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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.04 20:12:00 -
[1]
Edited by: Kazuo Ishiguro on 04/03/2008 20:17:22 Edited by: Kazuo Ishiguro on 04/03/2008 20:16:37 Use this thread to post roles you think AFs could/should fill. Along with each role, post one (1) role bonus that you think AFs should receive in order to fill it. Do not post anything else here, and keep each suggestion very short. This is about raw ideas, not careful justification and balance discussion.
Example:
- Close-range tackler: web resistance
- Pack hunter: can follow a target into warp just like a fighter
- Mobile squad command: can fit 1 warfare link
I'll add as many ideas as possible to this post, so they're not buried further down. I repeat, please don't add comments. My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Ephemeron
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.03.04 20:15:00 -
[2]
"web immunity" is bad choice of words. "web resistence" sounds much more reasonable.
There should never be serious consideration of having 100% web immunity. Web resistence should be somewhere around 50%, give or take 10%
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Natalia Kovac
Minmatar Sebiestor tribe
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Posted - 2008.03.04 20:40:00 -
[3]
Could just go simple and reduce the mass and give a 4th bonus to tanking or offense or whatever.
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Corstaad
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Posted - 2008.03.04 21:07:00 -
[4]
Yah Mass and 4th bonus won't get changed because people need some sort of fluff role bonus instead. We'll use EFT numbers on how much a wolf can alpha, super tanks Hawks that solo pawnzors BC's. We'll be a web resistant slow ship,with medium guns with no tracking, with some sort of propulsion bonus it doesn't need.
A few simple tests for any developers to do. Fly a rifter thru gatecamp, now fly a Jag, after this fly a Ruppy thru. Write down what yah think. Now take a rifter and tackle a drone ship. After Drones are deployed start killing them. Now do it with a Jag. Write down what you think. Now go to Rens the minny tradehub for the minnytards, buy three T1 Ruppys or one T2 AF.
If anything the ships role should be the T2 version of its T1 Hull just a fun expensive frig killer. If there holding back on these changes because of PvE crap, we have big problems.
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Zenobite
Soliders Of Eve The Church.
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Posted - 2008.03.04 23:00:00 -
[5]
AB bonus Big reduction in mass More Dmg
Basically I think they should live up to there name, hard hitting, tough little ships that can take a lot of punshishment over a short time, but with limited endurance (small cargo bays, limted cap, whatever)
Would be cool if they could use the black-ops jumpbrige and be used as raiders, just a thought I don't how it would work out in pratice
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.03.04 23:27:00 -
[6]
20% damage increase to assigned fighters per lvl of AF skill --
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Avalira
Caldari
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Posted - 2008.03.05 01:23:00 -
[7]
- Anti frigate support - Frigate logistics: increase survival rate of frigates with logistics) - Squad Command: like fleet command but for frigates) - Anti-Ewar: Boost friendly ships so they are less vulnerable to ewar. - High precision weaponry: allows for sub-system targeting of capital ships - Bonus to small ships and drones: makes for an excellent support ship in removing frigs and drones, as long as it can survive longer
--- Selling Rokh BPO ME 45
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2008.03.05 09:10:00 -
[8]
20% reduction in cost per level.
Anything else is just missing the point. AFs are frigates, the job of frigates is fast tackling. And guess what, interceptors do that job massively better in every way. If you try to put frigates of any kind in the damage/tank role, you are competing directly with T1 cruisers. In a straight-up fight, the frigate loses every time, so the only thing that makes the frigate useful is the lower cost. Now move to the T2 level, and you still lose the direct fight, but now your frigate costs at least as much as the cruiser. Result: no reason to fly the AF.
The only other thing that would work is a complete redesign to abandon the role of "bigger, meaner frigate". Whether that's giving them gang mods, special anti-sub-system weapons, or whatever, the role has to be something unique.
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.05 10:13:00 -
[9]
Originally by: Merin Ryskin Good stuff but off-topic
I agree with you entirely, so let's hear more ideas! Have you got any new suggestions? My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Alex Medvedov
Minmatar Soliders Of Eve The Church.
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Posted - 2008.03.05 12:05:00 -
[10]
AB + Mass reduction + firepower bonuses
In my opinion only one bonus that wouldnt destroy them. People dont make them like super extra fun single pourpose ship. Iam flying them every day and want to stay with them even after boost patch:)
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.03.05 17:30:00 -
[11]
Originally by: Alex Medvedov AB + Mass reduction + firepower bonuses
In my opinion only one bonus that wouldnt destroy them. People dont make them like super extra fun single pourpose ship. Iam flying them every day and want to stay with them even after boost patch:)
QFT! More simple is the boost, better is the versatility.
Some said "frigates=tacklers".
I say NO!
Bombers are not, covert ops are not, and we already have the inties for powerful tacklers and two EAS with high tackling abilities (keres with scramblers and the minmatar one with webs). It's enough.
We need fun ships to fly in frigates, it means not being slower than larger ships as they are now, it means an average speed, proper tank and enough firepower to be a threat to cruisers while solo, a threat to badly prepared battlecruisers alone, and with two be a threat to battlecruisers. With a swarm of those, you should take advantage over battleships that are just not designed to shoot frigates (not enough neuts, not enough drones, not enough webs when the odds get bad), just as currently battleships can't get rid easyly of frigates flying properly.
Currently, we often get laught at when flying AFs in PvP, this must stop. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.03.05 17:45:00 -
[12]
Edited by: Tarron Sarek on 05/03/2008 17:47:08
I agree with Eleana. I'm not a huge supporter of roles. EVE really shouldn't develop into a class based system. It doesn't go along with the sandbox idea.
Therefore, simple boost, simple fix:
Role Assault Ship (or small HAC)
Changes: - Add a (real) 4th bonus - Reduce mass (similar to T1 cruiser - HAC relation)
There. More than enough reason to fly them again.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.03.05 17:51:00 -
[13]
Also, fixing the slot-gimped or fitting-gimped AF will help.
We want to fit the cool small size weaponry, and not have just 1 med slot, and have the ressources to tank. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |

Alex Medvedov
Minmatar Soliders Of Eve The Church.
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Posted - 2008.03.05 18:00:00 -
[14]
Edited by: Alex Medvedov on 05/03/2008 18:02:45 Edited by: Alex Medvedov on 05/03/2008 18:02:25
Originally by: Eleana Tomelac
Some said "frigates=tacklers".
I say NO!
Bombers are not, covert ops are not, and we already have the inties for powerful tacklers and two EAS with high tackling abilities (keres with scramblers and the minmatar one with webs). It's enough....
Currently, we often get laught at when flying AFs in PvP, this must stop.
Absolutely agree... Iam really glad someone is sharing my point of view about AFs or at least I think so:))
Originally by: Eleana Tomelac Also, fixing the slot-gimped or fitting-gimped AF will help.
We want to fit the cool small size weaponry, and not have just 1 med slot, and have the ressources to tank.
Well you know what iam thinking about more slots...I would like to have AFs as simple as they are (in therms of usuable slot) only AF which lacks some slots is Retribution for me.
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.03.05 18:47:00 -
[15]
Edited by: Tarron Sarek on 05/03/2008 18:46:59
Uhm, I kinda like the Retributon as it is right now. Changing it to 5/2/4 would give it the same slot layout as the Enyo. And 2 med slots still isn't a whole lot. I prefer diversity and hate making everything the same.
That being said, one possible solution could be double damage bonus (dmg + rof, in the course of giving all AFs a 4th bonus) and shift a high to a med slot, making it 4 high, 2 medium and 5 low slots. Different than Enyo and kind of a mini Zealot.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Alz Shado
Ever Flow
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Posted - 2008.03.05 19:04:00 -
[16]
One AF is a nuisance. A pack of them are a nightmare.
Add a bonus to all AFs so that their natural bonuses are boosted by 5% for each AF that is in fleet (up to 10).
eg.
One Jaguar: 10% Small Projectile Turret optimal range per level 5% projectile damage per level
Two Jaguars: 10.5% Small Projectile Turret Optimal Range per level 5.25% projectile damage per level
Ten Jaguars: 15% Small Projectile Turret Optimal Range per level 7.5% projectile damage per level
Mix and Match!
------------------- "Kill a man one is a murderer; kill a million, a conqueror; kill them all, a God." -- Jean Rostand |

Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2008.03.05 22:48:00 -
[17]
Hawk/Ishkur/Wolf/Retribution: Designated role: gank frigate against cruiser sized targets. Role bonus: bonus to Heavy Assault Launchers powergrid (Hawk) /drone bandwidth (Ishkur)/ Medium Autocannon powergrid (Wolf)/ Medium Pulse Lasers (Retribution)
Harpy/Enyo/Jaguar/Vengeance: Designated role: Advanced weapon system specialist against frigate sized targets. Skill bonus: 20% reduction to T2 ammunition penalties per level of assault ships skill.
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grgjegb gergerg
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Posted - 2008.03.06 01:13:00 -
[18]
Edited by: grgjegb gergerg on 06/03/2008 01:13:22 Heavy assault Hawk and stuff... not a bad idea actually.
I bought a Hawk, just because I was expecting to have to run some lvl 1 missions and wanted to do it in a lazy fashion. Having an actual role would be nice.
...Of course, I found a lvl 1 mission gate that wouldn't let t2 frigates in. :P
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Redd Lenses
Gallente Sex Panthers
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Posted - 2008.03.06 08:42:00 -
[19]
I really like the following in warp idea.
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Alex Medvedov
Minmatar Soliders Of Eve The Church.
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Posted - 2008.03.06 12:25:00 -
[20]
Edited by: Alex Medvedov on 06/03/2008 12:27:50
Originally by: Alz Shado Edited by: Alz Shado on 05/03/2008 19:07:37 One AF is a nuisance. A pack of them are a nightmare.
Add a bonus to all AFs so that their natural bonuses are boosted by 5% for each AF that is in fleet (up to 10).
eg.
One Jaguar: 10% Small Projectile Turret optimal range per level 5% projectile damage per level
Two Jaguars: 10.5% Small Projectile Turret Optimal Range per level 5.25% projectile damage per level
Intersting idea but solves nothing - AFs are dangerous in packs as they are know and with for example better optimal range you would have to think like: "now we lost one so i have to get closer..and so on" and i cant see how to use complete potential of tnis in the heat of battle.
Originally by: Scatim Helicon Edited by: Scatim Helicon on 06/03/2008 08:31:50 Hawk/Ishkur/Wolf/Retribution: Designated role: gank frigate against cruiser sized targets. Role bonus: xx% reduction in powergrid requirements for Heavy Assault Launchers (Hawk) / bandwidth requirements for medium drones (Ishkur)/ xx% reduction in powergrid requirements for Medium Autocannons (Wolf)/ xx% reduction in powergrid requirements for Medium Pulse Lasers (Retribution)
Harpy/Enyo/Jaguar/Vengeance: Designated role: Advanced weapon system specialist against frigate sized targets. Skill bonus: 20% reduction to T2 ammunition penalties per level of assault ships skill.
Not a good idea... benefits for the first and the second AF class are not comparable. Your "new" Wolf or Iskhur would shratter Jaguar or Enyo with ease. So what would be the pourpose of them?
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.03.06 14:31:00 -
[21]
Mounting medium weapons on a frigates (unless being missiles or drones with don't care your ship's speed for tracking) forces you to slowdown in order to hit, removes your ability to hit frigates properly.
Such AF will be killed by T1 frigates alone...
Also, having weapons one size larger is not great at all in terms of damage improvement. Then, there's the cap use, it would need AFs with a cruiser capacitor to shoot (or another crap bonus).
Finally, I'm much more for another weapon bonus instead of such crippling bonus (it's mainly giving a 4th bonus to AF). The HAS have several bonuses on their main weapons and that's why we like them, they hit hard even with their low number of weapons and only medium weapons (not large). The search for useless bonuses in HAS returned this : nothing!
I think that is why HAS are popular : huge bonuses on things not that hard to use, all ship's stats are superior to the T1 version.
AF should be even more popular for huge bonuses on things even easier to use! Oh wait, they forgot part of the bonuses on the AFs... And penalized them for all the stats we like in frigates!
An idea that just came up while I was removing the useless junk of this post :
The covert assault ship:
Fit a cloaking on an AF (give it a slot for it, negate penalties), give it a bonus to locking on decloaking : You have a new form of surprise attack ship, potentially a very close range one to catch unprepared ships, opposed to the stealth bombers and their extensive cruise missile range. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |

Alz Shado
Ever Flow
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Posted - 2008.03.06 17:41:00 -
[22]
Originally by: Alex Medvedov Intersting idea but solves nothing - AFs are dangerous in packs as they are know and with for example better optimal range you would have to think like: "now we lost one so i have to get closer..and so on" and i cant see how to use complete potential of tnis in the heat of battle.
Packs of AFs are dangerous now, but they're usually flown in smaller numbers as support for bigger vehicles. Giving them a gang bonus makes it more advantageous to have an extra AF or two than a ill-fit T1 Cruiser or Destroyer.
In the heat of battle, the idea would be to use tactics that keep the AFs alive so that their bonus remains high, possibly to draw primary from an enemy before sending in the "Heavy" hitters. Because of their mobility and DPS, they are ideal for quick strikes, bait-and-switch, and hit-and-run maneuvers. Using them as you describe would require micromanagement that might not be suited for EvE, because you'd need to have situational awareness that lag and other factors already make difficult.
------------------- "Kill a man one is a murderer; kill a million, a conqueror; kill them all, a God." -- Jean Rostand |

Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2008.03.06 20:57:00 -
[23]
Originally by: Redd Lenses I really like the following in warp idea.
It would just lead to assault frigs dying in massive numbers when their opponent warped out to friendly deathstars or bubble camps and the oblivious AF followed them to their doom. 
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2008.03.06 23:16:00 -
[24]
Originally by: Eleana Tomelac Mounting medium weapons on a frigates (unless being missiles or drones with don't care your ship's speed for tracking) forces you to slowdown in order to hit, removes your ability to hit frigates properly.
Such AF will be killed by T1 frigates alone...
Good. Even T1 frigs should be able to kill a hostile ship which isn't fitted to take them on, and I specifically stated that the 'overgunned' AF would be optimised for taking on larger ships, so the fact it would be an unsuitable choice against other frig classes and may need anti-frig support in a gang is a good thing. The idea is to give the AF a designated niche with weaknesses as well as strengths, not turn it into an overpowered killdozer against all comers.
Quote: Also, having weapons one size larger is not great at all in terms of damage improvement. Then, there's the cap use, it would need AFs with a cruiser capacitor to shoot (or another crap bonus).
Relative damage of overgunned versus regular AFs depends on the other bonuses, of course. Cap use would only be an issue for the Retribution as drones/missiles/autocannons don't use cap, but you're right that it would need to be dealt with.
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Alex Medvedov
Minmatar Soliders Of Eve The Church.
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Posted - 2008.03.07 10:26:00 -
[25]
Originally by: Scatim Helicon
Good. Even T1 frigs should be able to kill a hostile ship which isn't fitted to take them on, and I specifically stated that the 'overgunned' AF would be optimised for taking on larger ships, so the fact it would be an unsuitable choice against other frig classes and may need anti-frig support in a gang is a good thing. The idea is to give the AF a designated niche with weaknesses as well as strengths, not turn it into an overpowered killdozer against all comers.
Guys have you aver fought aginst Cruiser with 220mm ACs in your AF? These gun would shretter you unless you are really really close like up to 1km. Which would be very hard to achieve. You are not going to shoot down Wolf with medium guns in T1 frig:) Even in Jaguar it would be difficult...
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Fullmetal Jackass
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Posted - 2008.03.07 13:37:00 -
[26]
Originally by: Tarron Sarek Edited by: Tarron Sarek on 05/03/2008 17:47:08
I agree with Eleana. I'm not a huge supporter of roles. EVE really shouldn't develop into a class based system. It doesn't go along with the sandbox idea.
Therefore, simple boost, simple fix:
Role Assault Ship (or small HAC)
Changes: - Add a (real) 4th bonus - Reduce mass (similar to T1 cruiser - HAC relation)
There. More than enough reason to fly them again.
It's a frigate, why do you expect it to kill cruisers and BCs? If anything the H.A.S. (no such animal as a HAC, go look it up) class should be scaled back a bit.
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torN Deception
GoonFleet GoonSwarm
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Posted - 2008.03.07 14:06:00 -
[27]
I actually kind of like the 'follow ships in warp' module.
Create a new module, the 'Hyperspace Circuit Plotter' or something similarly technobabble-y.
Mid-slot. 50ish CPU for the t1 variant, adjusted up/down for the named/t2 versions. Or rather, 10k CPU with -97.5% to -100% reduction in Hyperspace Circuit Spotter CPU use per level bonus on AFes so you end up with 50ish CPU needed with AF IV. With those numbers you'd need to either increase AF base CPU or tighten up the % reduction however.
Module has 10-sec activation and uses a noticeable chunk of cap, so it couldn't be kept auto-running, you'd need to anticipate when the target was warping out. Range starting at 25kms for the t1 version, with a 20% activation range bonus per level of AF. If you've got it activated on a target as it warps, you have a chance(based on signature radius of the target) to follow it into warp. You come out of warp at a position from 0k-30k(maybe have the AF ship bonus reduce this instead?) of where the ship does. Make it a scriptable module, with one script for each of the variables(follow range, follow accuracy, follow chance).
Have it interact with scramblers/disrupters the way MWD/AB do, you can't have both activated at the same time. That way you've got to choose between stopping a target from warping away and following it through warp.
I think that would give a decent balance between being able to chase ships down and making it impossible for any ship to escape a gang with an AF in it. |

Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.07 14:59:00 -
[28]
Edited by: Kazuo Ishiguro on 07/03/2008 15:01:37 I wouldn't bother making it chance-based, but it'd probably be a good idea to restrict this module/role bonus to AFs alone. They don't have many med slots, so a high slot module would be better; most AFs have a spare high slot. It'd be truly evil if covert ops/recon ships were able to do this - you wouldn't know whether or not you'd been followed. My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.03.07 16:02:00 -
[29]
Originally by: Fullmetal Jackass It's a frigate, why do you expect it to kill cruisers and BCs? If anything the H.A.S. (no such animal as a HAC, go look it up) class should be scaled back a bit.
So I reckon you play the ignorant smartass card? Well, do as you please.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.03.08 10:54:00 -
[30]
Originally by: Kazuo Ishiguro Edited by: Kazuo Ishiguro on 06/03/2008 10:22:11 Use this thread to post roles you think AFs could/should fill. Along with each role, post one (1) role bonus that you think AFs should receive in order to fill it. Do not post anything else here, and keep each suggestion very short. This is about raw ideas, not careful justification and balance discussion.
Ideas so far:
- Close-range tackler: web resistance
- Pack hunter: can follow a target into warp just like a fighter
- Mobile squad command: can fit 1 warfare link
- AB + Mass reduction + firepower bonuses
- Bonus to damage from assigned fighters
- Frigate logistics: increase survival rate of frigates with logistics
- Anti-Ewar: Boost friendly ships so they are less vulnerable to ewar
- High precision weaponry: allows for sub-system targeting of capital ships
- Bonus vs. small ships and drones- improved turret sig res/missile exp. rad?
- Specialist: reduced T2 ammo drawbacks
- Heavy assault: able to fit cruiser class weapons
- Bonuses based on # of AFs in a gang
I'll add as many ideas as possible to this post, so they're not buried further down. I repeat, please don't add comments.
High precision weaponry might be a good idea combined with anti-ewar. The weapons of AFs could permanently damage EW modules each time they do damage to the ship. So they do damage to webbers, TPs, neuts/nos, TDs, ECM and Damps. Add some ew resistance to the AFs and we got a nice new little role: Anti-EW Assault Frig. -------------------------------------- [Video]Skirmish Warfare |

Abrazzar
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Posted - 2008.03.08 13:13:00 -
[31]
The boring option would be to make them mini marauders. 100% damage bonus, fewer turrets, more utility slots, more cargo. The perfect ship for.... lvl 1 and 2 missions.  -------- Ideas for: Mining Clouds
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Mymain DreadMoros
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Posted - 2008.03.08 18:40:00 -
[32]
A good video showing the type of damage that assault ships can take.
http://www.youtube.com/watch?v=XYlDLwnwQu4
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Nidus
Caldari The JORG Corporation Terra Incognita.
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Posted - 2008.03.09 15:55:00 -
[33]
I personally like the thought of a combination of "Mobile squad command: can fit 1 warfare link"* for the long range ships and "Frigate logistics: increase survival rate of frigates with logistics" for the close range AF's.
For the long range ones you could assume that the warfare link bonus is a cap related one rather than efficiency one (so to not take the role of Command Ships), so the long range AF's can take on the roles of "filler" ships for bonuses in large fleets or provide a high mobility warfare link platform for smaller/faster moving gangs.
And a single small remote rep (or so) on a frigate size vessel shouldn't be anywhere near rivaling a logistics cruiser, but the synergy between remote repairs and other small ships initiate speed**/sig defense would be of an great use for most situations.
*: May it be necessary to limit the types of warfare links that can be fit?
**: AF's, speed and defense: Afaik, AF's were given their current mass so that they would not interfere with, or take over the role, of interceptors by becoming a higher resist versions of 'ceptors and that is fully understandable. But for the purpose of their own defense I'd suggest looking at AF's agility and maybe increasing it so that they can maintain a higher orbit speed while keeping their current max speed. ------------------- (::) - This is a cookie with chocolate chips, and it's mine! If you disagree; these are my teeth ';..;' (E6750 C2D@2,67GHz, 3gb@667Mhz, 1950Pro 512MB)
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BlondieBC
Minmatar Rising Knights SMASH Alliance
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Posted - 2008.03.09 21:17:00 -
[34]
Give 4th bonus, a role bonus, 15% chance per lvl of assualt frigate that ewar module used against fails to function that cycle. Move assualt one of the assault frigate bonuses to frigate bonus if possible. This would make the ship an excellent gate camp runner, and anti-support frigate. The damage they do would be tought on logistics ships, the blackbird, and ewar frigates.
This also give a big bonus to those who are willing to train to level 5 in assualt frigate.
I would consider making the 15% per level also apply to warp bubbles.
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isdisco3
Veto. Veto Corp
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Posted - 2008.03.10 14:50:00 -
[35]
Edited by: isdisco3 on 10/03/2008 14:55:07 Edited by: isdisco3 on 10/03/2008 14:51:29
FOR OP - bonus to web range and capacitor usage per level.
I think 1 of each race's AF's should get a bonus to web capacitor use and web range, just as 1 of each race's inties got a bonus to disruptor range. The bonus to web range should not put them anywhere near on par with the specialized minmatar recons, and should be calibrated to put them a little under a maxed out hyena pilot so as to not make that ship useless.
The problem with AF's is that there's nothing they do that inties or cruisers can't do, better. Cruisers will always do more dps with more tank, and inties have the zoomy fast tackler role down pat. I think AF's should fill a new role - that of anti-drone support.
At present to fight droneswarms, you either have to be in a smartbombing ship or have one of the specialized minmatar web-ships (Rapier, Hugin, Hyena) applying multiple webs to multiple targets and then using their medium-sized (exception on the hyena) turrets to shoot drones with significantly smaller signature radius. I think we should take advantage of the fact that AF's are frigates with small resolution guns, give them a bonus to web range and cap use, and make them anti-drone support ships.
They won't be as fast as inties because they won't need to be, they won't do a ton of dps because they won't need to. They won't be uber tankers, because to be honest tanking a frigate is a bit silly in my opinion. And they won't be DPS machines, because again they're frigates. They'll just web and pop drones.
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Ellaine TashMurkon
CBC Interstellar The Unseen Company
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Posted - 2008.03.10 15:05:00 -
[36]
Web bonus. AB speed bonus bonus. Increase sig resolution on lowsec gate sentries.
This makes AF a good gate-side ceptor because it locs fast, moves reasonably fast and can tank those sentries for a moment (unlike inty on MWD)
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.10 21:52:00 -
[37]
List updated. Good stuff here, keep it coming please.
If a mod/dev sees this, would they mind removing everything between my 1st and 2nd posts so I can extend the list later on? My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.10 22:02:00 -
[38]
isdisco3: I like the drone killer idea, but it'd need to be restricted in some way so that it only worked vs. drones. There are already other ships that do the same thing as what you've proposed, so this would need to be highly specialised and better than those ships at its job.
Some sort of AoE AF-only module that reduced drone agility within a 15km radius might be interesting. My research services Spreadsheets: Top speed calculation - Halo Implant stats |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.03.11 01:34:00 -
[39]
Edited by: Tarron Sarek on 11/03/2008 01:35:43
Originally by: isdisco3 The problem with AF's is that there's nothing they do that inties or cruisers can't do, better.
You could say basically the same about Heavy Assault Ships and Battlecruisers/Battleships.
The problem with AF's is that they gain only marginally from being T2, but at the same time suffer some real harsh penalties. They are frigates, but they lose speed and gain a lot of mass. AF's are actually heavier than destroyers and most of them are slower with an AB fitted, than a cruiser with one. That's just wrong. If the added mass was due to the increased hitpoints and resistances, the same should apply to HAC's, but it doesn't. Most HAC's are even faster than their T1 counterparts. Both AF's and HAC's are assault versions of Tech1 ships. It would make sense if they followed roughly the same concept.
I don't like the idea of a role bonus or roles as such. Ships being pressed into one role may lead to EVE becoming kind of a class based system, which, from my point of view, is not desirable, as it conflicts with the game-concept.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Arturus Vex
Macabre Votum Imperial Republic Of the North
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Posted - 2008.03.11 04:19:00 -
[40]
new role: BOOOM
Give AFs a mini-DDD
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Mr Mozzie
Evolution Band of Brothers
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Posted - 2008.03.11 05:47:00 -
[41]
Originally by: Tarron Sarek The problem with AF's is that they gain only marginally from being T2, but at the same time suffer some real harsh penalties. They are frigates, but they lose speed and gain a lot of mass.
AF's are actually heavier than destroyers and most of them are slower with an AB fitted, than a cruiser with one. That's just wrong. If the added mass was due to the increased hitpoints and resistances, the same should apply to HAC's, but it doesn't. Most HAC's are even faster than their T1 counterparts. Both AF's and HAC's are assault versions of Tech1 ships. It would make sense if they followed roughly the same concept.
That is a pretty good point. Why should assault frigates be the dump trucks of eve when we have 7000m/s vagabonds blasting around everywhere? Assault frigates could easily be given equal mass (instead of 50% more) to their T1 counterparts (just like the heavy assault ships). They could also benefit from a slight velocity boost so that they can reach say 3-4000m/s with T2 overdrives and mwd. Thus they wouldn't be quite as fast as ceptors, but would have the mobility and speed to be at least semi useful in pvp and be superior in some respects to T1 cruisers.
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Mithfindel
Argent Group
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Posted - 2008.03.11 13:26:00 -
[42]
Edited by: Mithfindel on 11/03/2008 13:28:03 A few ideas:
(1) Another dull version would be to make the Assault Ships just "big frigates": Modify the resources (PG, CPU, cap) so that they can easily fit and use the most powerful equipment available to frigates. Specially if their slots are leaved as-is, their usefulness is quite limited.
(2) The gunnery-dependent versions might also make interceptor-killers by having a tracking bonus and an optimal bonus, though this leaves very little space for, say, a damage bonus. And also makes them more expensive and slightly more durable destroyers.
(3) On regards of speed, they could have a base speed (and possibly even further mass) increase, meaning that they gain less from AB/MWD, but are inherently faster. This might require them to be more agile, to offset the bigger mass while maneuvering. If balanced right, this would mean that their speed using the MWD is about the same, but their base speed without would be slightly better. That said, speed is generally the domain of the Interceptor classes - AF:s should in my opinion have rather punching power.
(4) Flat gang bonus. An Assault Ship, due to its highly-sophisticated C3I systems tuned for small ship combat, gives a small bonus to the gang's Frigate-sized (frigate hulls, destroyer hulls) per level. What I'm thinking of is a bonus similar to those in the Titans, applied only to Frigate and Destroyer hulls. Amarr: 7.5 % to capacitor recharge, Minmatar: Reduction to signature radius, Gallente: Armor HP bonus, Caldari: Shield HP bonus. (These are what we have in the Titans now - the same bonuses are not necessarily good for Frigates. Specially the Gallente and Caldari bonuses might need some better examination.)
(5) Damage. Make the resistance bonus built in, as in the Heavy Assault Ships. Replace with a damage or rate of fire bonus to make an interesting wolfpack ship, possibly combined with Marauderisation (removing turrets, giving 100 % damage bonus to begin with).
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Garr Anders
Minmatar Eve University Ivy League
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Posted - 2008.03.11 15:17:00 -
[43]
Originally by: Nidus Edited by: Nidus on 09/03/2008 16:07:52 I personally like the thought of a combination of "Mobile squad command: can fit 1 warfare link"* for the long range ships and "Frigate logistics: increase survival rate of frigates with logistics" for the close range AF's.
Not to derail the thread to much, but IMHO this should be long to tech II/ tier III type destroyers.
I like the anti Ewar/web resistances/follow into warp ideas.
Upping their defensive capabilities while not using speed/nanoing would differ them from intercepters/nano tacklers and maybe make them worth using over the simple tech I frigs. ----- Garr Anders
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Kejoga
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Posted - 2008.03.11 15:22:00 -
[44]
Edited by: Kejoga on 11/03/2008 15:23:08 Perhaps the way to address Assault Frigates is not in looking for a new role for them, or even changing the base stats of them. Maybe the way to improve them is give more advanced skills to those that fly Assault Frigates.
As a pre-requisite (spelling?), the user must complete Assault Frigates V. If they do, new skills open up
Advanced Assault Frigate Shielding + 4% shields per level Advanced Assualt Frigate Armor + 4% armor per level Advanced Assault Frigate Capacity + 4% Capacity per level Advanced Assault Frigate Capacity Recharge + 4% Capacity Recharge rate Advanced Assault Frigate Shield Recharge + 4% Shield Recharge Rate Advanced Assault Frigate Damage - +4% to all damage types per level Advanced Assault Frigate Speed - +4% to speed of ship
Don't find a new role for them, just make them the "sturgy frigates built for all out combat" they were meant to be. It would take a long time to get through all those skills, and if you focused on Assault Frigates, you would not really have the time to focus on other skill types. But if you did, you would have a nice durable little ship.
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Avalira
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Posted - 2008.03.13 04:29:00 -
[45]
How about this idea for boosting AF's? -------------
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Kejoga
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Posted - 2008.03.13 14:14:00 -
[46]
how about all Assault Frigates get a BAROOGA horn? Or maybe that horn that plays "Dixie" like the General Lee from the Dukes of Hazzard
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Anas Damona
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Posted - 2008.03.14 05:36:00 -
[47]
How about a role bonus that affects sentry guns and drones? Something like 50% penalty to tracking of hostile 'automated' weapon systems. This would give them better survivability against drone defenses and make them ideal as pirate ships.
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Javon Bars
FinFleet Band of Brothers
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Posted - 2008.03.18 02:53:00 -
[48]
Based on the hilariously fun day when BoB attacked a cynojammer with assfrigs how about:
The (POS) Assault Frigate
Role Bonus: 99% damage reduction from AoE effects (smartbombs, bombs, DDs) Role Bonus: 500% damage bonus vs anchored structures (or something like that, exact number would obviously require serious study) The missing bonus turns into -5% sig radius per level
If two role bonuses are too much, make the missing bonus be something to 100% per skill level and reduce the ship's base sig radius for the same effect.
This would make assfrigs awesome at incapacitating cynojammers and POS modules in general while making them hard to kill by AoE attacks and the reduced sig if paired with an AB would make BSs have trouble hitting them, forcing the defensive forces to use small and medium sized ships to counter them.
Plus they'd be living up to their name, as they'd be doing some hardcore assaulting, the kind that only capital ships can surpass.
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Segge Bolled
Caldari Dirty Sexy Pilots New Age Solutions Amalgamated
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Posted - 2008.05.08 00:13:00 -
[49]
While I think a stasis webifier resistance bonus could be interesting, I'd actually prefer to see an energy neutraliser/nosferatu resistance (or even an immunity) bonus put in place instead.
While being webbed isn't very much fun for a small ship that usually has the advantages of speed to help it survive, though in my opinion (and experience) having no capacitor left is even worse - especially for an Assault Frigate. For the most part the Assault Frigate would seem to be intended for space battle committed at close quarters and therefore working well under the range of these threats but they simply can't (under the present designs) hope to survive them.
I can see it being an issue for a Interceptor to get webbed down to the point of being unable to coast clear, but I would have thought an Assault Frigate - having as it does a little bit more of a (physical) tank than an Interceptor - should be able to sit there (if it gets caught) and at least last long enough to make good use of those damage bonuses it has while it can.
The other thing I'd like to see is a boost of Assault Frigate maneuverability back towards the T1 Frigate levels. As they stand now, a T1 cruiser with moderate fittings and pilot skills would appear to be a better, more flexible investment for a pilot to make in terms of PvP application because for all their armor resists and weapon bonuses an Assault Frigate is far, far easier for a sub-Capital such as a Battleship or Battlecruiser to knock out quickly when the Assault Frigate stumbles (or is pushed) into neutraliser or nosferatu ranges.
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