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Vilnius Zar
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Posted - 2012.05.08 21:38:00 -
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Rifter having the same cap/s as Punisher, Merlin and Incursus sounds a bit weird as it doesn't use cap for doing damage. |

Vilnius Zar
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Posted - 2012.06.05 12:01:00 -
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CCP Ytterbium wrote:Hey folks, Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon. What we would like to do next:
- Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)
- Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles
- Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms
- Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)
- Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
Thanks for your feedback people, it helped a lot for the Inferno release.
Sorry for being so harsh but how can you be happy about a 175dps 8k EHP Merlin with full tackle? How is that balanced in any way shape or form?
On another note, wouldn't it be smarter to FIRST introduce the new newbie mining ship before you remove the racial mining frigates, I mean right now Amarr newbie miners are pretty much fcked. I really don't understand your logic to do it in this order. Amat victoria curam. |

Vilnius Zar
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Posted - 2012.06.05 16:26:00 -
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JamesCLK wrote:Vilnius Zar wrote:Sorry for being so harsh but how can you be happy about a 175dps 8k EHP Merlin with full tackle? How is that balanced in any way shape or form? That particular setup uses Blasters and can be kited to death due to the low speed of the Merlin and terrible range of Blasters.  It can be countered and it performs its role well (Caldari Hybrid Brawler); it is balanced.
And how does it compare to other brawlers like, I dunno, the Punisher which can NOT have full tackle to begin with and does a lot less dps while being much slower, less agile and has less tank (that won't regen)? Amat victoria curam. |

Vilnius Zar
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Posted - 2012.06.05 18:15:00 -
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Daneel Trevize wrote:Frigates need to be viable against: The neuting power of 2xmedium neut Canes, because they have too much PG and can fit them them without issue. (Arties and their need for PG should require a bit more fitting compromise, and perhaps a reduction in PG cost). The dual webs that a Drake can fit because it has so much tank to spare. Modern gameplay dictates that tank won't save you, mobility and dealing with tacklers will. The speed of tier3 BCs, that will actually be tricky to run down without being 2-shotted before you're under their guns. Again, speed tank, best tank. They happily trade the EHP of a BC or BS to pack more dps and yet end up more survivable.
How about no, instead of making everything so that it can tackle the few ships that are too good lets actually rebalance those ships so they're more in line. Cane needs to lose its ability to field 2 neuts and tier 3 BC speed is silly.
Amat victoria curam. |

Vilnius Zar
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Posted - 2012.06.06 07:43:00 -
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JamesCLK wrote:Vilnius Zar wrote:And how does it compare to other brawlers like, I dunno, the Punisher which can NOT have full tackle to begin with and does a lot less dps while being much slower, less agile and has less tank (that won't regen)? You may be surprised to know that the Punisher has a higher base speed than the Merlin; if you forgo the armour buffer, you can create something akin to a Navy Slicer setup. This will absolutely shred Passive Blaster Merlins (as Slicer pilots know). Not quite as fast as a Slicer, or with as much 'oomph' but you were specific about the ship(s).  The stats might look unbeatable in EFT, but that never survives first contact with the enemy; how you fly the ship is always more important because there isn't an 'I win' setup.
A non range bonused frigate can't use the exact same fit and strategy as a range bonused one that's much faster. A Scorch punisher will be dangerously close to scram range and with beams you run into other issues. Not saying it can't work but it's hardly ideal for it. And when faced with similar tactic rail Merlin.... the Merlin wins again.
Merlin can also dual prop while retaining 7+k EHP and its speed is so dangerously close to a nanoed Punisher it will easily either get out of point range or grab it into scram range, long before the 7k EHP runs out. Amat victoria curam. |

Vilnius Zar
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Posted - 2012.06.06 23:29:00 -
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JamesCLK wrote:Just out of curiosity; what is it in particular that makes you think the Merlin is overpowered?
Compare it to other t1 frigs and see who wins. Gviing it 3 turrets slots was already good but giving it ALSO a damage bonus was too much. Its tank/dps combo is just miles better than any other t1 frig while still being mobile and able to do dps within kiting scram range. How is that difficult to understand? Amat victoria curam. |
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