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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Ytterbium
C C P C C P Alliance
462
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Posted - 2012.04.23 13:38:00 -
[1] - Quote
Hello folks,
As mentioned in the ship balancing Dev Blog, Inferno will be the starting point for a much needed ship overhaul.
We want to start with Tech 1 frigates, then move our way up as time passes, which means:
- There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now
- Battlecruisers will have to wait until we have rebalanced frigates and destroyers to have something clean to compare them with
Plans for the frigate class (remember all of this is still WIP for the time being):
- Split and re-purpose frigates into Combat, Attack, Bombardment and Support roles (includes revamping mining frigates into this)
- Have a look at Rookie frigates to make them more versatile but less efficient than revamped frigates
- On the power ladder, tech 1 frigates should be less effective than faction / tech 2, but more forgiving and flexible with their fittings
In this topic we will focus on Combat frigate rebalancing, which affects:
- Tormentor: role changed from mining frigate to medium range combat vessel
- Punisher: improved role to fit close-medium range brawler
- Merlin: overhauled role to fit medium-long range turret platform
- Incursus: overhauld role to fit close range brawler
- Rifter: role untouched, it already is made of win and dipped with awesomesauce
Exact changes below (without skills):
TORMENTOR:
- New bonuses: 10% to small energy turret range and 10% bonus to small energy capacitor use per level
- Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launchers
- Fittings: 60 PWG, 140 CPU
- Defense (shields / armor / hull) : 350 / 450 / 400
- Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.55
- Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
- Sensor strength: 9 Radar
- Signature radius: 35
PUNISHER:
- New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level
- Slot layout: 4 H, 2 M, 4 L, 3 turrets, no launchers
- Fittings: 55 PWG, 124 CPU
- Defense (shields / armor / hull) : 350 / 500 / 450
- Capacitor (amount / recharge rate / cap per second): 300 / 180 s / 1.66
- Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
- Sensor strength: 9 Radar
- Signature radius: 37
MERLIN:
- New bonuses: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level
- Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launchers
- Fittings: 40 PWG, 180 CPU
- Defense (shields / armor / hull) : 500 / 350 / 350
- Capacitor (amount / recharge rate / cap per second): 260 / 180 s / 1.44
- Mobility (max velocity / agility / mass / align time): 310 / 3.7 / 997000 / 3.45 s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
- Sensor strength: 11 Gravimetric
- Signature radius: 39
INCURSUS:
- New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level
- Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launchers
- Fittings: 45 PWG, 135 CPU
- Defense (shields / armor / hull) : 400 / 450 / 500
- Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.55
- Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
- Drones (bandwidth / bay): 5 / 5
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
- Sensor strength: 9 Magnetometric
- Signature radius: 42
RIFTER:
- Unchanged bonuses
- Unchanged Slot layout: 4 H, 3 M, 3 L, 3 turrets, 2 launchers
- Unchanged fittings: 37 PWG, 125 CPU
- Defense (shields / armor / hull) : 450 / 400 / 400
- Capacitor (amount / recharge rate / cap per second): 240 / 180 s / 1.33
- Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
- Sensor strength: 8 Ladar
- Signature radius: 35
Related Armor / Shield rig changes:
- Any kind of armor / shield rig that promotes passive tanking now has a penalty to ship velocity instead of signature radius. Any kind of armor / shield rig that promotes active tanking now has a penalty to ship signature radius instead of velocity. Penalty amount themselves are not changing.
- This change is the first of many steps to rebalance active versus passive tanking, and promote usefulness of active tanking in small, mobile combat while making associated rigs more compatible with Gallente armor repairing bonuses. In general, we want races that need to use speed in combat (Gallente and Minmatar) to favor active tanking, while races that have more a static philosophy (Amarr and Caldari) prefer passive tanking.
That's all for now, constructive comments are welcome |
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eidenjunior
Nor-rigs
8
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Posted - 2012.04.23 13:54:00 -
[2] - Quote
Can you take and inclute what they are change from? |
Lorginir
7
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Posted - 2012.04.23 13:57:00 -
[3] - Quote
mmm... Merlin as an example of Caldari ship still have no speed, no dps, no exp, dead capacitor and becoming even worse with rigs. Why I'm not surprised... |
Tsubutai
The Tuskers
84
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Posted - 2012.04.23 14:04:00 -
[4] - Quote
Will comment on the frigate changes separately, but one thing that jumped out at me was:
CCP Ytterbium wrote:Any kind of armor / shield rig that promotes passive tanking now has a penalty to ship velocity instead of signature radius. Any kind of armor / shield rig that promotes active tanking now has a penalty to ship signature radius instead of velocity. Penalty amount themselves are not changing. Rigs that increase resistances towards specific damage types are useful for both active and buffer tanks. Which penalty would they get - speed or sig? |
Bienator II
madmen of the skies
685
|
Posted - 2012.04.23 14:12:00 -
[5] - Quote
entirely forgot about the "TORMENTOR" a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Zarnak Wulf
CTRL-Q Iron Oxide.
321
|
Posted - 2012.04.23 14:15:00 -
[6] - Quote
The rig penalty changes are huge. Minmatar shield tanks just had a giant dump taken on them. |
Ampoliros
Aperture Harmonics K162
37
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Posted - 2012.04.23 14:17:00 -
[7] - Quote
Tsubutai wrote:Will comment on the frigate changes separately, but one thing that jumped out at me was: CCP Ytterbium wrote:Any kind of armor / shield rig that promotes passive tanking now has a penalty to ship velocity instead of signature radius. Any kind of armor / shield rig that promotes active tanking now has a penalty to ship signature radius instead of velocity. Penalty amount themselves are not changing. Rigs that increase resistances towards specific damage types are useful for both active and buffer tanks. Which penalty would they get - speed or sig?
+1 to this question. |
Max Teranous
Red Federation RvB - RED Federation
18
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Posted - 2012.04.23 14:17:00 -
[8] - Quote
I suggest you split the rig changes into a seperate thread from the frigate rebalance - the rig changes are huge, and affect just about every sub cap ship type to one extent or another. That way you can get more focused feedback on each change in it's own thread.
Max |
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CCP Ytterbium
C C P C C P Alliance
466
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Posted - 2012.04.23 14:20:00 -
[9] - Quote
Good point on the rig, will split that up before it becomes a threadnought, want to keep comments separate. |
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Zarnak Wulf
CTRL-Q Iron Oxide.
321
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Posted - 2012.04.23 14:28:00 -
[10] - Quote
Also - why F&I and not the test server thread? |
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Cailais
Rekall Incorporated Sinewave Alliance
254
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Posted - 2012.04.23 14:31:00 -
[11] - Quote
CCP Ytterbium wrote: Split and re-purpose frigates into Combat, Attack, Bombardment and Support roles (includes revamping mining frigates into this)In this topic we will focus on Combat frigate rebalancing, which affects:
- Tormentor: role changed from mining frigate to medium range combat vessel
- Punisher: improved role to fit close-medium range brawler
- Merlin: overhauled role to fit medium-long range turret platform
- Incursus: overhauld role to fit close range brawler
- Rifter: role untouched, it already is made of win and dipped with awesomesauce
The idea of 'Combat', 'Attack', 'Bombardment' and 'Support' sound cool words but...
1. They're then not referenced with respect to the ships noted (e.g a Punisher is referred to as a 'brawler'). 2. What differentiates the term 'Combat' from 'Attack'?
If you want to describe how you're changing these ships for specific or general roles I think it would be useful for you to have a defined nomenclature of terms. This would aid future discussion.
C.
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Commander Slavin
Heretic Army Heretic Nation
8
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Posted - 2012.04.23 14:31:00 -
[12] - Quote
MERLIN:
New bonuses: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launchers Fittings: 40 PWG, 180 CPU Defense (shields / armor / hull) : 500 / 350 / 350 Capacitor (amount / recharge rate / cap per second): 260 / 180 s / 1.44 Mobility (max velocity / agility / mass / align time): 310 / 3.7 / 997000 / 3.45 s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5 Sensor strength: 11 Gravimetric Signature radius: 39
Please no.
Im totally fine with making the merlin a 100% gun boat, but the best thing about the frigate is that 5% to shield resistances per level. Its why this ship is my favourite T1 frigate, its why I use it for 1v1s and its why im worried about the change.
Can we just have the 5% to damage and 5% to shield resistances? |
Callic Veratar
Power of the Phoenix
179
|
Posted - 2012.04.23 14:37:00 -
[13] - Quote
Zarnak Wulf wrote:Also - why F&I and not the test server thread?
Because these are ideas. |
Kiyarii Oskold
Pator Tech School Minmatar Republic
0
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Posted - 2012.04.23 14:43:00 -
[14] - Quote
Commander Slavin wrote:My HG Crystals, POSed-Tengu-backed '1' v 1 T1 frigate backbone FYP
That said, racial tanking bonuses are nice as a theme to keep/enhance. |
El Geo
Pathfinders. Mining For Profit Alliance
14
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Posted - 2012.04.23 14:46:00 -
[15] - Quote
i dont know about all this, i mean the rifter is great for training but the good frigate pilots mostly use the others and will kick rifters az all day long, buffing the others and leaving the rifter alone wont help that, besides, you just buffed the destroyers (which actually needed it) what are you going to do now, make them weak again by buffing up every other ship?
i still think 'rebalancing' isnt needed, just becuase people dont learn how to use the ships and just complain instead about anything that beats them being overpowered.... |
Commander Slavin
Heretic Army Heretic Nation
8
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Posted - 2012.04.23 14:46:00 -
[16] - Quote
Kiyarii Oskold wrote:Commander Slavin wrote:My HG Crystals, POSed-Tengu-backed '1' v 1 T1 frigate backbone FYP That said, racial tanking bonuses are nice as a theme to keep/enhance.
1v1s are non bonused and I have never used crystals. I think someone might be butt hurt. But this doesnt make my post any less valid |
5antamus
TOHA Heavy Industries TOHA Conglomerate
0
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Posted - 2012.04.23 15:08:00 -
[17] - Quote
Commander Slavin wrote:
Im totally fine with making the merlin a 100% gun boat, but the best thing about the frigate is that 5% to shield resistances per level. Its why this ship is my favourite T1 frigate, its why I use it for 1v1s and its why im worried about the change.
Can we just have the 5% to damage and 5% to shield resistances?
this |
Duchess Starbuckington
Starbuckington Manor
177
|
Posted - 2012.04.23 15:58:00 -
[18] - Quote
Ok, couple of points: - Merlin becoming a pure gunboat: long, long overdue. But: doesn't this leave Caldari pretty much without a brawler? The Kestrel certainly doesn't fit the bill, unless you're planning on reworking the Bantam or something into this... - Mining frigates becoming combat frigates (assuming this extends beyond the tormentor?) - well that sounds like fun. The revamped Tormentor looks great and I'll likely be trying that out. - What about the tier 1 frigates? The Condor/Executioner/Atron and Slasher really need a bit of a buff to be worth using.
And mostly a question that's been on my mind since the dev blog on balancing: this "bombardment" role has been very vaguely described, besides the fact it seems to be mainly(entirely?) missile boats. How exactly does it differ from the other offensive roles other than the fact it seems missile rather than turret based? |
Marlona Sky
Massive PVPness Psychotic Tendencies.
809
|
Posted - 2012.04.23 16:02:00 -
[19] - Quote
I like the direction for sure. I will try and comment a bit later when I have the time. Keep up the good initiative CCP!
Remove local, structure mails and revamp the directional scanner! |
Reppyk
The Black Shell
106
|
Posted - 2012.04.23 16:14:00 -
[20] - Quote
My poor merlin. RIP, heavy tackler. |
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Lord Haur
Grim Determination Nulli Secunda
22
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Posted - 2012.04.23 16:15:00 -
[21] - Quote
Tormentor: Role change seems nice, but why not do all mining frigates at once? Now you're going to have newbies wondering why their race dosen't have a mining frigate but the others do.
Punisher: Ehhh, should compare better against the (pre-change) rifter, as for the new rifter, see below.
Merlin: Gun hominization: good. Damage for resist bonus, not sold yet.
Incursus: Falloff bonus was kinda nice, but repair bonus should be interesting.
Rifter: Why the "best" frigate needs a ~15% bonus to hp with only a 3% reduction in cap buffer, I don't know |
Ines Fy
Heroes of the Past Goonswarm Federation
31
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Posted - 2012.04.23 16:25:00 -
[22] - Quote
Just a reminder. Please don't forget frigs have also a role you are forgetting: open cynos for caps!
We use some frigs with high CPU + big cargo space to open cynos to move our caps arround. Please do not destroy CPU or cargo space of those frigs during these changes, or you will have the fury of every capital pilot directed to you soon!
Just dreaming, but maybe the frig that will fill the role of mining can also fill this role and have a small bonus for cyno activities??? |
Andrea Griffin
256
|
Posted - 2012.04.23 16:28:00 -
[23] - Quote
Not fond of making the Merlin a gun-only ship. I made a long-ish post about it elsewhere, if you're interested: https://forums.eveonline.com/default.aspx?g=posts&m=998555#post998555
If not, never fear - tl;dr: * Ship homogenization (all combat frigs are now gun boats - boring) * Split weapon systems with rockets allows some damage selection (now only Winmatar can choose damage types) * Players willing to skill multiple weapons systems get rewarded (not every ship has to be low skill point friendly)
That extra 5% resists per level was a huge reason the ship was viable in the first place. It's been changed to be a faster and more agile long range gunboat, and that's nice, but I'm not convinced that it is a good enough trade.
Combine with the rig changes (buffer / resist rigs making a ship slower) and the terrible performance of active shield tanking on frigates in general (especially now with the resist bonus removed), and the Merlin seems to lose either way if wants to field any kind of tank above and beyond an MSE.
Additionally - a worse capacitor, with an extra gun sucking up cap. I'm pretty sad about the Merlin. It's quickly going from the top of my list of frigates to the absolute bottom.
Have you had some time to test these changes on your local development environments? If you have, what have your experiences been? Does it work as well in practice as it does in theory? I'm skeptical but maybe it works better than I'm expecting.
Are the other mining frigates going to be included in this first revamp, or is the Tormentor the only one being given a combat role as well? CCP Sreegs is my favorite developer. |
Callic Veratar
Power of the Phoenix
182
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Posted - 2012.04.23 16:42:00 -
[24] - Quote
The changes from the original are in brackets.
TORMENTOR:
- New bonuses: 10% to small energy turret range (new) and 10% bonus to small energy capacitor use per level (new)
- Slot layout: 3 H (+1), 3 M (+2), 4 L (+1), 3 turrets (+1), no launchers
- Fittings: 60 PWG (+45), 140 CPU
- Defense (shields / armor / hull) : 350 (+232) / 450 (+207) / 400 (+165)
- Capacitor (amount / recharge rate / cap per second): 280 (+155) / 180s (+86.25) / 1.55 (+0.22)
- Mobility (max velocity / agility / mass / align time): 320 (+19) / 3.05 (-1.41) / 1180000 / 3.37s (?)
- Drones (bandwidth / bay): 0 (-5) / 0 (-5)
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+15) / 620 (-110) / 4 (-1)
- Sensor strength: 9 Radar (+4)
- Signature radius: 35 (-10)
PUNISHER:
- New bonuses: 5% bonus to Small Energy Turret damage (new) and 5% bonus to armor resistances per skill level
- Slot layout: 4 H, 2 M, 4 L, 3 turrets, no launchers
- Fittings: 55 PWG (+10), 124 (+9) CPU
- Defense (shields / armor / hull) : 350 (-41) / 500 (+31) / 450 (+59)
- Capacitor (amount / recharge rate / cap per second): 300 (-125) / 180 s (-101.25) / 1.66 (+0.15)
- Mobility (max velocity / agility / mass / align time): 330 (-43) / 3.35 (-0.86) / 1047000 / 3.28s (?)
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 (-30) / 4 (-1)
- Sensor strength: 9 Radar
- Signature radius: 37 (-1)
MERLIN:
- New bonuses: 5% bonus to Small Hybrid Turret damage (new) and 10% to small hybrid turret range per level
- Slot layout: 3 H (-1), 4 M, 3 L (+1), 3 turrets (+1), no launchers (-2)
- Fittings: 40 PWG (+5), 180 CPU (-5)
- Defense (shields / armor / hull) : 500 (+31) / 350 (-1) / 350 (+37)
- Capacitor (amount / recharge rate / cap per second): 260 (+90) / 180 s (-54.38) / 1.44 (-0.05)
- Mobility (max velocity / agility / mass / align time): 310 (+42) / 3.7 (-0.384 / 997000 / 3.45 s (?)
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km (+20) / 580 (+30) / 5 (+1)
- Sensor strength: 11 Gravimetric
- Signature radius: 39 (-1)
INCURSUS:
- New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level (new)
- Slot layout: 3 H, 3 M (+1), 4 L (+2), 3 turrets, no launchers
- Fittings: 45 PWG (+11), 135 CPU (-25)
- Defense (shields / armor / hull) : 400 (+87) / 450 (+82) / 500 (+132)
- Capacitor (amount / recharge rate / cap per second): 280 (-45) / 180 s (-54.38) / 1.55 (+0.16)
- Mobility (max velocity / agility / mass / align time): 340 (-4) / 3.15 (+0.005) / 1028000 / 3.0 s (?)
- Drones (bandwidth / bay): 5 / 5
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km (-7.5) / 600 (-20) / 4 (+1)
- Sensor strength: 9 Magnetometric
- Signature radius: 42 (-2)
RIFTER:
- Bonuses: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level
- Slot layout: 4 H, 3 M, 3 L, 3 turrets, 2 launchers
- Fittings: 37 PWG, 125 CPU
- Defense (shields / armor / hull) : 450 (+59) / 400 (+49) / 400 (+64)
- Capacitor (amount / recharge rate / cap per second): 240 (-10) / 180 s (-7.5) / 1.33s
- Mobility (max velocity / agility / mass / align time): 355 (+2) / 3.19 / 1067000 / 3.19 s (?)
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
- Sensor strength: 8 Ladar
- Signature radius: 35
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Drew Solaert
University of Caille Gallente Federation
135
|
Posted - 2012.04.23 16:43:00 -
[25] - Quote
I need that incursus in my life, right now. RIGHT NOW. I'll be joining the FDU on May 1st.-á Ladies! Please contain yourselves.
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zealot shakree
101st Space Marine Force Nulli Secunda
0
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Posted - 2012.04.23 16:46:00 -
[26] - Quote
Since you seem to be completely clueless (ccp), as usual, how about you spend less time theorizing how to re-balance things you have no experience with whatsoever. You spend some time actually playing this mess of a game you created (but has so much potential) before you start radically changing things. |
Joe D'Trader
Dreddit Test Alliance Please Ignore
113
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Posted - 2012.04.23 16:57:00 -
[27] - Quote
I for one look forward to what the Tristian becomes if this is what you are doing to the Incursus and Tormentor. |
Illectroculus Defined
GoonWaffe Goonswarm Federation
53
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Posted - 2012.04.23 17:00:00 -
[28] - Quote
Before you do this can you change the Caldari 'Cashflow For Capsuleers' tutorial arc to reward a Kestrel instead of a Merlin? I see caldari newbies spending a lot of time training railguns early on because two of the 3 combat ships they get given (Merling and Cormorant) are railgun focussed. Switch them to a kestrel and they'll get the message about missiles and caldari.
(and I never understood why the Gallente noobs get given a tristan , I mean it's a great ship, but it makes gallente newbies train missile skills which rarely get used after they upgrade, better to put them in an Incursus) |
Guillome Renard
EVE University Ivy League
2
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Posted - 2012.04.23 17:05:00 -
[29] - Quote
Reppyk wrote:My poor merlin. RIP, heavy tackler.
QFT.
Frankly, prior to this, each race had a frigate hull that had a good role in PvP that newer pilots could get into.
Gallente had the Incursus, a primo DPS machine even if it was a bit fragile. It's definitely not fragile anymore but you have to fly it up the tailpipe of whatever you're shooting at. I'm vOv on this: welcome to blasters generally. 50% armor rep bonus, while I love it as a gallente pilot, is kind of sick.
Amarr had the Punisher, Brick DPS. Now it has the Punisher, Brick DPS+. That's cool.
Minmatar had the Rifter, flexible hotrod of the frigate world. It still has that, though a little more minmatary now that it falls apart more quickly.
And Caldari had the Merlin. One of the tankiest things in the frigate line up, with a very flexible mid-slot selection which made it a primo tackler. The shield resistance bonus was the key to whole ship. Now the Merlin has a role as a frigate-sized sniper for wolfpacks, which I can respect except that they already have the Kestrel for that, and the Merlin could already serve in that role. Without more context for these changes it looks very much like a very important role has been completely stripped from the Caldari lineup and frigates in general. (The punisher just can't brick tackle the way the merlin could.)
I also agree that taking away the Amarrian mining frigate without giving it an alternative, and leaving other races mining frigates intact is especially poor form. The Arbitrator is the Amarr pilot's next mining ship and let's face it, mining drones suck.
You've basically told Amarrian industrial pilots: You should have rolled Caldari, ha ha.
I would suggest you reconsider the Merlin and how pilots are using it. In urban planning we have this concept we call "desire trails." When you look at an expanse of grass and see a line of dirt and dust where grass has been consistently trampled because people walk there? You've just found a route in your park that you need to lay down a sidewalk and route traffic around. Planning routes where people don't walk is a surefire course to angry voters. |
Ines Fy
Heroes of the Past Goonswarm Federation
32
|
Posted - 2012.04.23 17:08:00 -
[30] - Quote
CCP Ytterbium wrote:Hello folks, As mentioned in the ship balancing Dev Blog, Inferno will be the starting point for a much needed ship overhaul. In this topic we will focus on Combat frigate rebalancing, which affects:
- Tormentor: role changed from mining frigate to medium range combat vessel
- Punisher: improved role to fit close-medium range brawler
- Merlin: overhauled role to fit medium-long range turret platform
- Incursus: overhauld role to fit close range brawler
- Rifter: role untouched, it already is made of win and dipped with awesomesauce
That's all for now, constructive comments are welcome
My first comment
Having the ships devided by roles, excelent idea,I agree with it.
Now putting a Range Tag on each frig is not good. Combat range should be a personal option of the pilot, bonus should go both ways and the pilot should be able to choose how he wants to fit and fly the frigate.
You say: "these frigs are now combat frigs". Agree! but when you say "this is middle range, this is short", I disagree.
what you are just doing is condemming a frig to sub-role inside a role. Unless all other frigs are combat frigs and you will have short and medium range frigs to offer, setting the range of a specific frig and set the bonus and attributes to fit this range is not good.
--
Assuming range is something done and the decision to tag frigs with it is final I want to raise a question:
To dictate range you need speed. Looking at the speed of the frigs that are middle range, were is it?
Assuming 2 frigs go for a 1 vs 1 , one is middle range, the other is short.
The short ones in the post have more speed the medium ones, so they will get in range fast, the middle one cannot escape; the short will make the tackle and kill the middle range frig and this one cannot hit the short since is fitting weapons for middle range.
Should this be the other way arround? -> medium range be the fastest ones to be able to dictacte range and the short frigs should dictacte their combat in other way like using a web or scambler?
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