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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 06:45:00 -
[1]
With the interceptor role-changes that are probably coming one does wonder what to do with all these useless assaultships. I thought about it a while and here is what Ive come up with.
Assault frigs imo could be adjusted to be heavier (but slower) cousins of their interceptor counterparts. This would mean one gank AF and one tackling AF for each race.
The T2 resistances should be built into the ships.
A suggestion would be bonuses that work like this example of amarr AFs:
Retribution
Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to Small Energy Turret damage per level
Assault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range and 5% bonus to Small Energy Turret rate of fire per level
Vengeance
Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances
Assault Ships Skill Bonus: 5% bonus to cap recharge rate per level and 5% bonus to statis web range per level
So T2 resist-bonus would be switched out for a dps-bonus on the gank AFs and on the tackling AFs they would be switched out for a webrange extention.
This would give the certain unique roles in their classes. The gank AFs would actually have noticable dps and the tackling AFs would have a unique (exluding the obvious T2 cruiser) tackling capability. Tackling inty gets extra scram range, tackling AF gets extra web range.
I also think the "new" bonuses should be on the assault ship skill and not on the frig skill.
Feel free to apply the example on the other races.
Might the be what our poor AFs need?
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Caithan ArcFade
Caldari Greenspring
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Posted - 2007.10.14 07:21:00 -
[2]
Hmmm, I'm trying to imagine what role's they would give to the Caldari AFs =/
All I know is that when the patch comes around I'm definetly staying in my Inty.
-----
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 07:49:00 -
[3]
Originally by: Caithan ArcFade Hmmm, I'm trying to imagine what role's they would give to the Caldari AFs =/
All I know is that when the patch comes around I'm definetly staying in my Inty.
Edited above post, also included caldari now. I was thinking all AFs from all 4 races have the same roles. Every race gets 1 ganker and 1 tackler. So that would be the same for caldari AFs as you can see. I just hope they really do something with AFs, its such a cool looking fun ship to fly....until you face pvp combat...after that youre mostly not so happy anymore lol.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.14 07:54:00 -
[4]
I think an interesting option would be web immunity? Make them heavy tacklers or somthing.. just an idea of course.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 08:00:00 -
[5]
Originally by: Skraeling Shortbus I think an interesting option would be web immunity? Make them heavy tacklers or somthing.. just an idea of course.
This was too long to edit above but these are things that imo shouldnt be a role of the "new" AF
Added:
1.Why no speed boost? 2.Why no anti-inty role? 3.Why no webimmunity role?
1) Id say no speed boost because we dont need these to be inties with more gank/tank 2) Id say no anti inty role because thats the role of destroyers (kinda) and gank inties (ie crusader class inties) 3) Id say no web immunity because in combination with good tank, small sig radius and fair damage would make these too unbalanced. This would mean you wouldnt be able to hit it with anything because it will orbit at 500m and drones wont kill it fast enough because of its tank and even if they try an AF will fry drones very very fast
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SengH
Black Omega Security Pandemic Legion
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Posted - 2007.10.14 08:04:00 -
[6]
errm if you havent forgotten theres something called neuts which can still screw frigs over greatly.
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Law Enforcer
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Posted - 2007.10.14 08:12:00 -
[7]
Originally by: Skraeling Shortbus I think an interesting option would be web immunity? Make them heavy tacklers or somthing.. just an idea of course.
web immunity with a tank buff would make them great heavy tacklers. I support this idea.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 08:16:00 -
[8]
Originally by: SengH errm if you havent forgotten theres something called neuts which can still screw frigs over greatly.
Yes this is correct, but if the tackling AF has a bit more web range then the bigger ship (cruiser,bc,battleship etc) it can go out of range, get cap and get back in again instead of being trapped by the big ships web and dying horribly.
Most people dont really have neuts anyways except the Amarr with their empty last high slot and you cant give the AFs neut and web resistance, they would be imbalanced (Yes I know the "new" upcoming tackler inties will be invincible against web and neut from targeted ship but they dont have the dps of an AF either).
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 08:21:00 -
[9]
Originally by: Law Enforcer
Originally by: Skraeling Shortbus I think an interesting option would be web immunity? Make them heavy tacklers or somthing.. just an idea of course.
web immunity with a tank buff would make them great heavy tacklers. I support this idea.
Indeed but Im fearing that this would simply make them insane cruiser killers. Atleast the turreted ones. Tbh I wouldnt mind the web immunity because I love flying AF type of ship but something tells me its a bit too good with immunity.
One suggestion would be to change my above named bonus suggestion from "5% bonus to web range" to a "5% speed reduction ignorance per level". Would mean at AF lvl5 youd get 65% speed reduced by a 90% webber. That might be right on balance when I think about it a bit.
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Seringol
Gallente The Graduates Brutally Clever Empire
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Posted - 2007.10.14 08:39:00 -
[10]
Originally by: Lyria Skydancer One suggestion would be to change my above named bonus suggestion from "5% bonus to web range" to a "5% speed reduction ignorance per level". Would mean at AF lvl5 youd get 65% speed reduced by a 90% webber. That might be right on balance when I think about it a bit.
I fully support this product and/or service. I havent the slightest idea how to code it, but this is the best thing I can think of.
If it turns out that it is impossible to code, then a flat 25% or 50% (hey, I can dream) would be fitting as well.
Intys can go faster than anything else, and have the speed to escape any slowdown... To me, its fitting that an AssaultFrig is slower, but more resistant to loss of speed.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.14 10:00:00 -
[11]
How about this for bonuses?
Retribution (Gank) Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range and 5% bonus to Small Energy Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Vengeance (Tank) Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 5% bonus to armor resistances and 5% bonus to cap recharge rate per level Role Bonus: 20% bonus to armor hitpoints
Harpy (Gank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 5% bonus to Small Hybrid Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
Enyo (Gank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 7.5% bonus to Small Hybrid Turret Tracking Speed per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Ishkur (Tank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and +5 Drone Bay capacity per level Role Bonus: 37.5% bonus to Armor Repairer effectiveness
Wolf (Gank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 5% Small Projectile Turret damage and 10% falloff per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Jaguar (Tank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 10% Small Projectile Turret optimal range and 5% projectile damage per level. Role Bonus: 37.5% bonus to Shield Booster effectiveness
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Draeca
federation navy taskforce
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Posted - 2007.10.14 10:48:00 -
[12]
I see atleast gallente AFs as low/nullsec ratting ships. They can easily tank and spank BS spawns, and they're fast enough to slip away quickly if something evil jumps into the belt.
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Serenity Black
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Posted - 2007.10.14 13:12:00 -
[13]
Originally by: Nian Banks How about this for bonuses?
Retribution (Gank) Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range and 5% bonus to Small Energy Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Vengeance (Tank) Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 5% bonus to armor resistances and 5% bonus to cap recharge rate per level Role Bonus: 20% bonus to armor hitpoints
Harpy (Gank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 5% bonus to Small Hybrid Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
Enyo (Gank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 7.5% bonus to Small Hybrid Turret Tracking Speed per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Ishkur (Tank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and +5 Drone Bay capacity per level Role Bonus: 37.5% bonus to Armor Repairer effectiveness
Wolf (Gank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 5% Small Projectile Turret damage and 10% falloff per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Jaguar (Tank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 10% Small Projectile Turret optimal range and 5% projectile damage per level. Role Bonus: 37.5% bonus to Shield Booster effectiveness
--------------------------------------------------------- Why only 20% shield/armor hp but 37,5% boost? Normally i would exspect 50% shield/armor hp when 37,5% boost
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Noisrevbus
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Posted - 2007.10.14 13:39:00 -
[14]
Edited by: Noisrevbus on 14/10/2007 13:45:26 I love the idea with anti-webbing components as a nische role.
Another way to deal with that, as can be seen for example in blockade running transports or how you use wstabs, is to create a fixed +strength modifier against webbing. That way it doesn't scale, don't become too complicated to implement or require maxing out skills to fill the nische of the ship properly and can actually be negated if the opposing team/player gears up for it.
So give it a passive +1 or +2 strength (perhaps +1 for one ship and +2 for the other, with an additional bonus to the ship with the weaker anti-web bonus to split the two different AFs of each race up a bit more in their roles) against webbers. Then 2 or 3 webbers stacked on target would web one AF. Sounds like a good and simple way to balance it to me [+/-]. Now the only thing left is to come up with a second bonus to the ship that only get +1 str. The bonus to ABs (only, not MWDs) sounded pretty interesting to me tbh .
Frig bonus 1 Frig bonus 2 Assault bonus 1 Assault bonus 2 Nische bonus 1 (+2 antiweb) or 2 (+1 antiweb and AB boost)
Something like that would actually make AF's pretty damn interesting .
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Locke Ateid
Minmatar Brutor tribe
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Posted - 2007.10.14 14:26:00 -
[15]
Originally by: Lyria Skydancer
Wolf (gank)
Minmatar Frigate Skill Bonus: +5% Small Projectile Damage bonus and +10% falloff per level
Assault Ships Skill Bonus: +5% Small Projectile Turret damage and +5% Small Projectile rate of fire
Triple damage bonus, it will done.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.14 14:37:00 -
[16]
With the ab/mwd bonus, I realistic that the mwd bonus was too powerful and unnecessary but had to run to work so couldn't edit the post.
I like the concept of a huge speed bonus to ab's tho. Would be cool.
For the amarr & caldari tanks, was unshure what bonus they should have that's not too powerful of a tank bonus. they have a triple tank bonus after all. Any ideas?
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.14 14:46:00 -
[17]
the Afrig issue is something that needs to be solved, but do we need 2 thread about it? ---
planetary interaction idea! |

Riddick Valer
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Posted - 2007.10.14 14:48:00 -
[18]
There needs to be a clear comment from CCP as to what role AFS have exactly. This can be used to pick a bonus. As is, tackling is already the hallmark of another t2 frig (ints). Even with a bonus, ints would do it better (and they should). Anti-frig is already taken by destroyers (even though they suck).
As I see it, AFs are designed to be hard to kill while inflicting heavy dps (for a frig).
1. Remove the wasted resistance bonus and make it part of the ship stats.
2. Minimize the effect of the "hole resistance". It should still be lower, but not as much as currently. Their limited slot layouts are enough to prevent getting huge across the board resistances. As is, using a slot to plug your hole means you have almost nothing left to boost the remaining resistances.
2. Possible Bonuses 3a. Add another resistance bonus, or a bonus to reduce sig. Both would make AFs harder to hit/kill.
3b. Add a boost to shield hps/recharge/boost or armor repair/hps. Or a cap reduction for using shield boost or armor repair mods.
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Jason Marshall
Hammer Of Light
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Posted - 2007.10.14 14:56:00 -
[19]
The iskur is one of THE best anti-interceptor boats out there.
Tacky Lensflares in sigs ftw
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benzss
The Increment Retribution.
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Posted - 2007.10.14 17:56:00 -
[20]
Originally by: Jason Marshall The iskur is one of THE best anti-interceptor boats out there.
Nah, the Ishkur is way too slow.
The taranis is the best anti-inty boat. And that's an inty.
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Norris Packard
Wings of Redemption Black Flag Alliance
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Posted - 2007.10.14 18:18:00 -
[21]
Originally by: Nian Banks How about this for bonuses?
Retribution (Gank) Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range and 5% bonus to Small Energy Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Vengeance (Tank) Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level. Assault Ships Skill Bonus: 5% bonus to armor resistances and 5% bonus to cap recharge rate per level Role Bonus: 20% bonus to armor hitpoints
Harpy (Gank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 5% bonus to Small Hybrid Turret damage per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
Enyo (Gank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 7.5% bonus to Small Hybrid Turret Tracking Speed per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Ishkur (Tank) Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and +5 Drone Bay capacity per level Role Bonus: 37.5% bonus to Armor Repairer effectiveness
Wolf (Gank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 5% Small Projectile Turret damage and 10% falloff per level Role Bonus: 100% Bonus to afterburner speed increase and a 25% Bonus to microwarp drive speed increase.
Jaguar (Tank) Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus and 7.5% bonus to tracking per level. Assault Ships Skill Bonus: 10% Small Projectile Turret optimal range and 5% projectile damage per level. Role Bonus: 37.5% bonus to Shield Booster effectiveness
I like this idea for bonus. Why do you think they should get an hp amount boost for the caldari and amarr and not a resistance boost like normal? Because the ships used already have the resistance bonus?
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Drek Grapper
Minmatar
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Posted - 2007.10.14 18:43:00 -
[22]
Edited by: Drek Grapper on 14/10/2007 18:43:28 Good ideas here...i like the web immunity bonus and the AB speed bonus ideas the most. This would tie nicely in with another idea i read about making AB's immune to webs.
It would be nice to see an AF be able to go toe to toe with a cruiser and still have a good chance of a kill.
At the moment i dont engage anything bigger than me with a web in my AF as it's just suicide...which is a pity because an AF needs more skills to be able to fly it, so i think it should be leet enough to chance a cruiser.
And AF's are cool.  ------------------------------------------------ 'The thing always happens that you really believe in... and the belief in a thing makes it happen' - Frank Loyd Wright |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 19:35:00 -
[23]
Originally by: Locke Ateid
Originally by: Lyria Skydancer
Wolf (gank)
Minmatar Frigate Skill Bonus: +5% Small Projectile Damage bonus and +10% falloff per level
Assault Ships Skill Bonus: +5% Small Projectile Turret damage and +5% Small Projectile rate of fire
Triple damage bonus, it will done.
Hmm yeah I thought about this a bit but dont projectiles have inherently lower damage then other weapon systems? I think its allright if the wolf got 3 dmg bonuses. All the other gank AFs are getting a "new" dmg bonus so should the wolf to keep the balance.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 19:39:00 -
[24]
Originally by: Rid**** Valer There needs to be a clear comment from CCP as to what role AFS have exactly. This can be used to pick a bonus. As is, tackling is already the hallmark of another t2 frig (ints). Even with a bonus, ints would do it better (and they should). Anti-frig is already taken by destroyers (even though they suck).
As I see it, AFs are designed to be hard to kill while inflicting heavy dps (for a frig).
1. Remove the wasted resistance bonus and make it part of the ship stats.
2. Minimize the effect of the "hole resistance". It should still be lower, but not as much as currently. Their limited slot layouts are enough to prevent getting huge across the board resistances. As is, using a slot to plug your hole means you have almost nothing left to boost the remaining resistances.
2. Possible Bonuses 3a. Add another resistance bonus, or a bonus to reduce sig. Both would make AFs harder to hit/kill.
3b. Add a boost to shield hps/recharge/boost or armor repair/hps. Or a cap reduction for using shield boost or armor repair mods.
1) Yep this must be done and I think ccp is going to give these ships their T2 resists inherently as soon as they decide on what the new bonuses/roles will be for the AFs.
2) Resistance holes are fine tbh. Almost every other ship has it. Shouldnt be changed imo.
3) Yeah these are also good ideas. Wich AF would get wich bonus? a and b?
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 19:40:00 -
[25]
Originally by: Grimpak the Afrig issue is something that needs to be solved, but do we need 2 thread about it?
Yes, because this one actually starts with a suggestion (instead of an open question) that can be discussed around in a more structured way.
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The Lamentress
Glenn Danzig's Mother
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Posted - 2007.10.14 19:56:00 -
[26]
Originally by: Nian Banks
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
A bit rich don't you think 
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 20:23:00 -
[27]
Originally by: The Lamentress
Originally by: Nian Banks
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
A bit rich don't you think 
I agree, AFs dont really need more tank. They need a role that they can actually fullfil = one gank AF and one web/tackling AF for each race imo.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.14 22:38:00 -
[28]
Originally by: Lyria Skydancer
Originally by: The Lamentress
Originally by: Nian Banks
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
A bit rich don't you think 
I agree, AFs dont really need more tank. They need a role that they can actually fullfil = one gank AF and one web/tackling AF for each race imo.
A Role you say? Whats more powerful a role than the "Ship that just won't die"? That's a pretty hot in the pants role in my humble opinion! It just keeps on going on. A ship class thats sole main role is to take the hits and shrug them off is sweet.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.14 23:02:00 -
[29]
Originally by: Nian Banks
Originally by: Lyria Skydancer
Originally by: The Lamentress
Originally by: Nian Banks
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
A bit rich don't you think 
I agree, AFs dont really need more tank. They need a role that they can actually fullfil = one gank AF and one web/tackling AF for each race imo.
A Role you say? Whats more powerful a role than the "Ship that just won't die"? That's a pretty hot in the pants role in my humble opinion! It just keeps on going on. A ship class thats sole main role is to take the hits and shrug them off is sweet.
Thats the job of a battleships methinks :-)
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.14 23:45:00 -
[30]
Edited by: Grimpak on 14/10/2007 23:45:29
Originally by: Lyria Skydancer
Originally by: Nian Banks
Originally by: Lyria Skydancer
Originally by: The Lamentress
Originally by: Nian Banks
Hawk (Tank) Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic Damage Assault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level Role Bonus: 20% bonus to shield hitpoints
A bit rich don't you think 
I agree, AFs dont really need more tank. They need a role that they can actually fullfil = one gank AF and one web/tackling AF for each race imo.
A Role you say? Whats more powerful a role than the "Ship that just won't die"? That's a pretty hot in the pants role in my humble opinion! It just keeps on going on. A ship class thats sole main role is to take the hits and shrug them off is sweet.
Thats the job of a battleships methinks :-)
role of BS is being the main battle tool.
and I agree. the Afrig role should be the ship that just. won't. die. ---
planetary interaction idea! |
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.15 00:17:00 -
[31]
Thread seems to be going along nicely, maybe i should make this my crusade and link it in my sig :)
LOVE TO THE AF's!
Theres a reason why I still have this skill at level 1 and most only train it to IV for Hacs.. ^_^
Love to the Assault Frigate! |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.15 00:19:00 -
[32]
Originally by: Skraeling Shortbus Thread seems to be going along nicely, maybe i should make this my crusade and link it in my sig :)
LOVE TO THE AF's!
Theres a reason why I still have this skill at level 1 and most only train it to IV for Hacs.. ^_^
Yeah I'd just love to get back into my AFs in my hangar that are rusting and actually feel Im bringing something to a gang.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.15 00:21:00 -
[33]
Some of the ideas listed here won't even invalidate cruisers or intys. Intys will be faster and cruisers will still do more dps think there can be an easily attained middle ground.
Love to the Assault Frigate! |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.15 00:27:00 -
[34]
Originally by: Skraeling Shortbus Some of the ideas listed here won't even invalidate cruisers or intys. Intys will be faster and cruisers will still do more dps think there can be an easily attained middle ground.
Exactly, this is why Im against speed increases on the AFs. The web/dps bonus will be enough to put both the gank and tackle AFs into a role without making other ships obsolete. Agreed.
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Kuzya Morozov
Gallente Beets and Gravy Syndicate
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Posted - 2007.10.15 00:35:00 -
[35]
Edited by: Kuzya Morozov on 15/10/2007 00:35:36 Heh, CCP are introducing new frigs instead of worrying about these, and if the ones that come out are any use they will be primaried most of the time and die pretty quick. Great way to make frigs useful CCP :X
training skills... :( |

Redora
Gallente Universal Exports
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Posted - 2007.10.15 03:11:00 -
[36]
Just as a few thoughts:
Don't give the Enyo both an Optimal AND Falloff bonus. I hardly ever fit rails on mine, so when in doubt, drop the optimal bonus. And drop the Ishkur's optimal bonus too, while you're at it. Their T1 frig counterpart (Incursus) gets a 10% falloff per frig level, so keep the falloff on the frig side of things, with the additional DPS bonus on the Assault Ship level. Speaking of which.... Give Enyo another 5% damage per level, like it's elder brother Deimos. :( Redora is a sad panda when she sees Wolf/Jag with two DPS bonuses, but her beloved Enyo with only 1. Lastly, perhaps a drone control range bonus on the Ishkur (re: Ishtar)?
The Wolf and Jaguar suffer from some... Schizophrenia when trying to fit them into this 'role bonus'. The racial role bonus they SHOULD get is 37.5% shield boost amount, but the Jag is faster (thus a candidate for the afterburner/mwd bonus), but the wolf only has 2 mids (making shield tank impossible. :X) Perhaps if the base speed/mass of the Jag and wolf were switched.... Then the optimal and falloff bonuses wouldn't be confused (e.g. falloff makes more sense on Jag than Wolf, reverse for the optimal), and the ships might make a bit more sense. :D
So, for the ones I can fly, it should look something more like:
Enyo: Frigate skill: 5% Damage per level, 10% falloff per level (Like Incursus) Assault Ship skill: 5% damage per level, 7.5% tracking per level (new damage bonus, dropped the optimal bonus, kept the tracking) Role Bonus: 100% afterburner speed bonus, 25% MWD speed bonus
Ishkur: Frigate skill: 5% damage per level, 10% falloff per level (Same as above...) Assault Ship skill: 5m3 drone bay per level, 5km drone control range (as drone damage bonus would overtake the Enyo's "gank" role) Role Bonus: 37.5% Armor Repair Amount
(Assuming current speed/mass stats stay the same...) Wolf: Frigate skill: 5% damage per level, 7.5% tracking per level Assault Ship skill: 5% damage per level, 10% optimal bonus per level Role Bonus: 100% Afterburner speed boost, 25% MWD Speed boost.
Jaguar: Frigate skill: 5% damage per level, 7.5% tracking per level. Assault Ship skill: 5% damage per level, 10% falloff per level. Role Bonus: 37.5% shield boost amount. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.15 04:49:00 -
[37]
ishkur the pocket eos ^_^
Love to the Assault Frigate! |

Thonn
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Posted - 2007.10.15 05:07:00 -
[38]
I oppenes this thred expecing a cake. sadface.
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Princess Kristie
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Posted - 2007.10.15 07:05:00 -
[39]
Edited by: Princess Kristie on 15/10/2007 07:06:07 Electronic warfare immunity...
except warp scrambler/disruptor and NOS/neutraliser...??
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Phelan Lore
Sniggerdly Pandemic Legion
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Posted - 2007.10.15 08:35:00 -
[40]
AF role should be the same as HACs but on a frigate scale. HAC role is solo or fast roaming gang damage dealer, AF role should be the same for frigate gangs.
All that is needed to accomplish this is remedy the differences between AFs and HACs. AFs should have the same mass as T1 frigs and AFs should have 4 real bonuses. -
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Cpt Branko
The Bloody Red
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Posted - 2007.10.15 08:39:00 -
[41]
Well, if you want to fix the AFs:
-Give them a 30+% mass decrease (or just make their mass inline with their respective T1 hulls)
-Make the resists in-built (like HACs) and give them a real fourth bonus, possibly inherit the T1 hull bonus)
Originally by: Raxlar Kalimar I am liking the 25% web imunity idea it would be exactly what they need. Well wither that or an additional bonus but the 25% web imunity has my vote.
A 50% reduction of statis webifier effect would be awesome. A T2 web making you lose 45% instead of 90% would be just lovely ;)
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.15 14:55:00 -
[42]
Sadly the idea of an ewar/tackle assault frigate to me is undesirable, We already have so many ships in the game that can do ewar/tackle.
Basically aren't AF's intended to be tanks &/ ganks? They are the basic concept of war, hit hard or take the hits well! So hence the idea of a gank or tank ship.
Now as for a speed boost role to a gank, make it for afterburners, AB's are underused atmo and it would be cool to see a use for them, Now though its slow v's an inty. With just a 100% boost to AB's a ABII with 1x OD II on a wolf is 1495.125m/s Thats not so shabby, If you had more OD II's it gets up there quickly. Its not intended to catch up to an inty, but with the damage bonuses it will give them a scare.
For the tank, hell tanking is a basic concept and AF's are the frigate tank kings, but its still not enough, a boost is a good thing. It should go toe to toe with a cruiser and be able to scare a cruiser away. Not from dps but from shear survivability.
In the end lets keep the AF's as pure combat vessels, they are fun because of that.
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2007.10.15 15:49:00 -
[43]
Edited by: LUKEC on 15/10/2007 15:52:16 So we get more new ships in game. I wonder what 2-3 af will do to hactordictor apart drop few t2 salvaged components.
The whole t1 & t2 cruiser/bc classes + dictors made all frigs obsolete. You train them as necessary evil on the path to hac, cs, dictor... and never undock in them.
How to fix it? I have no clue, but there are ships you just never see around.
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Axle skye
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Posted - 2007.10.15 15:53:00 -
[44]
Retribution Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use, 5% bonus to all armor resistances per level (Same as the Abslolution)
Assault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range 5% bonus to Small Energy Turret damage per level
vengance Amarr Frigate Skill Bonus: 5% bonus to rocket damage, 10% bonus to armor hitpoints (Same as the Damnation)
Assault Ships Skill Bonus: 5% bonus to armor resistances 5% bonus to cap recharge rate per level
enyo Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage, 10% bonus to Medium Hybrid Turret falloff (same as the Deimos)
Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range 7.5% bonus to Small Hybrid Turret Tracking Speed per level
ishkur Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage, 7.5% bonus to Armor Repairer effectiveness per level (Same as the Eos)
Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range +5 Drone Bay capacity per level
wolf Minmatar Frigate Skill Bonus: 5% Small Projectile Damage bonus, 7.5% bonus to Small Projectile Turret tracking speed per level (Same as the Muninn)
Assault Ships Skill Bonus: 5% Small Projectile Turret damage 10% falloff per level
jaguar Minmatar Frigate Skill Bonus: 5% Small Projectile damage bonus, 5% bonus to max velocity per level (Same as the Vagabond)
Assault Ships Skill Bonus: 10% Small Projectile Turret optimal range 5% projectile damage per level.
hawk Caldari Frigate Skill Bonus: 5% bonus to Missile Kinetic Damage, 5% bonus to shield resistances per level (Same as the Eagle)
Assault Ships Skill Bonus: 10% bonus to missile velocity 7.5% bonus to shield boost amount per level
harpy Caldari Frigate Skill Bonus: 10% bonus to Small Hybrid Turret optimal range, 10% bonus to shield Hitpoints per level (Same as the Hookbill)
Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range 5% bonus to Small Hybrid Turret damage per level
Role Bonus: 20% Damage <-- they are ASSAULT ships.
Nothing over the top. Nothing that is new and would require more balancing later. A competent Cruiser pilot should be able to handle them. Makes them all hit harder (some more than others). Makse some of them stronger (some more than others). Just my 2isk on the matter. ************************************************************************
This post was made with entirely recycled electrons |

LUKEC
Destructive Influence Band of Brothers
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Posted - 2007.10.15 16:34:00 -
[45]
Just giving them some new bonuses won't change concept of worthless ship. Still costs more than t1 cruiser and just as much survivability as cruiser have. Maybe if mwds are removed from game these ships will exist again, till then... meh.
It's same as with deimos, the new ship looks cool on paper but there's still only 1.5 hacs out there(vaga and nano isthar)
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.15 17:28:00 -
[46]
Originally by: LUKEC Just giving them some new bonuses won't change concept of worthless ship. Still costs more than t1 cruiser and just as much survivability as cruiser have. Maybe if mwds are removed from game these ships will exist again, till then... meh.
It's same as with deimos, the new ship looks cool on paper but there's still only 1.5 hacs out there(vaga and nano isthar)
what if they were immune to webs? I can see them being pretty much survivable if maintaining the same stats (bar the bonuses) and giving them web immunity.
sure they are slower than your normal frigate, but they can't be webbed to compensate such shortcome. ---
planetary interaction idea! |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.15 18:43:00 -
[47]
Originally by: Grimpak
what if they were immune to webs? I can see them being pretty much survivable if maintaining the same stats (bar the bonuses) and giving them web immunity.
sure they are slower than your normal frigate, but they can't be webbed to compensate such shortcome.
Have my babies grim?
Love to the Assault Frigate! |

Malcanis
High4Life SMASH Alliance
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Posted - 2007.10.15 18:46:00 -
[48]
Do AFs really need to be even heavier and slower than the already are? They're already horribly vulnerable.
CONCORD provide consequences, not safety; only you can do that. |

Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.15 22:25:00 -
[49]
Edited by: Grimpak on 15/10/2007 22:27:27
Originally by: Malcanis Do AFs really need to be even heavier and slower than the already are? They're already horribly vulnerable.
same mass + same agility + immune to webs = fixed Afrig.
the reasoning behind this? By making Afrigs immune to webs, they become just a bit more fat and less agile frigates, that dish some good firepower and have a nice tank, for a frigate. this role bonus also makes them the n¦1 light anti-support/fire support ships, since they are nigh unstoppable, by except warp jammers/spheres/bubbles.
interceptors still get their role as primary tacklers/anti-tacklers, and Afrigs become something unique. ---
planetary interaction idea! |

Luke Lor'aul
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Posted - 2007.10.15 22:45:00 -
[50]
Decrease base mineral cost in order to decrease the cost to manufacture them. Give them a role bonus of 100% AB Boost their tank Give an ROF bonus, perhaps a 5% damage decrease or increase Decrease how much a webber effects them Make them dogfighting ships
I will fly this ship every day then.
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CherniyVolk
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Posted - 2007.10.15 22:48:00 -
[51]
I think the resistances for Assault Ships should be inherent to the ship, and all the current declared resistance bonuses are converted into AfterBurner or other type of bonus.
I don't agree with the Tank and Gank philosophy, I don't agree with the Gank and semi-Interceptor role either.
The best Assault Frigates I think are either the Wolf or Jaguar and the Ishkur. The Minmatar because they are quite fast, and the Ishkur just because of the versatility and range of a drone boat.
For most of the other AFs, they are kinda crippled. The First Thing CCP Needs To Do is to give the Assault Frigates the reduced sig-radii back. Their sig-radius used to be as small or smaller than interceptors. Making them a little more usable. But this was said to be a Bug and they "fixed" it. :(
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VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.10.15 23:04:00 -
[52]
The most fun I've ever had in this game was flying around in in a Rifter, orbiting at close range, twisting, turning, and weaving in between enemy(npc) cruisers and battlecruisers, dogfighting frigs by the seat of my pants, knowing that a a few hits of a big gun will vaporize my ship but also knowing that my speed keeps me alive. Sadly, in PvP, the use of webs make such a fighting style impossible. But I wish it were possible.
I'm not asking to be able to bring down a BC. But I would love to be able to zoom by his bridge and see the whites of his eyes and the frustration of his gun crews trying to get a bead on me - just like TIE figthers and X-Wings battling each other within inches of star destroyers. That's the kind of EvE combat I would love to see and participate in. And honestly, just like some HAC's can go to to toe with battleships, I'd love to at least have a chance against a T1 cruiser. For the price and the SP involved, I think that's reasonable.
Originally by: Marquis Dean As with most threads in Ships & Mods, it ended up with Ryysa yelling at everyone.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.16 02:30:00 -
[53]
Originally by: CherniyVolk
I think the resistances for Assault Ships should be inherent to the ship, and all the current declared resistance bonuses are converted into AfterBurner or other type of bonus.
I don't agree with the Tank and Gank philosophy, I don't agree with the Gank and semi-Interceptor role either.
The best Assault Frigates I think are either the Wolf or Jaguar and the Ishkur. The Minmatar because they are quite fast, and the Ishkur just because of the versatility and range of a drone boat.
For most of the other AFs, they are kinda crippled. The First Thing CCP Needs To Do is to give the Assault Frigates the reduced sig-radii back. Their sig-radius used to be as small or smaller than interceptors. Making them a little more usable. But this was said to be a Bug and they "fixed" it. :(
small sig rad, more smaller than today? yes smaller than inty? no. ---
planetary interaction idea! |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.16 07:51:00 -
[54]
Originally by: Luke Lor'aul Decrease base mineral cost in order to decrease the cost to manufacture them. Give them a role bonus of 100% AB Boost their tank Give an ROF bonus, perhaps a 5% damage decrease or increase Decrease how much a webber effects them Make them dogfighting ships
I will fly this ship every day then.
This man is a Prophet and speaks the truth.
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Caithan ArcFade
Caldari Greenspring Insurgency
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Posted - 2007.10.16 07:56:00 -
[55]
Originally by: Luke Lor'aul Decrease base mineral cost in order to decrease the cost to manufacture them. Give them a role bonus of 100% AB Boost their tank Give an ROF bonus, perhaps a 5% damage decrease or increase Decrease how much a webber effects them Make them dogfighting ships
I will fly this ship every day then.
/freaking sign
-----
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Cpt Branko
The Bloody Red
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Posted - 2007.10.16 08:19:00 -
[56]
Originally by: VJ Maverick
The most fun I've ever had in this game was flying around in in a Rifter, orbiting at close range, twisting, turning, and weaving in between enemy(npc) cruisers and battlecruisers, dogfighting frigs by the seat of my pants, knowing that a a few hits of a big gun will vaporize my ship but also knowing that my speed keeps me alive. Sadly, in PvP, the use of webs make such a fighting style impossible. But I wish it were possible.
The Rifter got me to drop Gallente which I started out with and train Minmatar - it was so fun to fly (in PvE even) I just instantly fell in love. ;P
At any rate, what you described is how I fly now, in PvP - I pilot a Rifter nearly all the time, had over 100 kills (not sure atm) and half a dozen ransoms in mine, mostly solo. It's a dangerous (and damaging) ship, but the thing I love the most about it is the speed and the agility. With about 6M SP reflecting on my Rifter piloting (basically, most of my SP), it's a lovely and dangerous little ship which I see myself flying for quite a while.
I've escaped many ganks simply because it takes virtually no time to align and warp off. Hunting a competent Rifter pilot is really a pain.
After that, I jumped in a newly-bought Jaguar (lost one ages ago and haven't bothered to get any to low-sec in the meantime), the "speed" AF. Sure, the base speed is a bit better then the Rifter, the damage is a bit better thanks to another damage bonus, and the sig is just a tad smaller.
However, I undock and try to turn, and, suddenly, I get shocked by how cow-like the handling is compared to a *plated* Rifter. That's the "speed" AF?
Then, trying a speed boost module on a (plated) Rifter and a naked Jaguar - the Rifter goes some 1km/s vs the Jaguar's 800ish m/s on afterburners*, and the MWD comparison is even worse for the Jaguar. That's the "speed" AF? ha ha ;)
Taking over a second more to align makes the Jaguar a much less survivable ship. The Rifter was often able to warp out before it got locked. To achieve the same on a Jaguar, it takes three nanofibers in the lows, and I still get a feeling it's a tad sluggier then the Rifter - a check info confirmed the mass is still worse.
In the end, the Jaguar got repackaged and waiting for some sort of fix, because I don't want to fly a ship which costs 20M with fittings only to have a somewhat *less* survivable ship then it's 2M with fittings counterpart. Because, well, in the frigate world, speed and agility is survivability. The tank advantage a Jaguar has over a Rifter simply melts in the face of more firepower it'll be taking when fighting larger ships. I'm not willing to pay 10x more for that - I'll sooner T2-fit a Rupture for that money and have just a tad worse speed/agility then a Jaguar, but a much bigger target selection.
In the end, I don't care about a role bonus. I just want the mass fixed first, and the fourth bonus would really, really be appreciated. Role bonus would be lovely, but fix the fundamental problems first.
*Afterburners on frigates are not useless, flame someone else.
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Nyack
GREY COUNCIL Cruel Intentions
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Posted - 2007.10.16 08:50:00 -
[57]
coudlnt AF have huge tracking and an effective range of 15km-40km which will be the new range of most buffed inties?
made to hit ships going 6+km/s on the other hand this would negate the role of teh t2 and t1 destroyers
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.16 13:30:00 -
[58]
Ok guys, lets decide on what we really want from the future improved AF's. Because each race has two AF's, I personally would love to see two different ship philosophies.
AF 1 High DPS (For small weapons) Above Average Tank (More than a T1 Frigate but less than a T1 Cruiser) Moderate Speed (More than T1 Frigate but less than a T1 Cruiser) Close Range High Tracking Weapons (Capable of tracking when in falloff moderate to high speed interceptors)
AF 2: Average DPS (Same as T1 Combat Frigates 'Base Hull?') High Tank (Slightly Stronger Tank than an average T1 Cruisers) Low to Average Speed (Slightly worse than a T1 Frigate 'Base Hull?') Long Range Weapons (Capable of doing a similar job to Destroyers however with a lower alpha strike)
Thats how I imagine AF's should be. Defined and clear potential uses.
So what do you guys want to see? What do you think would be good, and bear in mind. We have two classes of Ewar frigates already, Black Ops Frig and Interceptor. Plus a T1 Frigate for ewar. We don't really need AF's to become ewar also, better to have them for combat.
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Remejiah
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Posted - 2007.10.16 17:58:00 -
[59]
I sort of like the idea, but keep the falloff bonus for the Wolf! 
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Hyuuga Veralis
Pator Tech School
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Posted - 2007.10.16 18:16:00 -
[60]
Originally by: Lyria Skydancer Hawk (tackler)
Caldari Frigate Skill Bonus: +5% bonus to Missile Kinetic Damage and +10% bonus to missile velocity
Assault Ships Skill Bonus: +7.5% bonus to shield boost amount per level +5% Stasis Web range per level
------------------------------------
Why do people insist on making the Hawk weaker than a kestrel?
No AF should tackle. They are assault ships.
The Hawk and Harpy should be frig versions of the cerb and Eagle. Simple fix.
If they need a specific role, give them a reduction in cap use for weapons (and something else for the minny afs and hawk). -------------- Fulfilling 0.0 Ammo needs since 2 days after being made. |
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Tar Manis
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Posted - 2007.10.16 19:27:00 -
[61]
Edited by: Tar Manis on 16/10/2007 19:29:03 Personally assault ships should mean damage. They should also mean quick. Not slow, easy to die, and hard to use.
Give them all more pg and allow them to mount cruiser sized weapons. heh. <--- love this idea.
Anyway though for a more realistic idea give them a much much larger bonus to damage so that they basically overtake a cruiser for damage alone without getting into HAC range. Keep their resists the way they area. Basically allow the ishkur to use 5 T2 hammerheads and give it a bit more armor and take away 1 high slot and give it another low. This would be the smaller step between the ishtar and Ishkur. One uses medium drones and one uses heavies + others. The ishtar still has more slots and more overall room to do many things but the Ishkur would be a nice dps in a small package. Their tank should be above par but not cruiser level and their quickness woudl allow them to engage larger ships especially in gangs.
If you compare the ishkur to the vexor for example the vexor has a 75m3 drone bay allowing it to field 5 t2 hammerheads and fit a 1600mm plate. This allows for a nice resistance buffer and damage. The ishkur should equal it in damage but not tank. You can also put medium reps onto the vexor for a much nicer tank. The only thing it lacks in comparison to the ishkur may be speed and sig radius. While both are nice they don't make the niche that T2 ships are supposed to fill.
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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2007.10.16 19:36:00 -
[62]
Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever. ----------------- Friends Forever
Kill. BoB. Dead. |

Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.16 19:46:00 -
[63]
Originally by: Haniblecter Teg Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever.
or one "base" and one "multi-purpose" AF.
ex of enyo and ishkur or vengeance and retribution.
both enyo and retri are the embodiment of their respective races' philosophies: the enyo is (well, at least should be) a solid blaster boat with good armor and capable of dishing immense damage at point-blank; and the retri is what amarr should be: trading flexibility for hard hitting lasers and a tank that shrugs off at any other frigate-sized ship.
ishkur however is different: trades direct firepower for more flexibility and a larger drone bay; and the vengeance is a bastard son: armor tanking missile spewer with good flexibility.
...that is what I think how Afrigs should be: 1 that is the race mirror through and thru, and the other is less orthodox.
that said: I say that the retri needs a 5th turret and more grid, and the enyo a bit mass shaved off. ---
planetary interaction idea! |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.16 23:49:00 -
[64]
Originally by: Haniblecter Teg Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever.
Why not? Yea inties will still tackle as they are loads faster than AF's and more agile. Nothing wrong with wanting a heavy tackler at least to me. As for gank AF's isnt that kind of a joke any gank AF will be outdamaged by pretty much any cruiser and die horribly as a result (where are you web bonus/immunity).
So really your left with inties for speed demons a gank AF that cant go toe to toe with anything and cruisers still out damaging them.
At least thats how i view it.
Love to the Assault Frigate! |

Tar Manis
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Posted - 2007.10.16 23:59:00 -
[65]
Originally by: Skraeling Shortbus
Originally by: Haniblecter Teg Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever.
Why not? Yea inties will still tackle as they are loads faster than AF's and more agile. Nothing wrong with wanting a heavy tackler at least to me. As for gank AF's isnt that kind of a joke any gank AF will be outdamaged by pretty much any cruiser and die horribly as a result (where are you web bonus/immunity).
So really your left with inties for speed demons a gank AF that cant go toe to toe with anything and cruisers still out damaging them.
At least thats how i view it.
That's exactly why AF's need to do more damage than Cruisers. They also need a decent tank versus a cruiser. Say 1v1 the cruiser will win most likely if they are both T1 fit. With a fully T2 fit AF the AF should win imo. That should be the amount of difference. Also with a more gank role while maintaining their very nice tank resists this allows them to take on larger ships such as Battleships. Their small sig radius and damage means Battleships will ahve a hard time hitting etc. This could be their role. Of course you could say it's just blobbing but then we should all just ignore HAC's and commandships etc and just all go for BS's.
An AF gang would be able to take on things like BC's-> Command Ships-> Battleships and other things in a gang of say 6. Battleships should not be solopwnmobiles and the inty change means that a battleships can be tackled quite easily. However inties won't be doing any damage. A groupe of AF's could come in and pwn the lone battleship without undue force such as needing 10 frigates etc. 3-4 may be enough if they can do cruiser damage.
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Stuart Price
Caldari Havoc Inc
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Posted - 2007.10.17 00:03:00 -
[66]
Originally by: Nian Banks Edited by: Nian Banks on 16/10/2007 17:17:54 Edited by: Nian Banks on 16/10/2007 17:09:25
*stuff I'm not bothered about*
Harpy (Gank) Caldari Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret optimal range per level. Assault Ships Skill bonus: 10% bonus to Small Hybrid Turret tracking and 10% bonus to webber resistance per level. Role bonus: 120% bonus to afterburner speed increase.
*more stuff*
If this happens I will fly my Harpy around all day and absolutely destroy any small ships I see as well as put the fear of god into nano-cruisers. Make it so. "I got soul but I'm not a soldier" |

Roger Douglas
Infinite Improbability Inc Mostly Harmless
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Posted - 2007.10.17 02:08:00 -
[67]
Ever hear of a pilot named Kaker? He used to visit around the north on a nightly basis flying an Ishkur. More than once I watched local or intel channels reporting that his little assault frig taking out a ratting BS or BC.
I agree with the thoughts on making the assault frigate tough as hell through resists, or boost their ability to active tank. I love to fly this shiptype, and I'd love to see it boosted a bit, since most people I fly with would rather have an inty pilot over a assault frig any day.
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Paulson
The Fated Interstellar Alcohol Conglomerate
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Posted - 2007.10.17 04:52:00 -
[68]
I love assault frigates and want to see their role defined and improved too.
like many people have pointed out the following is needed:\
1. Mass/sig radius Reduction
Seriously CCP a Frigate is supposed to me more agile than a cruiserand as it stands this is one of the biggest problems.
2. A real 4th Bonus
As already suggested turning the resist bonus into a native hull bonus and giving web immunity when using Afterburners only will make assault frigates fast enough to tie down bigger ships when flying in groups but vunerable to faster ships that can tackle then (IMHO a AF needs to go over 1km/s min atm just to help it stay alive.
I would like to see AF's used as either anti recon/dictor/heavydictor so a assult frigates primary role is the protection of cap ships from being bubbled
or to defend ships against roaming gangs when used in groups or even as a fast incursion ship for deep raids so it is fast enough to gank a target in a gang and then split but with resistances that enable it to fight its way out when needed.
===============================================
Are we there yet? |

Kristoffer
Amarr Blackguard Brigade Aftermath Alliance
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Posted - 2007.10.17 07:05:00 -
[69]
Sniping harpies work pretty darn well tbh.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.17 07:29:00 -
[70]
Edited by: Lyria Skydancer on 17/10/2007 07:29:18
Originally by: Paulson
I would like to see AF's used as either anti recon/dictor/heavydictor so a assult frigates primary role is the protection of cap ships from being bubbled
This actually is an intresting idea that also crossed my mind. Assault frigates could be interpreted as ASSAULT SHIPS meaning they can jumpinto a bubble, be immune to capwarfare, bubbles and just do that blast targets in bits and be tough little annoyances. Penetrate enemy lines and assault them in groups.
Id rather have them get the initial gank/tackle role or this above mentioned one then making them a frig sized solo ship. That might be not so balanced...
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Ban Shui
Eve University
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Posted - 2007.10.17 07:34:00 -
[71]
I really like the idea of assault ships getting some AB bonus.
That would really give them a distinct role.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.18 02:25:00 -
[72]
Originally by: Lyria Skydancer
Id rather have them get the initial gank/tackle role or this above mentioned one then making them a frig sized solo ship. That might be not so balanced...
Couldn't be any worse than the 3 billion vagas and nano-ishtars running around though could it?
Love to the Assault Frigate! |

Praxis1452
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Posted - 2007.10.18 02:42:00 -
[73]
blah assault ships should be about damage. Damage I say!!! give them more!
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.18 02:42:00 -
[74]
Originally by: Skraeling Shortbus
Originally by: Lyria Skydancer
Id rather have them get the initial gank/tackle role or this above mentioned one then making them a frig sized solo ship. That might be not so balanced...
Couldn't be any worse than the 3 billion vagas and nano-ishtars running around though could it?
True, this would atleast give each race a small solo ship. Fair enough.
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Maedoc
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Posted - 2007.10.18 03:35:00 -
[75]
Honestly, I've always thought of my Assault Ships as throwaway ships, enough punch to do some damage, and enough speed to get away.
Of course I use a T2 outfitted Retribution, it also makes for a great ratting ship in low sec and 0.0, other than that I've always thought that was their niche.
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NCP S2
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Posted - 2007.10.18 04:11:00 -
[76]
I was super stoked when I got my first AF, fitted a Wolf, and played around with some rats to get the feel of it.
Sad thing is, I lost all of that excitement when I realized that the only thing I could take out in an AF is a T1 Frig or another AF.
Too slow to catch an inty, and that's a good thing, but crappy damage output, and the current tank is okay, but melts too quickly on anything bigger than a Frig.
Comparing a Hawk with a Rifter and say, a Rupture, for a good overall analyses:
Rifter with the same fit as a Hawk does get beat damage wise by the 4th turret, but not in a way to really pay for all the extra training. However the Rupture with significantly less training by FAR out damages the Hawk. Hawk vs Rupture in an all out brawl, Rupture should be walking away with that one. Yeah you'll have some slight tracking issues due to the bigger guns, but the Hawk is definately slow enough to get pegged most of the time. (was using T2 small AC's and T1 med AC's for the comparisons)
I think Cruiser sized weapons on a Frig sized ship is a bit much, but definately, an Assault Frigate should be able to do comparable damage. More of a damage bonus, and maybe a comparable tank to a T1 Cruiser as well, on a Frig, would make it worth it.
I'd love to fly the AF again, as I love flying the small ships, but why when they aren't worth it? I'm down for a positive change, but let's not go overboard at the same time.
-S2
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Chomapuraku
Templar Republic R0ADKILL
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Posted - 2007.10.18 04:41:00 -
[77]
it'd be nice if CCP scrapped the ewar frigs altogether and stacked that role on to the AFs. tanked-out frigs with ewar capabilities. given that the ishtar is a mini version of the domi with a combo resist/speed tank, why not give AF's capabilities on par with t1 cruisers, but with smaller sigs, better speed/maneuverability, and tanking bonuses? maybe give the harpy ewar capabilities on par with a blackbird
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Ron Lycan
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Posted - 2007.10.18 05:13:00 -
[78]
Originally by: Grimpak
Originally by: Haniblecter Teg Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever.
or one "base" and one "multi-purpose" AF.
ex of enyo and ishkur or vengeance and retribution.
both enyo and retri are the embodiment of their respective races' philosophies: the enyo is (well, at least should be) a solid blaster boat with good armor and capable of dishing immense damage at point-blank; and the retri is what amarr should be: trading flexibility for hard hitting lasers and a tank that shrugs off at any other frigate-sized ship.
ishkur however is different: trades direct firepower for more flexibility and a larger drone bay; and the vengeance is a bastard son: armor tanking missile spewer with good flexibility.
...that is what I think how Afrigs should be: 1 that is the race mirror through and thru, and the other is less orthodox.
that said: I say that the retri needs a 5th turret and more grid, and the enyo a bit mass shaved off.
I Agree.
An Example of the Enyo.
I'm an AF Pilot (Although I don't fly them anymore because they are more trouble then they are worth).
Some people have a playstyle to flying it with Rails and with the odd ball missile launcher. But honestly....The Ishkur is better at that role. Long range with the drones and can tank if needed.
Rails on an Enyo DO NOT do more damage then a fitted Ishkur. It should and needs to be a Made Blaster Boat, Its of Gallente Design not a Harpy.
It ****es me off to see that the Jag and Wolf can outdamage something that (passes off gimped) as a Gallente Blaster Boat as the minnie ships are faster and have double damage bonus' with Enyo's Single bonus.
Being a Assault Frigate, Enyo cant be a blaster boat as once its webbed its toast (It goes for all AF's).
I'm all for Signing for AF's to get a Web Resistence Role Bonus. Enyo needs to lose the Optimal bonus and get its T1 counterparts Falloff and damage bonus.
Using Afterburners does sound fun as just about every ship (except some exceptional Command ships) in game fits MWDs to get in Range. It would give it more use if there was changes.
/Signed for AF Love
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.18 08:02:00 -
[79]
Originally by: Lyria Skydancer
Originally by: Skraeling Shortbus
Originally by: Lyria Skydancer
Id rather have them get the initial gank/tackle role or this above mentioned one then making them a frig sized solo ship. That might be not so balanced...
Couldn't be any worse than the 3 billion vagas and nano-ishtars running around though could it?
True, this would atleast give each race a small solo ship. Fair enough.
o/ to accepting my p.o.v. :)
On a serious note though, these ships got potential just need a slight tweak or well any tweak really.
Love to the Assault Frigate! |

Paulson
The Fated Interstellar Alcohol Conglomerate
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Posted - 2007.10.18 08:30:00 -
[80]
Originally by: Kristoffer Sniping harpies work pretty darn well tbh.
My weapon of choice for anti tackler work in todays 'lag online'
Also works well in roaming gangs using Faction AM as you can get an optimal of 20KM (Ideal for gate work) and with a couple of mag stabs does very good damage for its size.
For solo gank work I go for a MSE II Tech II Ions and faction AM. Fast enough to slip in gank at a belt and slip out again.
However the Ishkur and the Harpy are exceptions due to them having bonuses that give them very specific roles which means they work very well in them. Even then for me to get any type of fitting on a Harpy I have very high fitting skills (AWU 4 for example and other skills at 5). I also do not bother active tanking these ships at all. Resists and hitpoints to buy me time to run away. active tank is useless due to lack of cap and to do real damage you need tech II (which ups the skill requirment more).
Even then I will still fly a Harpy because I find it fun.
===============================================
Are we there yet? |
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Glach Duwat
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Posted - 2007.10.18 17:11:00 -
[81]
I have been wondering the role of an Assault frigate for the longest time.
The best I could come up with was that it makes a GREAT solo pirate ship.
I mean, an competent AF pilot can take out a T1 cruiser of a noob or less than competent Cruiser Pilot.
But for griefing frigs and pirating haulers, this ship is wonderful. They are also great for low sec ratting.
The other thing is, an Anti Destroyer Role. I've seen a wolf pop Destroyers before said destroyer could lock.
I was able to tank a rocket-fit Flycatcher (interdictor) in my Jaguar.
And you don't need an "anti-web" AF. There already is one. Wolfs can hit outside of web range with AC's and Ranged ammo.
Two AF's can make short work of Cruisers. Single AF's Make GREAT pirate ships for haulers and solo miners, noobie cruiser pilots, and other frigs. AF Gangs can be a menace for a lot of ships.
Make great drone killers too.
They aren't THAT expensive, and they have plenty of niche roles to fill.
Sure, other ships can be used to do the same thing, but AF's are more fun to do it in.
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VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.10.18 18:29:00 -
[82]
Bonus to AB and resistance to webs would make the AF's true dogfighters. If I could have those two bonuses, that would fix the ship class for me and make me fly them on a regular basis.
Originally by: Marquis Dean As with most threads in Ships & Mods, it ended up with Ryysa yelling at everyone.
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Redora
Gallente Universal Exports
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Posted - 2007.10.18 18:47:00 -
[83]
Originally by: Grimpak
Originally by: Haniblecter Teg Why a tackling AF? That's silly and the inty's role already.
One TANK and one GANK AF should be the layout. Be nice to see some heavily tanked af's out thar, ratting or whatever.
or one "base" and one "multi-purpose" AF.
ex of enyo and ishkur or vengeance and retribution.
both enyo and retri are the embodiment of their respective races' philosophies: the enyo is (well, at least should be) a solid blaster boat with good armor and capable of dishing immense damage at point-blank; and the retri is what amarr should be: trading flexibility for hard hitting lasers and a tank that shrugs off at any other frigate-sized ship.
ishkur however is different: trades direct firepower for more flexibility and a larger drone bay; and the vengeance is a bastard son: armor tanking missile spewer with good flexibility.
...that is what I think how Afrigs should be: 1 that is the race mirror through and thru, and the other is less orthodox.
that said: I say that the retri needs a 5th turret and more grid, and the enyo a bit mass shaved off.
QFT. As I said before, get rid of the Optimal bonus on the Enyo. It'd be much better as another 5% damage bonus to small hybrids, more befitting the "Gallente Way", and make it into the 'mini-deimos' it's name (Enyo) proclaims it to be. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.18 18:50:00 -
[84]
Originally by: Glach Duwat
And you don't need an "anti-web" AF. There already is one. Wolfs can hit outside of web range with AC's and Ranged ammo.
Youre missing the point. The point is that you could then web-tackle a ship in small gang warfare (to stop em from reaching a gate for example) without needing to have a larger ship then your opponent. Right now, inties arent in this role and those doing the webbing in these situations are the bigger ships with more tank wich is odd because their primary roles arent tackling...
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.18 18:51:00 -
[85]
Edited by: Skraeling Shortbus on 18/10/2007 18:53:01
Originally by: Glach Duwat
(A).I mean, an competent AF pilot can take out a T1 cruiser of a noob or less than competent Cruiser Pilot.
(B).The other thing is, an Anti Destroyer Role.
(C).And you don't need an "anti-web" AF. There already is one. Wolfs can hit outside of web range with AC's and Ranged ammo.
(D).Two AF's can make short work of Cruisers. Single AF's Make GREAT pirate ships for haulers and solo miners, noobie cruiser pilots, and other frigs. AF Gangs can be a menace for a lot of ships.
(A). A competent Cruiser pilot could do both just as easily and cheaper and have more dps.
(B). People fly destroyers? They die to anything fast.
(C). Right, and for those of us that don't fly minmatar AF's our options are what again? Last i checked small blasters were well within web range.
(D). A well fit cruiser can make even shorter work of a cruiser. Cruiser gangs would be even deadlier than an AF gang. I pirated in a vexor and it worked great :)
My point being that there really is no reason to use a more expensive less effective ship, when a T1 cruiser can do all the above jobs just as easily and in some cases better.
Love to the Assault Frigate! |

RossP Zoyka
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Posted - 2007.10.18 21:21:00 -
[86]
Giving Assault Frigates a web resist bonus is an awesome idea.
25% web resist bonus is not quite good enough though. I really feel that a 50% web resist bonus is not going to cause that much trouble.
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Neuromandis
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Posted - 2007.10.19 00:14:00 -
[87]
I am in for any idea that improves assault ships, they need it. Even just giving them a true 4th bonus would make me happy.
I tend to think about it the following way. Interceptors are very nice tacklers, but their strength is also their serious weakness - being speedtanked, they simply cannot web with regularity because once they get webbed back, they die horribly and fast.
Heavier ships might do the trick of webbing the target, but honestly, it feels wrong to use a cruiser or bigger for tackling. Apart from the fact that it is up to the fitting to make fast a ship that is (or should be) slower by design, their midslots can be put to a lot better use with more expensive (in fitting or cap) modules et.c. Yes, if tackling with battleships was the best option people would use them for it, but simply put something smaller should have the role to web stuff.
Enter assault frigate (one of each for each race, anyway). Since they use conventional instead of speed tanking, they do not explode at the simple notion of a web.
So it can follow that either an even better tank or a bonus to stasis webifiers (slight bonus to webber range or BIG bonus to webber effectiveness) would colose the circle:
Inties - specialised scrambling boats, assault frigs - specialised webber boats. Because any way you spin it, inties CAN tackle but they sure as hell don't seem to be pretty good at holding a target webbed for long.
That's for one of the two assault frigs. The other should be damage, pure and simple. *Assault* ship, repeat after me. So it would be damage. That, or immunity to bubbles so that they can really get behind enemy lines - but that would be so freakishly overpowered for any role BUT assaults that I don't even wanna think about it. Damage please.
At least that would be ONE idea to help AF's. As I said, I am in for ANY kind of improvement to them... --- If someone else from my Corporation or Alliance agrees with me, he will say so. Assume nobody does :) --- WTB: Scorpion wing (left)
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Mr Bodacious
mUfFiN fAcToRy
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Posted - 2007.10.19 04:42:00 -
[88]
I say keep them the way they are with everything, but add an 80% web efficiency reduction on them, so that you need to fit 2 webs to really pin one down.
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Flurren
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Posted - 2007.10.19 05:10:00 -
[89]
Edited by: Flurren on 19/10/2007 05:15:04 Edited by: Flurren on 19/10/2007 05:12:54 Edited by: Flurren on 19/10/2007 05:11:39 Edited by: Flurren on 19/10/2007 05:10:53 Some of these ideas have been said before but ill just mention my take on all this.
Giving AFs a 50% bonus to web resist (taking fleeting to 45%, normal to 37.5% etc) would really give them a chance to speed tank like an inty does but inside web range and actually make them worth their cost vs just buying a cruiser as they wouldnt have to go tank to tank with bigger ships when getting into web range.
If this is to be their role bonus then each AF should also get a 4th bonus probably on RoF replacing the current resist one and resists should be made innate. An AF should get close to the damage of a cruiser imo as they cost more than one anyway and are uninsurable and a damage bonus would help here.
A very small reduction to mass (still making them heavier than frigates but maybe only 30% heavier instead of 70% in most cases) would be very welcome also but is maybe too much to ask for combined with the web resist bonus and 4th real bonus.
Besides all that certain races have problems with individual AFs. The wolf for example is a great ship but has two glaring resist holes on its armor where most armor tanking AFs only have one. As AFs are more tanky ships (making them versatile in combat because they can afford to take enemy fire for a bit longer before popping so can afford to move between advantageous positions through ones that are less so) i think its important that one can mount a proper tank on them (for a frigate). Maybe this weakness on the wolf is intended but it seems like thats just the way it worked out after all the AFs were made and could do with a fix. I dont know if the other races AFs are particularly hard to tank so i cant comment.
Also again using minmatar as an example i think the jag and the wolf need their range bonuses switched back around. A jaguar with its 3 meagre turrets needs to use autocannons to do any sort of respectable dps and with its higher speed and agility is more suited to getting in close. Obviously i only pilot minnie frigs at the moment so thats why im talking about them.
I guess the only other thing i could ask for would be a 50% - 100% bonus on afterburner as it would be really nice to finally be able to pvp somewhat with this mod. However a 300% (using T2) speed boost with no sig radius penalty is maybe a bit over the top with all the other changes i mentioned.
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Nexus Kinnon
Synthetic Frontiers
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Posted - 2007.10.19 07:53:00 -
[90]
Switch the goddamn falloff and optimal bonuses on the wolf and jaguar. The wolf is an arty boat in the tradition of the Muninn; and the Jaguar is the predecessor of the Vagabond (shield tanked AC boat). Also, a proper fourth bonus plz.
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Rawr Cristina
Caldari
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Posted - 2007.10.19 11:24:00 -
[91]
Originally by: Skraeling Shortbus I think an interesting option would be web immunity?
/signed
Webbers are the bane of small ships (particually small, slow ships) -----
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sakana
North Eastern Swat Pandemic Legion
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Posted - 2007.10.19 11:25:00 -
[92]
AFs are only good for pve.
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Drek Grapper
Minmatar
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Posted - 2007.10.19 12:20:00 -
[93]
The AB bonus and Web immunity bonus are the best solutions i have heard so far. Also make them a bit lighter. These ships should be able to go toe to toe with T1 or semi T2 fit cruisers and these changes would ensure that. 
My reasoning for this is that they need more skills to fly and are Assault Ships after all... so hey, let's let them Assault stuff a little bigger than they are and still stand a chance of winning. 
Man it would be awesome to see these ships become popular and would add another dimension to pvp.
Come on CCP. Sort it.  ------------------------------------------------ 'The thing always happens that you really believe in... and the belief in a thing makes it happen' - Frank Loyd Wright |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.19 23:25:00 -
[94]
Originally by: sakana AFs are only good for pve.
Wich is silly. Why would T2 ships, wich gain resistances to withstand the natural enemy of the race, not be a pvp ship primarily?
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.20 04:56:00 -
[95]
How dare there be a constructive thread on eve-o... i demand someone flame me.
Love to the Assault Frigate! |

Flurran
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Posted - 2007.10.20 05:38:00 -
[96]
Edited by: Flurran on 20/10/2007 05:39:19
Originally by: Drek Grapper The AB bonus and Web immunity bonus are the best solutions i have heard so far. Also make them a bit lighter. These ships should be able to go toe to toe with T1 or semi T2 fit cruisers and these changes would ensure that. 
My reasoning for this is that they need more skills to fly and are Assault Ships after all... so hey, let's let them Assault stuff a little bigger than they are and still stand a chance of winning. 
Man it would be awesome to see these ships become popular and would add another dimension to pvp.
Come on CCP. Sort it. 
Actually for the price and difficulty to train i believe its fair that an equally fitted AF should have the advantage over a T1 cruiser.
EDIT: but obviously be owned in the face by an equally fitted BC or HAC pilot. Then again i think HACs should be able to give the lower tiered BSs a run for their money too (not sure if they actually can).
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.20 06:28:00 -
[97]
Edited by: Graalum on 20/10/2007 06:31:57
I read most of the thread, and saw alot of decent ideas.
Their intended role is pretty clear, a frigate that can tank and gank. The problems involved are pretty clear, they are slow, hard to maneuver, and don't really tank or gank all that well. Several suffer from mixed weapon systems, or highslots with no turret or launcher slot.
to improve this, all af's need the following changes made: 20% increase in velocity over their t1 equivilents, 10% better agility mods than their t1 equilivents, 5% greater weight from t1 equivilents, and a slight decrease in signature, to put them between t1 their t1 varient and their racial interceptor. They also could use a 5-10% hitpoint buff, perhaps more cap, and need to be cheaper to build. Finally, they all need to have their role narrowed down (ie arty on a wolf, missiles on a hawk, etc) and be made slightly easier to fit.
In general, af's should have 5 weapon slots, 2 damage mods, a tanking mod, and a miscellaneous range/tracking/falloff/etc mod depending on the weapon focus of the ship or a special characteristic of the ship (harpy, hawk, ishkur)
For instance:
Harpy 5/4/2 layout, 5 turret points frigate skill bonuses: 10% optimal + 5% shield resist af skill bonuses: 10% optimal + 5% damage Hawk 5/4/2 layout, 5 missile points frigate skill bonuses: 5% rof, 10% missile velocity af skill bonuses: 5% kinetic damage, 5% shield resist Jaguar 5/3/3 layout, 5 turret points frigate skill bonuses: 5% rof 5% damage af skill bonuses: 10% falloff, 5% velocity Wolf 5/2/4 layout, 5 turret points, frigate skill bonuses: 5% damage, 10% optimal range af skill bonuses: 5% rof, 7.5% tracking Retribution 5/2/4 layout, 5 turret points frigate skill bonuses: 10% reduction cap use, 5% rof af skill bonuses: 5% damage, 5% armor resist Vengeance 5/3/3 layout, 5 missile slots frigate skill bonuses: 5% armor resist bonuses, 5% missile damage af skill bonuses: 5% missile rof, 5% explosion velocity (?) Enyo 5/3/3 layout, 5 turret slot frigate skill bonuses: 5% damage 10% optimal range af skill bonuses: 7.5% armor rep, 5% rof Ishkur 5/2/4 layout, 4 turret slot (dronebay) frigate skill bonuses: 5% damage, 7.5% tracking af skill bonuses: 7.5% armor rep, 10% drone damage/hitpoints
all ships above get their base t2 resists, 75% primary and 50% secondary.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 06:33:00 -
[98]
Originally by: Graalum Edited by: Graalum on 20/10/2007 06:31:57
I read most of the thread, and saw alot of decent ideas.
Their intended role is pretty clear, a frigate that can tank and gank. The problems involved are pretty clear, they are slow, hard to maneuver, and don't really tank or gank all that well. Several suffer from mixed weapon systems, or highslots with no turret or launcher slot.
to improve this, all af's need the following changes made: 20% increase in velocity over their t1 equivilents, 10% better agility mods than their t1 equilivents, 5% greater weight from t1 equivilents, and a slight decrease in signature, to put them between t1 their t1 varient and their racial interceptor. They also could use a 5-10% hitpoint buff, perhaps more cap, and need to be cheaper to build. Finally, they all need to have their role narrowed down (ie arty on a wolf, missiles on a hawk, etc) and be made slightly easier to fit.
In general, af's should have 5 weapon slots, 2 damage mods, a tanking mod, and a miscellaneous range/tracking/falloff/etc mod depending on the weapon focus of the ship or a special characteristic of the ship (harpy, hawk, ishkur)
For instance:
Harpy 5/4/2 layout, 5 turret points frigate skill bonuses: 10% optimal + 5% shield resist af skill bonuses: 10% optimal + 5% damage Hawk 5/4/2 layout, 5 missile points frigate skill bonuses: 5% rof, 10% missile velocity af skill bonuses: 5% kinetic damage, 5% shield resist Jaguar 5/3/3 layout, 5 turret points frigate skill bonuses: 5% rof 5% damage af skill bonuses: 10% falloff, 5% velocity Wolf 5/2/4 layout, 5 turret points, frigate skill bonuses: 5% damage, 10% optimal range af skill bonuses: 5% rof, 7.5% tracking Retribution 5/2/4 layout, 5 turret points frigate skill bonuses: 10% reduction cap use, 5% rof af skill bonuses: 5% damage, 5% armor resist Vengeance 5/3/3 layout, 5 missile slots frigate skill bonuses: 5% armor resist bonuses, 5% missile damage af skill bonuses: 5% missile rof, 5% explosion velocity (?) Enyo 5/3/3 layout, 5 turret slot frigate skill bonuses: 5% damage 10% optimal range af skill bonuses: 7.5% armor rep, 5% rof Ishkur 5/2/4 layout, 4 turret slot (dronebay) frigate skill bonuses: 5% damage, 7.5% tracking af skill bonuses: 7.5% armor rep, 10% drone damage/hitpoints
all ships above get their base t2 resists, 75% primary and 50% secondary.
Hehe, this would sure make AFs fun to fly :-p
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.20 06:46:00 -
[99]
it might be worth looking at the harpy/hawk being 5/5/1 to allow for both a 3 slot tank and mwd and a point, and the jag being either 5/4/2, 4/4/3, 4/3/4 or some other combo to allow for either better tank or speed, but i think the gist of it gets across.
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Zyrla Bladestorm
Minmatar Foundation R0ADKILL
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Posted - 2007.10.20 06:46:00 -
[100]
Originally by: Graalum Edited by: Graalum on 20/10/2007 06:31:57
I read most of the thread, and saw alot of decent ideas.
Their intended role is pretty clear, a frigate that can tank and gank. The problems involved are pretty clear, they are slow, hard to maneuver, and don't really tank or gank all that well. Several suffer from mixed weapon systems, or highslots with no turret or launcher slot.
to improve this, all af's need the following changes made: 20% increase in velocity over their t1 equivilents, 10% better agility mods than their t1 equilivents, 5% greater weight from t1 equivilents, and a slight decrease in signature, to put them between t1 their t1 varient and their racial interceptor. They also could use a 5-10% hitpoint buff, perhaps more cap, and need to be cheaper to build. Finally, they all need to have their role narrowed down (ie arty on a wolf, missiles on a hawk, etc) and be made slightly easier to fit.
In general, af's should have 5 weapon slots, 2 damage mods, a tanking mod, and a miscellaneous range/tracking/falloff/etc mod depending on the weapon focus of the ship or a special characteristic of the ship (harpy, hawk, ishkur)
For instance:
Harpy 5/4/2 layout, 5 turret points frigate skill bonuses: 10% optimal + 5% shield resist af skill bonuses: 10% optimal + 5% damage Hawk 5/4/2 layout, 5 missile points frigate skill bonuses: 5% rof, 10% missile velocity af skill bonuses: 5% kinetic damage, 5% shield resist Jaguar 5/3/3 layout, 5 turret points frigate skill bonuses: 5% rof 5% damage af skill bonuses: 10% falloff, 5% velocity Wolf 5/2/4 layout, 5 turret points, frigate skill bonuses: 5% damage, 10% optimal range af skill bonuses: 5% rof, 7.5% tracking Retribution 5/2/4 layout, 5 turret points frigate skill bonuses: 10% reduction cap use, 5% rof af skill bonuses: 5% damage, 5% armor resist Vengeance 5/3/3 layout, 5 missile slots frigate skill bonuses: 5% armor resist bonuses, 5% missile damage af skill bonuses: 5% missile rof, 5% explosion velocity (?) Enyo 5/3/3 layout, 5 turret slot frigate skill bonuses: 5% damage 10% optimal range af skill bonuses: 7.5% armor rep, 5% rof Ishkur 5/2/4 layout, 4 turret slot (dronebay) frigate skill bonuses: 5% damage, 7.5% tracking af skill bonuses: 7.5% armor rep, 10% drone damage/hitpoints
all ships above get their base t2 resists, 75% primary and 50% secondary.
Like it overall, speaking of the jaguar specifically, its from the line of shield tanking AC boats, so imho it needs to be 5/4/2 :) . ----- Apologies for any rambling that may have just occurred.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 10:21:00 -
[101]
Edited by: Grimpak on 20/10/2007 10:23:11
Originally by: Graalum Edited by: Graalum on 20/10/2007 06:31:57
I read most of the thread, and saw alot of decent ideas.
Their intended role is pretty clear, a frigate that can tank and gank. The problems involved are pretty clear, they are slow, hard to maneuver, and don't really tank or gank all that well. Several suffer from mixed weapon systems, or highslots with no turret or launcher slot.
to improve this, all af's need the following changes made: 20% increase in velocity over their t1 equivilents, 10% better agility mods than their t1 equilivents, 5% greater weight from t1 equivilents, and a slight decrease in signature, to put them between t1 their t1 varient and their racial interceptor. They also could use a 5-10% hitpoint buff, perhaps more cap, and need to be cheaper to build. Finally, they all need to have their role narrowed down (ie arty on a wolf, missiles on a hawk, etc) and be made slightly easier to fit.
In general, af's should have 5 weapon slots, 2 damage mods, a tanking mod, and a miscellaneous range/tracking/falloff/etc mod depending on the weapon focus of the ship or a special characteristic of the ship (harpy, hawk, ishkur)
For instance:
Harpy 5/4/2 layout, 5 turret points frigate skill bonuses: 10% optimal + 5% shield resist af skill bonuses: 10% optimal + 5% damage Hawk 5/4/2 layout, 5 missile points frigate skill bonuses: 5% rof, 10% missile velocity af skill bonuses: 5% kinetic damage, 5% shield resist Jaguar 5/3/3 layout, 5 turret points frigate skill bonuses: 5% rof 5% damage af skill bonuses: 10% falloff, 5% velocity Wolf 5/2/4 layout, 5 turret points, frigate skill bonuses: 5% damage, 10% optimal range af skill bonuses: 5% rof, 7.5% tracking Retribution 5/2/4 layout, 5 turret points frigate skill bonuses: 10% reduction cap use, 5% rof af skill bonuses: 5% damage, 5% armor resist Vengeance 5/3/3 layout, 5 missile slots frigate skill bonuses: 5% armor resist bonuses, 5% missile damage af skill bonuses: 5% missile rof, 5% explosion velocity (?) Enyo 5/3/3 layout, 5 turret slot frigate skill bonuses: 5% damage 10% optimal range af skill bonuses: 7.5% armor rep, 5% rof Ishkur 5/2/4 layout, 4 turret slot (dronebay) frigate skill bonuses: 5% damage, 7.5% tracking af skill bonuses: 7.5% armor rep, 10% drone damage/hitpoints
all ships above get their base t2 resists, 75% primary and 50% secondary.
jaguar atm is pretty good already. the bonuses need a change tho.
the hawk, I would go for a 4/5/2, and concentrate both on tank and damage (IE: dual tanking and dual damage bonuses)
enyo, a falloff bonus instead range. the thing screams for blasters.
the vengeance's bonus atm are damn good, same goes to the slot setup.
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
ishkur... well let's be honest: a drone velocity bonus would be better there. damage bonus *might* make it a bit too powerfull.
as for the harpy and the wolf? oh yes!
anyways, I would still say that, instead of decreasing weight on the ships, why not increase agility greatly and give it web immunity? oh and of course, get rid of that stupid resistance bonus. ---
planetary interaction idea! |

Zaerlorth Maelkor
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Posted - 2007.10.20 11:45:00 -
[102]
I think they should just get a role tracking bonus, to make them better frig popping ships. That would be useful against the insane speed overload we're witnessing.
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iiOs
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Posted - 2007.10.20 11:56:00 -
[103]
web imunity and Ab speed bonus and some mass dicrease would make wonder for AF's ( and switch bonus of wolf and jag )
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Bentula
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Posted - 2007.10.20 12:43:00 -
[104]
Originally by: Skraeling Shortbus
(A). A competent Cruiser pilot could do both just as easily and cheaper and have more dps.
(B). People fly destroyers? They die to anything fast.
(C). Right, and for those of us that don't fly minmatar AF's our options are what again? Last i checked small blasters were well within web range.
(D). A well fit cruiser can make even shorter work of a cruiser. Cruiser gangs would be even deadlier than an AF gang. I pirated in a vexor and it worked great :)
My point being that there really is no reason to use a more expensive less effective ship, when a T1 cruiser can do all the above jobs just as easily and in some cases better.
All your points hold true for Hacs vs tier 2 BCs aswell, so that isnt the problem. The problem is hacs gain significant mobility over BCs, while i almost have the feeling AFs are loosing mobility compared to cruisers. Its not funny really .
The idea about the web immunity and the AB speed increase where the ones i liked most in this thread. If put together with a mass decrease this would make AFs very viable ships imho.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 15:49:00 -
[105]
Originally by: Grimpak
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
Uhm no? You making all those changes for other races but you want amarr to be stuck with a 1 mid slot AF (=cant solo)? No. Retri needs 2 mids. Doesnt matter what role it gets. End of story.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 15:58:00 -
[106]
Originally by: Lyria Skydancer
Originally by: Grimpak
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
Uhm no? You making all those changes for other races but you want amarr to be stuck with a 1 mid slot AF (=cant solo)? No. Retri needs 2 mids. Doesnt matter what role it gets. End of story.
but why not?
imho AF's should be the ships that take point in a fight and not solo-wanderers.
or, the firepower envelope for small frig gangs (small as in 5-man frig gangs).
also if you read it well, I disagreed with most of the changes that Graalum posted, bar the wolf and the harpy. ---
planetary interaction idea! |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 16:01:00 -
[107]
Originally by: Grimpak
Originally by: Lyria Skydancer
Originally by: Grimpak
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
Uhm no? You making all those changes for other races but you want amarr to be stuck with a 1 mid slot AF (=cant solo)? No. Retri needs 2 mids. Doesnt matter what role it gets. End of story.
but why not?
imho AF's should be the ships that take point in a fight and not solo-wanderers.
or, the firepower envelope for small frig gangs (small as in 5-man frig gangs).
also if you read it well, I disagreed with most of the changes that Graalum posted, bar the wolf and the harpy.
Because these ships are perfect for solo at the same time and people DO use these as solo machines, its just not fair to give ALL the other 3 races 2 soloing AFs while amarr is still stuck with one.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 16:30:00 -
[108]
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer
Originally by: Grimpak
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
Uhm no? You making all those changes for other races but you want amarr to be stuck with a 1 mid slot AF (=cant solo)? No. Retri needs 2 mids. Doesnt matter what role it gets. End of story.
but why not?
imho AF's should be the ships that take point in a fight and not solo-wanderers.
or, the firepower envelope for small frig gangs (small as in 5-man frig gangs).
also if you read it well, I disagreed with most of the changes that Graalum posted, bar the wolf and the harpy.
Because these ships are perfect for solo at the same time and people DO use these as solo machines, its just not fair to give ALL the other 3 races 2 soloing AFs while amarr is still stuck with one.
nowadays having 2 medslots is something that I *hardly* consider soloing-capable. Also, solo machines nowadays only work "well" in low-sec. Sure you can go roaming solo to 0.0, but then you face teh mighty "bl0b", and you run to hide. and, tbh imho, Afrigs should work better in gangs, and not solo. for that, imho, the inties do a better work. ---
planetary interaction idea! |

WishBlade
Caldari Atomic Heroes The OSS
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Posted - 2007.10.20 16:46:00 -
[109]
I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
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Darius Amir
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Posted - 2007.10.20 16:52:00 -
[110]
Just give them a reduction in grid use for Med or Large guns 
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Arana Tellen
Gallente The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.10.20 17:04:00 -
[111]
If you want the ishkur to be an inty killer, give it a drone speed bonus ^-^ ---------------------------------
Core 2 Duo E4300 1.8ghz @ 3ghz, 2GB Gskill DDR2 5400 @ 800mhh 4-4-4-12, Abit fatality mATX F-I90HD @ 334mhz, 8800GTS 320mb 2x250GB 7200.10s Raid 0, Vista 64 Home. |

Raxlar Kalimar
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Posted - 2007.10.20 17:22:00 -
[112]
The real reason that the wolf has not got an optimal bonus with its 4 turret slots is that with those bonuses swapped it would make the wolf = instant death to any interceptor and that is why it is like it is.
It would need to be nerfed nearly as soon as you did it or ceptor pilots would not be happy also mini have the thrasher that dose this job while being cheaper. So swapping them also destroyers the role of a destroyer with are pritty bad without having their toes steped on by assalt ships.
A Jag however can fit its three arts and still fit a tank and a speed mod without being too umber vs ceptors.
For these reasons and for the fact that the wolf is an extremely capable auto cannon platform it should stay as it is.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.20 17:42:00 -
[113]
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 17:52:00 -
[114]
Originally by: Nian Banks For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
...or you could cut down on the targeting range
of course that would mean boosting the targeting resolution.
---
planetary interaction idea! |

WishBlade
Caldari Atomic Heroes The OSS
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Posted - 2007.10.20 18:00:00 -
[115]
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Granted, I guess that's a part I missed, as I said.
Also, as mentioned above,the range of targeting can handle a fair nerf, as even on my sniping Harpy I can target far above the actual combat range.
Note: I do speak purely from the Caldari gunboat side of this, and have very, very little knwoledge of other races, and even the hawk, so don't mind the narrow viewpoint of my posts.
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Gloups
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Posted - 2007.10.20 18:21:00 -
[116]
Please give to the jaguar 5% bonus to velocity for each AF level, reduce his sig radius, his mass, and switch optimal bonus with falloff.
I love you CCP ! 
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.20 18:25:00 -
[117]
Originally by: WishBlade
Granted, I guess that's a part I missed, as I said.
You seem to have developed a very bad habit, if a thread topic interests you then there is little excuse for not reading the majority of it when its only 4 pages.
Naturally if its 10+ pages, go ahead and skim but do try to read what's important.
Tsk Tsk
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 19:00:00 -
[118]
Originally by: Grimpak
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer
Originally by: Grimpak
retri should be 5/1/5 with 5 turrets, 2 damage bonuses + range + tracking. I always pictured the thing as a mobile turret platform for point defense.
Uhm no? You making all those changes for other races but you want amarr to be stuck with a 1 mid slot AF (=cant solo)? No. Retri needs 2 mids. Doesnt matter what role it gets. End of story.
but why not?
imho AF's should be the ships that take point in a fight and not solo-wanderers.
or, the firepower envelope for small frig gangs (small as in 5-man frig gangs).
also if you read it well, I disagreed with most of the changes that Graalum posted, bar the wolf and the harpy.
Because these ships are perfect for solo at the same time and people DO use these as solo machines, its just not fair to give ALL the other 3 races 2 soloing AFs while amarr is still stuck with one.
nowadays having 2 medslots is something that I *hardly* consider soloing-capable. Also, solo machines nowadays only work "well" in low-sec. Sure you can go roaming solo to 0.0, but then you face teh mighty "bl0b", and you run to hide. and, tbh imho, Afrigs should work better in gangs, and not solo. for that, imho, the inties do a better work.
2 mid slots on AFs like these is fully enough. AB+disruptor is all you need. The 5th low on a retri wont do much difference for its tank or gank, its a useless 5th and would be much more fair to put that 5th low as a 2nd mid instead. And yeah alot of people do low sec stuff and these AFs do escape blobs easily because of fast warp times. I dont see the problem
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Raxlar Kalimar
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Posted - 2007.10.20 19:12:00 -
[119]
Originally by: Gloups Please give to the jaguar 5% bonus to velocity for each AF level, reduce his sig radius, his mass, and switch optimal bonus with falloff.
I love you CCP ! 
Yeah well done for inventing a gank interceptor with 4 mids.
one hand claping
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Chomapuraku
Templar Republic R0ADKILL
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Posted - 2007.10.20 20:14:00 -
[120]
how about making assault frigs a counter to fast ships like interceptors and speed-tanked cruisers/hac's? maybe give them a webber bonus of some sort, or maybe a huge range bonus on small nos/neuts, or a huge bonus to missile velocity, explosion velocity and small weapon tracking. we need something that can take out a ceptor in such a way that the ceptor has to either fight back (if in combat/tackling range) or run away.
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.20 20:23:00 -
[121]
Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 20:44:00 -
[122]
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
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Jack Jombardo
Amarr
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Posted - 2007.10.20 20:46:00 -
[123]
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
if immun is to much maybe 50% are ok. so a Fleeting Webber isn't 90% but 45% against Assaults.
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Gralg Merglen
Minmatar Fusion Enterprises Ltd Mostly Harmless
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Posted - 2007.10.20 20:46:00 -
[124]
The most fun I've ever had in pvp was flying a Jaguar in a support gang for a large BS fleet. 280mm Artys ftw! Its always fun to almost 1 shot an inty when it tries to do a flyby on you :)
Originally by: Graalum
I can also confirm that the guristas pirates have a titan. We tried to kill it but unfortunately it mwded away at 5k/second and smacked us in local.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.20 20:51:00 -
[125]
Originally by: Chomapuraku how about making assault frigs a counter to fast ships like interceptors and speed-tanked cruisers/hac's? maybe give them a webber bonus of some sort, or maybe a huge range bonus on small nos/neuts, or a huge bonus to missile velocity, explosion velocity and small weapon tracking. we need something that can take out a ceptor in such a way that the ceptor has to either fight back (if in combat/tackling range) or run away.
You mean what I suggested on page 2...
_____________________Vengeance (Gank) Amarr Frigate Skill bonus: 10% bonus to Rocket damage and 20% bonus to Rocket velocity per level. Assault Ships Skill bonus: 20% decrease per level in factor of target's velocity for Rockets and 10% bonus to webber resistance per level. Penalty: -40% to Rockets maximum flight time. Role bonus: 120% bonus to afterburner speed increase.
Retribution (Tank) Amarr Frigate Skill bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to armor resistances per level. Assault Ships Skill bonus: 7.5% bonus to Small Energy Turret tracking speed and 5% bonus to Small Energy Turret damage per level Role bonus: 50% bonus to Small Energy Turret optimal range.
Harpy (Gank) Caldari Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret optimal range per level. Assault Ships Skill bonus: 10% bonus to Small Hybrid Turret tracking and 10% bonus to webber resistance per level. Role bonus: 120% bonus to afterburner speed increase.
Hawk (Tank) Caldari Frigate Skill bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic damage per level. Assault Ships Skill bonus: 10% bonus to missiles veocity and 5% bonus to targeting range per level. Role bonus: 50% bonus to missiles maximum flight time.
Ishkur (Gank) Gallente Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret Tracking Speed per level. Assault Ships Skill bonus: 10% bonus to webber resistance and +5 Drone Bay capacity per level. Role bonus: 120% bonus to afterburner speed increase.
Enyo (Tank) Gallente Frigate Skill bonus: 10% bonus to Small Hybrid Turret falloff and 7.5% bonus to Armor Repairer effectiveness per level. Assault Ships Skill bonus: 7.5% bonus to Small Hybrid Turret tracking speed and 5% bonus to Small Hybrid Turret damage per skill level. Role bonus: 50% bonus to Small Hybrid Turret optimal range.
Wolf (Gank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 10% bonus to Small Projectile tracking per level. Assault Ships Skill bonus: 10% bonus to webber resistance and 10% bonus to Small Projectile Turret falloff per level. Role bonus: 120% bonus to afterburner speed increase.
Jaguar (Tank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 7.5% bonus to Shield Booster effectiveness per level. Assault Ships Skill bonus: 7.5% bonus to Small Projectile Turret tracking speed and 10% bonus to targeting range per level. Role bonus: 50% bonus to Small Projectile Turret optimal range. _____________________
Is this what you thinking? In particular I like my idea for the Vengeance.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.20 21:07:00 -
[126]
Originally by: Nian Banks
Originally by: Chomapuraku how about making assault frigs a counter to fast ships like interceptors and speed-tanked cruisers/hac's? maybe give them a webber bonus of some sort, or maybe a huge range bonus on small nos/neuts, or a huge bonus to missile velocity, explosion velocity and small weapon tracking. we need something that can take out a ceptor in such a way that the ceptor has to either fight back (if in combat/tackling range) or run away.
You mean what I suggested on page 2...
_____________________Vengeance (Gank) Amarr Frigate Skill bonus: 10% bonus to Rocket damage and 20% bonus to Rocket velocity per level. Assault Ships Skill bonus: 20% decrease per level in factor of target's velocity for Rockets and 10% bonus to webber resistance per level. Penalty: -40% to Rockets maximum flight time. Role bonus: 120% bonus to afterburner speed increase.
Retribution (Tank) Amarr Frigate Skill bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to armor resistances per level. Assault Ships Skill bonus: 7.5% bonus to Small Energy Turret tracking speed and 5% bonus to Small Energy Turret damage per level Role bonus: 50% bonus to Small Energy Turret optimal range.
Harpy (Gank) Caldari Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret optimal range per level. Assault Ships Skill bonus: 10% bonus to Small Hybrid Turret tracking and 10% bonus to webber resistance per level. Role bonus: 120% bonus to afterburner speed increase.
Hawk (Tank) Caldari Frigate Skill bonus: 5% bonus to shield resistances and 5% bonus to Missile Kinetic damage per level. Assault Ships Skill bonus: 10% bonus to missiles veocity and 5% bonus to targeting range per level. Role bonus: 50% bonus to missiles maximum flight time.
Ishkur (Gank) Gallente Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret Tracking Speed per level. Assault Ships Skill bonus: 10% bonus to webber resistance and +5 Drone Bay capacity per level. Role bonus: 120% bonus to afterburner speed increase.
Enyo (Tank) Gallente Frigate Skill bonus: 10% bonus to Small Hybrid Turret falloff and 7.5% bonus to Armor Repairer effectiveness per level. Assault Ships Skill bonus: 7.5% bonus to Small Hybrid Turret tracking speed and 5% bonus to Small Hybrid Turret damage per skill level. Role bonus: 50% bonus to Small Hybrid Turret optimal range.
Wolf (Gank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 10% bonus to Small Projectile tracking per level. Assault Ships Skill bonus: 10% bonus to webber resistance and 10% bonus to Small Projectile Turret falloff per level. Role bonus: 120% bonus to afterburner speed increase.
Jaguar (Tank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 7.5% bonus to Shield Booster effectiveness per level. Assault Ships Skill bonus: 7.5% bonus to Small Projectile Turret tracking speed and 10% bonus to targeting range per level. Role bonus: 50% bonus to Small Projectile Turret optimal range. _____________________
Is this what you thinking? In particular I like my idea for the Vengeance.
Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.20 21:24:00 -
[127]
Originally by: Lyria Skydancer
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
How exactly would you kill a small ship when you can't web? The last thing we need to make a ship class that survives by speedtanking and is immune to the only other counter.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 21:26:00 -
[128]
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
---
planetary interaction idea! |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.10.20 21:33:00 -
[129]
Actually the Vengeance took me a bit of time to work out a decent lot of bonuses, to give it the ability to hit everything but the mose insane speeds with its rockets, plus deal enough damage to make the target hurt required some very strong bonuses. Or do you think a bonus that removes explosion velocity from damage calculations is irrelevant and not powerful?
I had to give a ners to flight time just to keep it from been the only long range rocket spammer in the game. Its just a strong ship.
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Redora
Gallente Universal Exports
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Posted - 2007.10.20 21:53:00 -
[130]
Originally by: Graalum
Originally by: Lyria Skydancer
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
How exactly would you kill a small ship when you can't web? The last thing we need to make a ship class that survives by speedtanking and is immune to the only other counter.
Like the new inties? Suddenly they don't have to A) Enter Heavy Neut Range to scram, they are B) Speedtanked and C) can avoid most engagements that aren't advantageous for them. Now, IF Assault Ships were web immune, I'd suggest that a lot of the "Lower mass/increase agility" would become overpowered. But if it was JUST web immunity, then they'd be fine. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |
|

Ron Lycan
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Posted - 2007.10.20 21:59:00 -
[131]
Originally by: Graalum
Originally by: Lyria Skydancer
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
How exactly would you kill a small ship when you can't web? The last thing we need to make a ship class that survives by speedtanking and is immune to the only other counter.
And just what are Destroyers and Stealth bombers for?
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Viktor Fyretracker
Caldari Worms Corp
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Posted - 2007.10.20 22:04:00 -
[132]
Destroyers should be massively buffed, if its a frigate even T2 it should have absolute fear of the destroyer.
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.20 22:19:00 -
[133]
Originally by: Ron Lycan
Originally by: Graalum
Originally by: Lyria Skydancer
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
How exactly would you kill a small ship when you can't web? The last thing we need to make a ship class that survives by speedtanking and is immune to the only other counter.
And just what are Destroyers and Stealth bombers for?
since when have either of those ships been effective at that job?
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TimMc
Skiddies of Doom
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Posted - 2007.10.20 22:39:00 -
[134]
Edited by: TimMc on 20/10/2007 22:43:40
Originally by: Viktor Fyretracker Destroyers should be massively buffed, if its a frigate even T2 it should have absolute fear of the destroyer.
/signed, and here are my opinions on what the AF bonuses should be...
Vengeance (Gank) Amarr Frigate Skill bonus: 5% bonus to Rocket EM and Thermal damage and 10% bonus to Rocket velocity per skill level. Assault Ships Skill bonus: 25% bonus to Afterburner Speed and 10% web resistence per skill level.
Retribution (Tank) Amarr Frigate Skill bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to Small Energy Turret damage per skill level. Assault Ships Skill bonus: 10% bonus to Armour Explosive Resistance and 5% bonus to Thermal, Kenetic and EM Armour Resistance per skill level.
Harpy (Gank) Caldari Frigate Skill bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Small Hybrid Turret optimal range per skill level. Assault Ships Skill bonus: 25% bonus to Afterburner Speed and 10% web resistence per skill level.
Hawk (Tank) Caldari Frigate Skill bonus: 10% Bonus to Missile Velocity and 5% bonus to Missile Kinetic damage per skill level. Assault Ships Skill bonus: 7.5% bonus to Shield Repair amount and 5% bonus to Shield Resistance per skill level.
Enyo (Gank) Gallente Frigate Skill bonus: 10% bonus to Small Hybrid Turret tracking and 5% bonus to Small Hybrid Turret damage per skill level. Assault Ships Skill bonus: 25% bonus to Afterburner Speed per skill level and 10% web resistance per skill level.
Ishkur (Tank) Gallente Frigate Skill bonus: 5% bonus to Thermal Drone damage and +3 Drone Bay capacity per skill level. Assault Ships Skill bonus: 7.5% bonus to Armour Repair amount and 5% bonus to Armour Resistance per skill level.
Wolf (Gank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 10% bonus to Small Projectile tracking per skill level. Assault Ships Skill bonus: 25% bonus to Afterburner Speed and 10% web resistance per skill level.
Jaguar (Tank) Minmatar Frigate Skill bonus: 5% bonus to Small Projectile damage and 10% bonus to Small Projectile Turret optimal range per skill level. Assault Ships Skill bonus: 10% bonus to Shield HP and 5% bonus to Shield Resistance per skill level.
With these bonuses I would fly any of these ships alot. Note I reduced the Ishkurs dronebay size alot. No role bonuses but all these ships are either sick ganks or tanks.
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TimMc
Skiddies of Doom
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Posted - 2007.10.20 22:49:00 -
[135]
Originally by: Viktor Fyretracker Destroyers should be massively buffed, if its a frigate even T2 it should have absolute fear of the destroyer.
Just a thought, how about having the destroyer skill give a bonus like this across the board...
Destroyers Skill bonus: 20% bonus to webifier range and +2% bonus to webifier effectiveness per skill level.
Basically, you get to 20km of a destroyer, and he can stop you to 0m/s with a t2 web. Then his unbonused guns can gradually pick you off, or his gangmates can kill you.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.20 22:58:00 -
[136]
Originally by: Redora Now, IF Assault Ships were web immune, I'd suggest that a lot of the "Lower mass/increase agility" would become overpowered. But if it was JUST web immunity, then they'd be fine.
exactly my point when I proposed such role bonus to the Afrigs, since their bane was, is, and in the state of things atm, will always, a competent cruiser with a web.
ok fine, don't boost their speed nor shave their mass or increase their agility. let them be the bricks of the frigate class.
give them web immunity instead, and all their problems will be solved.
well, not all. there is still the issue of the 4th bonus. ---
planetary interaction idea! |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.10.21 00:54:00 -
[137]
Originally by: Grimpak
Originally by: Redora Now, IF Assault Ships were web immune, I'd suggest that a lot of the "Lower mass/increase agility" would become overpowered. But if it was JUST web immunity, then they'd be fine.
exactly my point when I proposed such role bonus to the Afrigs, since their bane was, is, and in the state of things atm, will always, a competent cruiser with a web.
ok fine, don't boost their speed nor shave their mass or increase their agility. let them be the bricks of the frigate class.
give them web immunity instead, and all their problems will be solved.
well, not all. there is still the issue of the 4th bonus.
I doubt it would solve all their problems. But if the 4th bonus was a 25%/lvl boost to after burners then maybe it would put them in the "near enough" basket. :)
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.21 06:02:00 -
[138]
I am quite positive one of the things I would personally find least appealing on an enyo or ishkur would be a web resistance. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Ban Shui
Eve University
|
Posted - 2007.10.21 06:26:00 -
[139]
Originally by: Grimpak the hawk, I would go for a 4/5/2, and concentrate both on tank and damage (IE: dual tanking and dual damage bonuses)
I like that idea, it means you can fit an AB, scram, web, shield booster and med extender. After all, the fifth high slot is a waste if it cannot fit a launcher.
Perhaps more assault frigates could have a 4 high, 7 mid/low layout?
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.21 08:44:00 -
[140]
Originally by: Nian Banks
Originally by: Grimpak
Originally by: Redora Now, IF Assault Ships were web immune, I'd suggest that a lot of the "Lower mass/increase agility" would become overpowered. But if it was JUST web immunity, then they'd be fine.
exactly my point when I proposed such role bonus to the Afrigs, since their bane was, is, and in the state of things atm, will always, a competent cruiser with a web.
ok fine, don't boost their speed nor shave their mass or increase their agility. let them be the bricks of the frigate class.
give them web immunity instead, and all their problems will be solved.
well, not all. there is still the issue of the 4th bonus.
I doubt it would solve all their problems. But if the 4th bonus was a 25%/lvl boost to after burners then maybe it would put them in the "near enough" basket. :)
wich is also a very sweet idea ---
planetary interaction idea! |
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Gawain Hill
|
Posted - 2007.10.21 09:03:00 -
[141]
Originally by: TimMc
Originally by: Viktor Fyretracker Destroyers should be massively buffed, if its a frigate even T2 it should have absolute fear of the destroyer.
Just a thought, how about having the destroyer skill give a bonus like this across the board...
Destroyers Skill bonus: 20% bonus to webifier range and +2% bonus to webifier effectiveness per skill level.
Basically, you get to 20km of a destroyer, and he can stop you to 0m/s with a t2 web. Then his unbonused guns can gradually pick you off, or his gangmates can kill you.
and in the same time making the destroyer the perfect escort for a freighter leaving the poor huggin without a job :(
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.21 09:09:00 -
[142]
Originally by: Graalum
Originally by: Lyria Skydancer
Originally by: Graalum Edited by: Graalum on 20/10/2007 20:23:16 personally i think a web immune ship is more than a little overpowered.
why? Because large gank turrets + webbed target shouldnt be the the solution to every encounter. Might actually give more room for smaller turreted ships.
How exactly would you kill a small ship when you can't web? The last thing we need to make a ship class that survives by speedtanking and is immune to the only other counter.
In bigger engagements this wont matter. Enemy ships to the AF will be spread out and medium guns can prolly hit them or even large. In smaller engagements, only one comment: Get anti frig support dont fly around in BS/CS only gangs and expect to own everything in your path.
Also all these ships will be in heavy neut range. The answer isnt always maximize tank, maximize large turret damage for every engagement. This will bring back the importance of support ships.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.21 09:12:00 -
[143]
Originally by: Grimpak
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Uhm the retribution is the gank ship, this is where you fail.
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Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.10.21 09:46:00 -
[144]
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Uhm the retribution is the gank ship, this is where you fail.
Really? I think its a ***WIN*** but then maybe you can't appreciate or understand that rockets are for close range combat and you will pawn with them.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.21 09:54:00 -
[145]
Edited by: Lyria Skydancer on 21/10/2007 09:55:00
Originally by: Nian Banks
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Uhm the retribution is the gank ship, this is where you fail.
Really? I think its a ***WIN*** but then maybe you can't appreciate or understand that rockets are for close range combat and you will pawn with them.
Yeah but its odd, why did you switch the roles? Its not like your switched the roles of wolf for tank and jaguar for gank. And besides every ship has its inherent advantage. Its not like youre penaltilizing the wolf and jaguar because they are faster then the others, are you?
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Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.10.21 10:18:00 -
[146]
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 21/10/2007 09:55:00
Originally by: Nian Banks
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Uhm the retribution is the gank ship, this is where you fail.
Really? I think its a ***WIN*** but then maybe you can't appreciate or understand that rockets are for close range combat and you will pawn with them.
Yeah but its odd, why did you switch the roles? Its not like your switched the roles of wolf for tank and jaguar for gank. And besides every ship has its inherent advantage. Its not like youre penaltilizing the wolf and jaguar because they are faster then the others, are you?
Actually all others didn't need a penalty as they were reasonable and didn't have such huge bonuses, only the Vengeance needed a negative, and thats because rocket velocity = range & effective tracking. So the range needed to be limited a little by way of flight time, still it will reach a respectable range and besides which rockets as I said are close range and the idea of gank + close range, tank + sniper was what I was getting at.
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Raxlar Kalimar
|
Posted - 2007.10.21 13:08:00 -
[147]
To be honest I would be very happy with even 25% web imunity it would mean they could hold you down but probably not hit you within web range.
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Letifer Deus
A Astroid Belt
|
Posted - 2007.10.21 21:23:00 -
[148]
Originally by: Nian Banks
EDIT: Now after an excessively long down time and pure boredom I went back and had another stab at the bonuses the AF's could have. Tell me what you guys think.
vengeance and reti: Yes, you do have the roles reversed, but honestly I think it is better that way. The speed/ganker needs to have more than 2 medium slots. The reti will become a very powerful anti-inty rig
harpy: This harpy setup is a good example of why i think the web resistance idea is dumb, and I'd greatly prefer something else in it's place. More on this later.
hawk: I see you basically gave the hawk the sniper role the harpy used to have. Fine with me, it will make a great anti-inty ship
ishkur: Same problem here as with the harpy. No optimal bonus = no rails = no tracking problem because light ions/neuts have no problem hitting a webbed interceptor.
enyo: You've made the enyo one dangerous anti-inty AF. Not only does it have amazing reach with 50% bonuses to both falloff and optimal (at lvl 5), but keeps it's tracking bonus and damage bonus, and now has a 37.5% stronger armor tank
OK, back to the problem of the harpy and all of the "gank" AFs you've put together:
Against an interceptor: a MWDing inty with a 90% web on it is still going to be faster than your AB bonused AF with an effective 45% web on it. and if you are both webbed, tracking wont be that big of a deal, especially with pulse/blaster/AC. Against a cruiser: you web each other, wee, you're orbiting at ~340m/s and he's basically not moving. You're tracking bonus is yet again a moot point.
What you REALLY should be thinking is that the fast, short range gankers are anti-cruiser and the tankers are anti-AF. An AF is never going to catch an inty unless it gets the drop on him, even with a bonus to AB speed. But an AF with enough range and tracking to blast an inty from afar doesn't NEED speed. The tankers should be the anti-AF boats. Deadly to AFs and frigs and VERY hard to kill. You know, what destroyers would be if they weren't T1 pieces of crap. So, boost their tracking bonus to 10% per lvl.
And a close-range, high dmg, AB boosted and web resistant AF would be awesome in the anti-cruiser role. Go with that, give them something useful for killing cruisers instead of a tracking bonus that is near worthless. 5% dmg per level (10% thermal drone dmg for ishkur) is the ticket. Cruisers will still have a higher dps (vexor w/4x ions & 5 hammer2s does ~478 dps and ishkur with 3x neuts and 4x hammer2s (w/10% dmg bonus per lvl) would do 326), and cruisers will undoubtedly be significantly cheaper (and insure for full market value) after AF prices jump due to these changes , so they will obviously still be a good economical choice. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Grimpak
Gallente Trinity Nova KIA Alliance
|
Posted - 2007.10.21 21:54:00 -
[149]
Originally by: Letifer Deus Edited by: Letifer Deus on 21/10/2007 21:48:03
Originally by: Nian Banks
AF 1 High DPS (For small weapons) Above Average Tank (More than a T1 Frigate but less than a T1 Cruiser) Moderate Speed (More than T1 Frigate but less than a T1 Cruiser) Close Range High Tracking Weapons (Capable of tracking when in falloff moderate to high speed interceptors)
AF 2: Average DPS (Same as T1 Combat Frigates 'Base Hull?') High Tank (Slightly Stronger Tank than an average T1 Cruisers) Low to Average Speed (Slightly worse than a T1 Frigate 'Base Hull?') Long Range Weapons (Capable of doing a similar job to Destroyers however with a lower alpha strike)
Thats how I imagine AF's should be. Defined and clear potential uses.
The problem with your roles are as follows:
gank AF against an interceptor: (1)a MWDing inty with a 90% web on it is still going to be faster than your AB bonused AF with an effective 45% web on it. (2) if you are both webbed, tracking with pulse/blaster/AC will be no problem, making the tracking bonus a moot point. (3) You can't catch an interceptor anyways. An AB AF, even one with a cool 120% AB speed bonus, is still a snail compared to a MWD inty. If you can't catch them, you can't web them and you obviously can't shoot them outside of web range with blasters/ACs/pulses, and as rails/beams/howies are almost pointless without a range bonus, you are not much more than an annoyance that needs to be avoided. Against a cruiser: you web each other, wee, you're orbiting at ~340m/s and he's basically not moving. not even 150 rails with NO tracking bonus would miss on a 90% webbed cruiser while you orbit at sub 10km. Thus, there is absolutely no need for a tracking bonus when using blasters/ACs/pulses on a webbed cruiser.
So, *takes a big breath* now that we all realize an AB bonused, web resistant AF can't catch an interceptor, can't keep an interceptor webbed if it is itself webbed, is more or less worthless at long range due to no optimal bonus and has a tracking bonus that is useless in all of it's perceived roles, we should agree something needs to be changed.
Solution: The fast, short range gankers are anti-cruiser and the tankers are anti-AF. As I've pointed out, an AF hopelessly too slow to be a close rage AF ganker. But an AF with enough range and tracking to blast an inty from afar doesn't NEED speed. The tankers should be the anti-AF boats. Deadly to AFs and frigs and VERY hard to kill. You know, what destroyers would be if they weren't T1 pieces of crap. So, boost their tracking bonus from 7.5% to 10% per lvl and the tankers you've put together would be amazing.
AND a close-range, high dmg, AB boosted and web resistant AF would kick ass in the anti-cruiser role. Go with that, give them something useful for killing cruisers instead of a tracking bonus that is near worthless. 5% dmg per level (10% thermal drone dmg for ishkur) is the ticket. Cruisers will still have a higher dps (vexor w/4x ions & 5 hammer2s does ~478 dps and ishkur with 3x neuts and 4x hammer2s (w/10% dmg bonus per lvl) would do 326), and cruisers will undoubtedly be a significantly cheaper choice (and insure for full market value) after AF prices jump due to these changes, so they will still retain value, but ganker AFs would pose one serious threat to cruisers and could even lend a significant hand against BC and BS.
now THAT'S a role that I dig
anti-bigships \o\ ---
planetary interaction idea! |

Raxlar Kalimar
|
Posted - 2007.10.21 23:16:00 -
[150]
Quote: Letifer Deus:
If you can't catch them, you can't web them and you obviously can't shoot them outside of web range with blasters/ACs/pulses, and as rails/beams/howies are almost pointless without a range bonus, you are not much more than an annoyance that needs to be avoided.
Yes and that's how I kill all so many ceptors because I clearly can't hit 15km to 16km with my AS LvL5 duel falloff rigged 200mm auto cannon Wolf now can I? Surly not!
Well Actually I can and this is how it normally goes:
1)Oh look a Wolf he will have artillery and no Web the fool I'll orbit him at 500m 2)Oh no he is using autos I'll move out to 7km to 10km 3)Arg he is still pwning me I'll either run or orbit at 12km to 15km.......... 4).....BOOM!
Normally takes about 6-8 volleys that's about 12 to 20 seconds and the above process takes the average inty pilot too long to work through. He needs to run nearly as soon as he get into the 500m orbit and notices the auto cannons if he wants to keep his ship intact.
It relies on people being stupid but I find that most people are obliging.
This is EVE and assumptions about your opponents capabilities get you killed!
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Crax McGee
Tides of Silence Hydra Alliance
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Posted - 2007.10.21 23:37:00 -
[151]
they should have a range bonus. thats it.
so they can track take out inty's and still do allot of damage - which yes. they do now. but i want more. MORE!
would make 'wolf pack gangs' of these+interceptors fun agian..
God dam they days of those gangs.. now its nano this ishtar nano this vagabond nano this sac even nano this Battlecruiser.
ive flown nano's before 95% everyone else did and i love flying nano ishtar and vagabond but its getting too much. something else please!
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.22 01:45:00 -
[152]
Edited by: Letifer Deus on 22/10/2007 01:55:02
Originally by: Raxlar Kalimar
Yes and that's how I kill all so many ceptors because I clearly can't hit 15km to 16km with my AS LvL5 duel falloff rigged 200mm auto cannon Wolf now can I? Surly not!
Well Actually I can and this is how it normally goes:
1)Oh look a Wolf he will have artillery and no Web the fool I'll orbit him at 500m 2)Oh no he is using autos I'll move out to 7km to 10km 3)Arg he is still pwning me I'll either run or orbit at 12km to 15km.......... 4).....BOOM!
Normally takes about 6-8 volleys that's about 12 to 20 seconds and the above process takes the average inty pilot too long to work through. He needs to run nearly as soon as he get into the 500m orbit and notices the auto cannons if he wants to keep his ship intact.
It relies on people being stupid but I find that most people are obliging.
This is EVE and assumptions about your opponents capabilities get you killed!
A) So you're uber falloff 200mm AC wolf can hit outside of web range and relies on inty pilots A) coming after you and B) being stupid. Not to mention your successes with the wolf don't help any of the other AFs. Thus your accomplishment is hardly a good argument against my statement. =P B) Wolf's are somewhat of an anomaly, because of falloff bonus + barrage. Try an enyo or ishtar with light neuts and null, it doesn't work nearly as well.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.22 03:50:00 -
[153]
Originally by: Nian Banks
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 21/10/2007 09:55:00
Originally by: Nian Banks
Originally by: Lyria Skydancer
Originally by: Grimpak
Originally by: Lyria Skydancer Why is vengeance the only one getting penalty? Aw I forgot Amarr does need to stink the most like always..
he explained his reasoning here:
Originally by: Nian Banks
Originally by: WishBlade I kinda skipped 20% of the posts here, but, generally, I missed the mention of a tracking bonus on the gunships. Whilst it would be good to be able to tackle, and take down cruisers, and such, and be immune to propulsion reduction, it is most, and foremost and anti-small (cruiser included) vessel. It would be really good to have the ability to follow an interceptor's speed, and actually hit it. With a slightly better tank it would make little difference if the respective inty is webbing, or not. Descending deeper into mechanics I might be completely wrong, but they do make excellent snipers in their size, and tracking could make a great difference at various ranges.
I assume you are talking about the 2nd suggested bonuses I gave.
For the Gank AF I gave a damage bonus, a close range weapon range bonus, a HIGH tracking bonus, plus the webber resist and afterburner bonuses. For the amarr gank af as it is a missile ship, I gave it such high rocket velocity that it can reach over 6km/s. infact it needed to have a negative to rocket flight time to keep it close rae. All this just so they can chase and hit inties, plus hit larger ships without slowing down.
For the Tank AF's They got long range weapon range bonuses, tank bonuses and a damage bonus. they are simply nice little snipers.
But yes tracki was very important.
Uhm the retribution is the gank ship, this is where you fail.
Really? I think its a ***WIN*** but then maybe you can't appreciate or understand that rockets are for close range combat and you will pawn with them.
Yeah but its odd, why did you switch the roles? Its not like your switched the roles of wolf for tank and jaguar for gank. And besides every ship has its inherent advantage. Its not like youre penaltilizing the wolf and jaguar because they are faster then the others, are you?
Actually all others didn't need a penalty as they were reasonable and didn't have such huge bonuses, only the Vengeance needed a negative, and thats because rocket velocity = range & effective tracking. So the range needed to be limited a little by way of flight time, still it will reach a respectable range and besides which rockets as I said are close range and the idea of gank + close range, tank + sniper was what I was getting at.
Oh please, you dont think its a huge difference in 2000m/s mwd speed and 1000m/s mwd speed between AFs? They have different advantages and are different. You just couldnt take it that the amarr one would be one of the best in its own way in its ship class.
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.22 05:23:00 -
[154]
Edited by: Letifer Deus on 22/10/2007 05:24:58
Originally by: Lyria Skydancer
Oh please, you dont think its a huge difference in 2000m/s mwd speed and 1000m/s mwd speed between AFs? They have different advantages and are different. You just couldnt take it that the amarr one would be one of the best in its own way in its ship class.
First off, *SMACK!*. Trees are for the forest, not threads.
Second, mwd jag is about 50% faster than mwd vengeance, not 100%. Not to mention the jag is ONE AF. Try comparing the vengeance with the harpy or hawk (hint: they are slower).
third, "couldn't take it that the amarr one would be one of the best...blah blah"
Um, OK, let's look at a few things here:
-it's still getting an effective 60% range bonus. Other gankers get effectively less than 50% range bonus (they only get bonus to optimal or falloff) -it's getting an effective 100% bonus to "tracking". Other gankers only get a 50% bonus to tracking.
What part of this are you crying about?
Finally, complain about my idea instead, so I can defend my own ideas with my boredom instead of someone else's.  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.22 06:06:00 -
[155]
Originally by: Letifer Deus
1) it's still getting an effective 60% range bonus. Other gankers get effectively less than a 50% range bonus (they only get bonus to optimal or falloff) 2) it's getting an effective 100% bonus to "tracking". Other gankers only get a 50% bonus to tracking. 3) it's getting a 10% dmg bonus. Other gankers only get a 5% dmg bonus.
1) Why arent there people complaining about the overpowered pulse lasers amarr use? Longest range of the short range weapons. Vengeance has it with the rockets now, we better nerf it because now it actually works. Maybe you should go open a thread about nerfing crows if you are really arguing about this.
2) They also do more damage with turrets...
3) Oh the blaster AFs get too little dps? Lets give em 10% too so they can get commandship dps.
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Paulson
The Fated Interstellar Alcohol Conglomerate
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Posted - 2007.10.22 07:08:00 -
[156]
I cannot really comment on any AF except the Harpy (Which I have used alot).
As it stands it is one of the Few AF's which has a use in Fleet battles because of its dual optimal Range Bonus (I can easily get a 100KM optimal on Spike).
The Ship using said ammo does not do fantastic damage at those ranges and really needs to have a couple of mag stabs and engage closer to take down ceptors quickly. However the downside of this is even running a MWD you do not go much over 1km/s and are quite easy to take down (face it someone pounds you with EM and you are toast, rigs only delay the inevitable). In the Harpy Range = Tank for fleetwork.
Also the amount of skillpoints needed for this niche roll is quite shocking (I have 7 mil in Gunnery as well as Caldari Frig 5 and AS 5 and all the relevant fitting and support skills). A similarly skilled crusier pilot with any sembalence of skill will bend me over and give me a jolly good spanking (for less money). Same goes to an interceptor pilot as once he is close enough My guns do not track (Damn Crow's with Sabretooths is a good example).
As I have said earlier though I will continue to fly this ship and others like it as I can see something there. They are Fun to fly, have a good amount of firepower for a frigate and when set up well have a big enough hitpoint buffer to run away. When in a Fleet fight you are not often called primary (face it the enemy FC's are too busy primarying Dictors and Sniper BS to worry about an AF) so you generally end up getting involved in small personal battles as a target of opportunity (or instapopped by damn Stealth Bombers).
In fleet battles I would like to see the Assault frigate used as a heavy fighter. Slower than an interceptor but with firepower that is a threat and able to either take damage or avoid it completely (for an example think the B-Wing in Starwars). A Smaller more agile ship can kill it but a battleship can be picked apart by a group of well organised AF's
I suggested an anti dictor role as once a capship (dreads mainly) gets bubbled by multiple dictors they are sitting ducks to a support fleet. Also when the new Heavy Dictors come out they will have much better odds of survival being Cruiser class hulls. These ships should be made very vunerable to a small ship with a big punch and I see the AF as being an ideal ship for this role. Imagine a Cap ship fleet with a small group of 5 - 10 AF's which are there to take out any dictors/interceptors (if they can catch them). It would give a hostile FC a choice on what to kill first.
Web immunity when using Afterburners I think is a good idea as an AF is still slower than an interceptor (face it you are not going to hit even 1km/s like this) but having your speed unaffected would mean in a fleet battle you can respond relitivley quickly as well as avoiding the common Interceptor problem of going too fast and overshooting your target. Also in order to gain any benefit from AB speed you will need to be in the face of your target so their slower tracking guns cannot hit.
The other problem then would be heavy missles (which do not need to track and are a bane for AF's due to their high relative sig radius). I have been torn a new one by a Caracal with Scourge heavies because they were hitting me for almost full damage and the only way for an Assault frigate to tank that is with a Gisti Fit (which as anyone knows is not cost effective for PvP). Assault Frigates need a mass/Sig radius/Speed closer to that of their Tech 1 Base hulls to help them survive these sorts of weapons in a fight.
So ultimately an Assault frigate should be a ship that is fast/agile enough to avoid big guns and tough enough to sustain some damage from small guns and can linger on a battlefield.
===============================================
Are we there yet? |

Mr Bodacious
mUfFiN fAcToRy
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Posted - 2007.10.22 07:21:00 -
[157]
I always pictured AFs to be the eve equivalent of current fighter jets and stuff. I dunno, stuff you'd see in cowboy bebop or something.
I like a lot of the changes listed in this thread, and as an AF pilot, I really hope they are given some buffs because they are frustratingly slightly-below-par right now.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.22 09:47:00 -
[158]
Originally by: Mr Bodacious I always pictured AFs to be the eve equivalent of current fighter jets and stuff. I dunno, stuff you'd see in cowboy bebop or something.
I like a lot of the changes listed in this thread, and as an AF pilot, I really hope they are given some buffs because they are frustratingly slightly-below-par right now.
Ok guys, I think its time for a Group Hug!
Lets spread the LOVE and hope CCP has a warm heart. I can feel the goodness and well being just flowing out of this thread.
Oh and I agree, go for the gank _> anti cruiser idea, I love it. but in the end all that needs changing on the bonuses is a higher damage bonus. Tracking is still important when your orbiting 2.5km/s at a <5km range.
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Volir
Imperial Academy
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Posted - 2007.10.22 20:27:00 -
[159]
I like the idea of the AFs being immune to stasis webifiers. That makes them pretty ideal for heavy tackling, but it also can make them overpowered at high speeds. SO a suggestion would be to give AFs the webifier immunity role bonus, but nerf the Capacitor. The idea would be to force AFs to use afterburners or sacrifice lots of fitting to CCCs and cap mods to get a sustained MWD (thus sacrificing the majority of tank/tackle/dps).
The AFs would rely on solid tanks, moderate speed and low sig radius to do their job. Interceptors get the tackle; AFs keep the tackle.
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Praxis1452
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Posted - 2007.10.22 20:48:00 -
[160]
Originally by: Volir I like the idea of the AFs being immune to stasis webifiers. That makes them pretty ideal for heavy tackling, but it also can make them overpowered at high speeds. SO a suggestion would be to give AFs the webifier immunity role bonus, but nerf the Capacitor. The idea would be to force AFs to use afterburners or sacrifice lots of fitting to CCCs and cap mods to get a sustained MWD (thus sacrificing the majority of tank/tackle/dps).
The AFs would rely on solid tanks, moderate speed and low sig radius to do their job. Interceptors get the tackle; AFs keep the tackle.
you'd have to nerf pg so they can't fit a small cap booster... which is pretty much impossible. I'd say AF builds do really well with a cap booster so unlikely. a bunch of 150 boosters will last decently long.
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Redora
Gallente Universal Exports
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Posted - 2007.10.22 21:28:00 -
[161]
Originally by: Volir I like the idea of the AFs being immune to stasis webifiers. That makes them pretty ideal for heavy tackling, but it also can make them overpowered at high speeds. SO a suggestion would be to give AFs the webifier immunity role bonus, but nerf the Capacitor. The idea would be to force AFs to use afterburners or sacrifice lots of fitting to CCCs and cap mods to get a sustained MWD (thus sacrificing the majority of tank/tackle/dps).
The AFs would rely on solid tanks, moderate speed and low sig radius to do their job. Interceptors get the tackle; AFs keep the tackle.
Instead of Nerfing PG or Cap, why not give them a role penalty to MWD's? So bonuses would look something like:
Enyo: Frigate Skill: 5% damage/level, 7.5% tracking/level Assault Ships: 5% damage/level, 10% Stasis Web immunity/level Role Bonus: 125% Afterburner Speed effectiveness, -75% MWD bonus effectiveness.
And then the spin could be "due to the heavy nature of the Assault Ships' armour, a MicroWarp Drive field is not fully stable, thus leading to a severe drop in their speed boost capability. However, because of the advanced nature of their armour, afterburners are significantly improved in their performance." or something. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |

Remejiah
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Posted - 2007.10.22 22:06:00 -
[162]
Edited by: Remejiah on 22/10/2007 22:06:18 What about coupling some of these changes with Goumindong's proposed webifier changes? An AF web immunity bonus wouldn't be necessary, and the bonus could be used on something else. If you haven't read about the changes, see the link below.
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Volir
Imperial Academy
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Posted - 2007.10.22 22:23:00 -
[163]
Originally by: Praxis1452
Originally by: Volir I like the idea of the AFs being immune to stasis webifiers. That makes them pretty ideal for heavy tackling, but it also can make them overpowered at high speeds. SO a suggestion would be to give AFs the webifier immunity role bonus, but nerf the Capacitor. The idea would be to force AFs to use afterburners or sacrifice lots of fitting to CCCs and cap mods to get a sustained MWD (thus sacrificing the majority of tank/tackle/dps).
The AFs would rely on solid tanks, moderate speed and low sig radius to do their job. Interceptors get the tackle; AFs keep the tackle.
you'd have to nerf pg so they can't fit a small cap booster... which is pretty much impossible. I'd say AF builds do really well with a cap booster so unlikely. a bunch of 150 boosters will last decently long.
I'd rather not see a fitting nerf. MWDs come with a -25% cap hit. I'd rather force an AF to make significant concessions to fit a usable MWD. For example, should there be a problem with fitting both an AB and MWD? The tactic idea would be to use the MWD to quickly close the distance, then switch to the AB. This is a valid tactic that we dont want to nerf. We do want to prevent sustained high speeds and MWD pulsing. I also think it would also be best to avoid having 3 role boni.
Since warp scramblers, ABs, and webs are very cap friendly, the best place to reign in the buffed AF would be the cap hungry mods: mainly MWDs, but also warp disrupters.
Putting on a "-75% MWD bonus effectiveness" is a "thou shalt not fit MWD" which is something we avoid in eve. You can fit anything you want onto your ship within reason; we want to keep that. A ship bonus is a suggestion not a rule. So how do you prevent copious MWDing without putting it in words on the ship description?
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.23 17:47:00 -
[164]
Originally by: Lyria Skydancer
Originally by: Letifer Deus
1) it's still getting an effective 60% range bonus. Other gankers get effectively less than a 50% range bonus (they only get bonus to optimal or falloff) 2) it's getting an effective 100% bonus to "tracking". Other gankers only get a 50% bonus to tracking. 3) it's getting a 10% dmg bonus. Other gankers only get a 5% dmg bonus.
1) Why arent there people complaining about the overpowered pulse lasers amarr use? Longest range of the short range weapons. Vengeance has it with the rockets now, we better nerf it because now it actually works. Maybe you should go open a thread about nerfing crows if you are really arguing about this.
2) They also do more damage with turrets...
3) Oh the blaster AFs get too little dps? Lets give em 10% too so they can get commandship dps.
1) rofl. I'm sorry, let's compare range of medium pulse 2 w/conflag to a rocket launcher 2 with rage.
medium pulse 2= 3.8 opt. + 2.8 falloff rage rocket = 11km
or how about scorch and javalins?
mp2 = 11km + 2.8 falloff jav rocket = 29 km
Not to mention medium pulses have HUGE fitting requirements.
Let's throw in DLP2s:
DLP2 w/conflag = 3.4 + 1.9 DLP2 w/scorch = 10 + 1.9
You're right, pulses have a longer range than rockets. 
2) You're right. That's why the range is so much smaller (compare rocket range to light neuts/ions). Blasters and lasers also use cap, missles don't. Missles are FAR better at killing smaller targets. Missles have a much higher DPS over time (but have a delayed start to dmg). They're called tradeoffs.
3) When did I say that? Blasters in general get awesome damage (and an additional 5% would put them close to cruiser dps, not CS dps). Blasters need no changes.
Why do you argue like a 5th grader on the playground? Try and make a real argument. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Letifer Deus
A Astroid Belt
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Posted - 2007.10.23 17:52:00 -
[165]
Originally by: Nian Banks
Lets spread the LOVE and hope CCP has a warm heart. I can feel the goodness and well being just flowing out of this thread.
Oh and I agree, go for the gank _> anti cruiser idea, I love it. but in the end all that needs changing on the bonuses is a higher damage bonus. Tracking is still important when your orbiting 2.5km/s at a <5km range.
Glad you like the idea. However, I still disagree with you on the tracking. I don't think with light blasters/DLPs/MPs/rockets orbiting a webbed cruiser will need any tracking boost. Also, 2.5km/s is much faster than an AB boosted gank AF would be doing anyways. Top speed on the non minny AFs should be around 900-950. Also factor in that the majority of the time you're gonna be webbed, and you'll be doing 45% less than one normally would. So ABOUT the same speed as orbiting something in a reg. AB AF. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.23 19:21:00 -
[166]
Edited by: Nian Banks on 23/10/2007 19:21:56
Originally by: Letifer Deus
Originally by: Nian Banks
Lets spread the LOVE and hope CCP has a warm heart. I can feel the goodness and well being just flowing out of this thread.
Oh and I agree, go for the gank _> anti cruiser idea, I love it. but in the end all that needs changing on the bonuses is a higher damage bonus. Tracking is still important when your orbiting 2.5km/s at a <5km range.
Glad you like the idea. However, I still disagree with you on the tracking. I don't think with light blasters/DLPs/MPs/rockets orbiting a webbed cruiser will need any tracking boost. Also, 2.5km/s is much faster than an AB boosted gank AF would be doing anyways. Top speed on the non minny AFs should be around 900-950. Also factor in that the majority of the time you're gonna be webbed, and you'll be doing 45% less than one normally would. So ABOUT the same speed as orbiting something in a reg. AB AF.
Well actually I did think about this a little more than you give me credit. For a max nav skilled pilot, fitting on the wolf an ABII and an OverdriveII plus a suggested 125% boost to AB's, which to me is reasonable. You will get 2310m/s. Though that sounds meagre, that is without any implants, rigs, faction, command bonuses or more than one ODII. Basically, the reasonable minimum is 2310m/s unwebbed. At -45% thanks to a 90% webber half effective you will still be going at 1270.5m/s
Now lets just try adding 2x ODII and 2x Polycarbons I's. I know its getting more expensive but now we can go at 3210m/s. With the webber on us, we go at 1765.5m/s Hrm thats getting there, its still good to have tracking, especially if your getting real close.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.10.24 01:36:00 -
[167]
And the ishkur gets drone bandwidth nerfed lmfao i cant believe it.
Love to the Assault Frigate! |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.24 04:50:00 -
[168]
Originally by: Letifer Deus
Originally by: Lyria Skydancer
Originally by: Letifer Deus
1) it's still getting an effective 60% range bonus. Other gankers get effectively less than a 50% range bonus (they only get bonus to optimal or falloff) 2) it's getting an effective 100% bonus to "tracking". Other gankers only get a 50% bonus to tracking. 3) it's getting a 10% dmg bonus. Other gankers only get a 5% dmg bonus.
1) Why arent there people complaining about the overpowered pulse lasers amarr use? Longest range of the short range weapons. Vengeance has it with the rockets now, we better nerf it because now it actually works. Maybe you should go open a thread about nerfing crows if you are really arguing about this.
2) They also do more damage with turrets...
3) Oh the blaster AFs get too little dps? Lets give em 10% too so they can get commandship dps.
1) rofl. I'm sorry, let's compare range of medium pulse 2 w/conflag to a rocket launcher 2 with rage.
medium pulse 2= 3.8 opt. + 2.8 falloff rage rocket = 11km
or how about scorch and javalins?
mp2 = 11km + 2.8 falloff jav rocket = 29 km
Not to mention medium pulses have HUGE fitting requirements.
Let's throw in DLP2s:
DLP2 w/conflag = 3.4 + 1.9 DLP2 w/scorch = 10 + 1.9
You're right, pulses have a longer range than rockets. 
2) You're right. That's why the range is so much smaller (compare rocket range to light neuts/ions). Blasters and lasers also use cap, missles don't. Missles are FAR better at killing smaller targets. Missles have a much higher DPS over time (but have a delayed start to dmg). They're called tradeoffs.
3) When did I say that? Blasters in general get awesome damage (and an additional 5% would put them close to cruiser dps, not CS dps). Blasters need no changes.
Why do you argue like a 5th grader on the playground? Try and make a real argument.
1) So? Amarr is supposed to have good range with short ranged weapons. This time it doesnt suite you?
2) Missiles have more dps then turrets? Cool thats news to me.
3) You pointed out that the other "poor" ones only are getting 5% dmg increase, implying "i could just as well set them to 10% too like the vengeance"
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Arkanjuca
Caldari The Undertakers Brutally Clever Empire
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Posted - 2007.10.24 10:31:00 -
[169]
Originally by: Volir I like the idea of the AFs being immune to stasis webifiers. That makes them pretty ideal for heavy tackling, but it also can make them overpowered at high speeds.
High speeds? Man, EVE is so balance crazy that an HEAVY assault ship gets more speed than a frigate assault ship. MWD will not make AFs go that fast anyways... -- "Tackling you in the system next door"
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Kenjie
Gallente Garoun Investment Bank
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Posted - 2007.10.31 16:14:00 -
[170]
I see Assault Ships becoming anti fighter/drone ships for fleet combat. They are fast and agile so they can close the gaps in the battlefield quickly, they have enough tank they can take a couple of stray shots, and they can totally **** up fighters and drones, as well as support cruisers. Sense you will be seeing alot more of little support ships after the major patch.
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Haio
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Posted - 2007.10.31 16:30:00 -
[171]
20% web effect reduction per level, built-in +1 warp core strength .
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.31 16:56:00 -
[172]
Originally by: Haio Edited by: Haio on 31/10/2007 16:42:42 20% web effect reduction per level, built-in +1 warp core strength.
Still too slow compared to inties and nanoships, but with unique role.
Description could be changed to something like:
Although not as fast and agile as most other frigates, assault ships have advanced propulsion system that is designed to counter the effect of anti-propulsion devices. Assault frigates are designed for hit-and-run tactics.
It should still get an AB bonus, just to be the real icing on the top.
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Riddick Valer
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Posted - 2007.11.03 17:43:00 -
[173]
Overall: Decrease sig/mass
Role Specific: Anti-Fighter/Inty: AB Boost, Web Immunity
Anti-Dictor/Heavy Dictor: AB Boost, Web immunity, Built in +1 stab.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.11.11 20:39:00 -
[174]
Still looking for a reason other than HACS to train AF to beyond level 1.
Love to the Assault Frigate! |

Colonel Branigain
Midnight Suns
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Posted - 2007.11.11 21:12:00 -
[175]
Assault ships are still of great use to newer mission running players and to some clever pvp applications. Some of the pvp applications I've seen or have heard of from peeps I believe include:
Drone defense: (seen this) escort enyo using railguns knocking out ew drones during squad size pvp fight.
Suicide gank squad (cheap): (seen this too) small fleet of assaults used to empire gank indies.. yeah, maybe a bit overdone.. but damn cheap anymore and effective.
fighter interception: (heard about this from a buddy) squad of 10 assaults used to web and pwn fighters... seems like a manpower intensive exercise.. but cheap as far as ship and mods go.. personally my corp doesn't have the manpower to devote a squad for this but I'm told it worked (once anyway)
As far as mission running... I used assaults to run all my level 3 missions until I got heavy assault skills to 4. Cheap mission running really, and not very skill intensive. My personal experience is with flying the enyo ( a favorite of mine) and zipping about blowing little npc rats out of space.. always a good time.
What else for using assaults? Well cosmos plexes come to mind. Several of the cosmos plexes won't allow cruiser class or larger ships into them, so the assault ships give you the tanking edge you often need when facing endless spawning waves of cosmos plex rats.
just my two cents
We hate Mirph, its the kind of personal, deep down loathing that makes you pet your favorite gun and smile. Yes we hate Mirph, the kind of hate that keeps our lasers warm, and our railguns low on ammo |

Dzajic
Gallente
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Posted - 2007.11.12 01:26:00 -
[176]
Well the ceptors got changed bonuses, Dictors got thier speed nerfed, and Ishkur got nerfed as it was a OPed AF. It seams CCP has gone over these classes and made their decissions. AFs will remain useless.
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Jenea
Gallente The Copernicus Institute
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Posted - 2007.11.12 09:20:00 -
[177]
Originally by: Draeca I see atleast gallente AFs as low/nullsec ratting ships. They can easily tank and spank BS spawns, and they're fast enough to slip away quickly if something evil jumps into the belt.
Vengeance fills that role nicely as well, with a bit of added safety.
4x Rocket MWD, Scram, Web Thermic Plating, BC, SAR, WCS
It has a strong tank and solid damage. The MWD gets you to rocket range quickly against your primary target, NPCs. The targeting delay isn't an issue with your primary target, NPCs; they are targetted long before you get within 10km, that is all that really matters. And the targetting range penalty? You can still target them at double your effective combat range. If you feel confident against another player, or are just learning to PvP, stick around and do the pew pew; if not, or things go poorly, you can run away like scared little girl.
There are some valid concerns about the role of an AF, but for filling the role outlined above, the Vengeance and other assault frigates are very good. They are the ideal carebear ratmobile -- they do it all, they don't cost you a fortune, and give you a chance to learn.
Do half the T1 cruisers serve a real purpose to anyone but a newer players? Do short range battleships have a role in fleet combat? Do logistic ships have a role outside a small niche, comparible to the role outlined above? Are covert-op ships used for anything but probing (players or exploration)?
I do not want to sound like I know it all, for I don't, but let's not forget that not everyone in EVE is at the same level. The AF is a great "step up" for the new player and, while the AF has a limited role in advanced/fleet combat, they do serve a purpose and have a (narrowly defined) role. They are just another tool in the toolbox to take or leave. I do, however, think that the resistances based on the frigate level is a rather silly and weak bonus that could be integrated into the ship and replaced with a minor bonus tailored to the flavor of each race.
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Cpt Branko
The Bloody Red
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Posted - 2007.11.12 10:18:00 -
[178]
Originally by: Jenea
There are some valid concerns about the role of an AF, but for filling the role outlined above, the Vengeance and other assault frigates are very good. They are the ideal carebear ratmobile -- they do it all, they don't cost you a fortune, and give you a chance to learn.
Well, that's nice, and they do make reasonably safe ships to rat in, if nothing, because they do bugger out a tad faster then cruisers, and NPCs don't pack quality webs, like players do. Nobody is disputing AFs have applications for the carebear - people are complaining about PvP performance, and with good reason: they cost more then a cruiser, have significantly less performance in most areas, and are only slightly better at agility.
Originally by: Jenea
Do half the T1 cruisers serve a real purpose to anyone but a newer players?
Hell, yes. T1 cruisers are, next to T1 frigs, the most cost-effective ships of EvE. They do preety good damage, have a decent buffer (seeing how 800/1600 plates and a DC are the norm, giving you enough meat to even gank something under sentry fire), decent speed (outrace most AFs when MWD-ing) and decent enough agility to bugger out from a number of situations.
Originally by: Jenea
I do not want to sound like I know it all, for I don't, but let's not forget that not everyone in EVE is at the same level. The AF is a great "step up" for the new player and, while the AF has a limited role in advanced/fleet combat, they do serve a purpose and have a (narrowly defined) role.
Problem is, in PvP, they don't, really. They're somewhere between a frigate and a cruiser - the buffer on them is closer to frigate level then cruiser, the firepower is somewhere in between (typically more on the frig side of things with a few exceptions), with cruiser-level speed (with the exception of the Jaguar) and agility more on the cruiser side of things then frigs. Also, they've got fitting problems, so aren't as 'new-player friendly' as you'd like to put it.
The only real thing AFs can do that T1 frigs can't is kill short-range inties. For everything else, T1 frigs are a better solution just for cost-effectiveness sake, even if they're somewhat less effective.
Problem is, (except short-range inties, and, of course, other AFs), everything I know I positively can't kill with a Rifter, I know my Jaguar wouldn't kill it, either. It will kill the things I could've killed anyway a bit easier, but is much more expensive, and much more liable to getting caught due to the much much worse agility.
Originally by: Jenea
They are just another tool in the toolbox to take or leave. I do, however, think that the resistances based on the frigate level is a rather silly and weak bonus that could be integrated into the ship and replaced with a minor bonus tailored to the flavor of each race.
Well, much more people would use them if at least they had proper frigate-like mass (giving them a speed and agility boost which they so badly need). A fourth bonus (doesn't have to be anything spectacular) together with that would go a long way towards making AFs desirable to fly.
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Mos Superum
Gallente Federal Navy Academy
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Posted - 2007.11.12 15:20:00 -
[179]
This has been an interesting thread to read. I went and trained up Gallente Frigate V and Assault Ships II (holding off on III) trying to get to an Enyo or Ishkur. I just bought the Enyo a few days ago and enjoyed using it in an 2/10 deadspace complex that, previously, I couldn't solo in an Incursus. I may have tried to run that deadspace complex too soon before, but in the enyo, with 125mm Rail IIs and Spike ammo, it was relatively easy.
I'm wondering, though, based on this discussion, if I blew 9M on this AF and the T2 rails (using named stuff for other modules for the moment) for naught. Are they at least a fun, entry level T2 ship for new players? Or just a money sink into a ship that has no long-term role in the game?
Personally -- I had fun running that 2/10 complex. I know it's not challenging at all to experienced players, but I remember trying to run that complex just shortly after my trial ended and I signed up. I got womped by the Pith Taxman, came back, beat him, and then got to the Pith Superintendant's room and got womped again. My buddy, who was in a Kestrel on a trial at the time, lost his ship in that last room. It felt good to go in and wipe the floor in the AF, even if, ultimately, it'll end up in the hangar without much purpose.
Mos Superum
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Blue Rider
Thanos and Killjoy Productions Knights Of the Southerncross
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Posted - 2007.11.12 16:07:00 -
[180]
Originally by: Mos Superum ...
I'm wondering, though, based on this discussion, if I blew 9M on this AF and the T2 rails (using named stuff for other modules for the moment) for naught. Are they at least a fun, entry level T2 ship for new players? Or just a money sink into a ship that has no long-term role in the game?
... Mos Superum
The AF is a great ship for PVE. Complaints are its role in PVP. The skill point time sink is a much bigger problem than the isk sink.
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Blue Rider
Thanos and Killjoy Productions Knights Of the Southerncross
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Posted - 2007.11.12 16:16:00 -
[181]
One item I find humorous is some people are posting a suggstion of lowering its sig.
Funny thing about that is, just over a year ago that was INCREASED by ccp. Sure upset me.
Problem is, it's too vulnerable to be used as a heavy tackler, which I personally don't think should be its role. The two, imo, that are even worth skilling for is the Ishtar and Wolf.
It is outrun by too many ships of a larger class size because of the broken boost ratio of mwd/ab, i.e. hacs recieve a much higher boost by fitting a mwd than an af in addition to having more slots to fit for speed.
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Gaius Sejanus
Gallente Federal Navy Academy
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Posted - 2007.11.12 18:25:00 -
[182]
I know...let's tank 'em up a bit, without changing the bonuses: Turn the resistance bonuses into actual bonuses. So pack those HAC resists with the bonused resists on top of it. Then they'll get their resist pairs up in the mid-90s with no modules at all. There's some tank!
Alternatively, give them a small racial boost to base resistances (like what the marauders are getting), and then swap the current resist "bonus" on all 8 of them with +5% shield/armor resists per frigate level. Then everyone benefits equally, and they get a still jolt of survivability.
Plus of course, a reasonable mass reduction.
Naturally, none of this will happen. CCP doesn't like Assault Ships, it seems. They are taking one of the few decent ones (Ishkur) and clubbing it in the face with bandwidth. Apparently 3/2 Med/Light unbonused drones with no spares was far too OP. I just want my 15ish days of training Assault Ships 5 back.
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Lord DeFault
Minmatar Satanic Red Insurgency
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Posted - 2007.11.12 19:41:00 -
[183]
Smelly cap and HP increase screwed things other for the AF. The DPS's bonous would be lovely....
I would Also love to see "Anti Nano" Style ships. Tracking and Range.
Wolf Just can't wack 5000 sheilds out with barrage S to even start on a BC's amour tank.... Before being ganked or having to pull out.
Can't hit these nano-ganks.
AF's will rat in 0.0 if you have the right one for the area.
FC's wont let you tackle in one. Or scout... "train for an inty" is what your greeted with lol
They need a change.
For the Republic
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Graalum
Foundation R0ADKILL
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Posted - 2007.11.12 20:21:00 -
[184]
i went to fit a pair of harpies the other day and it was pretty tough cpuwise, than went to fit a retribution for my alt, and that was even tougher, ended up using some best named stuff and a cpu mod to make it fit.
is this a problem fro all af's? Your signature graphic must reflect your ingame persona as per The Forum rules - Kreul Intentions ([email protected]) |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.11.16 21:28:00 -
[185]
Would give up an organ to get these looked at.. lets give ships love not nerfs.
Love to the Assault Frigate! |

Ron Lycan
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Posted - 2007.11.21 07:16:00 -
[186]
Holy Hecks, It just occured to me.
But your Proposed Wolf Does alot of damage with all those bonus'es which is more then the Enyo.  
And Enyo shouldn't have an optimal bonus. Its supposed to be Falloff =p
Hope they fix AF's.
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NCP S2
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Posted - 2007.11.21 07:36:00 -
[187]
Seems mostly like AF's are just a required stepping stone to HAC's
I've flown a Wolf and a Jag, and while they can fit some semi good roles, they could still use some love for the SP/ISK that goes into flying one. They seem to be more of a PVE ship than anything viable in PvP though.
I guess they could be decent anti drone boats, but that's a pretty damn limited niche.
Of course I'd love a little PvP love, and may or may not have already posted in this earlier, but I can't remember and I'm a bit too lazy to check right now. I honestly can't think of anything that would make a good change without total unbalance, aside from taking the resistance off the bonus list and making it built in, like with HAC's. Maybe a PG bonus on some and CPU bonus on others or something, eh.
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Apewall
Ventis Secundis R0ADKILL
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Posted - 2007.11.21 07:48:00 -
[188]
Edited by: Apewall on 21/11/2007 07:49:45 First off, I think yes all the Assault Ships deserve a little love, their role is pretty misplaced. They make mediocre tacklers, are easily disabled by a larger ship's nos, and can do a good job at killing drones or small support ships.
I do think AF resist bonuses need to be inherit though, and additional bonuses need to be added to those.
Stasis Web Range is way too important to just be throwing it on half of the AFs.
I still don't care what the Developers think about caldari and +kinetic, but the hawk deserves better than +5% bonus to Missile Kinetic Damage, it should definitely be a RoF bonus. Its dps is far far behind any of the other assault ships even if you are a rocket hawk pilot.
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Mortuus
Minmatar Viper Squad Triumvirate.
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Posted - 2007.11.21 07:57:00 -
[189]
Lower mass to only slightly higher than t1 versions, decrease sig and give them a 4th bonus and you have a nasty little boat.
ex-Occassus Republica <3 |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.11.21 08:04:00 -
[190]
Originally by: Ron Lycan Holy Hecks, It just occured to me.
But your Proposed Wolf Does alot of damage with all those bonus'es which is more then the Enyo.  
And Enyo shouldn't have an optimal bonus. Its supposed to be Falloff =p
Hope they fix AF's.
Rail Enyo with optimal bonus is great. Falloff bonus for blasters doesn't buy it anything anyway.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
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Cornette
Gallente Mercenaries of Andosia Veritas Immortalis
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Posted - 2007.11.21 12:22:00 -
[191]
Lots of good ideas in this thread, lets hope CCP see it and take notes for the AF's really need a buff.
The ideas I like the most:
*mass/signature reduction *real fourth bonus, depending on AF type *slight increase of hitpoints *role bonus 120% to afterburner
About the proposed web-immunity as a role bonus, I feel that would overpower the AF class because people would fit MWD instead and make AF's into mini-vagas.
Instead I believe that webifiers need to be overhauled a bit so they work best on a ship running mwd but have less effect on a ship with afterburner.
That in turn would strengthen the AF's usability in pvp.
/me pets her Ishkur
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Cpt Branko
The Bloody Red
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Posted - 2007.11.21 12:29:00 -
[192]
Edited by: Cpt Branko on 21/11/2007 12:29:59
Originally by: Cornette
*mass/signature reduction *real fourth bonus, depending on AF type *slight increase of hitpoints *role bonus 120% to afterburner
This would be bloody awesome 
In fact, I could even live without the hitpoints increase (although it would be nice) with just the three remaining points - it'd make AFs worth flying. Also, it'd make the faster ABing AFs (Jaguar) going faster then a MWDing cruiser, which is, from a speed viewpoint, just enough.
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Apewall
Ventis Secundis R0ADKILL
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Posted - 2007.11.21 23:40:00 -
[193]
Edited by: Apewall on 21/11/2007 23:40:53
Originally by: Cornette Lots of good ideas in this thread, lets hope CCP see it and take notesfor the AF's really need a buff.
The ideas I like the most:
*mass/signature reduction *real fourth bonus, depending on AF type *slight increase of hitpoints *role bonus 120% to afterburner
/agree The AB bonus would actually make them viable in pvp, I could care less about getting the mass/signature reduction, It is kind of disappointing at where they are though.
Originally by: Cornette
About the proposed web-immunity as a role bonus, I feel that would overpower the AF class because people would fit MWD instead and make AF's into mini-vagas.
/Agree also
Originally by: Cornette
Instead I believe that webifiers need to be overhauled a bit so they work best on a ship running mwd but have less effect on a ship with afterburner.
That in turn would strengthen the AF's usability in pvp.
I think this is kinda silly, overhauling webs is not necessary.
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Ron Lycan
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Posted - 2007.11.26 03:50:00 -
[194]
Edited by: Ron Lycan on 26/11/2007 03:50:55
Originally by: Bellum Eternus
Originally by: Ron Lycan Holy Hecks, It just occured to me.
But your Proposed Wolf Does alot of damage with all those bonus'es which is more then the Enyo.  
And Enyo shouldn't have an optimal bonus. Its supposed to be Falloff =p
Hope they fix AF's.
Rail Enyo with optimal bonus is great. Falloff bonus for blasters doesn't buy it anything anyway.
It is still **** (lol) compared to the Minnie AF's which blow it out of the water for damage which gallente are so nice at and decent speed.
It should be geared for blasters up close and personal.
If you want a rail platform on an Assault frigate, Grab a Harpy....or for lazy people that wont change race. AN ISHKUR. =/
EDIT: Typo
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Futher Bezluden
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2007.11.26 04:53:00 -
[195]
Edited by: Futher Bezluden on 26/11/2007 04:55:44 When looking over the assault frigs, one notices that few bear any resemblance to the T1 Frig use to make them and often pull bonuses out of thin air.
T1 base used for AF: Rifter: 5% damage and 7.5% tracking Merlin: 5% shield resistance and 10% optimal Punisher: 10% SET cap use and 5% armor resists Incursus: 10% falloff and 5% damage
Wolf and Jag: Rifter damage bonus applied, tracking bonus removed. Wolf gets Falloff bonus and second damage bonus Jag has Optimal bonus and second damage bonus
Harpy and Hawk: Neither has the 5% shield resistance of the Merlin. Both have an optimal bonus -Hawk has missile velocity. Hawk has what is typically seen on Minmatar ships -shield boost amount.
Retribution and Vengeance: Again, 1 turret ship, 1 missile ship like the Harpy/Hawk. Only Vengeance has the punisher armor resist bonus while the Retribution has only the cap redux for small energy turrets. Retribution has cap recharge bonus although it is a "missile spammer"
Enyo and Ishkur: Neither has the Falloff bonus of the Incursus, but decided to swap out for an optimal bonus.
Reworking the AF's with their T1 origins applied as best as possible and getting rid of the "resist to armor and shields" in favor of HAC level resistances of their race, we get the following:
Combat AF and Light AF. Each has a role bonus. Combat AF's gain a 25% ROF bonus. Light AF's gain a -25% signature radius.
Combat AF: Role Bonus: +25% ROF WOLF: FRIG Bonus: 5% damage, 7.5% tracking AF Bonus: 5% velocity, 10% falloff
HARPY: FRIG Bonus: 5% shield resists, 10% optimal AF Bonus: 10% optimal, 5% damage
Retribution: FRIG Bonus: 10% SET cap use, 5% armor resists AF Bonus: 5% damage, 10% optimal range
Enyo: FRIG Bonus: 10% falloff, 5% damage AF Bonus: 7.5% tracking, -5% mwd cap use per level
Light AF: Role Bonus -25% signature radius JAG: FRIG Bonus: 5% damage and 7.5% tracking AF Bonus: 10% falloff, 7.5% shield boost amount per level
HAWK: Use Kestrel Chassis FRIG Bonus: 5% shield resists, 10% missile velocity AF Bonus: 5% missile damage, 10% missile flight time
Vengeance: Use Inquisitor Chassis FRIG Bonus: 5% armor resists, 5% rocket damage AF Bonus: 5% rocket flight time, 5% rocket velocity
Ishkur: 35m drone bay -Use Imicus Chassis FRIG Bonus: 10% hybrid optimal range, 10% drone Damage/HP AF Bonus: 5% armor repair amount, -5% mwd cap use per level
= I tried to convert the T1 ship bonuses as close as possible for ships like the hawk, vengeance, and ishkur whose T1 counterpart isn't a missile flinger or drone monger.
In all honesty, the vengeance is more like the inquisitor than punisher, the hawk closer to a kestrel or condor than merlin and Ishkur like the little imicus that could than an incursus. CCP, what would it hurt to buff up the kestrel model for the hawk, inquisitor for vengeance, and imicus for the ishkur?
original post THUKKER -Be Paranoid
Skeet Skeet L33t |

Apewall
Ventis Secundis R0ADKILL
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Posted - 2007.11.26 06:39:00 -
[196]
Originally by: Futher Bezluden
Combat AF and Light AF. Each has a role bonus. Combat AF's gain a 25% ROF bonus. Light AF's gain a -25% signature radius.
You pulled these out of nowhere. Combat AF: Role Bonus: +25% ROF
Quote:
WOLF: FRIG Bonus: 5% damage, 7.5% tracking AF Bonus: 5% velocity, 10% falloff
Velo bonus out of nowhere.
Quote:
HARPY: FRIG Bonus: 5% shield resists, 10% optimal AF Bonus: 10% optimal, 5% damage
Shouldn't be double applying shield resist bonuses, ontop of AF resist bonuses.
Quote:
Retribution: FRIG Bonus: 10% SET cap use, 5% armor resists AF Bonus: 5% damage, 10% optimal range
Same as above
Quote:
Enyo: FRIG Bonus: 10% falloff, 5% damage AF Bonus: 7.5% tracking, -5% mwd cap use per level
No logical reasoning to have a mwd usage bonus either. Light AF: Role Bonus -25% signature radius
Quote:
JAG: FRIG Bonus: 5% damage and 7.5% tracking AF Bonus: 10% falloff, 7.5% shield boost amount per level
You're applying a boost bonus only to keep in-line with other minmatar ships, no reasoning for a t2 rifter to gain such.
Quote:
HAWK: Use Kestrel Chassis FRIG Bonus: 5% shield resists, 10% missile velocity AF Bonus: 5% missile damage, 10% missile flight time
Hull changes aren't going to happen, merlin is missile/hybrid boat and makes since to diverge it as the t2.
Same thing about double applying resists, and an unneeded missile flight time bonus.
You basicly turned them into really really ****ty Cov Ops ships.
Quote:
Vengeance: Use Inquisitor Chassis FRIG Bonus: 5% armor resists, 5% rocket damage AF Bonus: 5% rocket flight time, 5% rocket velocity
Don't change hulls. Double Resists again. No reason to change the Vengeance into a rocket boat.
Quote:
Ishkur: 35m drone bay -Use Imicus Chassis FRIG Bonus: 10% falloff, 10% drone Damage/HP AF Bonus: 5% armor repair amount, -5% mwd cap use per level
Hull Changes don't happen. No reason for a mwd cap bonus.
Basicly, You pulled lots of stuff out of the air also, and they aren't inline with the CURRENT ships at all.
Also, TANK/GANK makes more sense then Combat/Light ships 
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Willy Joe
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Posted - 2007.11.26 06:42:00 -
[197]
Edited by: Willy Joe on 26/11/2007 06:42:39
Originally by: Futher Bezluden
Retribution and Vengeance: Again, 1 turret ship, 1 missile ship like the Harpy/Hawk. Only Vengeance has the punisher armor resist bonus while the Retribution has only the cap redux for small energy turrets. Retribution has cap recharge bonus although it is a "missile spammer"
You mixed them up. The Vengeance is the khanid ship with missiles , retribution is the punisher with only 1 medslot.
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Yukisa
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Posted - 2007.11.26 06:54:00 -
[198]
AF needs something radical and unique.
5% web range is not enough, that's barely 12.5km on web. Plus this role is for the hyena in trinity.
Web immunity is perfect for ASSAULT ships. They are already slow to begin with, so speed is not their defense. They are very vulnerable to other ships that can web them in place. Inties have fast long range orbit to avoid pretty much 100% of incoming fire. AF should be able to hug a tight orbit on bigger ships to avoid most of the turret fire, while having a decent tank to help survive 5 drones or missile spam.
Will it over power them? I do not think so as they still will be vulnerable to energy neuts & especially faster ships that can dictate range and fire from outside web range. What they will be good at is anti-big ships, such as BC and BSes, which as one have imagined.. a pack of wolves taking down a stronger prey point blank range.
Anyhow, it needs unique role bonuses.. not the same stuff other ships can already do. I.e. extra dps (why? a gank thorax/rupture is better for less isk), or a tiny increase in web range.. won't matter, and will interfere with other ship roles. |

Cpt Branko
The Bloody Red
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Posted - 2007.11.26 08:56:00 -
[199]
Originally by: Yukisa
Web immunity is perfect for ASSAULT ships. They are already slow to begin with, so speed is not their defense. They are very vulnerable to other ships that can web them in place. Inties have fast long range orbit to avoid pretty much 100% of incoming fire. AF should be able to hug a tight orbit on bigger ships to avoid most of the turret fire, while having a decent tank to help survive 5 drones or missile spam.
Well, I agree. They'd be extremely nice pirate ships with web immunity, I'll give you that.
Although, I could live with a 50% bonus to afterburner boost, as well, combined with mass brought in line to be the same (or just a bit heavier then) the T1 frig variants (which is what I do miss the most on the little buggers).
In any case, they do need a real fourth bonus.
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Flurren
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Posted - 2007.11.26 11:31:00 -
[200]
Originally by: Cpt Branko
Originally by: Yukisa
Web immunity is perfect for ASSAULT ships. They are already slow to begin with, so speed is not their defense. They are very vulnerable to other ships that can web them in place. Inties have fast long range orbit to avoid pretty much 100% of incoming fire. AF should be able to hug a tight orbit on bigger ships to avoid most of the turret fire, while having a decent tank to help survive 5 drones or missile spam.
Well, I agree. They'd be extremely nice pirate ships with web immunity, I'll give you that.
Although, I could live with a 50% bonus to afterburner boost, as well, combined with mass brought in line to be the same (or just a bit heavier then) the T1 frig variants (which is what I do miss the most on the little buggers).
In any case, they do need a real fourth bonus.
I fully agree with 50% web resistance and 50% increased afterburner effect. It would make the ships something unique and would sort of make sense with their current ridiculously high mass and low speed - these would be the effects of the sturdier propulsion technology they incorporate.
Also to fit in with their role which seems to me to be the highest frigate sized dps i think all of them should have either 4 or 5 main weapon system hard points. Currently i think the difference is just too big between the ones with 3 turrets/missle hardpoints and the ones with 4 (ones with 3 have completely underpar dps for their cost apart from the ishkur which has drones to balance this out). The extra tank or utility from the low slots isnt enough to balance out the 33% less dps of losing a turret imo since frigate ships tend to rely far more on dps than tank to do their job and most of them have trouble fitting the multitude of slots they have anyway.
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Cpt Branko
The Bloody Red
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Posted - 2007.11.26 11:55:00 -
[201]
Originally by: Flurren
Also to fit in with their role which seems to me to be the highest frigate sized dps i think all of them should have either 4 or 5 main weapon system hard points. Currently i think the difference is just too big between the ones with 3 turrets/missle hardpoints and the ones with 4 (ones with 3 have completely underpar dps for their cost apart from the ishkur which has drones to balance this out). The extra tank or utility from the low slots isnt enough to balance out the 33% less dps of losing a turret imo since frigate ships tend to rely far more on dps than tank to do their job and most of them have trouble fitting the multitude of slots they have anyway.
That, too. However, the thing which irks me is that it's virtually impossible to really get max damage (or damage+tank, or just about everything) out of the 4-highslot AFs, because they (Enyo, Wolf) have terrible CPU.
The three (main weapon) highslot AFs (Jaguar, Ishkur makes it up with the drones) have way better fitability, with decent CPU/PG, but in the end, you only do 25% more base damage with AF V or 20% more with AF IV over the T1 hull, which is not very impressive.
The two four highslot AFs are gimped by two midslots, though, making them not so hot for actual solo (or really small gang, where every midslot counts) piloting. With a 3/3 layout and 10-15 more CPU, I'm betting these ships would probably be better then 3-gun counterparts.
I hear there's a Amarr AF with one midslot, but I've never seen it, and I doubt it's only a legend.
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Flurren
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Posted - 2007.11.26 15:49:00 -
[202]
I admit i can only fly minnie AFs right now because of that troublesome racial frigate V requirement but this is how i see them:-
Wolf - Lots of dps (for a frigate anyway) with 4 150mm II's and 2 gyros but no web so not much control over a fight, low cpu so you're probably stuck filling one low with a speed mod which isnt too useful on its own and crap effective hp if you get hit with kinetic or explosive damage.
Jaguar - Poor dps with only 3 autocannons. Decent effective hp with even resists but still unable to fit a decent sustainable tank because at the end of the day its still a frigate. Still has cpu problems because of the huge amount of utility slots it has (low and meds).
If you try to arty fit either ship you run into fairly nasty fitting problems in my experience (however i havent trained AWU up yet).
If your target is fitting an MWD and a web then you're basically resigned to chasing him since lets be honest these things arent fast. Therefore if hes in anything higher than a frigate and has a clue about fitting he'll probably beat you simply based on tank + gank vs tank + gank.
This illustrates the basic problem with AFs in general which is that they move pretty much like a cruiser and have frigate-like survivability and dps (if slightly buffed up).
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.12.02 08:05:00 -
[203]
Wonder if this has been bantied about, but why not give them a MWD bonus like the thorax has?
Love to the Assault Frigate! |

Torco
Infinite Style Incorporated
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Posted - 2007.12.02 08:47:00 -
[204]
how about one of em gets a Web Range increase (minihuginn), the other one web immunity..
TORCO Infinite Style Incorporated [INSIN] |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.12.02 09:27:00 -
[205]
mini huggin already coming in next patch isnt it? with the new e-attack frigs.
Love to the Assault Frigate! |

Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.12.04 18:24:00 -
[206]
Wonder if this thread will get longer than an amarr whine.
CCP gave love to the crappy other interceptors so i KNOW its possible to play with these some.
Love to the Assault Frigate! |

Lyria Skydancer
Amarr Uninvited Guests Cult of War
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Posted - 2007.12.04 19:27:00 -
[207]
Originally by: Skraeling Shortbus Wonder if this thread will get longer than an amarr whine.
CCP gave love to the crappy other interceptors so i KNOW its possible to play with these some.
I hope it can get longer then the amarr whine threads since I as an amarr started the thread and we'd like to show that we dont only whine but also say intresting things :-p
Well alot has changed since i started the thread. Yes I kinda agree with above, 12.5km web range is kinda meh. The web immunity bonus and some sort of AB boost would be much better.
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Prevelance
Repo Industries
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Posted - 2007.12.04 20:07:00 -
[208]
This is a good thread, i hadnt really thought about it, but AF's seem to be less used all the time, they just have alot of quirks, I have seen the enyo perform very well though. Crazy damage for a frig. And harpy is handy for sniping stuff. But overall I think the word "ASSALT" needs some thought.
An assalt ship should be a scary thing, it should do alot of damage and have one heck of a tank. Thats not so much the case, espacially if webbed. Yea there great at killing frigs, but seriously, who flys T1 frigs except goons in 50 man packs.
I think the close range tank AF's need a tanking bonus for sure, I think they should be downright hard as nails. Take the wolf for example, armor tank that thing and your left just trying to plus 2 holes the whole time, and not very well. They really dont even need an extra damage bonus as much as the tank.
I think would would work well, would be T2 resists built in to the ship, then a resist bonus per level to all resists, or even a bonus just to the 2 'Other' resists would be fine. And Afterburners need some love too, they dont get used much.
I think somthing like: wolf/ enyo/ close range type need more grid, more resists, and one more slot for tanking, keep same damage.
Long range platforms could maby have more damage or tracking ect, and moderate tanks, but dishing out pain from afar.
All in all, i think what they need varies on class. The enyo doesnt need more damage, the jag doesnt need more speed ect, they do however need grid to be able to maximise there roles. The wolf definetly needs some tanking love, what with sheild bonus resists on an armor tank, it's like fitting a armor tanking muninn, not the best suite for it.
I'm done... I dont care what these ships get, as long as they get some love.
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Skraeling Shortbus
Caldari The Arrow Project Morsus Mihi
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Posted - 2007.12.10 02:08:00 -
[209]
The entire ship class just plain needs somthing.
Love to the Assault Frigate! |

Kantos Dal'mak
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Posted - 2007.12.10 05:03:00 -
[210]
bump for love of AF
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