then that, love the update. Bubble immunity will make for an interesting change, and the warp speed changes are so sexy i could hug you Fozzie. |

The Lobsters
WE FIGHT
49
|
Posted - 2013.11.09 14:51:00 -
[727] - Quote
Lilycath Lightstalker wrote:
Swap it for a low slot. It can deal with less tank/gank and deserves full tackle or dual prop.
This. While it's impressive that you can get over 7k ehp out of the Crusader I'm not sure it's really needs the extra grid over a third mid.
But, whatever. |

Tsukinosuke
Id Est
7
|
Posted - 2013.11.09 20:32:00 -
[728] - Quote
Kagura Nikon wrote:DAMMIT! I cannot find anything wrong to complain about!!!!! DAMM YOU!!!!

they seem better than.. |

Amee Lee
Enlightened Industries Goonswarm Federation
1
|
Posted - 2013.11.10 05:36:00 -
[729] - Quote
After Rubicon, the fastest player sub-light speed will be 26, 296 m/s.
Not a huge increase, but interesting to see none-the-less. |

Romar Thel
Mythos Corp Nulli Secunda
3
|
Posted - 2013.11.11 19:39:00 -
[730] - Quote
Interesting changes in the bonuses.
However, bubble immunity makes me think that bubbles have become rather nerfed to death. t3 can be immune, any bs with MJD is escaping and now interceptors are also immune. Eventually the only way to 'catch' a fleet is by spreading 9km scramble point on each ship.. |

XvXTeacherVxV
Agnito Industries
46
|
Posted - 2013.11.12 02:13:00 -
[731] - Quote
Romar Thel wrote:Interesting changes in the bonuses.
However, bubble immunity makes me think that bubbles have become rather nerfed to death. t3 can be immune, any bs with MJD is escaping and now interceptors are also immune. Eventually the only way to 'catch' a fleet is by spreading 9km scramble point on each ship..
Let's just pray they don't make a module that makes you bubble immune. EVE Forums need a button right next to "like" that says "you need to calm your silly self down."Can you see the rapier??-áhttp://imgur.com/aFelCpv,GH6lqDE |

Fredric Wolf
Black Sheep Down Tactical Narcotics Team
32
|
Posted - 2013.11.12 16:54:00 -
[732] - Quote
I have not tested this ship on SiSi to see how quickly they can be on top of ratters or miners but would giving the new scan system a 5 second delay upon entering system be game breaking with these changes? I only ask because right now it looks like if you are ratting or mining when these ships come into system you are dead to rights.
|

Lunkwill Khashour
Red Federation RvB - RED Federation
174
|
Posted - 2013.11.12 20:14:00 -
[733] - Quote
IMO the Crusader needs work. Yes it has 2 slots, like the other 'next step' laser ships: the Coercer, the Slicer and the Retribution. Yes the switch from a 3 mid Executioner to a 2-mid Crusader is jarring. Yes the cap use bonus should not be needed. This post is not about this.
I'ld to propose switching the roles between the Crusader and the Malediction.
The Malediction is already tankier than the Crusader and has the 3 mids necessary to brawl. It can loose the range bonus to scrams and long points without loosing any combat ability due to the engagement range of light rockets and rockets compared to (un)bonused scrams and points. Instead the Malediction could receive a bonus to explosion radius, which would help with damage application. It could even keep the utility high since it has uses a brawling ranges (another reason why the Crusader is not a successor to the Executioner)
The Crusader would see its tracking bonus moved to the frigate skill, loose the damage bonus and receive the scram/disruptor range bonus. Yes loosing the cap use bonus would be better, but I'm not seeing that happen. The tracking bonus is still needed to allow scorch to track at ab speeds.
The added scram range would fit nicely with the scorch range and allow scram/ab kiting outside web range. This is a niche that fits nicely with the tracking bonus, the natural range of scorch, the 2 mid slots and the Crusaders' speed. This niche is also different from those occupied by the Retri, Slicer or Coercer. A beam fit Crusader reaches with Aurora to about 25-30k. Without a range bonus to disruptors, a large part of the Aurora range is wasted (and other crystals with more appropriate ranges do less dps). With a range bonus to disruptors however, there is the possibility for a long range kiter, outside of the usual kiting ranges of the Slicer, Coercer or Retri. The tackling range bonus fits better with Aurora and Scorch and makes the Crusader more different from similar laser ships.
TL,DR Swapping Malediction and Crusader roles would make for better suited ships.
|

Norris Packard
Wings of Redemption Black Flag Alliance
52
|
Posted - 2013.11.12 22:35:00 -
[734] - Quote
Some things that I noticed that seem out of place or strange: 2 of the Ceptors have tanking bonuses, one is the Malediction a fleet ceptor and the other is the Raptor, now a combat ceptor. This seems strange to me. The ceptors with resistance bonuses should both be fleet tackle ceptors. There should be some continuity in design. Also why only resistance bonuses and not the 7.5% rep amount bonuses?
Second I am not a fan of the Interdiction Nullification in the manner it is being introduced. Some people went as far as saying ships with nullification should not even be able to do damage but I don't think thats right but I do think that nullification should be treated much more like a form of Warp Core Stabilization where it should be a fittable mod that takes a high slot and somewhat higher fittings to limit the options and damage of ships that are going to be able to travel freely. These mods could even go as far as reducing scan res and lock range too like warp core stabs do. It should be a trade off that takes some sacrifices to achieve.
I like the changes to the Ares bonuses and like the direction that Roden is taking but also think that you should give all Roden ships equal amounts of missile hardpoints so they can have useful bonuses, but can also have wildcard fittings and stays true to the old Roden missile philosophy without forcing the split weapons. Unbonused missiles are not good but they could have some interesting uses that the enemy might not expect and gives the ships selectable damage types.
Crusader needs a 3rd medium slot and maybe even a 10% range bonus. I would rather have the 3rd med than the 4th turret even. |

ZenThunder
Thirtyplus Spaceship Samurai
0
|
Posted - 2013.11.13 19:19:00 -
[735] - Quote
ok I may have a 'counter' of sorts for this although it only works for populated null-sec systems...
everyone in system who is not sitting at station is required by corp/alliance rules to be a part of that system's fleet at all times for instantaneous warp-to defense. anyone goes off by their lonesome, well tough. The nullification thing makes empty null sec systems less useful to hold.. So it may allow for higher pop densities in null. Weird. |

Naomi Anthar
154
|
Posted - 2013.11.14 13:06:00 -
[736] - Quote
Let's be honest now.
This rebalance failed big time.
raptor needs more 4 mids than crow yet we got what we got. crusader needs 3 mids more than malediction yet we got what we got. claw will suck big time with 2 mids yet we got what we got.
Interceptor rebalance score : 2/10 |

Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
32
|
Posted - 2013.11.15 18:16:00 -
[737] - Quote
I like the crow, always felt it's role was mixed. Glad to see it turned out to be a fleet ceptor, cause those missiles are far better applied from the edge of the extended point range than rails. Are you going to fight me or do you expect to bore me to death with your forum pvp? |

Andrea Keuvo
Science and Trade Institute Caldari State
37
|
Posted - 2013.11.16 01:33:00 -
[738] - Quote
Feffri wrote:i seriously don't see how the fleet tackler can do the job of it's name. With armageddons in every fleet with 37.5 heavy neut ability no fleet tackle can stay on the field. In reality the keres is going to be everyone's fleet tackler. Either fleet tackle inties need to have point range past geddon heavy neut range or should be re-purposed.
So you want to remove one of the few remaining counters to these things? Like to have your cake and eat it too? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
772
|
Posted - 2013.11.16 10:51:00 -
[739] - Quote
Romar Thel wrote:Interesting changes in the bonuses.
However, bubble immunity makes me think that bubbles have become rather nerfed to death. t3 can be immune, any bs with MJD is escaping and now interceptors are also immune. Eventually the only way to 'catch' a fleet is by spreading 9km scramble point on each ship..
That because Whenever you ask peopel why they dont move into 0.0, most answer. " because of bubbles, I hate bubbles".
That is probably why ccp has been introducing ways to avoid them.
As long as they keep capital ships in place, its all right for me. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
68
|
Posted - 2013.11.17 21:03:00 -
[740] - Quote
Lunkwill Khashour wrote:IMO the Crusader needs work. Yes it has 2 slots, like the other 'next step' laser ships: the Coercer, the Slicer and the Retribution. Yes the switch from a 3 mid Executioner to a 2-mid Crusader is jarring. Yes the cap use bonus should not be needed. This post is not about this.
I'ld to propose switching the roles between the Crusader and the Malediction.
The Malediction is already tankier than the Crusader and has the 3 mids necessary to brawl. It can loose the range bonus to scrams and long points without loosing any combat ability due to the engagement range of light rockets and rockets compared to (un)bonused scrams and points. Instead the Malediction could receive a bonus to explosion radius, which would help with damage application. It could even keep the utility high since it has uses a brawling ranges (another reason why the Crusader is not a successor to the Executioner)
The Crusader would see its tracking bonus moved to the frigate skill, loose the damage bonus and receive the scram/disruptor range bonus. Yes loosing the cap use bonus would be better, but I'm not seeing that happen. The tracking bonus is still needed to allow scorch to track at ab speeds.
The added scram range would fit nicely with the scorch range and allow scram/ab kiting outside web range. This is a niche that fits nicely with the tracking bonus, the natural range of scorch, the 2 mid slots and the Crusaders' speed. This niche is also different from those occupied by the Retri, Slicer or Coercer. A beam fit Crusader reaches with Aurora to about 25-30k. Without a range bonus to disruptors, a large part of the Aurora range is wasted (and other crystals with more appropriate ranges do less dps). With a range bonus to disruptors however, there is the possibility for a long range kiter, outside of the usual kiting ranges of the Slicer, Coercer or Retri. The tackling range bonus fits better with Aurora and Scorch and makes the Crusader more different from similar laser ships.
TL,DR Swapping Malediction and Crusader roles would make for better suited ships.
Indeed it would. That's why it probably won't happen.
|

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
68
|
Posted - 2013.11.17 21:09:00 -
[741] - Quote
Veshta Yoshida wrote:Meyr wrote:THANK YOU, FOZZIE! The re-thought Roden philosophy is going to make a great many Gallente pilots extremely happy. Now, if only patch day would arrive...  Problem of course is that the Roden philosophy is now 95% similar to the DuVolle philosophy. Will the latter be changed to make it more drone oriented or is the entire Gallente lineup to be extremely hybrid centric? Variety is the spice of life, sex, work and play .. and Gallente are supposedly the feinschmeckers of life, with their promiscuous drug enhanced lifestyles (how is that for racial slur!) so they too should have variety 
Duvolle: Blasters Roden: Railguns CreoDron: Drones
It's not that hard, people!
Also, Amarr need a T2 laser frig with 3 mids, else they'll really have to ask their Caldari allies for everything point-related... |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.11.17 23:15:00 -
[742] - Quote
Gavin Dax wrote:Overall, really like the interceptor changes as this should help balance the risk/reward in null by making it easier to catch things (currently, there is too little risk IMO).
A lot of people feel that the interdiction nullification is too OP though, and I agree with that. Why? Because you can have fleets of inexpensive ships that can do significant damage and are almost impossible to catch/kill.
Suggestion - don't allow both damage AND interdiction nullification. Perhaps have high slot module(s) that are required to enable interdiction nullification, with a -100% damage penalty. Otherwise, fleets of interceptors are just too OP at ganking stuff and with no risk at all. Their job is to tackle. IMO they should be the best at that, when they are doing just that. Note: if this is implemented with a module, you could also do things like have HIC bubbles catch nullified ships, unless a specific, more expensive nullifier is fitted, etc. +1 |

TheMercenaryKing
StarFleet Enterprises Fatal Ascension
25
|
Posted - 2013.11.18 16:24:00 -
[743] - Quote
No reading all the posts but does anyone else think that the interdiction nullification is a little much? I mean with the warp speed changes already its like an instantaneous movement from one place to another without risk in a solar system. |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.11.18 18:15:00 -
[744] - Quote
TheMercenaryKing wrote:No reading all the posts but does anyone else think that the interdiction nullification is a little much? I mean with the warp speed changes already its like an instantaneous movement from one place to another without risk in a solar system. Schh. Fozzie and Rise likes it. Rebalance = unbalance. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
19
|
Posted - 2013.11.18 18:19:00 -
[745] - Quote
+1 from me on all of it, +2 on the bubble immunity and being able to look where battleships warp and get there before them :D |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1119
|
Posted - 2013.11.18 20:01:00 -
[746] - Quote
There's a major problem with the Malediction and most people don't even realize it.
A critical engineering defect has been discovered with the proposed changes and needs to be corrected or else these ships will be unable to perform their intended role correctly. |

Lekgoa
Sardaukar Merc Guild General Tso's Alliance
16
|
Posted - 2013.11.19 00:24:00 -
[747] - Quote
They had to nerf the crap out of the ares' base speed just to make it possible to hit things with railguns. I wish they'd kept the rockets. Leave rails for ships that can use them effectively, and to hell with shipyard design consistency. |

Hammar Wolf
Money First The Marmite Collective
64
|
Posted - 2013.11.19 14:10:00 -
[748] - Quote
Fix the weapon points you dummies. You broke the malediction missile launcher placement, now its asymmetric and stupid looking. How hard is this. Smack talk to me gently, I'm new at this. |

dR PaNouKLa
Perkone Caldari State
0
|
Posted - 2013.11.19 22:52:00 -
[749] - Quote
CCP latest policy is to make as many changes in a year, as there were not since the creation of the game...
And all changes are around fleet fights. How to "balance" ships so they can all contribute in a large scale battle. Like there is no other gamestyle anymore. Ceptor travelling = t3 nullified = unlike to be tackled. But in a fight it will catch the BS. The BS should not be able to escape.
Last but not least: TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange. Mass: 1070000(-5000!!!!!!!!!!!!)
fair exchange... it got like 10m/s more speed. With MWD on.
Please go back to epic patches (like the introduction of AUR). At least you dont destroy the gameplay this way. Maybe. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
408
|
Posted - 2013.11.20 08:16:00 -
[750] - Quote
dR PaNouKLa wrote:CCP latest policy is to make as many changes in a year, as there were not since the creation of the game...
And all changes are around fleet fights. How to "balance" ships so they can all contribute in a large scale battle. Like there is no other gamestyle anymore. Ceptor travelling = t3 nullified = unlike to be tackled. But in a fight it will catch the BS. The BS should not be able to escape.
Last but not least: TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange. Mass: 1070000(-5000!!!!!!!!!!!!)
fair exchange... it got like 10m/s more speed. With MWD on.
Please go back to epic patches (like the introduction of AUR). At least you dont destroy the gameplay this way. Maybe.
Ey! You dont have 10m/s right now but you can. RATE LIKE SUBSCRIBE |

MIke lover
Celestial Argonauts Intrepid Crossing
0
|
Posted - 2013.11.20 19:21:00 -
[751] - Quote
im really disapointed on rubicon interseptor buffed -1 |

Nvee
EVE Bookies
8
|
Posted - 2013.11.21 00:56:00 -
[752] - Quote
Interceptor buff is good.
Changes need to be made to Null-sec npc bounty's. With the speed ceptors move in gangs ratting as a source of income just isn't worth it. |

Griswyl
Ordos Humanitas Tactical Narcotics Team
1
|
Posted - 2013.11.21 23:53:00 -
[753] - Quote
I love the speed etc of the new Interceptor changes but the nullification is bull ****.....op is hardly covers it. OHHHHH YEAHHH DIGGIT! |

Gizznitt Malikite
Agony Unleashed Agony Empire
2913
|
Posted - 2013.11.22 00:13:00 -
[754] - Quote
Griswyl wrote:I love the speed etc of the new Interceptor changes but the nullification is bull ****.....op hardly covers it.
We've been having a blast zipping across nullsec ganking ratters left and right... Killed Ishtars, Marauders, Carrriers, and more. And a home defense fleet? lol... they can't hinder us, we just zip on by!
nullified is crazy awesome, but pragmatically straight up OP.
|

Challu Ni
The Graduates RAZOR Alliance
3
|
Posted - 2013.11.22 00:21:00 -
[755] - Quote
Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.
Also, it's detrimental to gameplay in some situations. Consider when you're chasing a target along a pipe, and they get snagged by an anchored drag, or by an enterprising dictor 100km off of gate. What does your inty do? Zip right to the gate instead of landing on top of the red.
Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2913
|
Posted - 2013.11.22 00:32:00 -
[756] - Quote
Challu Ni wrote:Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.
Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability.
Frankly, the basic nullfiication mechanics should be changed to this for both t3s and inties... please make it happen (they accidentally did this during dominion). |

El Geo
Pathfinders.
183
|
Posted - 2013.11.27 11:46:00 -
[757] - Quote
Challu Ni wrote:Just to add a +1 to the nullification being silly OP, making them virtually uncatchable.
Also, it's detrimental to gameplay in some situations. Consider when you're chasing a target along a pipe, and they get snagged by an anchored drag, or by an enterprising dictor 100km off of gate. What does your inty do? Zip right to the gate instead of landing on top of the red.
Making inties not nullified on warp completion by bubbles would be nice, even if they retain the nulilfied warp initiation ability.
Agree path-+find-+er (pthfndr, p+ńth-)n. 1. One that discovers a new course or way, especially through or into unexplored regions.
http://www.youtube.com/user/EvEPathfinders/videos?view=0 |

Bowbndr
The Chive The Methodical Alliance
6
|
Posted - 2013.12.04 23:46:00 -
[758] - Quote
Well i finaly understand the implications of all this. I was wondering how making interceptors so overpowered was going to affect the game, but now i understand that this is just CCP's next step in forcing eve to a pure pvp environment.
I would like to know why CCP even put an industry eliment in to the game ? and now that you are so OBVIOUSLY tring to kill it why not just remove it? stop the slow decline and MAN up, take the hit on the players you will loose when you kill off industry and just do it already. |

wachizmo
Koshaku Gentlemen's Agreement
0
|
Posted - 2013.12.05 04:09:00 -
[759] - Quote
Can i please have a button, similar to the weapon safety system so that when im flying in my taranis i can , for strategic purposes, be able to switch nullification on or off whenever i need to
pretty please  |

Caviar Liberta
Moira. Villore Accords
398
|
Posted - 2014.01.09 20:34:00 -
[760] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated. Ok, but why would I ever fly this over a malediction?
Because someone might only have Gallente Frigates trained perhaps?
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