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Thread Statistics | Show CCP posts - 7 post(s) |
Nevigrofnu Mrots
Goonswarm Federation
18
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Posted - 2012.06.04 20:24:00 -
[391] - 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- Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role.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.
Since you are making a new frigate for mining, please consider making also a version of that frigate for cyno purposes or maybe even a new frig. Frigs are used alot for cyno purposes. We lack a small ship dedicated to this. Its time to have something dedicated with specific bonus for that activity.
Thanks |
DragonOfTheArmory
Republic Armory Heavy Industries
0
|
Posted - 2012.06.04 20:43:00 -
[392] - 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.
Or continue to fix the currently broken assets before introducing new assets that will be broken. |
Skye Aurorae
Viziam Amarr Empire
242
|
Posted - 2012.06.04 21:42:00 -
[393] - Quote
CCP Ytterbium wrote:Hey folks,
- 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
The Ibis *NEEDS MISSILE HARDPOINTS* I have dealt with literally hundreds of caldari pilots who buy drakes and then tell me they haven't trained missile skills yet. Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21 - oh well.
|
Pattern Clarc
Aperture Harmonics
386
|
Posted - 2012.06.04 21:55:00 -
[394] - Quote
Eta for the above +/-6 months? So we might see bc balancing sometime in 2015? Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Scatim Helicon
GoonWaffe Goonswarm Federation
439
|
Posted - 2012.06.04 22:12:00 -
[395] - 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) Will non-combat frigates be getting combat roles as happened with the Tormentor, or will they be getting alterations to make them able to actually carry out their existing or new non-combat roles? Obvious example is the probing frigates (and, for that matter, their covert-ops variants)with combat/probing split bonuses when for the most part players would be mad to fit weapon systems on them.
Quote: 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 Velatorswarm will ride again!
Quote: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) Isn't this dependant on what happens with mining as a whole? there's been much talk of the entire profession being reworked at some point in the not-so-distant future, it would seem odd for the balance team to be working on them separately from the team working on "Mining 2.0".
Quote:Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
I just want a gallente droneboat in a destroyer sized package. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |
JamesCLK
Lone Star Exploration Lone Star Partners
179
|
Posted - 2012.06.04 23:08:00 -
[396] - Quote
Scatim Helicon wrote:I just want a gallente droneboat in a destroyer sized package.
Gallente droneboats for all the sizes! |
Jame Jarl Retief
Deep Core Mining Inc. Caldari State
135
|
Posted - 2012.06.04 23:30:00 -
[397] - Quote
JamesCLK wrote:Scatim Helicon wrote:I just want a gallente droneboat in a destroyer sized package. Gallente droneboats for all the sizes!
Would be nice. Up to and including a Marauder. Seriously, drone masters with a Marauder being a turret ship? Come on!
Pattern Clarc wrote:Eta for the above +/-6 months? So we might see bc balancing sometime in 2015?
Certainly looks like it. I feel like a total horse's behind for burning a neural remap to train BC V now... |
Galphii
Sileo In Pacis THE SPACE P0LICE
46
|
Posted - 2012.06.05 03:18:00 -
[398] - Quote
When adding more destroyers, I suspect you're going to have to take away the 'destroyer role bonus' or all the new destroyers are going to be the same as the current ones. Looking forward to seeing a missile destroyer for caldari, a drone destroyer for gallente, and some mix-and-match types for the other two races. A tech 2 variant could be a fast, tough command-ship for small, high-speed fleets too
Glad to hear the barges and exhumers are getting rebalanced. Interested to see what the procurer turns into! May I suggest a drone mining specialist |
Sister Lumi
Federal Navy Academy Gallente Federation
8
|
Posted - 2012.06.05 07:30:00 -
[399] - Quote
Daneel Trevize wrote:- 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. Fruit... so... low...
- Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
- Tier 3 BCs. Do you really thing you got them perfect first go, with that speed & agility? Be honest.
- The Drake
- The Hurricane
- 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/highest RoF on the flip side for ACs with a similar tweak)
- Info links
- Tengu, cloaky & neut Legions, EAFs (hello we are frigates too like those AFs that got love),etc
This.
Ships using sensor damps should receive a stronger bonus, and the damp module cap usage needs to be decreased.
I'd also like to add classic balancing issues, that have been brought up countless of times:
- Armor rigs (where did this suddenly disappear from the list?) - T1 cruisers need to be looked at, too weak against BCs (BCs too powerful?) - Tier 1 BCs are meh (Brutix missing a slot, useless rep bonus) - Tier 2 BCs too cheap - Drone boats are still not correctly receiving strength bonuses to EWAR & Combat Utility Drone effects - Eos, wtf - Electronic Assault frigs
I think these should be looked at first before introducing new problems. |
Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.05 11:06:00 -
[400] - Quote
Sister Lumi wrote:Daneel Trevize wrote:- 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. Fruit... so... low...
- Angels being OP (Dram was correctly nerfed, we still await the Cynabal and Mach nerfs)
- Tier 3 BCs. Do you really thing you got them perfect first go, with that speed & agility? Be honest.
- The Drake
- The Hurricane
- 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/highest RoF on the flip side for ACs with a similar tweak)
- Info links
- Tengu, cloaky & neut Legions, EAFs (hello we are frigates too like those AFs that got love),etc
This. Ships using sensor damps should receive a stronger bonus, and the damp module cap usage needs to be decreased. I'd also like to add classic balancing issues, that have been brought up countless of times: - Armor rigs (where did this suddenly disappear from the list?) - T1 cruisers need to be looked at, too weak against BCs (BCs too powerful?) - Tier 1 BCs are meh (Brutix missing a slot, useless rep bonus) - Tier 2 BCs too cheap - Drone boats are still not correctly receiving strength bonuses to EWAR & Combat Utility Drone effects - Eos, wtf - Electronic Assault frigs I think these should be looked at first before introducing new problems. Sister and Daneel, I hear you both on the wish list and agree 100%, but I think that we should probably keep this thread focused on frigates per the OP's initial post instead of hi-jacking the thread for our own desired topics. That said, the EAF for sure needs more love. And on a side note, just because you found a great ship or a ship which most players have figured out how to fly effectively does not mean that it needs to be nerfed. We are not trying to punish players and alliances for figuring out effective tactics by making every ship a pile of meh within the current and past tactical contexts. |
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Vilnius Zar
Ordo Ardish
43
|
Posted - 2012.06.05 12:01:00 -
[401] - 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.
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. |
JamesCLK
Lone Star Exploration Lone Star Partners
179
|
Posted - 2012.06.05 13:30:00 -
[402] - Quote
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. |
skye orionis
No Bull Ships
1
|
Posted - 2012.06.05 14:04:00 -
[403] - Quote
When the bantam gets reworked into a combat ship you better give us the missile launcher hardpoint it clearly had back in 2001:
http://community.eveonline.com/download/videos/default.asp?a=download&vid=58 |
Vilnius Zar
Ordo Ardish
45
|
Posted - 2012.06.05 16:26:00 -
[404] - Quote
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. |
Daneel Trevize
The Scope Gallente Federation
138
|
Posted - 2012.06.05 17:27:00 -
[405] - Quote
Andy Landen wrote:Sister and Daneel, I hear you both on the wish list and agree 100%, but I think that we should probably keep this thread focused on frigates per the OP's initial post instead of hi-jacking the thread for our own desired topics. That said, the EAF for sure needs more love. And on a side note, just because you found a great ship or a ship which most players have figured out how to fly effectively does not mean that it needs to be nerfed. We are not trying to punish players and alliances for figuring out effective tactics by making every ship a pile of meh within the current and past tactical contexts. I do not wish to detract from sorting the tier issues for frigates, but:
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.
You can certainly make small changes to massage the weaknesses of each individual frigate hull while not diluting the racial variance, but you could also similarly be tweaking each racial weapon's dps/ranges/tracking by 5% and still have 5x as Drakes and Canes being encountered by almost everyone in almost all space because they're OP by a much larger varience. Picking OP ships with just flat out more tank/dps/speed and otherwise equal stats is not a smart tactic that should be praised or protected, it's a sign that the game is sick and in need of more directed attention than starting from the smallest cheapest weakest ships first. IMHO.
Let us see both sorts of changes, a handful of frigates->cruisers->etc done right, at the same time as 1 or 2 most prominent complains addressed simply by changing some basic ship/weapon number values. Crucible was well received not just because of the AF changes or the Gal boost, but also spot things like nerfing the Dram so it didn't **** all over every other frigate that our beloved noobs might try to fight one in. |
Vilnius Zar
Ordo Ardish
47
|
Posted - 2012.06.05 18:15:00 -
[406] - Quote
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. |
Harvey James
Prospero's Sight
1
|
Posted - 2012.06.05 20:29:00 -
[407] - Quote
(the bombardment role was removed as feedback shown it wasn't great to start with)
ah thats a shame as i was hoping attack ships would be mobile turret platforms like vaga's so bombardment described missile boats well as spewing out missiles and if they become rather mobile it could be hard to counter them and makes them seemingly OP slow/ weak defence in exchange for plenty of dps and range seems a fair exchange. also a note on why use a caracal / cerberus instead of drake could be resolved with giving drakes dmg and rate of fire bonus for assault missiles only 30k doing 700-800dps with range assaults is pretty nice role for them instead of drakes being tanky 100k Heavy missile spewing ships doing similar dps to cerb this would give the drake and cerb specific roles thus worth using both ships. |
Mira Lynne
State War Academy Caldari State
16
|
Posted - 2012.06.06 01:23:00 -
[408] - Quote
Harvey James wrote:(the bombardment role was removed as feedback shown it wasn't great to start with)
ah thats a shame(1) as i was hoping attack ships would be mobile turret platforms like vaga's (2) so bombardment described missile boats well as spewing out missiles and if they become rather mobile it could be hard to counter them and makes them seemingly OP slow/ weak defence in exchange for plenty(3) of dps and range seems a fair exchange. (4) also a note on why use a caracal / cerberus instead of drake could be resolved with giving drakes dmg and rate of fire bonus for assault missiles only 30k doing 700-800dps with range assaults is pretty nice role for them instead of drakes being tanky 100k Heavy missile spewing ships doing similar dps to cerb this would give the drake and cerb specific roles thus worth using both ships.(5) 1: No it Isnt 2: I'd love it if the Eagle was as fast as a Vagabond. Sadly, thats not Happening. 3: You seem to be mistaken: Missile Ships dont have 'plenty' of DPS. I'd say its closer to 'Lacklustre' DPS 4: So Slow-Moving, Weak Tanked, Massive Sig, Low DPS ships that have halfway decent Range are OP? What does that make Winmatar? What with their Fast moving, decently tanked, microscopic sig, great DPS and Great Damage application ships? 5: Caracal/Cerb arent used for a whole lot of reasons. The Drake is only one of them. Also, how did you get 'Caracal/Cerberus/Drake' from 'frigate balancing'?
Back on topic - CCP: Just something to think about: You CAN have a Bombardment ship that uses Turrets. This would make the Ship Roles look something Like: Combat: Damage and Tank Attack: Speed and Damage Bombardment: Range and Damage With Combat, Attack, and Bombardment Roles having both Turret and Missile ships. Not sure where drones would fall in. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Galphii
Sileo In Pacis THE SPACE P0LICE
47
|
Posted - 2012.06.06 03:40:00 -
[409] - Quote
Mira Lynne wrote:(the bombardment role was removed as feedback shown it wasn't great to start with)
Back on topic - CCP: Just something to think about: You CAN have a Bombardment ship that uses Turrets. This would make the Ship Roles look something Like: Combat: Damage and Tank Attack: Speed and Damage Bombardment: Range and Damage With Combat, Attack, and Bombardment Roles having both Turret and Missile ships. Not sure where drones would fall in. I agree with this 100% - bombardment can be long ranged specialists, and combat the close range brawler, regardless of weapon systems.
I suggest putting drone ships into the combat role, as I see attack ships as kiters that might not want to wait for drones to travel to and from the target (hit and run). |
JamesCLK
Lone Star Exploration Lone Star Partners
181
|
Posted - 2012.06.06 04:13:00 -
[410] - Quote
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. |
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Vilnius Zar
Ordo Ardish
49
|
Posted - 2012.06.06 07:43:00 -
[411] - Quote
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. |
Harvey James
Prospero's Sight
1
|
Posted - 2012.06.06 12:18:00 -
[412] - Quote
3: You seem to be mistaken: Missile Ships dont have 'plenty' of DPS. I'd say its closer to 'Lacklustre' DPS 4: So Slow-Moving, Weak Tanked, Massive Sig, Low DPS ships that have halfway decent Range are OP? What does that make Winmatar? What with their Fast moving, decently tanked, microscopic sig, great DPS and Great Damage application ships?
5: Caracal/Cerb arent used for a whole lot of reasons. The Drake is only one of them. Also, how did you get 'Caracal/Cerberus/Drake' from 'frigate balancing'?
Mira Lynne you have clearly misunderstand what i wrote, the point was to give drakes higher dps in exchange for having a weaker tank and less mobility and the massive sig is largely to do with t2 missiles adding 5.4% sig rad per missile, missiles do have strange penalties for using the t2's they need to be looked at.
And i felt like talking about it :P |
JamesCLK
Lone Star Exploration Lone Star Partners
181
|
Posted - 2012.06.06 13:31:00 -
[413] - Quote
Just out of curiocity; what is it in particular that makes you think the Merlin is overpowered? |
Mira Lynne
State War Academy Caldari State
17
|
Posted - 2012.06.06 16:52:00 -
[414] - Quote
Harvey James wrote:Mira Lynne you have clearly misunderstand what i wrote, the point was to give drakes higher dps in exchange for having a weaker tank and less mobility and the massive sig is largely to do with t2 missiles adding 5.4% sig rad per missile, missiles do have strange penalties for using the t2's they need to be looked at.
And i felt like talking about it :P
By making Drakes bonuses only apply to HAMs, you are Shoehorning the Drake into Close Range, and by that Forcing the Caracal and Cerb into Long Range. I Agree about the Missile Penalties, however, no ship gets damage bonuses specifically to Autocannons or Blasters - Both long and Short Range systems are bonused. And like i said before, Cara and Cerb arent used for multiple reasons - drake is only one of them.
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Harvey James
Prospero's Sight
1
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Posted - 2012.06.06 17:58:00 -
[415] - Quote
mm.. true then maybe there needs to be a larger difference in dps between heavies and hams if you compare blasters to rails there is a large difference in dps of about 300dps. hams to heavy missiles is about 100 dps, so nerf heavies buff hams. |
Vilnius Zar
Ordo Ardish
50
|
Posted - 2012.06.06 23:29:00 -
[416] - Quote
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. |
Mira Lynne
State War Academy Caldari State
19
|
Posted - 2012.06.07 00:31:00 -
[417] - Quote
Vilnius Zar wrote: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?
Merlin is still the slowest by a significant margin - not only that, but its also significantly less agile. Null hits out to about 5/6km with any sort of reliable DPS - outside that its nigh on useless. So yes, it gets great DPS/Tank. But consider what happens when you add in its slow speed and extremely limited Range?
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Reaver Glitterstim
Dromedaworks inc
130
|
Posted - 2012.06.07 04:44:00 -
[418] - Quote
I don't understand why the Incursus is being made into the close range brawler/tanky frigate for Gallente. Shouldn't the Tristan fill that role? Based on the ships' sizes, hit points, and speed, the incursus made more sense as a heavy hitter like the missile ships of other races. Also, it looks as though if it came at you fast enough it could impale you. The Tristan looks bulky. If you look at it close enough, it looks like a guy in a power suit.
I think the mining bonuses should be kept on frigates. Why not have a frigate that is both a combat frigate and a mining frigate at the same time? If it has 2 turret hardpoints, you can either fit it for mining or combat, not both, so giving it 2 skill bonuses for combat and one for mining isn't going to make it overpowered in any way. Also I'd probably reduce the 20% mining bonus to a 10% bonus because those mining frigates mine too fast and newer players don't want to switch to a new ship because of it, until they get a retriever anyway. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
JamesCLK
Lone Star Exploration Lone Star Partners
181
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Posted - 2012.06.07 10:43:00 -
[419] - Quote
Vilnius Zar wrote: 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?
All the other brawling frigates get 3 turret slots and a damage bonus; so if DPS is an issue it comes from the fact that it uses Hybrids, not the bonuses or number of turrets. The tanking bonus isn't unique to the Melin either, both the Punisher and Incursus have one (either as resistance or rep bonus). All the brawlers bar the Punisher get at least 3 mid slots too.
If the Merlin provides the best tank/DPS + heavy tackle combo for tech 1 frigates, then that's op success for CCP; that's what the bonuses and slot layout give it the ability to do. You can't fit all the ships similarly and expect them to perform equally, that would be boring and remove all the nuance from the races; some ships are better at specific tasks than others. The new goal is tiericide. Combined with racial nuances this means that while the overall role of two ships could be the same (racial brawler), their tactics and fittings could be completely different; understanding how each one is usually fit lets you predict and counter it.
In other words, I still don't see where there is a problem.
e: also see Mira's post above. |
2manno Asp
The Imperial Fedaykin
9
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Posted - 2012.06.07 15:59:00 -
[420] - Quote
The Punisher can do 170+ dps like a Merlin, but as I said before, and I'll keep on saying it, combat ships with 2 mids are fatally flawed because you have no way of controlling range. The Punisher, Coercer and Retribution are victims of this. All are tie or lose ships in "good" fights.
I don't see anything wrong with starting wtih Frigs, in fact I think it's an excellent starting point. Once those are sorted, then you can decide what should be better, then what's better than that, etc.
It also meshes with current changes in FW, caters to the #1 PVP corp (RVB), helps induce new players into EVE by giving them a good experience... Unless i'm mistaken, isn't this is a focus on the #1 ship category in terms of kills and losses, and overall use? Seems like the right place to me. |
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