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Onslaughtor
True Slave Foundations Shaktipat Revelators
0
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Posted - 2012.05.22 05:35:00 -
[361] - Quote
Sidra Necia wrote:CCP Ytterbium wrote:Here are some changes just baked from the oven.MERLIN:Again, good comments regarding the ship general role and range bonus, so it has been replaced with the old good school shield resistance bonus to turn it back into the heavy tackler / brawler you all learned to care about and love fondly.
- New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
- Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
- Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
I don't like these changes bth...  Rockets/missiles are missing !  I would make the following changes to the merlin: 3 turret hardpoints 3 launcher hardpoints 4 high slots as usual. 5% shield resists + 5% Bonus to small hybirds damage + 10% bonus to rocket rate of fire. Why ? : This makes the Merlin less specialized and more versatile. One would have to choose between launchers and blasters, thus trading off between melting dps or range.  This dilemma makes eve ships more interesting! The bonus to rockets is essential to raise it's dps to be compatible with the other frigs in PvP. If one chooses to make a long-er range frig. If you take away it's launchers you make it weaker against rifters. And currently I don't see many of the changed frigs that could contest against the rifter. Because the rifter would "kite" it at 5k and still apply dieceent dps to kill it. In PvE one could fit rockets and not have to worry about hitting approach all the time. Sort of like a mini drake. (obviously with mini dps and mini tank). And it gives new players a good vibe of Caldari. I remember running missions in the Merlin and I had a blast with launchers  Again if you make the frigs more specialized, espessialy taking away rockets/missiles from caldari, you dumb down the game. A little variation is highly nessesary to keep it interesting. 
I agree with this ^
My only change is that I would keep the current plan for 3 high slots. This would keep it in line with the other revamped frigs like the punisher, and would weakly force the pilot to commit to hybrids or rockets when fitting. Besides, Caldari are the missile users, their brawler frig should have them as a option.
So the specs should look something like this
Quote: MERLIN:
New bonuses: 5% bonus to Small Hybrid Turret damage, 10% bonus to rocket rate of fire, and 5% to shield resistances per level Slot layout: 3 H, 4 M, 3 L, 3 turrets, 3 launchers Fittings: 40 PWG, 180 CPU Defense (shields / armor / hull) : 500 / 350 / 350 Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2 s Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 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
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Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
27
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Posted - 2012.05.24 07:20:00 -
[362] - Quote
Let the Merlin as it is now. There are lot of Caldary Frigate. Give missiles bonus to another. |

Aglais
Liberation Army BricK sQuAD.
60
|
Posted - 2012.05.24 18:49:00 -
[363] - Quote
Cardano Firesnake wrote:Let the Merlin as it is now. There are lot of Caldary Frigate. Give missiles bonus to another.
He has a point. There's this brilliant little frigate called the Kestrel sitting around. Buff it, make it comparable to the Merlin in terms of defense perhaps, but have it keep it's specialization in missiles. Then, suddenly, we have a T1 missile frigate. The Merlin does NOT have to be a dedicated missile boat. Caldari use a combination of hybrids and missiles. There could be the pure hybrid ship that is the Merlin, with the Kestrel being pure missiles, and then perhaps the Condor or Griffin or something could be reworked into a combination of the two weapon systems, like the old Merlin. It could work. |

Andy Landen
Tartarus Ventures Surely You're Joking
27
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Posted - 2012.05.25 00:54:00 -
[364] - Quote
So why should people want to fly T1 frigates? Are we doing anything to make a good reason for them besides as throw away cyno boats/low sec traveling boats? The reasons for T1 cruisers is apparent: low cost, but still fairly effective in pvp. But for frigates, only the T2 frigs have a good case for pvp, unless your sp is just that low that you cannot fly a T1 cruiser with halfway decent skills. So again, what are we doing to T1 frigs that actually matters? Why would anyone want to fly them after say 10k sp besides to light a cyno or travel? And are we going to do anything to give a good reason for flying them or is all this effort just mostly going to waste? |

Galphii
Sileo In Pacis THE SPACE P0LICE
43
|
Posted - 2012.05.25 02:17:00 -
[365] - Quote
Andy Landen wrote:So why should people want to fly T1 frigates? Are we doing anything to make a good reason for them besides as throw away cyno boats/low sec traveling boats? The reasons for T1 cruisers is apparent: low cost, but still fairly effective in pvp. But for frigates, only the T2 frigs have a good case for pvp, unless your sp is just that low that you cannot fly a T1 cruiser with halfway decent skills. So again, what are we doing to T1 frigs that actually matters? Why would anyone want to fly them after say 10k sp besides to light a cyno or travel? And are we going to do anything to give a good reason for flying them or is all this effort just mostly going to waste? I was thinking about this after the patch hit TQ - the changes make combat frigates balanced between each other, but I'd still take a cruiser over a frigate any day. |

Onslaughtor
True Slave Foundations Shaktipat Revelators
0
|
Posted - 2012.05.25 07:38:00 -
[366] - Quote
Galphii wrote:Andy Landen wrote:So why should people want to fly T1 frigates? Are we doing anything to make a good reason for them besides as throw away cyno boats/low sec traveling boats? The reasons for T1 cruisers is apparent: low cost, but still fairly effective in pvp. But for frigates, only the T2 frigs have a good case for pvp, unless your sp is just that low that you cannot fly a T1 cruiser with halfway decent skills. So again, what are we doing to T1 frigs that actually matters? Why would anyone want to fly them after say 10k sp besides to light a cyno or travel? And are we going to do anything to give a good reason for flying them or is all this effort just mostly going to waste? I was thinking about this after the patch hit TQ - the changes make combat frigates balanced between each other, but I'd still take a cruiser over a frigate any day.
Frigates are very powerful ships in their own way. As for why not fly a cruiser, is that a frig can move fast. Two t1 frigs can take down a cruiser just fine. Its really about how you fit them. This is why the frigs are getting a rebalancing, because the only frig with any real fitting potential was the Rifter.
Now the only problem still facing them is the fact that you can't use them on lowsec gates/stations. |

Andy Landen
Tartarus Ventures Surely You're Joking
28
|
Posted - 2012.05.25 11:45:00 -
[367] - Quote
Onslaughtor wrote:Galphii wrote:Andy Landen wrote:So why should people want to fly T1 frigates? Are we doing anything to make a good reason for them besides as throw away cyno boats/low sec traveling boats? The reasons for T1 cruisers is apparent: low cost, but still fairly effective in pvp. But for frigates, only the T2 frigs have a good case for pvp, unless your sp is just that low that you cannot fly a T1 cruiser with halfway decent skills. So again, what are we doing to T1 frigs that actually matters? Why would anyone want to fly them after say 10k sp besides to light a cyno or travel? And are we going to do anything to give a good reason for flying them or is all this effort just mostly going to waste? I was thinking about this after the patch hit TQ - the changes make combat frigates balanced between each other, but I'd still take a cruiser over a frigate any day. Frigates are very powerful ships in their own way. As for why not fly a cruiser, is that a frig can move fast. Two t1 frigs can take down a cruiser just fine. Its really about how you fit them. This is why the frigs are getting a rebalancing, because the only frig with any real fitting potential was the Rifter. Now the only problem still facing them is the fact that you can't use them on lowsec gates/stations.
Two t1 cruisers can take down a cruiser better. And they can handle a frig quite easily as well. |

Alyna Stormwind
Caldari Provisions Caldari State
0
|
Posted - 2012.05.26 06:29:00 -
[368] - Quote
CCP has screwed the Rifter over pretty nicely. Good job. |

Galphii
Sileo In Pacis THE SPACE P0LICE
44
|
Posted - 2012.05.29 01:40:00 -
[369] - Quote
I'm still not sold on the incursus having the rep bonus - even at 50%, it's still pretty weak, and active reps are too much of a drain on a ship that has a propulsion mod running all the time, plus cap-using weapons and a short point and web. Cap boosters require the dropping of a propulsion mod or web, which is far from ideal in the current battle environment, and since it's generally going to be flying within a few km of the target, it's very vulnerable to cap warfare. Much like the brutix, I'm not bothering to go for local rep fits, but I certainly do appreciate the two extra lowslots for buffer purposes.
Perhaps a reduction in cap use for armour reppers would be more useful? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
150
|
Posted - 2012.05.29 03:59:00 -
[370] - Quote
The Incursus is scary as hell on paper if you ask me as is the Merlin.
I run active tanks almost exclusively on my frigates (Punisher/Slicer) and only have cap issues when/if a fight exceeds the 'normal' 45-60s .. trick is to have just enough gank so that you can win against an equally skilled opponent (always presume small neut will be in play) in that time .. shorter fights are not actually fights, but ganks .. in longer fights one squeezes more rep out of each cycle (heat!) and intentionally allow hull damage (excellent resists/HP with T2 suitcase).
Frigate fights are fast and furious. If you struggle with cap then you are either trying to go where you shouldn't be able to go in the first place )punching waay above your weight) or you are struck with the ailment that afflicts mission whores: the concept of perma-tank (when 30s full-bore is enough for all missions. |

ITTigerClawIK
Galactic Rangers
121
|
Posted - 2012.05.29 13:23:00 -
[371] - Quote
i have to ask since no update for a while, but are CCP happy with the first 5 Frigates and are they ready to move onto the broken ones?
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Fidelium Mortis
Quantum Cats Syndicate
82
|
Posted - 2012.05.29 17:43:00 -
[372] - Quote
So far here's what I've observed from the frigate changes introduced in Inferno:
Tormentor: Still needs work - it's not very effective for its intended role (in practice), and the punisher is still heavily favored as the primary amarr combat frig.
Punisher: Overall the change is good - seeing more lasers fit over ACs which was fairly standard in the past.
Merlin: Overall good - however the merlin seems a bit less versatile but this could also open up opportunities for other caldari frigates in future updates.
Incursus: Overall good - the dual rep incursus will probably be FOTM for a while and is one of the few T1 frigs that can easily go toe to toe with many destroyers.
Rifter: still good. ICRS - Intergalactic Certified Rocket Surgeon |

Mira Lynne
State War Academy Caldari State
8
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Posted - 2012.05.29 21:06:00 -
[373] - Quote
Really Looking forward to what the future has in store with Tiericide. Particularly: -What will happen to the Remaining Frigates? -What will happen to mining Cruisers? ---What will happen to T1 Logi Cruisers? -What will happen to Moa/Ferox/Rokh? (Please Merlinize them!) -What will happen to Destroyers? ---What will happen to Battlecruisers? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

Imrik86
SQUIDS.
26
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Posted - 2012.05.30 05:02:00 -
[374] - Quote
F*** me sideways, what are you doing to Merlin?
- No EHP - No speed - No cap (even less now, since you cant fit rockets anymore) - Huge sig radius from the start (on a ship you're supposed to fit SE)
If you want to make it a long boat rail platform, either increased its survivability (keep shield resists or increase cap) or allow it to snipe (give significantly more damage, or improve speed/agility so it can keep distance). But please don't just make it another PvE boat ffs. |

2manno Asp
The Imperial Fedaykin
9
|
Posted - 2012.05.30 14:19:00 -
[375] - Quote
i don't know how many times this needs to be pointed out before it sinks in. you cannot control range with only 2 midslots. therefore, this focus has no meaning.
CCP Ytterbium wrote:Hello folks,
Punisher: improved role to fit close-medium range brawler
this is why it's never been better than a rifter and never will be. all it can ever hope to do is get lucky until it has 3 midslots... or some ridiculous speed bonus... or some anti-web attribute... or some target that just wants to die to it. |

Fidelium Mortis
Quantum Cats Syndicate
82
|
Posted - 2012.05.30 14:52:00 -
[376] - Quote
2manno Asp wrote:i don't know how many times this needs to be pointed out before it sinks in. you cannot control range with only 2 midslots. therefore, this focus has no meaning. CCP Ytterbium wrote:Hello folks,
Punisher: improved role to fit close-medium range brawler
this is why it's never been better than a rifter and never will be. all it can ever hope to do is get lucky until it has 3 midslots... or some ridiculous speed bonus... or some anti-web attribute... or some target that just wants to die to it.
Last I checked a neut does a pretty good job of controlling a targets speed, reps, ewar, etc. ICRS - Intergalactic Certified Rocket Surgeon |

Lucian Gaterau
Darkside Development Corporation
3
|
Posted - 2012.05.30 20:15:00 -
[377] - Quote
The one thing I see missing from the new ship lineups is the one thing frigates do better than any other class -- tackling. The problem with lining up all ship sizes with the same four roles is that different ship sizes are naturally suited to different roles. No frigate is ever going to be a serious damage-dealer unless the only thing its fighting are other frigates; it should have specific roles which are suited to its advantages.
Giving the T1 frigates down-sized versions of their T2 equivalents I think would be much more effective. Atron gets point bonuses instead of damage bonuses, etc. |

2manno Asp
The Imperial Fedaykin
9
|
Posted - 2012.05.31 17:42:00 -
[378] - Quote
Fidelium Mortis wrote:2manno Asp wrote:i don't know how many times this needs to be pointed out before it sinks in. you cannot control range with only 2 midslots. therefore, this focus has no meaning. CCP Ytterbium wrote:Hello folks,
Punisher: improved role to fit close-medium range brawler
this is why it's never been better than a rifter and never will be. all it can ever hope to do is get lucky until it has 3 midslots... or some ridiculous speed bonus... or some anti-web attribute... or some target that just wants to die to it. Last I checked a neut does a pretty good job of controlling a targets speed, reps, ewar, etc.
not directly no. it does a good job of nueting cap, indirectly affecting speed, reps and ewar if it goes on long enough, and i don't have a nos for instance, or i'm using a ship that relies on cap, or i'm not nueting you too.
it also doesn't stop me from sitting outside your nuet range, and most importantly, it doesn't stop me from running away if i think i'm going to get nueted out, or lose.
all of which are problems of range control, the main problem, as i said before.
bottome line is it's a tie or lose frig (unless it's some sort of arranged fight to the death). always has been. |

Mira Lynne
State War Academy Caldari State
12
|
Posted - 2012.06.04 04:27:00 -
[379] - Quote
@CCP: When can we expect the next round of Frigate Tiericide to be announced? And when can we expect Destroyer and Cruiser Tiericide to begin? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
|

CCP Ytterbium
C C P C C P Alliance
627

|
Posted - 2012.06.04 14:45:00 -
[380] - Quote
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. |
|

Krell Kroenen
Miners In Possession
23
|
Posted - 2012.06.04 15:07:00 -
[381] - Quote
CCP Ytterbium wrote:
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)
It will be interesting to see if this leads to some of the barges being more resistance to ganking.
|

Callic Veratar
Power of the Phoenix
238
|
Posted - 2012.06.04 15:11:00 -
[382] - Quote
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.
I don't want to seem impatient, but do you have a tentative time frame for the bullets? I'm really hoping the first two are soon (Inferno dot releases) and expecting that the 4 new destroyers and ORE frigate (or frigates) are winter expansion material. |

Bienator II
madmen of the skies
745
|
Posted - 2012.06.04 15:50:00 -
[383] - Quote
CCP Ytterbium wrote:
Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
[/list]
don't forget "the retribution effect". Please give the coecer another medium slot (and adjust the other destroyers accordingly). 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 |

Mira Lynne
State War Academy Caldari State
12
|
Posted - 2012.06.04 18:31:00 -
[384] - Quote
CCP Ytterbium wrote:
- 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)
- Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
Can we get a rough timeframe for when we'll get some 'In-the-oven' info on these (like what was done on page 1)?
Also: Will T2 and Navy/Pirate Ships be at all touched upon by Tiericide? It seems as though the Sansha line of ships could use some loving, even without considering Tiericide. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

Elijah Craig
Trask Industries Li3 Federation
19
|
Posted - 2012.06.04 18:49:00 -
[385] - Quote
CCP Ytterbium wrote:- 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)
OMG YES A THOUSAND TIMES YES |

Alain Colcer
Quantum Cats Syndicate
25
|
Posted - 2012.06.04 19:09:00 -
[386] - Quote
Dear CCP Ytterbium
If you are going to introduce a specific "frigate-sized" ORE hull, be aware you have the following skills already published that are related specifically to ORE designs:
-ORE Industrial (for Noctis) -Industrial Command Ships (for Orca) -Capital Industrial Ships (for Rorqual) -Mining barges -Exhumers
Please try to cannibalize or re-use the first skill, as this new ORE frigate would indeed be an industrial-focused ship.
On the talk about mining barges and exhumers, in my view they only require two changes: -Covetor should only need mining barge 4 as requirement -All barges and exhumers should have a large ore bay |

JamesCLK
Lone Star Exploration Lone Star Partners
179
|
Posted - 2012.06.04 19:11:00 -
[387] - Quote
Based off the Tormentor, can we assume that the old mining frigates are going to be turned into split weapon system ships that use both the primary and seconday weapons for a race? 
The Navitas could be pretty awesome with a 5% small hybrid- and 10% drone dammage/ewar-strength/yield bonus! 
Think of it as a micro Dominix/Vexor but with more reliance on its Hybrid weapons. Bandwidth for 2-3 light drones and storage for 4-6 (respectively) would make drones a sizable portion of its arsenal without making hybrids undesirable. 2 turrets would then round off the offensive capabilities. The Navitas needs at least 3 mid-slots and some extra lows along with the standard buff in stats. Either a 3/3/4 or 2/4/4 layout would be great; each has benefits and drawbacks in fitting flexibility but the latter would be more interesting (IMHO!).
With the bonus to ewar drone strength as an option, the spare drone space would become very useful for something like a flight of web drones (at level 5 gallente frigate, these drones would each have a -7.5% effect on target speed) to help you get in on the target if you were going for a blaster setup, then you could switch to Hobgoblins once you have your web on the target before applying blasters to the face at point blank range in true Gallente fashion!  |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
172
|
Posted - 2012.06.04 19:36:00 -
[388] - Quote
Bienator II wrote:CCP Ytterbium wrote:
Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
[/list]
don't forget "the retribution effect". Please give the coecer another medium slot (and adjust the other destroyers accordingly). Please ignore what that man just said The new AFs and current Dessies are dangerously close to max tier cruiser performance .. imagine what will happen if the newly buffed dessies all get more slots 
Coercer is the single most effective fire support platform in Eve .. range, tracking and ample mobility with very few sacrifices needed. What is it with the ludicrous insistence that all ships must be able to tackle/solo?
@Ytter: You seriously want to buff/nerf destroyers again .. you just gave them a massive bump in power by removing RoF penalty and they don't actually need anything further. Fittings tweaks here and there, but not much else. |

Daneel Trevize
The Scope Gallente Federation
136
|
Posted - 2012.06.04 19:50:00 -
[389] - Quote
Must we start with T1 frigates, amongst the most diverse class of ships/bonuses? They're also all trying to achieve the same basic ability at the same time, they'll never tackle, scan or EWAR like the T2 ships, instead they're like T1 cruisers and battlecruisers, just trying to fit towards an averaged level of gank & tank. T1 frigs are cheap tacklers on the grand scheme of things. Sure new players start in them but they are still limited to the usual frigate targets no matter what reasonable changes you make within this class of T1 ships. You're just reshuffling which races/ships are particularly good within this 1 narrow category, while there are more pressing low hanging fruits IMHO.
Medium railguns are terrible at range, tracking and basic damage. Smalls work on our beloved frigates & dessys because PvP tackle modules don't scale with hull size, so you can kite with unbonuses web & scram on a frigate, while a cruiser is always better off with blasters + null ammo, and a rails BS will not be solo but outsource the tackling. Poor railguns affects 2/4 races plus people wishing to consider off-racial weapons on rare setups (think when people put ACs or Lasers in utility slots on drone/missile boats).
Marauders could do with un-nerfing aka actually receiving T2 resist profiles, decent sensor strength and scan res (let people PvP in more ~1bil isk ships, Pirate BSs get to exist already so nothing new there). No one will complain if you do this, and they will hardly become unbalanced at ratting. Some may even become viable compared to said pirate BSs.
The base range of remote rep modules is stupid w.r.t. scale, in that they don't. Logisics ships have an unmatched magnitude of bonus to solve this issue, and are almost the only reasonable ship to fit such modules on. The Tengu is an expection because it has an unabalanced ability to project damage from range and thus ignore the positioning restrictions of un-range-bonused RR modules. The other T3s are near worthless for RR, as are the modules on any unbonused ships, especially outside of very niche roles such as RR BSs.
ECCM could do with at least a quick buff like halving the jam time of received ECM in addition to the current probabilty of being jammed (claimed) effect. I note this year's AT cruiser prize is not following the theme of HAC + racial EWAR bonuses probably because everyone hates the ECM mechanic and yet still no action is seen to iterate upon it. Reduced effect duration would still leave ECM viable for disrupting fleet logistics but less likely to ruin the fun of small gang & solo PvPPPers.
Again, new players may start out concerned with T1 frigate balance, but very soon they will join the rest of us in being affected by the many larger mechanics problems that seem to have simple iteration options to try and find improvements for.
- Damps being weak (hello you nearly buffed TDs on TQ with Inferno before improving damps?!)
- Exequror needing a midslot moving to a low position just like the T2 version correctly had in Crucible
- Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
- Projectiles alpha being far out of step compared to any other 'long range' varient weapon (it could be rebalanced by 1/3 to 1/2 less for the same effective DPS and still provide the most alpha)
- Info links
- Tengu, cloaky & neut Legions, etc
|

Fidelium Mortis
Quantum Cats Syndicate
84
|
Posted - 2012.06.04 20:24:00 -
[390] - Quote
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.
Bleh ... the draft nuked my text. ICRS - Intergalactic Certified Rocket Surgeon |
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