Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 .. 16 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
|

CCP Ytterbium
C C P C C P Alliance
462

|
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  |
|

eidenjunior
Nor-rigs
8
|
Posted - 2012.04.23 13:54:00 -
[2] - Quote
Can you take and inclute what they are change from? |

Lorginir
7
|
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
|
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
|
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
|
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  |
|

CCP Ytterbium
C C P C C P Alliance
466

|
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. |
|

Zarnak Wulf
CTRL-Q Iron Oxide.
321
|
Posted - 2012.04.23 14:28:00 -
[10] - Quote
Also - why F&I and not the test server thread? |
|

Cailais
Rekall Incorporated Sinewave Alliance
254
|
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.
|

Commander Slavin
Heretic Army Heretic Nation
8
|
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
|
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
|
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
|
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
|
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.  |
|

Lord Haur
Grim Determination Nulli Secunda
22
|
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
|
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
|
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
|

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.
|

zealot shakree
101st Space Marine Force Nulli Secunda
0
|
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
|
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
|
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
|
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?
|
|

Reppyk
The Black Shell
107
|
Posted - 2012.04.23 17:19:00 -
[31] - Quote
The optimal bonus for the merlin is still a bad idea.
1) Small hybrid guns have already an excellent optimal. Even the smallest one (75mm) can hit far away with Spike. The 2 bigger brothers (125mm and 150mm) are overkill since they hit farther than a disruptor. The real problem with railguns+spike is the very low tracking speed (but that's normal). 2) The optimal bonus is useless for the small blasters. 3) Sniping without alpha is not used in pvp in EVE Online. |

Guillome Renard
EVE University Ivy League
3
|
Posted - 2012.04.23 17:20:00 -
[32] - Quote
Ines Fy wrote: 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?
(Other good stuff about speed versus range)
I was hesitant to include this in my other post, but what the hell, since the topic is broached...
The whole 'comparative combat role' separation is an understandable, but utterly misguided effort.
Everything in war is contextual, and this has thusfar held (and will continue to hold) true in EVE.
"long" range for a frigate is still "Short" range for a battleship. One man's "bombardment" may be another man's "vanilla DPS." Especially if every size of ship is divided by these classifications, you wind up designing ships that become obsolete.
For example: "Bombardment" frigates, assuming the role is massive, long-range DPS, will simply fall short against their Battlecruiser and Battleship cousins. Larger hulls can get moar deeps and moar far, period (Unless you're planning some truly revolutionary changes to current weapon performance...). In mixed-size fleets, the "bombardment" frigate will be a waste of time. Frigate pilots would best serve the fleet by focusing on things that frigates do well, but larger ships suck at.
By and large that is what current fleet/gang tactics have accounted for.
Rather than try and make a frigate that is good at long-range high-DPS fire, consider making frigate roles variations on the themes that make frigates unique on the battlefield: small sigs, fast locking times, great tracking, and lots of speed.
The player community can, and currently has, developed niche techniques around individual hulls that play to their strengths. Don't try and pave over that. Rather, look at the needs players have for certain ships, and build the product to meet those needs. |

Lenier Chenal
Meritoc Industries Inc. SRS.
11
|
Posted - 2012.04.23 17:26:00 -
[33] - Quote
Yeah, because armor rep ships are used so much in PvP. |

Callic Veratar
Power of the Phoenix
183
|
Posted - 2012.04.23 17:28:00 -
[34] - Quote
Guillome Renard wrote: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.
This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships.
|

Lord Haur
Grim Determination Nulli Secunda
23
|
Posted - 2012.04.23 17:29:00 -
[35] - Quote
Callic Veratar wrote:Guillome Renard wrote: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. This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships. The argument is that they should do them all at once, not one at a time, with (knowing CCP) a significant delay between each wave of changes. |

Luba Cibre
Global Song Setup
106
|
Posted - 2012.04.23 17:31:00 -
[36] - Quote
Bye bye 9k ehp merlin, i'll miss you. :( |

Liang Nuren
Parsec Flux
1570
|
Posted - 2012.04.23 17:31:00 -
[37] - Quote
Questions/Comments: - Blasters with Void benefit a lot from an optimal bonus, but the lack of a resistance bonus means you won't survive long enough to actually use it. I really liked the resistance bonus on the Harpy. A lot. I don't know about this change, but I'm willing to give it a spin. - The Incursus still has a MASSIVE sig radius. I don't think this is reasonable. - I'm extremely -1 to any change that lowers capacitor on ships that require capacitor to fire their weapons. - The Tormentor is going to be useless. Still. - Why are you reducing the CPU on the Incursus so heavily while giving it extra slots?!
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Jackie Cross
MacGyver Communications
13
|
Posted - 2012.04.23 17:32:00 -
[38] - Quote
I gotta ask. So the first mining ship for a new pilot to eve will be a Mining barge? Doesn't that feel like a rather large step, and an expensive one, if someone wants to start with mining? Will you introduce a lower tier mining ship for new players? |

Lenier Chenal
Meritoc Industries Inc. SRS.
11
|
Posted - 2012.04.23 17:32:00 -
[39] - Quote
Callic Veratar wrote:Guillome Renard wrote: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. This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships.
Combat navitas? Epic. Still, a frig like the navitas mines like a beast even compared to cruisers, so what are noobs to do? |

Callic Veratar
Power of the Phoenix
183
|
Posted - 2012.04.23 17:32:00 -
[40] - Quote
Lord Haur wrote:Callic Veratar wrote:Guillome Renard wrote: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. This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships. The argument is that they should do them all at once, not one at a time, with (knowing CCP) a significant delay between each wave of changes.
They've only listed the Combat ships, not the Assault, Bombardment, or Support. One might theorize that the other three might fall into the other categories. |
|

Kalaratiri
Skadi's Call Defiant Legacy
134
|
Posted - 2012.04.23 17:33:00 -
[41] - Quote
Lenier Chenal wrote:Yeah, because armor rep ships are used so much in PvP.
Well, in frigate combat.. yes. Yes they are. Almost all frigates I've seen that naturally armor tank are rep fit. There a few plated fits, but due to the speed penalty on ships that often rely on their speed...
In other news, YAY INCURSUS! :D
|

Caellach Marellus
Aideron Robotics Darkmatter Initiative
518
|
Posted - 2012.04.23 17:33:00 -
[42] - Quote
That new Incursus looks amazing. +2 lowslots and a rep bonus? Factor in the rig changes and incoming small web drones that thing will be horrible to fight.
Edit: Does this mean the Incursus bonus changes will carry over to the Enyo and the Ishkur? Enjoy your gaming.
http://northern-goblin.blogspot.com |

Callic Veratar
Power of the Phoenix
185
|
Posted - 2012.04.23 17:34:00 -
[43] - Quote
Lenier Chenal wrote:Callic Veratar wrote:Guillome Renard wrote: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. This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships. Combat navitas? Epic. Still, a frig like the navitas mines like a beast even compared to cruisers, so what are noobs to do?
They have discussed new entry level ORE mining vessels. Likely the skillbook and ship provided for free off the tutorials. |

Lenier Chenal
Meritoc Industries Inc. SRS.
12
|
Posted - 2012.04.23 17:36:00 -
[44] - Quote
Jackie Cross wrote:I gotta ask. So the first mining ship for a new pilot to eve will be a Mining barge? Doesn't that feel like a rather large step, and an expensive one, if someone wants to start with mining? Will you introduce a lower tier mining ship for new players?
Hopefully a mining dessie. |

Lenier Chenal
Meritoc Industries Inc. SRS.
12
|
Posted - 2012.04.23 17:36:00 -
[45] - Quote
Callic Veratar wrote:Lenier Chenal wrote:Callic Veratar wrote:Guillome Renard wrote: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. This argument is pointless. All mining frigates and cruisers are being rebuilt as combat or logistics ships. Combat navitas? Epic. Still, a frig like the navitas mines like a beast even compared to cruisers, so what are noobs to do? They have discussed new entry level ORE mining vessels. Likely the skillbook and ship provided for free off the tutorials.
That would indeed be best. I'm all in for that. |

Ameron Phinard
15
|
Posted - 2012.04.23 17:36:00 -
[46] - Quote
Callic Veratar wrote: They have discussed new entry level ORE mining vessels. Likely the skillbook and ship provided for free off the tutorials.
Link? I'm curious. |

Avraham Avinu
Children of Noah
1
|
Posted - 2012.04.23 17:36:00 -
[47] - Quote
I like that you're modifying the Merlin, but it needs to be buffed, not nerfed. Merlin wasn't that viable before, and it still won't after these changes (unless I'm missing something). |

Lenier Chenal
Meritoc Industries Inc. SRS.
12
|
Posted - 2012.04.23 17:38:00 -
[48] - Quote
Kalaratiri wrote:Lenier Chenal wrote:Yeah, because armor rep ships are used so much in PvP. Well, in frigate combat.. yes. Yes they are. Almost all frigates I've seen that naturally armor tank are rep fit. There a few plated fits, but due to the speed penalty on ships that often rely on their speed... In other news, YAY INCURSUS! :D
All you have to do is time your shots in your frig, and armor rep frigs usually die. However, +2 low slots on the incursus? It's the new rifter. |

Kalaratiri
Skadi's Call Defiant Legacy
134
|
Posted - 2012.04.23 17:40:00 -
[49] - Quote
Lenier Chenal wrote:Kalaratiri wrote:Lenier Chenal wrote:Yeah, because armor rep ships are used so much in PvP. Well, in frigate combat.. yes. Yes they are. Almost all frigates I've seen that naturally armor tank are rep fit. There a few plated fits, but due to the speed penalty on ships that often rely on their speed... In other news, YAY INCURSUS! :D All you have to do is time your shots in your frig, and armor rep frigs usually die. However, +2 low slots on the incursus? It's the new rifter.
Oh, almost all active tanked frigs will die just as easily as a plated one to some ships. But in a 1v1 (that mythical ideal of rifter pilots everywhere) the ability to regenerate health is enough to get you the win often enough. And you may well be right, the rifter is going to have quite a lot of trouble with the incursus. It does still have it's utility high for a neut I guess.. |

Liang Nuren
Parsec Flux
1570
|
Posted - 2012.04.23 17:50:00 -
[50] - Quote
BTW, I want to strongly encourage you to consider how powerful a utility high is on a frigate. A nos is just about the only way that you can keep your guns running under the inevitable neut spam. If its at all possible, I fit a nos to every close range frigate I fly. These close range brawling frigates that require capacitor don't have room for a nos....
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|
|

Caellach Marellus
Aideron Robotics Darkmatter Initiative
518
|
Posted - 2012.04.23 17:54:00 -
[51] - Quote
Liang Nuren wrote:BTW, I want to strongly encourage you to consider how powerful a utility high is on a frigate. A nos is just about the only way that you can keep your guns running under the inevitable neut spam. If its at all possible, I fit a nos to every close range frigate I fly. These close range brawling frigates that require capacitor don't have room for a nos....
-Liang
The Incursus can get away with a cap booster in its fit. Not quite sure how the punisher will do though. Enjoy your gaming.
http://northern-goblin.blogspot.com |

Mangala Solaris
Red Federation RvB - RED Federation
60
|
Posted - 2012.04.23 17:56:00 -
[52] - Quote
Commander Slavin wrote: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?
Pretty much this.
Im a turret focused player and do not mind the slot changes (i did at first but im already playing with numbers on paper and am enjoying what I see), but the removal of the resistance bonus, just leaves me scratching my head. Its survivability is half of what makes the Merlin such a fun bugger to fly.
Ask the 40 guys who flew them during a single FFA brawl in RVB over the weekend. They wouldnt have done had it been just another gun platform. Mangala is not FC, yet another randomly updated EVE blog.
http://mangala.rvbganked.co.uk/ |

Liang Nuren
Parsec Flux
1570
|
Posted - 2012.04.23 17:58:00 -
[53] - Quote
Caellach Marellus wrote:Liang Nuren wrote:BTW, I want to strongly encourage you to consider how powerful a utility high is on a frigate. A nos is just about the only way that you can keep your guns running under the inevitable neut spam. If its at all possible, I fit a nos to every close range frigate I fly. These close range brawling frigates that require capacitor don't have room for a nos....
-Liang The Incursus can get away with a cap booster in its fit. Not quite sure how the punisher will do though.
I dunno dude, look at that pathetic capacitor size on an active tanked ship with guns that take cap. I'll undoubtedly end up fitting a a cap booster, but I tend to do that anyway. It still isn't enough - the nos really is "required". Its not like I'm talking out my ass about frigate combat here - feel free to go hunt up my videos.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Kalaratiri
Skadi's Call Defiant Legacy
134
|
Posted - 2012.04.23 18:03:00 -
[54] - Quote
CCP Ytterbium wrote:Hello folks, 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
And Cruisers? |

Callic Veratar
Power of the Phoenix
185
|
Posted - 2012.04.23 18:06:00 -
[55] - Quote
Ameron Phinard wrote:Callic Veratar wrote: They have discussed new entry level ORE mining vessels. Likely the skillbook and ship provided for free off the tutorials.
Link? I'm curious.
http://www.tentonhammer.com/eve-online/interviews/ccp-soundwave/inferno-part-two
Right at the beginning of the video. |

Caellach Marellus
Aideron Robotics Darkmatter Initiative
518
|
Posted - 2012.04.23 18:07:00 -
[56] - Quote
Liang Nuren wrote:Caellach Marellus wrote:Liang Nuren wrote:BTW, I want to strongly encourage you to consider how powerful a utility high is on a frigate. A nos is just about the only way that you can keep your guns running under the inevitable neut spam. If its at all possible, I fit a nos to every close range frigate I fly. These close range brawling frigates that require capacitor don't have room for a nos....
-Liang The Incursus can get away with a cap booster in its fit. Not quite sure how the punisher will do though. I dunno dude, look at that pathetic capacitor size on an active tanked ship with guns that take cap. I'll undoubtedly end up fitting a a cap booster, but I tend to do that anyway. It still isn't enough - the nos really is "required". Its not like I'm talking out my ass about frigate combat here - feel free to go hunt up my videos. -Liang
I don't doubt your capabilities. Not sure looking at it on paper but it seems to have no other real weaknesses other than neut vulnerability, that said is it such a bad thing? Enjoy your gaming.
http://northern-goblin.blogspot.com |

Caellach Marellus
Aideron Robotics Darkmatter Initiative
518
|
Posted - 2012.04.23 18:09:00 -
[57] - Quote
Kalaratiri wrote:CCP Ytterbium wrote:Hello folks, 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
And Cruisers?
You totally stole my line there -.-
That said, Cruiser love first too right? Enjoy your gaming.
http://northern-goblin.blogspot.com |

Brunaburh
Aurora Security Transstellar Operations
35
|
Posted - 2012.04.23 18:14:00 -
[58] - 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. This post is to discuss planned changes for frigates before we move forward with Singularity testing. We want to start with Tech 1 frigates, then move our way up as time passes, which means:In this topic we will focus on Combat frigate rebalancing, which affects:
- Merlin: overhauled role to fit medium-long range turret platform
Exact changes below (without skills):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
That's all for now, constructive comments are welcome 
Merlin should keep it's split weapons system and current bonuses. Why does the rifter become the only split weapon platform in this new class of frigates? |

Callic Veratar
Power of the Phoenix
185
|
Posted - 2012.04.23 18:21:00 -
[59] - Quote
The unfortunate side effect of Tiericide is that all ships will be changed somewhat (except those functioning optimally like the Rifter). That being said, I'm not sure the Merlin as a Combat line ship should be set up as an artillery style frigate
With these changes, it's set in the role of parking 40-50km off grid and shooting with rails which isn't what I'd consider a brawly combaty ship like the other 4. I would argue taking the ship in one of two direction to maintain it in the Combat group
1) Drop the hybrids and swap to 3 missiles. Give it a missile bonus and leave the shield resists 2) Keep the 3 hybrid but drop the optimal boost for shield resists
As it stands, though, it may make for a decent null blaster platform. |

Kalaratiri
Skadi's Call Defiant Legacy
135
|
Posted - 2012.04.23 18:25:00 -
[60] - Quote
Callic Veratar wrote: 1) Drop the hybrids and swap to 3 missiles. Give it a missile bonus and leave the shield resists
This is a hookbill with a tank bonus. We really don't need that. |
|

Arbiter Reformed
Analog Folk SRS.
50
|
Posted - 2012.04.23 18:29:00 -
[61] - Quote
is this an indication of wanting all active bonu's to be 10%?
its been a l.ong time coming.. |

Vitalius D'Fox
Zion Conglomerate Ultima Rati0
0
|
Posted - 2012.04.23 18:35:00 -
[62] - Quote
I usually do not whine. But this this time things get serious I can't accept this merlin nerf. We already have useless kestrel
i can deal with
Commander Slavin wrote:MERLIN 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?
But not with No damage/No tank/No speed piece of gallente-like scrap. |

Liang Nuren
Parsec Flux
1571
|
Posted - 2012.04.23 18:36:00 -
[63] - Quote
Caellach Marellus wrote:I don't doubt your capabilities. Not sure looking at it on paper but it seems to have no other real weaknesses other than neut vulnerability, that said is it such a bad thing?
Being slow with a massive sig radius and no HP is a pretty good weakness...
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Kalaratiri
Skadi's Call Defiant Legacy
135
|
Posted - 2012.04.23 18:41:00 -
[64] - Quote
Vitalius D'Fox wrote: But not with No damage/No tank/No speed piece of gallente-like scrap.
Well, looking at the incursus bonuses, that particular bit of scrap is going to kick your face in :) |

Zarnak Wulf
CTRL-Q Iron Oxide.
322
|
Posted - 2012.04.23 18:55:00 -
[65] - Quote
Merlin:
I can understand the desire to repeat the Naga's success on a smaller scale. It won't work on the frigate level though. A kiting Merlin would have to be faster then other frigates to maintain range. It would need a tracking bonus to reliably hit targets while going fast. The Merlin has neither of these traits. The ship is beat served with a shield resistance bonus and a damage bonus. |

Lord Haur
Grim Determination Nulli Secunda
23
|
Posted - 2012.04.23 19:01:00 -
[66] - Quote
Kalaratiri wrote:Callic Veratar wrote: 1) Drop the hybrids and swap to 3 missiles. Give it a missile bonus and leave the shield resists
This is a hookbill with a tank bonus. We really don't need that.
Or a Kestrel with a tank bonus. |

Liang Nuren
Parsec Flux
1571
|
Posted - 2012.04.23 19:07:00 -
[67] - Quote
Zarnak Wulf wrote:Merlin:
I can understand the desire to repeat the Naga's success on a smaller scale. It won't work on the frigate level though. A kiting Merlin would have to be faster then other frigates to maintain range. It would need a tracking bonus to reliably hit targets while going fast. The Merlin has neither of these traits. The ship is beat served with a shield resistance bonus and a damage bonus.
I was thinking about that, but Void S with an optimal bonus is super duper sexy. Also, that kills the central idea behind Rail Merlins... All things considered: +1 to Dmg + Resists.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Kalaratiri
Skadi's Call Defiant Legacy
135
|
Posted - 2012.04.23 19:09:00 -
[68] - Quote
Lord Haur wrote:Kalaratiri wrote:Callic Veratar wrote: 1) Drop the hybrids and swap to 3 missiles. Give it a missile bonus and leave the shield resists
This is a hookbill with a tank bonus. We really don't need that. Or a Kestrel with a tank bonus.
So keep the kestrel as it is... and give it a tank bonus :p Problem solved.
I'd prefer to either keep the merlin's split weapons, or focus it on guns. That way, the caldari have a full turret line-up from frig to BS, as well as the missile ships. |

Callic Veratar
Power of the Phoenix
187
|
Posted - 2012.04.23 19:19:00 -
[69] - Quote
Kalaratiri wrote:Lord Haur wrote:Kalaratiri wrote:Callic Veratar wrote: 1) Drop the hybrids and swap to 3 missiles. Give it a missile bonus and leave the shield resists
This is a hookbill with a tank bonus. We really don't need that. Or a Kestrel with a tank bonus. So keep the kestrel as it is... and give it a tank bonus :p Problem solved. I'd prefer to either keep the merlin's split weapons, or focus it on guns. That way, the caldari have a full turret line-up from frig to BS, as well as the missile ships.
Remeber that there's still the Bantam, Condor, Griffin, and Heron to fit in there. The Griffin will likely stay ECM and one of them will likely be some form of support ship, but that's only 2 of 4. |

Marlona Sky
Massive PVPness Psychotic Tendencies.
811
|
Posted - 2012.04.23 20:05:00 -
[70] - Quote
Ines Fy wrote: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???
**** your risk free capital ship movement.
Remove local, structure mails and revamp the directional scanner! |
|

Caellach Marellus
Aideron Robotics Darkmatter Initiative
518
|
Posted - 2012.04.23 20:20:00 -
[71] - Quote
With their PG and range bonus, what's the likelyhood of us getting sniper beamfit Tormentors? Enjoy your gaming.
http://northern-goblin.blogspot.com |

Lelob
ElitistOps Pandemic Legion
32
|
Posted - 2012.04.23 20:20:00 -
[72] - Quote
Quote:PUNISHER
New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill leve Slot layout: 4 H, 2 M, 4 L, 3 turrets, no launcher Fittings: 55 PWG, 124 CP Defense (shields / armor / hull) : 350 / 500 / 45 Capacitor (amount / recharge rate / cap per second): 300 / 180 s / 1.6 Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 Drones (bandwidth / bay): 0 / Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / Sensor strength: 9 Rada Signature radius: 37
This is very interesting. This is a very odd thing to do with the cap though. I am wondering if this will discourage lasers in favor of the old autocannon bleeder fits
Quote:MERLIN
New bonuses: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per leve Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launcher Fittings: 40 PWG, 180 CP Defense (shields / armor / hull) : 500 / 350 / 35 Capacitor (amount / recharge rate / cap per second): 260 / 180 s / 1.4 Mobility (max velocity / agility / mass / align time): 310 / 3.7 / 997000 / 3.45 Drones (bandwidth / bay): 0 / Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / Sensor strength: 11 Gravimetri Signature radius: 39
This thing will own really hard, but if you are trying to get more people to active tank, you won't be achieving that goal by removing the shield resist bonus. This just screams mse, scram, web, ab/mwd, blasters with 150-250 dps. I think you might also be trying to get people to fit rails, but blasters on this ship will **** the pants off of most things
Quote:INCURSUS
New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per leve Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launcher Fittings: 45 PWG, 135 CP Defense (shields / armor / hull) : 400 / 450 / 50 Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.5 Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 Drones (bandwidth / bay): 5 / Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / Sensor strength: 9 Magnetometri Signature radius: 42
This cap reduction seems fairly iffy, especially with the rep bonus. The rep bonus, low cpu addition, and 4 slots seems like you are deliberately forcing people to fly duel rep incursii with no webs which seems ~meh~ . I would honestly prefer to fly the current incursus then the one you are proposing. Turn the armor rep bonus to a falloff bonus and you will have a nice little ship, but this thing would probably die, or fail to mantain range control on the current incursus and kill nothing. I foresee this ship becoming really boring to fight against with the kind of tank it might be able to achieve. |

Javius Rong
Sigillum Militum Xpisti Fatal Ascension
1
|
Posted - 2012.04.23 20:43:00 -
[73] - Quote
Very interesting first step, but no one will rail fit the Merlin with it being so slow and allowing for no way to kite effectively. I see it as a blaster fit with those 4 mids going MWD, web+scram, shield mod.
So I am hypothesising that taking the Caldari as an example...
Combat: Merlin (Med-long range) Attack: Condor (tracking + resists) Bombardment: Kestrel (ROF + Missile Velocity)
Support:
Heron - Covert/Scan Bantam - Mining Griffin - E-war
How soon till we see the rest of rebalance. Taking just combat class it is a bit hard to compare ships and roles. |

Elindreal
Planetary Interactors
84
|
Posted - 2012.04.23 20:45:00 -
[74] - Quote
I understand that this is by no means complete and this is only your first round of frigates being looked at; but the balance between races that seem traditional are:
amarr - king of armour tank they have the 5% resist per level caldari - king of shield tank they have the 5% resist per level minmatar - active tank bonus (shield) gallente - active tank bonus (armour)
it seems that the punisher is keeping its brawling resists and caldari are not receiving any. unless of course your plan for the "bombarding kestrel" is to give it 5% shield resist per level in which case I will fall deeply in love with it.
that said, this staggered release of frigate updates seems to do nothing but breed mayhem.
i'd recommend doing your best to release your 'vision' for the other frigates as quickly as possible so players can give a better opinion on the overall changes taking place as opposed to looking at a single run of frigates. |

Fracture Antollare
The Scope Gallente Federation
7
|
Posted - 2012.04.23 20:58:00 -
[75] - Quote
Quote: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 / 10 (TEN) Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4 Sensor strength: 9 Magnetometric Signature radius: 42
FTFY - More drone capacity. |

Xorth Adimus
Blackwater USA Inc. Against ALL Authorities
12
|
Posted - 2012.04.23 21:06:00 -
[76] - Quote
Not much of any use here just moving some deckchairs about on the Titanic,
Ships need a key role yes.. but all truely great ships have two roles and a range of fits and should allow short or long range combat
TORMENTOR: New bonuses: 10% to small energy turret range and 10% bonus to small energy capacitor use per level
Should work ok short or long range (mini apoc)
PUNISHER: New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level
All hail our new Amarr overloads!
MERLIN: New bonuses: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level
Got an issue with this and it upsets the whole caldari rail line up, range bonus is mostly pointless with T2 spike .. merlin, Ferox and Rokh and T2 varients should have 5% bonus to hybrid damage 5% bonus to hybrid turret range and 2.5% resists per level. Harpy shows how this could work well (even though it is T2 hull/ bonus).
INCURSUS: New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level
This could work and fits in with the line up of brutix, hyperion however I always thought this would be more useful if it was split into something to help get to range (be it short or long).
5% bonus to Small Hybrid Turret damage and 5% bonus to armor repairer effectiveness per level 15% increase in agility per level during MWD use (higher acceleration).
RIFTER: Unchanged bonuses
Agree already win sauce
Also T1 frigs need a 'general role bonus', I'd suggest something as follows:
- 2.5% reduction in base signiture radius per level
10% bonus to afterburner speed per level +5m2 drone space +2.5% increase on webifier strength per level -5% bonus on cap use using propulsion scrambling modules Another option is to be more generous with T1 hull cpu and PG so new players can fit them easily and older players can go back and slap a 400mm plate or a medium extender on them without too much worry or rigging and full fit them out in all kinds of fun interesting ways.
Other T1 ships need a similar role bonus not as strong as a T2 bonus but totally unique useful (not overpowered) on T1s and something you give up when you use a specialised T2 hull.
Rig changes are kinda terrible for shield extending, I always thought the sig issues with 3 rigs is more of a dubious choice these days with Teir 3 Bcs and battleships / titans about blapping people. So its pretty balanced but not perfect since it is overused with little competing alternative. Such as sig reduction rigs...
I think that signiture needs to be more of a key area of balance were smaller signiture, especially on frigates is a major selling point (and the adverse being a real issue for larger ships with extenders!), ships with smaller sig should be the bane of any ships with larger turrets not just lol 'blap' (see above).
If you are looking at T1 cruisers next I would suggest they also get new roles and brand new bonuses to support them, not just rearranging the same tired old ****. |

Kalaratiri
Skadi's Call Defiant Legacy
135
|
Posted - 2012.04.23 21:11:00 -
[77] - Quote
Xorth Adimus wrote: Another option is to be more generous with T1 hull cpu and PG so new players can fit them easily and older players can go back and slap a 400mm plate or a medium extender on them without too much worry or rigging and full fit them out in all kinds of fun interesting ways.
Just a note about this: The tormentor under the proposed changes actually has a higher base PG than the retribution. Sounds like enough to me :p |

Creat Posudol
Destined for Greatness Inc.
57
|
Posted - 2012.04.23 21:13:00 -
[78] - Quote
While I generally like these changes, are these all the ships that are going to be balanced in Inferno? Or is this just what you have so far, more to come? What about all the other frigs that are basically useless once you have trained "[racial] Frigate III"?
How about a support frigate, not necessarily ewar? Why not have a remote repair [range/cap] bonus (similar to cruisers) on a T1 hull?
I really hope there is more to come, as much as I like the changes, the list is a bit short... |

Frothgar
V0LTA Verge of Collapse
25
|
Posted - 2012.04.23 21:33:00 -
[79] - Quote
Kalaratiri wrote:Xorth Adimus wrote: Another option is to be more generous with T1 hull cpu and PG so new players can fit them easily and older players can go back and slap a 400mm plate or a medium extender on them without too much worry or rigging and full fit them out in all kinds of fun interesting ways.
Just a note about this: The tormentor under the proposed changes actually has a higher base PG than the retribution. Sounds like enough to me :p
You mean we might actually see something use small beams outside of a crusader?
I like how the ships compare to one another, though I'm a little sad about the merlin having optimal instead of 5% shield resist/level. If anything should be a short range brawler its the merlin vs the condor being more of a light missile/kiting ship.
Just IMO.
I'm just happy that frigate hulls are getting some love and might actually have enough options to generate more than 1 cookie cutter fit.
Just off of the proposed stats I can think you could do the tormenter via any number of fittings such as close range pulse/scram, lower tier pulse, plate, scram, AB. Beams and shield extender with long point. Beams with TDs.
I can actually think of half a dozen fits I want to try instead of the current situation where its "This is how you fit a rifter, don't really do it any other way"
Edit: Can't wait to see what they do with T1 cruisers. WTB 250mm rail deimos, Beam omens, Blaster Moas etc. |

Lelob
ElitistOps Pandemic Legion
32
|
Posted - 2012.04.23 21:38:00 -
[80] - Quote
You can already do a blaster moa and it ******* owns.  |
|

Anxiir
7
|
Posted - 2012.04.23 22:02:00 -
[81] - Quote
I know its useless to even reply but I can't support the Merlin nerf.
You are taking away the only thing that made it good.
However, a damage bonus on the Punisher... Its about time! How about adding a third mid so it can hit something moving faster than a battleship without having to add tracking enhancers. In fact I would be very pleased if it just added a third mid slot and kept the current bonus with a bit more cpu. Hell you could even just give it damage and tracking bonus, in its current state it tanks extremely well for a t1 frigate, much like its t2 counterparts
The incursus is in dire need of a buff. But the current idea makes me wonder what is going to happen to the Tristan, the real brawler of the Gallente frigate lineup
As Gallente, i like free stuff, but it doesn't seem right giving Gallente 2x powerhouse frigates, Caldari is left with none (assuming the nerf goes through - it will), Amarr gets one and Minmatar keeps the Rifter. Just sayin, the Incursus isnt the main combat frigate of Gallente
I know destroyers are not being discuss but for the love of God PLEASE GIVE THE COERCER A SECOND MID SLOT!
TL;DR Merlin Change
- Nerfing is Bad
- It's resist bonus is what made it viable
Incursus Change
- Decent overall, but why do Gallente get 2x combat frigates (Tristan)
- The incursus is a lower tier frigate, why is it being buffed to a top tier level
- Please don't nerf the Tristan too
Punisher Change
- Damage Bonus: win
- Only 2 mid slots still. Lets give it a web
- It may be more benefit in giving it damage and cap use and adding a third mid slot, as it already tanks extremely well
Offtopic - Give the Coercer a second mid slot |

Szilardis
Murientor Tribe Defiant Legacy
25
|
Posted - 2012.04.23 22:15:00 -
[82] - Quote
The Merlin's shield resistance bonus is why I have more solo kills in it than any other hull...Take that away AND lower the speed with buffer rigs, and it's pointless.
Honestly there's nothing really wrong at all with the merlin as is... |

Xydros
Veto. Veto Corp
0
|
Posted - 2012.04.23 22:24:00 -
[83] - Quote
Not to be rude, but do you even fly frigates?
3 of the boats you listed are viable as is.
The Rifter which you aren't touching, this is good... touching this boat when its that damn good would be sacrilegious. 
The Merlin: This boat may not hit hard, but its uses as a heavy tackler aren't to be over looked, its the first shot a newb gets at really having a boat that can tank hard passively and hold down a target while a gang kills it. Its pretty decent solo boat when you get the skills for the guns, so I can totally see changing the hardpoint config... removing the resist bonus is stupid tho as it makes the ships really good.
But shouldn't a caldari boat be rockets?
The Incursus: This boat is an amazing, cheap anti-interceptor platform, its a bit weak so I get adding slots and crap. If you are turning it into a tank boat, what Gallente boat is going to take on the roles of a balls out dog fighter?
The rep bonus is interesting and all, but I don't know how useful itll be in frig warfare, but its worth testing I guess. |

Bouh Revetoile
The Rough Riders Ares Protectiva
13
|
Posted - 2012.04.23 22:27:00 -
[84] - Quote
People ! Remember ! *All* frigates will be revamped !! These are not the only ones ! Their sisters are coming !
Hopefully lineup in each race will be good and coherent ; good work IMO for the moment. :-) |

Alexa Coates
The Scope Gallente Federation
97
|
Posted - 2012.04.23 22:46:00 -
[85] - Quote
"INCURSUS:
New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level"
JESUS H. CHRIST THIS IS THE WORST THING EVER TO PUT ON A FRIGATE. Love my Gallente Federation Navy ships! |

Ganthrithor
GoonWaffe Goonswarm Federation
249
|
Posted - 2012.04.23 22:54:00 -
[86] - Quote
Eh.
Turning frigates into smaller versions of existing, larger ships (like the Tormentor being a mini-Apoc) is a poor idea. You should be balancing frigs capabilities and bonuses so they work with their class, rather than making them congruent with their larger counterparts. A frigate with a bonus to small weapon range is utterly worthless, since it's totally incompatible with the way one flies a frigate (which is usually at knife-fighting range, getting close, maintaining transversal on larger targets, and shooting down drones). An armor tanked frigate slowly orbiting its target at 15-20km while plinking with Scorch is just going to get one-shot by a Hurricane.
Part of the reason the Rifter is such a good ship is that it's a frigate that plays to the strengths of frigates *as a class*-- it's fast, nimble, and has a tiny sig radius. It has a flexible slot layout (bonused guns plus a utility high, can be shield or armor tanked, actively or passively) and can do enough damage to kill other frigates. It's a good tackler and a good solo ship (for a T1 frigate anyway).
In this vein, I like what you're doing with the Incursus (mostly) since it's fast and gets a local rep bonus (which can help a frigate tank drones while dodging big guns). The Punisher looks like it will still be good at what it does now (heavy tackling). The Merlin looks awful, the Tormentor looks awful. Both ships are slow and bonused to range (typically not a useful bonus on a frigate).
Also, maybe consider giving all T1 frigates a utility highslot? They're so vulnerable to neuting-- giving them a utility high so they could fit undersized guns + a NOS would make them much more practical ships to fly. |

Nyx Sophia
University of Caille Gallente Federation
0
|
Posted - 2012.04.24 00:04:00 -
[87] - Quote
CCP Ytterbium wrote:
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
Can you confirm that when you say Inferno you mean Inferno and not Escalation to Inferno?
Also, will we need need Racial Frigate/Cruiser to III or IV to receive the new skills when this does go live? |

Blakslabeth
White Star Line 2010 GIANTSBANE.
12
|
Posted - 2012.04.24 00:44:00 -
[88] - Quote
CCP Ytterbium wrote:Hello folks,
There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now
Glad to see you're balancing ships but... But I dropped my current skill plan on all my toons and was rapidly training all races to frig 4/cruiser 3/ destroyer 4&5/bc 4&5. I want a month of training back... Total waste of my training time. And not all the toons where perception/willpower but I didn't want your changes to prevent my progression in the future.
You guys should really get your story straight before you publish - as us peons have to pay for it.
|

Marcel Devereux
Aideron Robotics Darkmatter Initiative
96
|
Posted - 2012.04.24 01:26:00 -
[89] - Quote
Are you going to be making active armor rep capless?
The Incursus will still be overshadowed by the Rifter. Which is faster, requires no cap to shoot its guns, and can fit both a web and scram with a active armor tank because of the utility high, has a smaller sig radius, etc... You are forcing the Incursus to fit a cap booster and giving up the web, which it needs to dictate range because it is slower. You are also forcing it to be a armor tank where the Rifter has the flexibility to be either a shield or armor. It also receives utility high slot. Ships that you are pigeonholing shouldn't be entirely crippled and have some flexibility.
A few suggestions if you are going to keep the armor rep bonus:
- Make the Incursus faster than the Rifter or have a smaller sig radius.
- Make the Incursus more like the Comet. This ship is a excellent example of what a Gallente Combat ship should be. Reduce down to two turrets and increase the damage bonus. This will free up a high slot for a utility high slot.
|

Anxiir
7
|
Posted - 2012.04.24 01:51:00 -
[90] - Quote
I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems and odd choice IMO. |
|

Marcel Devereux
Aideron Robotics Darkmatter Initiative
96
|
Posted - 2012.04.24 01:54:00 -
[91] - Quote
Anxiir wrote:I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems an odd choice IMO.
I'm assuming the Tristan will fall under either the Bombardment role since it is the stealth bomber base. |

Anxiir
7
|
Posted - 2012.04.24 01:59:00 -
[92] - Quote
Marcel Devereux wrote:Anxiir wrote:I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems an odd choice IMO. I'm assuming the Tristan will fall under either the Bombardment role since it is the stealth bomber base.
Yes thats true. That also points to a different issue with how the ships were implemented to begin with. I can only assume the Tristan was chosen as the bomber hull because it had a split weapons system. But for the other races, the lesser tier 3 was chosen.
So does this mean my precious Tristan is going to be nerfed to hell to bring the Incursus to the top tier 3 Gallente frigate so it is in line with the scheme of the other races?
|

Marcel Devereux
Aideron Robotics Darkmatter Initiative
96
|
Posted - 2012.04.24 02:06:00 -
[93] - Quote
Anxiir wrote:Marcel Devereux wrote:Anxiir wrote:I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems an odd choice IMO. I'm assuming the Tristan will fall under either the Bombardment role since it is the stealth bomber base. Yes thats true. That also points to a different issue with how the ships were implemented to begin with. I can only assume the Tristan was chosen as the bomber hull because it had a split weapons system. But for the other races, the lesser tier 3 was chosen. So does this mean my precious Tristan is going to be nerfed to hell to bring the Incursus to the top tier 3 Gallente frigate so it is in line with the scheme of the other races?
At fanfest they announced they are getting rid of tiers. Each frigate should be getting a buff. |

Lord Aliventi
Republic Military School Minmatar Republic
8
|
Posted - 2012.04.24 02:08:00 -
[94] - Quote
Please keep the shield resist bonus on the Merlin. I am fine with losing one of the other bonuses to get it.
oh and BTW love the 3rd turret on the Merlin. |

Ganthrithor
GoonWaffe Goonswarm Federation
255
|
Posted - 2012.04.24 02:26:00 -
[95] - Quote
There are no tiers anymore, just classes. Frigates be frigates. Honestly, this is how the game should be-- now we just have to convince CCP to make them all useful for something. |

MercenaryBlue
Couch Athletics
1
|
Posted - 2012.04.24 02:30:00 -
[96] - Quote
I must really speak out against those new rigs change. The reason shield rigs increased radius is because the boosted electronics gave a bigger signature. Shield tanking always allowed us to keep our speed up, and armor tanking kept us on a low signature. There's nothing in armor that could boost the signature. It doesn't make sense. This change will really hurt the very core of the game. |

Anxiir
7
|
Posted - 2012.04.24 02:32:00 -
[97] - Quote
Marcel Devereux wrote:At fanfest they announced they are getting rid of tiers. Each frigate should be getting a buff.
Ganthrithor wrote:There are no tiers anymore, just classes. Frigates be frigates. Honestly, this is how the game should be-- now we just have to convince CCP to make them all useful for something.
Thanks for the info. That clears up a bit of confusion for me. |

SY5524797
Total Annihilation. Intrepid Crossing
0
|
Posted - 2012.04.24 02:59:00 -
[98] - Quote
it will be cool for Merlin to be small rokh, so 10% to small hybrid turret range per level an 5% sheild resistances would be prefect. |

Nicolo da'Vicenza
Divine Power. Cascade Imminent
687
|
Posted - 2012.04.24 03:33:00 -
[99] - Quote
lol 60 PG Tormentor, I can mash more power grid onto that then most of the destroyer-class ships
i haven't taken a tormentor into combat since i was on trial
|

Elder Ozzian
Stargates and Smuggler Barons
30
|
Posted - 2012.04.24 05:24:00 -
[100] - Quote
Will there be a ship assigned for mining newbies? |
|

ATTAKowl
Sigillum Militum Xpisti Fatal Ascension
6
|
Posted - 2012.04.24 05:29:00 -
[101] - Quote
Im sure one of the Caldari friggies (kestrel or condor) will get that 5% shield resist bonus that theyre taking from the Merlin after they get around to publishing all of the changes. I like turning it into a hybrid platform, its the opposite of our recent missile platform hookbill. Maybe theyll make the battleBantam something to fear hehe.
I havent seen the details on the changes to rigs mentioned in this thread, but it does sound like something to be nervous about. I like my shield ships to be FAST! |

Degren
Red Federation RvB - RED Federation
148
|
Posted - 2012.04.24 05:49:00 -
[102] - Quote
Active tanked incursus tickles me in a good way |

Nevermore Akiga
Serenity Prime
0
|
Posted - 2012.04.24 06:08:00 -
[103] - Quote
merlin? pure gun ship? with less tank? and short in speed? come on. |

Sinigr Shadowsong
Imperial Guardians The Aurora Shadow
3
|
Posted - 2012.04.24 06:18:00 -
[104] - Quote
CCP Ytterbium wrote:Hello folks,
- 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
Tormentor: it's unfair that Amarr will be the only faction without mining frigate. Even more unfair that other factions will be stuck with only 1 usefull frigate while Amarr have 2. Punisher: proposed changes seems right. Merlin: terrible idea. You are converting good frigate to weakened Harpy that is rarely used anyway, sniper rail frigs are worthless because of miniscule alfa and terrible DPS. Incursus: pigeonholing into active armor tanking is a tricky thing. If proposed rig changes will occur I doub't anyone will fly this cap-hungry ships (Blasters+Reps+Propulsion) that have increased signature. Rifter: pure buffs, but I cannot say will it be in line with other combat frigs or not. Anyway I will be only glad if winmatar won't be superior choice here. |

Hugo Adama
Palmetto Galactic
0
|
Posted - 2012.04.24 07:05:00 -
[105] - Quote
could you stop making gallente ships with fat ass sigs? seriously. |

Freeman05
Private Group - Phoenix Hazzardous.
0
|
Posted - 2012.04.24 07:11:00 -
[106] - Quote
Keep your hands on Merlin!  |

Max Teranous
Red Federation RvB - RED Federation
20
|
Posted - 2012.04.24 08:24:00 -
[107] - Quote
OK, had a ponder.
The issue I'm having here is that it's hard to understand where you're going with the role thing across the board, when you're only showing us the "combat" subset on a single class of ship. This makes it hard to feedback on the specifics of each ship change. For example, I can't decide if i like the loss of the shield resists on the Merlin as i don't know if another of the frigs will get that slightly more tanky (for a frig) bonus/role instead. I just don't know what you're doing with the other 5 Caldari frigs! Same for the other races. The same goes with how this role thing scales up the classes of ship.
What i'd like to see is for you to take 1 faction, and to show us what you're thinking horizontally with the role and stat changes for all 6 frigates, so that we can see how each frigate fits in with the others across the roles. And i'd also like to see how those roles scale vertically, so again, same faction, show us the role and stats of say 1 destroyer, 1 cruiser, 1 BC & 1 BS. That way we can see within a race, within 1 ship class how it works fully and how it will scale up the classes of ships with some real stats and bonuses defined.
Cheers,
Max  |

Bouh Revetoile
The Rough Riders Ares Protectiva
15
|
Posted - 2012.04.24 08:36:00 -
[108] - Quote
My only hope is the tristan don't become a missile boat but a drone boat ! Missiles are just not gallente, even the bomber is a bit strange even if it make sense. |

Kaeda Maxwell
Black Rebel Rifter Club
79
|
Posted - 2012.04.24 09:10:00 -
[109] - Quote
I don't 'get' the merlin changes.
It is currently quite viable in many ways somewhat similar to the Tristan and has a ton of viable ways to fit it. Instead of stomping on the one viable heavy tackler the T1 frig line has (punisher really suffers from no web) why not buff another Caldari frig for hybrid use? And that seems to be reasoning here; adding a purely hybrid wielding frigate to the T1 Caldari line up.
But I think you're ruining what's currently one of the few viable T1 non faction frigates (besides the Rifter) for higher skillpoint pilots that fly T1 frigates. You'd be better off buffing something currently unused like the Condor or the Bantam for this.
Changing the Merlin by making it seemingly worse is an odd way in my opinion to add variety. |

Asura Cascade
Heimr BLACK-MARK
3
|
Posted - 2012.04.24 09:38:00 -
[110] - Quote
Kaeda Maxwell wrote:I don't 'get' the merlin changes.
It is currently quite viable in many ways somewhat similar to the Tristan and has a ton of viable ways to fit it. Instead of stomping on the one viable heavy tackler the T1 frig line has (punisher really suffers from no web) why not buff another Caldari frig for hybrid use? And that seems to be reasoning here; adding a purely hybrid wielding frigate to the T1 Caldari line up.
But I think you're ruining what's currently one of the few viable T1 non faction frigates (besides the Rifter) for higher skillpoint pilots that fly T1 frigates. You'd be better off buffing something currently unused like the Condor or the Bantam for this.
Changing the Merlin by making it seemingly worse is an odd way in my opinion to add variety.
+1 for Condor/Bantam loving.
Please don't mess up the Merlin! It's my favourite little tackler/brawler/rocket-spewing/blaster-shooting boat. |
|

Calistai Huranu
Red Federation RvB - RED Federation
19
|
Posted - 2012.04.24 09:39:00 -
[111] - Quote
Like the Merlin becoming a hybrid boat, but taking away it's resist bonus is Bad, not at all impressed.
And as to the Frigate changes, why oh why those ones, when there's the tier1 combat frigates of each race that need the love more..
The Atron, Condor, Executioner, and Slasher should of been top on the list to improve, not three of the most popular T1 frigates..
Something akin to making the above tier ones a 9 slot layout with a slight improvement to grid/cpu would make them almost on par with there fellows.
Seriously CCP, It's the ship's that are least flown that need the love, not messing about with the Puni, Merlin, etc.
|

nahjustwarpin
Imperial Academy Amarr Empire
10
|
Posted - 2012.04.24 09:46:00 -
[112] - Quote
i see one major problem here...
with proposed changes to rigs:
rifter(fastest here) with shield rigs will make it's speed comparable to incursus.
incursus(with biggest sig here) with armor rigs will be at even bigger disadvantage. |

Connall Tara
Red Federation RvB - RED Federation
0
|
Posted - 2012.04.24 12:24:00 -
[113] - Quote
Whelp, figure i might as well womble over here as well.
merlin changes... DON'T PANIC
what we lose: heavy tank combat frigate with a split weapon layout
what we gain: baby harpy
don't believe me? pull up an incursus and a merlin in evefit side by side and start thinking it out...
lets say a ion/rocket merlin with 1 EM rig, 2 extender rigs, a MSE and a damage control, thats around 7.5k EHP
if we remove the 5% resist per level bonus that drops down to 6.1k EHP, so we're losing 1.4k EHP, bit bad :(
what do we get in compensation though? if we look at the incursus (with its 5% damage/level bonus like the proposed merlin and 3 turrets) we find a significant dps boost.
with ion blasters and rocket launchers
current merlin with void/rage = 122 dps new merlin with void = 148 dps
so we gain 36 deeps
however, we also get a extra lowslot on the new merlin? what could we plug in there... a magstab!
current merlin with void/rage = 122 dps new merlin with void + magstab in the lows = 182 dps
so we lose 1.4kEHP but gain 60 dps, there are certainly worse things to happen to the ship.
and hey, ALL shield ships are going to get slower, so even if they don't change the merlin's bonuses and slots around it'll be slower than before :/
where do merlins fight in pvp? close to mid range with web/scram using blasters or rails to kite other frigates and hammer them to death with antimatter. will it be any different? not really. will we OMGWTF200DPSFACEMELT them now? hell yes ^^
[Merlin, theory] Micro Auxiliary Power Core II Magnetic Field Stabilizer II Damage Control II
Medium Shield Extender II Experimental 1MN Afterburner I J5b Phased Prototype Warp Scrambler I X5 Prototype Engine Enervator
Light Ion Blaster II, Caldari Navy Antimatter Charge S Light Ion Blaster II, Caldari Navy Antimatter Charge S Light Ion Blaster II, Caldari Navy Antimatter Charge S
Small Anti-EM Screen Reinforcer I Small Core Defense Field Extender I Small Core Defense Field Extender I
might just be a rough "theory" of what the new merlins might look like, but the certainly doesn't look like a bad ship |

El Geo
Pathfinders. Mining For Profit Alliance
16
|
Posted - 2012.04.24 12:26:00 -
[114] - Quote
technically only military ships would be designed to fill certain roles whereas civilian classes would be more general, my vote CCP is instead of buffing tech 1 frigates and trying to pigeon hole them just bring out some more navy/pirate ships (some simple reskins you would be done in less than a week), im sure the military wouldnt use the standard incursus available to the rest of the universe 
one a sidenote, why dont any of the empire navies use the teir 2 and 3 battlecruisers? never seen a drake on a gate or in a mission... |

Buzzy Warstl
The Strontium Asylum
128
|
Posted - 2012.04.24 13:16:00 -
[115] - Quote
CCP Ytterbium wrote: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
OK, let's start here.
If you are going to have a difference between "Combat" and "Attack" then what you have in the OP as of the time I post this is 4 "Attack" frigates and one "Combat" frigate (at least by the apparent definitions from previous posts).
Get your terms straight first, define the roles more clearly, then you have a chance of getting constructive feedback about particular designs.
I might suggest: "Attack" - Medium to long range turret DPS (what you mostly have here). "Tackle" - Short range, high durability. minimum 3 mid slots, interdiction and ECM bonuses. "Bombardment" - Long range missile boats. "Combat Support" - bonuses to remote ECM and remote repair "Utility" - Bonuses to mining, cargo cap, scanning, salvaging, etc.
There are obvious skips in this set, but you can see where the skips are because it's all defined. |

Kelsar Hemah
Shelter corporation
0
|
Posted - 2012.04.24 13:34:00 -
[116] - Quote
In General I think and overhaul off the current frigs sounds great and I have been looking forward to this for a while.
Feedback I think its good you have changed the speed to be a lot closer to each other and pretty much ever frig expect the rifter gained a fair bit off speed. I also like that must frigs got an good chuck off extra shield/armor/Hull, which should inscrease there overall EHP, the exception is ofc the Merlin which lost the resist bonus. The reduction in overall cap I didnt see comming and I think it might be abit to much the cap level off frigs will become very low making neuts against frigs even better then they are already which I think is a shame because its what really stopping frigs from engaging larger targets
Tormentor: Nice with a new ship, stats seems to be good for what its purpose is and ingeneral it looks promising
Punisher: Flew a punisher alot personally and the the changes a pretty good overall, might even be a bit to much but it really depends on if lasers stay the way they are now. The damage bonus is good instead off the cap, and will make lasers on punishers much better for 1v1 then they are currently. The extra PG will help fit the lasers + the buffer you will be using. This will make it on par with the other frigs, ofc a extra mid slot would be nice but I feel that might make it to good if it suddently can control range, do to have lasers work
Merlin: I generally like the idea off changing the resistance bonus when its for a damage bonus, as it deffently makes up for it. I would have ever rather see it with its old slot setup but the Rifters hard pointset up, this will suddently give a huge amought off set up possiblitys that you didnt have before, while not losing the once we used to love, besides caldari do use missiles. I dont like the idea that you want it to be a range ship, another bonus would be cool for instance a shield repping bonus like the incurses could be cool
Incurses: It really sounds cool, a repping bonus on a frig is nice, Im just hoping that the cap removial isnt gonna force this into always using cap boosters if you wanna rep, because they you will most likely end with a really though frig which no one ever wants to fight unless they have and advantage against it
Rifter: Was pretty good, already I the changes mostly make it better, everyone loss more can they it do so it have gained a lot on the cap race, it have gain some very valuable extra hp that it was lacking comparied to the others giving it more buffer. it will lose its huge speed advantage compaired to the others which will hurt it a fair bit. |

Darirol
Cold Steel Evolution Against ALL Authorities
4
|
Posted - 2012.04.24 13:56:00 -
[117] - Quote
Ines Fy wrote: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! 
all my cyno alts use noobships for cynos - they are free on every station and a t1 frig means 2500m-¦ more cargo to move. sucks if you want to spread 100 cynoships to your cynoalts for a cyno chain and have to move 100 t1 frigs :p |

Hashmallum
Tactical Research and Development
1
|
Posted - 2012.04.24 14:05:00 -
[118] - Quote
Callic Veratar wrote:The changes from the original are in brackets. 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)
The Incursus has had 3 mid slots for a while. Also, the CPU has been buffed from a base of 110 to 135 (+25). Looks like a simple typo but the slot changes are incorrect. I wonder what other corrections need to be made? I just noticed the Incursus because I fly one and haven't had any experience in the other frigates listed so I won't comment on those.
My comments on the Incursus: I don't like the lack of choice when fitting defenses, and armor rep bonus limits choice in how one fits their ship if they'd like to take advantage of their bonuses. It's why people use hybrids on hybrid bonused ships and autos on projectile bonused ships. Being able to fit buffer is a viable and attractive option for many in frigate combat - especially for ships whose weapons drain capacitor, like Gallente ships.
Speaking of the capacitor stock reduction, I don't understand why they would encourage you to fit the ship with armor repairers yet reduce the capacitor stock. The slight increase in recharge rate makes little difference since frigate combat is not decided by your cap recharge rate. This ship won't be slightly countered by neut it will be dominated by it. No damage and no tank without cap, and with a smaller capacitor stock it will die much, much quicker. |

Gypsio III
Dirty Filthy Perverts
270
|
Posted - 2012.04.24 14:54:00 -
[119] - Quote
Yeah the Merlin change is interesting. At the moment it's a good frigate, so losing the resist bonus is a shame. But we've got to keep the optimal bonus because that's what Caldari railboats have. So it's a straight choice between shield resists and damage. The current tanky Merlin demonstrates that shield resists can work; the Naga demonstrates that range and damage can also work.
So, I dunno lol.  |

Rawls Canardly
Phoenix Confederation
25
|
Posted - 2012.04.24 15:15:00 -
[120] - Quote
Downloading now. If this "great re-balance" is just the 5 frigates mentioned, I'm going to fly to Reykjavik and personally defecate on their doorstep. |
|

Hashmallum
Tactical Research and Development
1
|
Posted - 2012.04.24 15:19:00 -
[121] - Quote
Rawls Canardly wrote:Downloading now. If this "great re-balance" is just the 5 frigates mentioned, I'm going to fly to Reykjavik and personally defecate on their doorstep.
Escalation doesn't have these updates... |

Iria Ahrens
Freelance Economics Astrological resources Tactical Narcotics Team
16
|
Posted - 2012.04.24 15:21:00 -
[122] - Quote
Tormentor should fly drones. In fanfest it was said holes would be closed but Amarr has a major drone hole in t1 frigates. |

Rawls Canardly
Phoenix Confederation
25
|
Posted - 2012.04.24 15:21:00 -
[123] - Quote
Hashmallum wrote:Rawls Canardly wrote:Downloading now. If this "great re-balance" is just the 5 frigates mentioned, I'm going to fly to Reykjavik and personally defecate on their doorstep. Escalation doesn't have these updates... Don't rain on my parade, vagrant! |

Creat Posudol
Destined for Greatness Inc.
57
|
Posted - 2012.04.24 15:29:00 -
[124] - Quote
Marcel Devereux wrote:Anxiir wrote:I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems an odd choice IMO. I'm assuming the Tristan will fall under either the Bombardment role since it is the stealth bomber base. Actually the Tristan is the perfect example of the brawler, with the slight drawback that it can't actually stay close to it's target unless it's bigger. It's just SOOOO slow...
Elder Ozzian wrote:Will there be a ship assigned for mining newbies? Not as such, but there will be an ORE ship (probably roughly frigate sized) to take over for the racial mining frigates. This is much more in line with the general concept, and I like it :D
Max Teranous wrote:OK, had a ponder. OK for using that phrase alone you got a like. Just brilliant, can't stop smiling  |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
97
|
Posted - 2012.04.24 15:58:00 -
[125] - Quote
Creat Posudol wrote:Elder Ozzian wrote:Will there be a ship assigned for mining newbies? Not as such, but there will be an ORE ship (probably roughly frigate sized) to take over for the racial mining frigates. This is much more in line with the general concept, and I like it :D
Yes! Get rid of factional mining frigates and cruisers and give us a ORE mining frigate! |

Callic Veratar
Power of the Phoenix
199
|
Posted - 2012.04.24 16:23:00 -
[126] - Quote
Hashmallum wrote:The Incursus has had 3 mid slots for a while. Also, the CPU has been buffed from a base of 110 to 135 (+25). Looks like a simple typo but the slot changes are incorrect. I wonder what other corrections need to be made? I just noticed the Incursus because I fly one and haven't had any experience in the other frigates listed so I won't comment on those.
I updated my post, thanks for the check. There's probably a few more mistakes in there, but I was trying to get it done fast, so it wouldn't be lost too far past the first page.
Creat Posudol wrote:Marcel Devereux wrote:Anxiir wrote:I still don't understand why the Incursus is being compared to the Rifter. it should be compared to the Kestrel, Breacher and Inquisitor. The Tristan is the Gallente equivalent to the Rifter.
Tristan - Rifter - Punisher - Merlin
Why is a mining frigate being buffed at all? Why not the Inquisitor?
Seems an odd choice IMO. I'm assuming the Tristan will fall under either the Bombardment role since it is the stealth bomber base. Actually the Tristan is the perfect example of the brawler, with the slight drawback that it can't actually stay close to it's target unless it's bigger. It's just SOOOO slow...
All of the frigates are being changed (even the Rifter is getting a relatively small buff). The Incursus is being compared to the Rifter because the new Incursus will be on the same level as the Rifter. The Kestrel, Breacher, and Inquisitor will likely be bombardment frigates as they're missile platforms. The mining frigates are being buffed because they're not going to be mining frigates anymore.
The Tristan may be rolled up with the bombardment platforms, but it could also be put under the Assault category. Hopefully Ytterbium will post the other 3 categories soon. |
|

CCP Ytterbium
C C P C C P Alliance
504

|
Posted - 2012.04.24 16:49:00 -
[127] - Quote
Great comments in here, let's address some of them.
- MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range overhaul for that ship, but as people mentioned here, that's very difficult to achieve for a slow frigate or even for any kind of platform using small weapons in the first place. Back to the drawing board!
- CAPACITORS: also fair points regarding capacitors, in some cases (Punisher especially) we initially wanted capacitor to be the drawback of these frigates, but it may be quite difficult for them to do their jobs while being affected by neuts. We'll iterate on that.
- TORMENTOR: the point of this ship is to give a more all rounded, comfortable hull to use for engagements than the Punisher, which explains the range and quite significantly increased fittings. This is still up for constructive discussion as well.
- ONLY 5 SHIPS?!: unfortunately for Inferno, yes. We initially wanted to revamp all frigates for this release, however problem is we are lacking Dev power at the moment (I am assigned to other projects as well, and Tallest is playing daddy with his twins
) so yep that is lame, but sadly we will have to cope with that for now.
- MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
Also, some players have expressed issues understanding where we are going without having a more accurate picture of the other frigates, allow us to give you a glimpse of things to come.
- COMBAT FRIGATES: have a balanced damage / resilience / speed ratio next to the other frigates. Includes the Tormentor, Punisher, Merlin, Incursus and Rifter.
- ATTACK FRIGATES: in general faster than the other frigates, with good damage, suited for interception or just damage dealing, but less resilient than combat frigates. Includes the Executioner (turret ship), Bantam (turret ship), Atron (turret ship), Navitas (dedicated drone ship), Slasher (turret ship) and Burst (TBD, possibly drone ship if role doesn't conflict with Navitas)
- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
- SUPPORT FRIGATES: split in two, first, the purely scanning frigates - Magnate, Heron, Imicus, Probe - and EW frigates - Crucifier, Griffin, Imicus, Probe. All need a boost, but their role should not be changed much.
Remember, theses classifications and frigate affiliations are still likely to change, and are mainly used to help us sort them out for now. These are just concept changes still, there will be other discussion threads for them specifically, so don't freak out  |
|

Reppyk
The Black Shell
113
|
Posted - 2012.04.24 17:13:00 -
[128] - Quote
CCP Ytterbium wrote: MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range overhaul for that ship, but as people mentioned here, that's very difficult to achieve for a slow frigate or even for any kind of platform using small weapons in the first place. Back to the drawing board! Keeping the heavy tackler/cheap merlin is easy : it needs a res bonus and a spare high slot.
If you really want to make it a pure hybrid boat, keep it exactly like it's atm, but remove the 2 launchers points and give it a turret point.
As I said, "sniping fregates" will never work. 40km isnt that much, and any bc/bs can track you at this distance.
I'm deeply disapointed in the bonus too. Why always the same things ? Give them something unique. +5% shield/level -5% ennemy efficiency of webs/level -5% efficiency of ennemy jammers/damps/painters /level +5% of the web factor/level (little vigilant ! yes !)
Etc.
|

Bouh Revetoile
The Rough Riders Ares Protectiva
15
|
Posted - 2012.04.24 17:23:00 -
[129] - Quote
CCP Ytterbium wrote: Navitas)
BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
Nooooo !! :'( My poor poor tristan, going to caldarize more... :'( Please, tell me gallente won't have a whole missile line. :'(
I have arguments : secondary weapon system of gallente is already drones, they absolutely don't a third weapon system ! And missiles are so much caldari... Give us a rail plateform maybe ? Or leave it with its split weapon system ? Maybe a more shieldy blaster boat (with more med slots than low slots ; could also be a combat ewar ship that way) ?
BTW, you swaped Maulus for Imicus. |

Danel Tosh
EVE Protection Agency Intrepid Crossing
18
|
Posted - 2012.04.24 17:26:00 -
[130] - Quote
If I rembember correctly bombers will be in for a redesign. So can we expect a redesign of thier tech 1 counterparts with the inferno expansion? |
|

Ganthrithor
GoonWaffe Goonswarm Federation
258
|
Posted - 2012.04.24 17:27:00 -
[131] - Quote
Just keep in mind that the Dramiel is pretty much the only "t1" frigate that's viable outside of super-close range scenarios. This is due to it's insane speed and ability to fit a decent tank. All the other frigates are too slow, too fragile, or both, and can't survive at mid ranges at all when any ships between BS and frigate size are on the field.
I don't think you want to make T1 frigates that are as powerful as Dramiels, though, so best gear them towards close-range bullet-dodging :)
As I said before, I think you could also afford to throw some bigger stats / bonuses at frigates than other classes of ship-- they're so weak to begin with and are typically flown by newer players. As long as their T2 equivalents are still "better," I see no reason not to give T1 frigates a pretty big set of buffs. |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
97
|
Posted - 2012.04.24 17:48:00 -
[132] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
- ONLY 5 SHIPS?!: unfortunately for Inferno, yes. We initially wanted to revamp all frigates for this release, however problem is we are lacking Dev power at the moment (I am assigned to other projects as well, and Tallest is playing daddy with his twins
) so yep that is lame, but sadly we will have to cope with that for now.
If you need some help I can stand in for Tallest (just not as tall). What do you want me to work on first? |

Ganthrithor
GoonWaffe Goonswarm Federation
258
|
Posted - 2012.04.24 17:56:00 -
[133] - Quote
Can I be CCP Shortest? I really am short.
e: I don't think I look as good in a Quafe shirt as guard though :\ |

Shandir
Indigo Archive
120
|
Posted - 2012.04.24 18:11:00 -
[134] - Quote
Ganthrithor wrote:Just keep in mind that the Dramiel is pretty much the only "t1" frigate that's viable outside of super-close range scenarios. This is due to it's insane speed and ability to fit a decent tank. All the other frigates are too slow, too fragile, or both, and can't survive at mid ranges at all when any ships between BS and frigate size are on the field.
I don't think you want to make T1 frigates that are as powerful as Dramiels, though, so best gear them towards close-range bullet-dodging :)
As I said before, I think you could also afford to throw some bigger stats / bonuses at frigates than other classes of ship-- they're so weak to begin with and are typically flown by newer players. As long as their T2 equivalents are still "better," I see no reason not to give T1 frigates a pretty big set of buffs.
If you gave those frigates a smaller sig radius, and/or a higher speed, they'd be able to counter the lower tracking at range. Whereas close range frigates would have high tracking/agility, but a relatively larger sig.
This would make long-range frigates better at surviving when targeted by a foe other than the one they're orbiting. Close range frigates, are obviously better built for high-dps and getting out. |

Cameron Zero
Red Federation
35
|
Posted - 2012.04.24 18:16:00 -
[135] - Quote
CCP Ytterbium wrote:
- COMBAT FRIGATES: have a balanced damage / resilience / speed ratio next to the other frigates. Includes the Tormentor, Punisher, Merlin, Incursus and Rifter.
- ATTACK FRIGATES: in general faster than the other frigates, with good damage, suited for interception or just damage dealing, but less resilient than combat frigates. Includes the Executioner (turret ship), Bantam (turret ship), Atron (turret ship), Navitas (dedicated drone ship), Slasher (turret ship) and Burst (TBD, possibly drone ship if role doesn't conflict with Navitas)
- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
- SUPPORT FRIGATES: split in two, first, the purely scanning frigates - Magnate, Heron, Imicus, Probe - and EW frigates - Crucifier, Griffin, Imicus, Probe. All need a boost, but their role should not be changed much.
What, no Vigil?  "I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. GǪ" |

Creat Posudol
Destined for Greatness Inc.
57
|
Posted - 2012.04.24 18:17:00 -
[136] - Quote
CCP Ytterbium wrote:SUPPORT FRIGATES: split in two, first, the purely scanning frigates - Magnate, Heron, Imicus, Probe - and EW frigates - Crucifier, Griffin, Imicus, Probe. All need a boost, but their role should not be changed much.
Uhm, the Imicus and Probe can't be a "purely scanning frigate" and "EW frigate". I'm just gonna assume that's a typo and you meant to list the Maulus as the Gallente EW frig (and Vigil, repsectively)  |

Iria Ahrens
Freelance Economics Astrological resources Tactical Narcotics Team
16
|
Posted - 2012.04.24 18:18:00 -
[137] - Quote
CCP Ytterbium wrote:
TORMENTOR: the point of this ship is to give a more all rounded, comfortable hull to use for engagements than the Punisher, which explains the range and quite significantly increased fittings. This is still up for constructive discussion as well.
COMBAT FRIGATES: have a balanced damage / resilience / speed ratio next to the other frigates. Includes the Tormentor, Punisher, Merlin, Incursus and Rifter.
If this is the vision, I'll say again Drones. Drone ships are by definition well rounded comfortable hulls. They are very flexible and can accommodate many roles because the mid and high slots can be multipurposed. Scanners, neuts, ew, salvagers, codebreakers, and such that normally are impossible to fit on a combat ship without killing the dps are fine on a drone ship. Also, Drone frigates can often, in PVE at least, operate from beyond turret range of frigates to in-your-face range.
And again Amarr need the drone hole plugged. Amarr use drones even more than missiles, so the hole should be plugged in T1 frigates since it is silly to have a T2 drone frig, T1 and T2 Cruisers that use drones as primary damage, and no T1 counterpart frigate.
I'm also going to agree with an above poster. Gallante are the primary drone race. There is something wrong with giving them a dedicated missile frig. Especially when drones are just fine. This is paving the way to create a Missile hole in the Gallante line. Since it is silly to have a t1 dedicated missile ship, then no dedicated missile boats in higher classes. Stealth bombers are an exception, so there is no need fill a hole there. I know we just introduced cool missile effects, but there is no need to put missiles ships in every race just to show them off.
edit- Didn't mean to be rude. Thank you Ytterbium for attending this thread and taking our comments seriously. |

Andrea Griffin
260
|
Posted - 2012.04.24 18:20:00 -
[138] - Quote
CCP Ytterbium - Thank you so much for reading through the thread and taking everyone's comments into consideration. GÖÑ CCP Sreegs is my favorite developer. |

Shin Dari
Covert Brigade
36
|
Posted - 2012.04.24 18:23:00 -
[139] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them
[list
MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range overhaul for that ship, but as people mentioned here, that's very difficult to achieve for a slow frigate or even for any kind of platform using small weapons in the first place. Back to the drawing board! Thanks for replying CCP Ytterbium. I want to give you my perspective on the whole ships lines thing
My primary advice is to give all Caldari ships (all lines) the racial resistance bonus
Caldari Combat (Merlin): CCP seems to want them to use hybrids (read railguns). This is quite difficult, the current optimal range bonus isn't good enough to make railguns work. The T1 Caldari ships of this line need a gimmic -> giving them very good sensors so that they can lock on first from longer range and making them very hard to jam.
Caldari Attack (Bantam): The attack definition seems to suggest high speed blasters? Maybe an combination between an active tanking bonus and a resistance bonus? This would make them attrition brawlers / tackle.
Caldari Bombardment (Condor, Kestrel): Beside the racial resistance bonus, the other bonus should be a ROF bonus for the close range models (DPS) and a general damage bonus for the long range model (alpha)
Caldari Support (Heron, Griffin): Please add a bonus for ECM drones for the T2 EW sub-line.
But which line will becomes the tackle with tank? |

stg slate
Caldari Provisions Caldari State
0
|
Posted - 2012.04.24 18:24:00 -
[140] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
[/list]
If you revamp the tormentor in this pass then Amarr new players will be entirely without a mining frigate for a while.
I wouldn't do that only knowing the then rest of the update 'hopefully will come soon'.
|
|

Shandir
Indigo Archive
120
|
Posted - 2012.04.24 18:37:00 -
[141] - Quote
stg slate wrote:CCP Ytterbium wrote:Great comments in here, let's address some of them.
MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
[/list]
If you revamp the tormentor in this pass then Amarr new players will be entirely without a mining frigate for a while. I wouldn't do that only knowing the then rest of the update 'hopefully will come soon'.
Do players really use the mining frigs for any serious length of time? |

Daesis Wrack
The Kairos Syndicate Transmission Lost
5
|
Posted - 2012.04.24 18:38:00 -
[142] - Quote
CCP Ytterbium wrote:
- 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
What about Carrier skills only requiring battleship 4 instead of 5? When will that happen? |

Lunkwill Khashour
Red Federation RvB - RED Federation
65
|
Posted - 2012.04.24 18:54:00 -
[143] - Quote
Standby for longish answer. TL DR at end.
CCP Ytterbium wrote: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
Rookie frig boost is much welcomed. Agree with the power ladder. The roles you're intending need to be defined before you can except player response. I'll make to following assumptions:
- Combat: the ability to brawl. Good balance between gang and tank
- Attack: Balance towards gank and offensive modules
- Bombardment: long range and/or high burst damage
- Support: E-war
Some remarks:
- Does bombardment mean that every race will get missile ship, T1 SB? Where is the variability in that?
- Is every race supposed to have one of each? Or more than one? The 5th frig would be a prober and the 6th a utility frig?
- Either all races get a mining frig and/or hauling frig (e.g. Magnate) or none do IMO
- Since you're changing everything a the frig level, you should also look at the modules those frigs are supposed to work with. I'll come back to that.
- I love the increased speeds across the line. It'll separate frig speeds from fast cruisers better. I'ld suggest to halving the MWD sig penalty at the module level rather than handing out role bonusses everytime a single class is looked at.
Quote: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
Are you considering the above ships all to be combat frigs? Given the roles described, some fit better in to attack or bombardment roles. (where I regard long range as bombardment). A combat frig, more than an attack frig should be able to duke it out. I'ld suggest a tanking bonus and a utility/other weaponsystem high slot to define a combat vessel.
Quote: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
I understand that you're trying to change the Tormentor into a beam or med pulse frig. The crazy high PWG is needed to fit beams or med pulses but the reality is that the PWG requirements on lasers especially on the frig level are crazy high. Rather than giving the Tormentor destroyer level of grid, reduce the grid need of lasers.
If the tormentor stays as prosposed, It will be able to outrifter the rifter. Think 200ac's in highs, prop/scram/web in mid and using all that grid for buffer in lows. (or 2 med shields in lulz fits) Alternatively it's more of a bombardment than a combat frigate.
Quote: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
Again the increased power grid. Same problem as above: 200ac's, a neut and a 400 in low. It's the grid/cap use of lasers that needs to be fixed, not the grid of the frigs that mount them. Moreover the removal of the cap use bonus and the nerfed cap means lasers are even more out of the question. Active tanking with no cap and grid for buffer will also lose its attraction (whereas a repper on a pun is commonplace and viable atm) |

Lunkwill Khashour
Red Federation RvB - RED Federation
65
|
Posted - 2012.04.24 18:54:00 -
[144] - Quote
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
Disclaimer: haven't flown a Merlin in years. Hybrid range tends to a more bombardment and less brawler/combat. No utility highs and less cap aswell. Whatever this Merlin is, a combat frigate it isn't. Suggest to change a low in a high, give 2 (or 3) launcher slots and switch optimal with resist bonus.
Quote: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
The old incursus was definitely an attack frigate. There isn't enough cap to run a repairer. The huge repair bonus also begs to be used, focusing the new incursus more to tank than gank. I've got the same remark here as I had with the punisher. If a ships needs a 10% bonus to repping to be competitive, then it's the SAR itself that's underpowered. The same argument could be made for the small shield booster. Giving a punisher the grid for 400 plate but no cap for a repper and giving the incursus the bonus for a repper eliminates versatility rather than creates it.
Quote: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
I daren't critique the rifter, I'll leave that to others.
TL, DR I get the impression the roles of frigates aren't really defined and they're only used to give the ships a standard way of fitting them while leaving little space for versatility (the rep bonus, removal of highs, removal of split weapon systems points to this)
This may be a valid direction to take (since frigs should be newb friendly) but the currently proposed ships fail at these roles since it's not the ships that need improvement but the modules: active tanking/laser grid and cap use/MWD sig penalty.
|

Kelsar Hemah
Shelter corporation
0
|
Posted - 2012.04.24 19:00:00 -
[145] - Quote
Considering your making all frigs fit into a role, you could give each class a role bonus.
Also it struck me that 4 out of 5 of these frigs have a damage bonus, this seem abit problematic when you have a gruppe of frigs designed to do more damage? |

Lelob
ElitistOps Pandemic Legion
33
|
Posted - 2012.04.24 19:07:00 -
[146] - Quote
[quote=Lunkwill Khashour]Quote: Disclaimer: haven't flown a Merlin in years. Hybrid range tends to a more bombardment and less brawler/combat. No utility highs and less cap aswell. Whatever this Merlin is, a combat frigate it isn't. Suggest to change a low in a high, give 2 (or 3) launcher slots and switch optimal with resist bonus.
You don't see this with blasters?
Quote:The old incursus was definitely an attack frigate. There isn't enough cap to run a repairer. The huge repair bonus also begs to be used, focusing the new incursus more to tank than gank. I've got the same remark here as I had with the punisher. If a ships needs a 10% bonus to repping to be competitive, then it's the SAR itself that's underpowered. The same argument could be made for the small shield booster. Giving a punisher the grid for 400 plate but no cap for a repper and giving the incursus the bonus for a repper eliminates versatility rather than creates it.
I agree with the versatility argument. I also want to point out that a 10% bonus to small armor reps will be completely ******** with a cap booster, some navy cap boosters, duel sar's, and potentially implants/boosting t3. I am especially concerned with the kind of damage this thing can potentially tank with a legion booster. I would roughly estimate 200dps tanked before heat or drugs, with that going even higher with some +1% or +3% hardwirings. If this is fit like I think it will be, it will be unbreakable for any t1 frigate. |

Lunkwill Khashour
Red Federation RvB - RED Federation
67
|
Posted - 2012.04.24 19:10:00 -
[147] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
- CAPACITORS: also fair points regarding capacitors, in some cases (Punisher especially) we initially wanted capacitor to be the drawback of these frigates, but it may be quite difficult for them to do their jobs while being affected by neuts. We'll iterate on that.
- ONLY 5 SHIPS?!: unfortunately for Inferno, yes. We initially wanted to revamp all frigates for this release, however problem is we are lacking Dev power at the moment (I am assigned to other projects as well, and Tallest is playing daddy with his twins
) so yep that is lame, but sadly we will have to cope with that for now.
- MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
- ATTACK FRIGATES: in general faster than the other frigates, with good damage, suited for interception or just damage dealing, but less resilient than combat frigates. Includes the Executioner (turret ship), Bantam (turret ship), Atron (turret ship), Navitas (dedicated drone ship), Slasher (turret ship) and Burst (TBD, possibly drone ship if role doesn't conflict with Navitas)
My previous posts were type before this answer, but here are some more unasked opinions:
- IMO, The punisher has cap issues by just removing the cap use bonus.
- NOS should be main answer to neuting, followed by better capacitor. Utility high should support for every frig getting into small neut range. Some ships with a launcher slot could switch to that for kiting builds.
- Only 5 frigs. Personally I'ld prefer to switch up entire classes at the same time. Moreover, popular ships should be a priority for Dev's, but I understand. 5 is better than none afterall!
- I'ld try to overhaul the remaining 3 mining frigs aswell AND overhaul the Procurer aswell. Lower the SP requirements, add some high slots and remove to ability to equip a strip miner instead relying on conventional mining lasers.
- I'ld change the Incursus back to an attack frigate. Make the Navitas a combat frig instead (with drones and 7.5% rep bonus it's a small Myrmidon)
- Good idea for the bombardment role!
|

Daneel Trevize
The Scope Gallente Federation
92
|
Posted - 2012.04.24 19:16:00 -
[148] - Quote
CCP Ytterbium wrote: BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. ... Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based). You (CCP) are clearly trying to justify a 'role' name that doesn't fit. Just let it go, and forget about this superfluous 'Bombardment' name. It isn't a role, you just seem hesitant to permit missile ships to be in the other roles.
Call them snipers/alpha-oriented/volley ships if you feel there is a role to define. |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
98
|
Posted - 2012.04.24 20:02:00 -
[149] - Quote
Daneel Trevize wrote:CCP Ytterbium wrote:- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. ... Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
You (CCP) are clearly trying to justify a 'role' name that doesn't fit. Just let it go, and forget about this superfluous 'Bombardment' name. It isn't a role, you just seem hesitant to permit missile ships to be in the other roles.
Call a role snipers/alpha-oriented/volley ships if you feel there is one to define.
Agreed. If the only difference between the Combat and Bombardment roles is turrets vs missiles then the roles needs to be reworked. |

Gypsio III
Dirty Filthy Perverts
270
|
Posted - 2012.04.24 20:24:00 -
[150] - Quote
Lunkwill Khashour wrote: Disclaimer: haven't flown a Merlin in years. Hybrid range tends to a more bombardment and less brawler/combat. No utility highs and less cap aswell. Whatever this Merlin is, a combat frigate it isn't. Suggest to change a low in a high, give 2 (or 3) launcher slots and switch optimal with resist bonus.
Maybe a name change to "bad Kestrel clone" too? There's already a perfectly good Caldari missile frigate, and although we don't know what CCP intends to do with it, I'm willing to bet it'll stay missile-focused.
However, the mobility of the proposed Merlin is terrible.The Caldari mobility theme is slow-but-agile. The current TQ Merlin adheres to this, but this proposed Merlin is the slowest and least agile. Stick to the racial theme. |
|

Doge Tzu
Black Swan Industries The Mockers AO
0
|
Posted - 2012.04.24 20:36:00 -
[151] - Quote
I like the changes and the discussion thus far, but please please do not do this piecemeal. Finish whatever it is that you have to do and then come back with the resources and focus fire this project.
The changes you are talking about making "for now" are just going to work to skew the market further and make the already obsolete hulls more-so. Further I expect it will be easier on you guys to not have to go back and change ships you've already released to fit in with the entire fleet yet to come. Save yourselves the grief of all the QQ my awesome sauce ship got nerfed and keep them all to play with until you get it right.
Any decent FC can tell you that you don't win the fight without the correct fleet composition and even with the perfect counter fleet you will lose by not focusing your efforts.
Please do not put this out half/quarter finished. Let it sit for the month or however long it takes to free up the resources and then knock it out. I like the CCP "it comes when it's finished" model so let's please stick to that. |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
99
|
Posted - 2012.04.24 20:55:00 -
[152] - Quote
Doge Tzu wrote:I like the changes and the discussion thus far, but please please do not do this piecemeal. Finish whatever it is that you have to do and then come back with the resources and focus fire this project.
The changes you are talking about making "for now" are just going to work to skew the market further and make the already obsolete hulls more-so. Further I expect it will be easier on you guys to not have to go back and change ships you've already released to fit in with the entire fleet yet to come. Save yourselves the grief of all the QQ my awesome sauce ship got nerfed and keep them all to play with until you get it right.
Any decent FC can tell you that you don't win the fight without the correct fleet composition and even with the perfect counter fleet you will lose by not focusing your efforts.
Please do not put this out half/quarter finished. Let it sit for the month or however long it takes to free up the resources and then knock it out. I like the CCP "it comes when it's finished" model so let's please stick to that.
Edit: Also you're telling us that the most fundamental game design portion of Eve is only getting worked on by One person?! That's absolutely absurd to continue on with and expect anything but mediocre results. No way am I bashing you or your abilities, it's just way too big of a responsibility and task for a single person to not miss something here or there. If you want to give us something, give us the ORE mining frigate/destroyer classes. That's a way more reasonably goal imo.
Your statement of only one person working on it is incorrect. He said he is only partly working on it as he has other projects. So we have less than one person working on it ;-) |

Prometheus Exenthal
mnemonic.
445
|
Posted - 2012.04.24 21:59:00 -
[153] - Quote
Rep bonus on a T1 frigate is useless. Doubly so on an a blaster frigate.
The reason? 3 mids, 3 highs, & hybrids.
A hybrid ship thrives on two things; range control & capacitor. 3 highs means it can't fit a nos to use that rep, and 3 mids means it can't control range should you decide to inject.
Nevermind the fact that in most circumstances the frigate will get alphad through armor, or that it can't combat neuts when repping. Removing the ships falloff bonus makes it a Rocketless Tristan, which is crap.
Technically, if you spend enough isk you can make it perform just the same thanks to the 4 lows, but that's a terrible price to pay. If you're worried about people abusing the falloff bonus, lower the CPU to somewhere in between what it used to be and where it is in this proposal. Problem solved. -áwww.promsrage.com |

MeBiatch
Republic University Minmatar Republic
304
|
Posted - 2012.04.24 22:58:00 -
[154] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
- MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range overhaul for that ship, but as people mentioned here, that's very difficult to achieve for a slow frigate or even for any kind of platform using small weapons in the first place. Back to the drawing board!
- CAPACITORS: also fair points regarding capacitors, in some cases (Punisher especially) we initially wanted capacitor to be the drawback of these frigates, but it may be quite difficult for them to do their jobs while being affected by neuts. We'll iterate on that.
- TORMENTOR: the point of this ship is to give a more all rounded, comfortable hull to use for engagements than the Punisher, which explains the range and quite significantly increased fittings. This is still up for constructive discussion as well.
- ONLY 5 SHIPS?!: unfortunately for Inferno, yes. We initially wanted to revamp all frigates for this release, however problem is we are lacking Dev power at the moment (I am assigned to other projects as well, and Tallest is playing daddy with his twins
) so yep that is lame, but sadly we will have to cope with that for now.
- MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
Also, some players have expressed issues understanding where we are going without having a more accurate picture of the other frigates, allow us to give you a glimpse of things to come.
- COMBAT FRIGATES: have a balanced damage / resilience / speed ratio next to the other frigates. Includes the Tormentor, Punisher, Merlin, Incursus and Rifter.
- ATTACK FRIGATES: in general faster than the other frigates, with good damage, suited for interception or just damage dealing, but less resilient than combat frigates. Includes the Executioner (turret ship), Bantam (turret ship), Atron (turret ship), Navitas (dedicated drone ship), Slasher (turret ship) and Burst (TBD, possibly drone ship if role doesn't conflict with Navitas)
- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
- SUPPORT FRIGATES: split in two, first, the purely scanning frigates - Magnate, Heron, Imicus, Probe - and EW frigates - Crucifier, Griffin, Imicus, Probe. All need a boost, but their role should not be changed much.
Remember, theses classifications and frigate affiliations are still likely to change, and are mainly used to help us sort them out for now. These are just concept changes still, there will be other discussion threads for them specifically, so don't freak out 
why not give specific classes of ships role bonuses... that way you can make all close range assualt ships have better role resist... while still having two specific ship bonus...
so merlin could have a base 17.5% increase to shield resists and then have its 5% to damage and 10% to optimal
make the bombard frigs use oversized weapons like t3 bc's... but make them have noob ship hp and fittings...
split support into ewar and logi...
make an ewar(make the ewar role bonus for probes or someting) based tech I frig and logi (then make a tech II logi frig that uses medium sized remote reps)
PLEX FOR PIZZA!
TECH iii MINNING SHIPS! |
|

CCP Ytterbium
C C P C C P Alliance
514

|
Posted - 2012.04.24 23:20:00 -
[155] - Quote
Marcel Devereux wrote:Daneel Trevize wrote:CCP Ytterbium wrote:- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. ... Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
You (CCP) are clearly trying to justify a 'role' name that doesn't fit. Just let it go, and forget about this superfluous 'Bombardment' name. It isn't a role, you just seem hesitant to permit missile ships to be in the other roles.
Call a role snipers/alpha-oriented/volley ships if you feel there is one to define. Agreed. If the only difference between the Combat and Bombardment roles is turrets vs missiles then the roles needs to be reworked.
There is truth in that statement, and that is one of the questions we asked ourselves as well when we came up with the classifications. They are mainly cosmetic at this point anyway and most likely going to change, but this indeed deserves further consideration. Glad we are having this discussion and getting your feedback before starting on the missile ships themselves . |
|

Endeavour Starfleet
811
|
Posted - 2012.04.25 05:40:00 -
[156] - Quote
Thinking about it, I gotta agree with the issues when it comes to repair. You make a ship type the go to for logistics and it will just be WTF primaried off the field. Skill bonus for these modules should be vastly improved so that any T1 group on the field can be doing all that rep work instead of easy to guess targets. |

Lunkwill Khashour
Red Federation RvB - RED Federation
68
|
Posted - 2012.04.25 07:12:00 -
[157] - Quote
Gypsio III wrote:Lunkwill Khashour wrote: Disclaimer: haven't flown a Merlin in years. Hybrid range tends to a more bombardment and less brawler/combat. No utility highs and less cap aswell. Whatever this Merlin is, a combat frigate it isn't. Suggest to change a low in a high, give 2 (or 3) launcher slots and switch optimal with resist bonus.
Maybe a name change to "bad Kestrel clone" too? There's already a perfectly good Caldari missile frigate, and although we don't know what CCP intends to do with it, I'm willing to bet it'll stay missile-focused. However, the mobility of the proposed Merlin is terrible.The Caldari mobility theme is slow-but-agile. The current TQ Merlin adheres to this, but this proposed Merlin is the slowest and least agile. Stick to the racial theme. You misundertood me. The 3 turret slots stay, it also gains 1, 2 or 3 launcher slots and a 4th high. The idea is to fit a nos in the 4th for close range setups or a launcher for kiting setups. The other launcher slots are there for weird stuff (3 launcher/1 neut e.g.) |

Quesa
D00M. Northern Coalition.
0
|
Posted - 2012.04.25 08:15:00 -
[158] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
- MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range overhaul for that ship, but as people mentioned here, that's very difficult to achieve for a slow frigate or even for any kind of platform using small weapons in the first place. Back to the drawing board!
- CAPACITORS: also fair points regarding capacitors, in some cases (Punisher especially) we initially wanted capacitor to be the drawback of these frigates, but it may be quite difficult for them to do their jobs while being affected by neuts. We'll iterate on that.
- TORMENTOR: the point of this ship is to give a more all rounded, comfortable hull to use for engagements than the Punisher, which explains the range and quite significantly increased fittings. This is still up for constructive discussion as well.
I'd, honestly, much rather you homogenize these t1 frigate ships into the below sub-classes:
CCP Ytterbium wrote:
- COMBAT FRIGATES: have a balanced damage / resilience / speed ratio next to the other frigates. Includes the Tormentor, Punisher, Merlin, Incursus and Rifter.
- ATTACK FRIGATES: in general faster than the other frigates, with good damage, suited for interception or just damage dealing, but less resilient than combat frigates. Includes the Executioner (turret ship), Bantam (turret ship), Atron (turret ship), Navitas (dedicated drone ship), Slasher (turret ship) and Burst (TBD, possibly drone ship if role doesn't conflict with Navitas)
- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
- SUPPORT FRIGATES: split in two, first, the purely scanning frigates - Magnate, Heron, Imicus, Probe - and EW frigates - Crucifier, Griffin, Imicus, Probe. All need a boost, but their role should not be changed much.
Essentially, similar stats for each race ship in these classes because they are so small and restricted to their respective fitting types, any difference in the frigate stats makes one exceedingly more powerful vs. others.
I like the idea of frigate sub-classes, it works well with the T2 frigate theme (attack, recon, bombardment) of frigates.
I'd like to see T1 bombardment frigates have the bomber bonus to torp launchers for fitting but no cloak or bomb boni.
CCP Ytterbium wrote: MINING SHIPS & TORMENTOR CHANGES: the plan is to completely change mining ships into more interesting hulls, and possibly add a basic mining role to Rookie ships and/or bit more advanced one for a special ORE frigate. Since we can't do much more than 5 frigates for Inferno, that means the other mining frigates will stay that way until we overhaul them, hopefully to be touched soon after Inferno.
Also, some players have expressed issues understanding where we are going without having a more accurate picture of the other frigates, allow us to give you a glimpse of things to come. Remember, theses classifications and frigate affiliations are still likely to change, and are mainly used to help us sort them out for now. These are just concept changes still, there will be other discussion threads for them specifically, so don't freak out  Meh, for the mining frigate because pre-ORE ships there isn't a hull restriction for the mining turrets and minimal investment needed to get to the mining cruisers.
I would also like to see Interceptors or interceptor-type frigates have a much lower time to enter into warp so they can actually intercept. In fact, I'd like to see a formula for entering warp be dependent upon the ships mass. |

Wolfger Silberbaer
YOU BETTER
0
|
Posted - 2012.04.25 09:01:00 -
[159] - Quote
CCP Ytterbium wrote:MERLIN: [list]
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
Currently, the resistance bonuses are the only thing that make a Merlin worth flying. You're stripping those, and you're also replacing *2* launchers with *1* turret, nerfing what tiny amount of DPS the Merlin already had. Just admit you hate Caldari and be done with it  |

Nalha Saldana
Eternity INC. Goonswarm Federation
224
|
Posted - 2012.04.25 09:47:00 -
[160] - Quote
Mixed weapon system is a minmatar thing and I really like that you are finally removing it from the others. The weak capacitor on many ships can be a problem but also consider that they were talking about ammunition based repairers, maybe the Incursus will be perfect for these. |
|

Angel Vrae
Aliastra Gallente Federation
2
|
Posted - 2012.04.25 10:12:00 -
[161] - Quote
eidenjunior wrote:Can you take and inclute what they are change from? Quote: New bonuses: 5% bonus to Small Energy Turret damage(-10% cap use of Energy guns) and 5% bonus to armor resistances per skill level Slot layout: 4 H, 2 M, 4 L, 3 turrets, no launchers Fittings: 55(45) PWG, 124(115) CPU Defense (shields / armor / hull) : 350 / 500 / 450(391/469/391) Capacitor (amount / recharge rate / cap per second): 300 / 180 s / 1.66 (425/281.25 s/1.51) Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s (287/4.21/1,047,000 kg/x) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4 Sensor strength: 9 Radar Signature radius: 37
Quote: so, in short:
+dmg/dps + speed +agilily +scan res + less sig res + more pwg and cpu +base EHP +cap per sec -cap amount -locked targets
you are giveing it more dps(good), but you are nurfing the cap amount(why?)
Because it is frigate. Its not supposed to have a huge capacitor.
8 positives 2 slightly negatives. It actually makes the frigate fit the role more. I for one will be buying a Punisher because of these changes.
|

gallaoth
Sirrius Cybernetics NewHorizon Alliance
4
|
Posted - 2012.04.25 14:12:00 -
[162] - 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
could it not look more like this?
MERLIN:
New bonuses: 5% bonus to Small Hybrid Turret damage and 5% bonus to shield resistances 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 |

Liam Mirren
489
|
Posted - 2012.04.25 14:16:00 -
[163] - Quote
These stats mean nothing without context, we need to see ALL the frig changes to find the design logic and reasoning and to see if it's balanced and makes sense. Excellence is not a skill, it's an attitude.
My guides: http://mirren.freeforums.org |

Calistai Huranu
Red Federation RvB - RED Federation
19
|
Posted - 2012.04.25 15:10:00 -
[164] - Quote
CCP Ytterbium wrote:ONLY 5 SHIPS?!: unfortunately for Inferno, yes. We initially wanted to revamp all frigates for this release, however problem is we are lacking Dev power at the moment (I am assigned to other projects as well, and Tallest is playing daddy with his twins ) so yep that is lame, but sadly we will have to cope with that for now.
If there isn't the resource's available at the current time to do all of them, or at least one faction or group of vessels such as revamping all mining ships, and/or tier 1 combat ships, then don't touch any of them for the time being.
The ship's that require the most work to make them desirable to fly should be your Priority, not three of those that are currently used a great deal and just one faction's mining frigates.
Remember that commitment to Excellence?
|

Liam Mirren
490
|
Posted - 2012.04.25 15:46:00 -
[165] - Quote
Have to agree there, either do them all or wait with implementing till you can do them all. Doing it right the first time and all that, you simply can not change a bunch of ships without having the overview on how you want to do the others. Otherwise we'll be stuck with weird decisions and ships for years to come just because CCP fell back to its old tricks of doing stuff half arsed.
Please reconsider. Excellence is not a skill, it's an attitude.
My guides: http://mirren.freeforums.org |

X Gallentius
Quantum Cats Syndicate Villore Accords
173
|
Posted - 2012.04.25 15:55:00 -
[166] - Quote
Marcel Devereux wrote: Make the Incursus more like the Comet. This ship is a excellent example of what a Gallente Combat ship should be. Reduce down to two turrets and increase the damage bonus. This will free up a high slot for a utility high slot.
You just described a Maulus (2 turrets, 1 utility, 2 drones). 
|

Teclador
Stardust Heavy Industries
8
|
Posted - 2012.04.25 16:11:00 -
[167] - Quote
CCP Ytterbium wrote:Great comments in here, let's address some of them.
- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. Mainly use missiles, speed / EHP between Attack and Combat frigates and depending on their individual purpose. Is made of the Inquisitor, Condor, Kestrel, Tristan and Breacher. Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
Remember, theses classifications and frigate affiliations are still likely to change, and are mainly used to help us sort them out for now. These are just concept changes still, there will be other discussion threads for them specifically, so don't freak out 
To Bombard someone/something you need classically a not moving Target, because Bombs are Slow.
To Bombard someone/something with Missiles, they need a Speed Boost. Missiles are to slow to be PvP wise attractive.
The Only Bombardment i ever saw in this game, that comes very close to what the Name Bombardment is for me, was the old Ragnarok Doomsday. I Really miss that Effect / Animation. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.25 17:09:00 -
[168] - Quote
Excellent work with frigates on the AF front. Frigate love is well needed and appreciated. Interestingly, the biggest frigate balance should probably begin with giving gate guns tracking limitations and optimal + falloff. This mostly influences low sec pvp, but hey, its an easy fix to bring these guns into line with all other guns and allow frigates to find a place in low sec. |

ValentinaDLM
Red Federation RvB - RED Federation
485
|
Posted - 2012.04.25 23:22:00 -
[169] - Quote
Please leqve merlin bonuses the same and just switch it to guns. |

ValentinaDLM
Red Federation RvB - RED Federation
485
|
Posted - 2012.04.25 23:27:00 -
[170] - Quote
Iria Ahrens wrote:Tormentor should fly drones. In fanfest it was said holes would be closed but Amarr has a major drone hole in t1 frigates. And a drone frigate would not need the cap bonus and range bonus to turrets. Amarr is the second drone race, so we should definitely close the t1 drone hole.
+1 we need to keep some connections with the Amarr weapon systems. However a crucifer with drone and td bonus but only 3 drones is what I would recommend since the drone.ships for Amarr are ewar ships. |
|

Finkov
Heretic Army Heretic Nation
54
|
Posted - 2012.04.26 02:15:00 -
[171] - Quote
Commander Slavin wrote: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?
^^^ This. Why change something that is already awesome. Currently the Merlin is the best t1 (non faction) frig in the game for 1v1s and now they are planing on nerfing it.
Sad day. Sad day. Heretic Army CEO Heretic Nation Diplomat
http://www.heretic-army.biz |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
108
|
Posted - 2012.04.26 03:04:00 -
[172] - Quote
CCP Ytterbium wrote:Marcel Devereux wrote:Daneel Trevize wrote:CCP Ytterbium wrote:- BOMBARDMENT FRIGATES: classification is mainly cosmetic, not much different role wise than Combat / Attack frigates. ... Supposedly being split up by two versions, those that are close range based with high damage (rockets) and the others being more of a medium range platforms (and thus light missile based).
You (CCP) are clearly trying to justify a 'role' name that doesn't fit. Just let it go, and forget about this superfluous 'Bombardment' name. It isn't a role, you just seem hesitant to permit missile ships to be in the other roles.
Call a role snipers/alpha-oriented/volley ships if you feel there is one to define. Agreed. If the only difference between the Combat and Bombardment roles is turrets vs missiles then the roles needs to be reworked. There is truth in that statement, and that is one of the questions we asked ourselves as well when we came up with the classifications. They are mainly cosmetic at this point anyway and most likely going to change, but this indeed deserves further consideration. Glad we are having this discussion and getting your feedback before starting on the missile ships themselves  .
I'm glad we are having this conversation too!
Do you have and idea of the capabilities of each role? Could you break it down by Damage, Range, Speed, Tank, and Sig Radius and rate those on a scale of 1-5? I'm just curious to see the difference in the roles for each of these attributes. |

None ofthe Above
172
|
Posted - 2012.04.26 05:42:00 -
[173] - Quote
First off, very much appreciate both the open discussion and the apparent willingness for change.
Tech 1 frigates seems like a great place to start.
A couple of points I am confused about though.
Why, if you can only work on five ships, do you decide to work on so many that actually work well now? Merlin, Rifter and Punisher could be left till last considering how popular and functional they are.
I agree with others on not liking seeing the Merlin lose its current role. FYI if you are going to touch it, I still think it should have 4 highs, with three turrets and three launchers, with bonuses to both systems. Make it a flexible ship, usable to train in either missiles or turrets. Would fit well with the tutorials. (Your redesigned Merlin would not, btw. Would need to alter to hand out a Kestrel somewhere.)
I understand holding off on the mining frigates for now if you are waiting for the ORE frigate, but aren't you proposing changing Tormentor away from its mining role? Shouldn't that be left alone until the ORE ship? What are new Amarr pilots supposed to do in the mean time?
Ever consider dropping the requirements for the Procurer to near nothing? That would make a fine starter mining ship. (Could be done by making the industry V req a secondary or tertiary requirement for the Retriever and Covetor instead of for the Mining Barge Skill.) Not as sexy as a new ship but gets the job done.
While you are messing with the Mining Barges, your suggested dropping of the Covetor's prereq to Mining Barge IV (and Astrogeology IV?) would be a great thing, spreading out the training times so that each ship would be more used.
Very much glad to hear that the bombardment ship line is being reconsidered. That one was sticking out as a stretch.
|

Ogopogo Mu
United Highsec Front The 99 Percent
77
|
Posted - 2012.04.26 07:50:00 -
[174] - Quote
Current Merlin: Higher skill requirements than the baseline (Rifter) due to split systems and grid/cpu, middling damage, great tank (for a T1), slow. Excellent learning ship for new Caldari PVPers.
Proposed Merlin: Crap tank, bad capacitor so it runs out because it uses cap-using guns, apparently meant to kite which it can't because it's too slow, buffering rigs will make it slower, crap.
Small changes PLEASE. The problem with T1 frigs is not that they don't fill some sort of arbitrary "role" that has more bearing in someone's design document (probably with a prominent "Change is good!" bulletpoint at the top). The problem with T1 frigs is that they're really not all that attractive in a world of buffed AFs and neut madness.
In addition, the "ship of the line" role drops Caldari gunboats into rail semi-snipers, as actual snipers have been obsolete for some time. Rails are suboptimal for this purpose, especiialy in sub-Battleship (maybe BC) -sized weapons. Does anyone really expect to see any FC thinking, "Oh boy, these new Merlins are great! Quick, let's get fifty of them together and try to engage an enemy fleet of... pods maybe... at medium range! OMG they're at 10km, we can't track them! WARP WARP WARP!"
The only reason I can think of to ditch the resist bonus on a Merlin is to make more of them die. Which it will not, because fewer people will fly them. If you think the Caldari need an actual hybrid T1 frigate, which is reasonable, then go 3 gun/1 util or 3 gun/1 launcher. Extra low, maybe, if it has the CPU to support it. But honestly, take a look at some of the ships that really really need attention first before flipping all sense upside down on the ships that mostly work now.
Better yet, try flying the ship for a while before shoving beta theory changes onto a production server, kthx. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.26 08:21:00 -
[175] - Quote
The changing of mining frigates to combat hulls is a good idea (I'm guessing mining cruisers will go this way too).
Rifter is definitely the benchmark for the redesign process.
Bear in mind that any amarr ship that doesn't get the damage bonus to lasers will end up being fit with projectiles 
Do gallente really have to be stuck with a local rep bonus, which is proven to be inferior for anything other than pve? The amarr and caldari 5% resist bonus is good for repping as well as buffer fits, whereas the gallente and minmatar bonus does nothing for buffer fits. Please consider a 5% armour amount increase for gallente, and a 5% shield increase for minmatar 
|

Reilly Duvolle
Hydra Squadron
465
|
Posted - 2012.04.26 13:12:00 -
[176] - Quote
It seems to me that you have a more consistent frigate line-up right now, than the one you are proposing.
Right now, Every race has 6 frigates, 2 combat, 1 scout, 1 mining, 1 scanning and 1 EWAR.
You keep the scanning and EWAR frigate roles in the new support category, which is fine. This category thus includes the Crucifier, Griffin, Maulus and Vigil (EWAR), and the Magnate, Heron, Imicus and Probe (Scanning)
As for the other 4, it seems like there is no consistency in how you approach them, so permit me to forward a proposal:
1) Each race get a close range "brawler" combat frigate with the tanking ability to stay close: Punisher, Merlin, Incursus, Rifter.
2) Each race get a medium range "skirmisher" attack frigate, medium tanked, relatively fast and agile, longer reaching but more fragile than the brawlers. Realtively hard hitting at maximum point range and the agility to turn and run if necessary (these are hit and run ships). Specific bonuses to weapon systems. Tormentor (small beam lasers), Bantam (light missiles), Navitas (light drones), Burst (small artillery). All these frigates need a redsign, as they currently dont look much like combat ships.
3) Each race get a combat scout/tackler (attack frigate), thin skinned, but fast, agile and with low signature radius and perhaps a bonus to MWD sig bloom reduction (but not a point range bonus like a specialized interceptor), with smaller damage output than the skirmishers: Executioner, Condor, Atron, Slasher
Lastly but not least, the current secondary combat frigates are turned into "bombardement ships", the artillery of the frigate battlefield. Paper thin, but agile, far reaching and hard hitting.
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.26 13:41:00 -
[177] - Quote
Reilly Duvolle wrote:Stuff
This. I was just about to suggest the Tristan goes over to a full missile frigate like the other three races get 
Regarding Rookie Ships I'll repost some ideas I had from a thread I started a couple of months back.
- The rookie ships are there to demonstrate the game to new players. They should be able to do pretty much everything in the tutorial, but only in a basic fashion.
- They should do a little bit of everything: combat, mining, exploration, trade, and yet not be all that great at each thing.
To this end, give them:
- An extra high slot with a version of the Zephyr's probe launcher already in place (plus some probes as part of the tutorial).
- A larger cargo bay, perhaps 250m3, so new players can do some trading before upgrading to an industrial, if they so choose.
- More capacitor - it's embarrassing to have your ship running out of power halfway across a big system. It's a bad look, and 75% of the capacitor of a proper frigate is not going to make them OP - hell, shuttles have more cap than these things atm.
- They should be able to do some of the easier level 1 missions without too much difficulty - give them enough armour/shield to survive that much at least.
- Give them an extra mid and low slot, but no extra powergrid or cpu. They should only be fitting basic, civilian or low-end t1 items, and adding slots while restricting their power covers this, but gives them a little flexibility to play with fittings.
- Give them 3 rig slots, just like regular frigates. If people want to bling their rookie ships, this shouldn't be a problem.
- Give them a 2nd bonus, but for something fairly innocuous, like 5% cargo hold per level.
|

Enaria Nightbane
Hard Knocks Inc.
0
|
Posted - 2012.04.26 14:33:00 -
[178] - Quote
Reilly Duvolle wrote:
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.
A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much. |

Ogopogo Mu
United Highsec Front The 99 Percent
79
|
Posted - 2012.04.26 14:58:00 -
[179] - Quote
CCP Ytterbium wrote: 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
You understand that by shoehorning hulls into distinct special-purpose classes (some of which are useless) that you inevitably restrict their fitting choices? |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.26 15:02:00 -
[180] - Quote
Enaria Nightbane wrote:Reilly Duvolle wrote:
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.
A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much. This should be used for a destroyer hull, not a frigate hull. |
|

Enaria Nightbane
Hard Knocks Inc.
0
|
Posted - 2012.04.26 15:10:00 -
[181] - Quote
Galphii wrote:Enaria Nightbane wrote:Reilly Duvolle wrote:
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.
A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much. This should be used for a destroyer hull, not a frigate hull.
I could easily see that being workable, though if I were going to do a new med weapon dessie to match the Tier 3 BCs, I'd rather have the boni be to Heavy Assault Launchers or Heavy Launchers. I just think it would be nice to have a frig type that can use, what is essentially, an anti-frigate weapon. The tech 2 version of these ships can already use one type of BS size launcher, makes some sense that the tech 1 version can use one type of cruiser size missile launcher. |

Spugg Galdon
Callidus Temple Forsaken.Empire
132
|
Posted - 2012.04.26 16:49:00 -
[182] - Quote
Ogopogo Mu wrote:CCP Ytterbium wrote: 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
You understand that by shoehorning hulls into distinct special-purpose classes (some of which are useless) that you inevitably restrict their fitting choices?
I had this concern also. I believe a better solution would be to let players choose their ships role which gives a certain role bonus. This role bonus could be the ships "second" bonus or could be a third bonus that is role specific.
So, how would it work?
Well when you assemble a ship you are presented with 3 ship configuration choices. These are: Combat Attack (please rename this role to "Skirmish" or "Strike". Attack is confusing with Combat) Bombardment
The Roles would then give a specific "racial" bonus to the ship that compliments that role. For example:
Incursus: Current Bonuses are a 5% damage and a 10% falloff If this ship was configured for Combat Role it could receive the proposed 10% armour repair per level bonus as it's role bonus. If it is configured for Attack (Skirmish) Role it could receive a 10% to MWD cap penalty per level bonus If it is configured for Bombardment it could receive a 10% falloff per level bonus (yes a double bonus but it's the only way to get a real bombardment frigate)
Essentially, the configuration of the ship would give you a role bonus like this: Combat: Offensive or Defensive bonuses Attack (Skirmish/Strike): Mobility Bonus Bombardment: Range Bonus
Obviously, some ships would favour a role over another. |

Gizznitt Malikite
Agony Unleashed Agony Empire
282
|
Posted - 2012.04.26 18:48:00 -
[183] - Quote
There are several things I find very confusing about your approach....
1.) How did you select those ships?
Quote: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
I think you'll have better success if you approach it more like:: Step 1.) Defining what roles you want: It sounds like you kind of did this... I think this needs to be more well defined first: My off the cuff version would be:
* close-range brawlers -- Known for good dps, good tracking, good tank, with ok speed, often a utility high, excellent PG, but limited in lock range and damage projection -- Possible bonuses would include Tanking, tracking, & DPS. Balance their damage projection with range control. (4/2/4, 4/3/3, and 4/4/2 slot layouts)
* medium range vessels -- Designed around a 10ish km optimal, often with a utility mid for ewar, ok speed, ok dps, standard lock range) -- Possible bonuses would be to Tracking/Range. (3/3/4, 3/4/3, 2/4/4, and 3/5/2 layouts)
* long range vessels -- Designed for a 20ish km optimal, with good speed and a good lock range, but lightly tanked, better lock range, utility lows for TE's and Speed mods, CPU limited. (3/2/5, 3/3/4, 2/3/5 layouts). Speed and Range bonuses...
* EWAR support -- (ok speed, poor dps, several EWAR mids, EWAR bonus, light tank, long lock range, extra locked targets)
* Wildcard -- A racial frigate that utilizes racial strengths to give each race an extra flavor... Perhaps a mixture between the classes...
Step 2.) Do one role at a time: * Most close range combat frigates are fairly well balanced at the moment, so while you can start there, I think they will be more difficult, as they often cross the lines between the fits above. Also, I suspect most ships may also have outside-the-box fits that take it out of it's primary role... I wouldn't focus/worry too much about that... |

Reilly Duvolle
Hydra Squadron
467
|
Posted - 2012.04.26 19:17:00 -
[184] - Quote
Galphii wrote:Enaria Nightbane wrote:Reilly Duvolle wrote:
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.
A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much. This should be used for a destroyer hull, not a frigate hull.
That the stealthbombers er all armed with siegelaunchers doesnt necessarly mean that each race should get a missilefrigate. I leave it to CCP to figure out which medium weapon system would benefit this class. |

None ofthe Above
172
|
Posted - 2012.04.26 19:24:00 -
[185] - Quote
Galphii wrote:Reilly Duvolle wrote:Stuff
This. I was just about to suggest the Tristan goes over to a full missile frigate like the other three races get 
Oh that would be bad, as its included in the Gallente tutorials and already confuses pilots into training missiles for a very missile light race.
Could swap the Tristan for an Incursus though.
But what I would propose instead is that same flexible turret/launcher setup I proposed above for the Merlin, or at least the one the Rifter has now.
4 Highs, 3 turret hardpoints and 2 or 3 missile hardpoints.
Preferably adding a bonus to Missiles while keeping its current bonuses. (Unbonused secondary weapon in a split weapons system known to suck.)
That way it better fills its role in the tutorial and still allows training of missiles for pilots training toward it's tech2 brother the Nemesis.
Tristan would be an excellent place to start the rebalance, given that its a fairly strong ship that doesn't quite work.
|

None ofthe Above
172
|
Posted - 2012.04.26 19:30:00 -
[186] - Quote
Nalha Saldana wrote:Mixed weapon system is a minmatar thing and I really like that you are finally removing it from the others. The weak capacitor on many ships can be a problem but also consider that they were talking about ammunition based repairers, maybe the Incursus will be perfect for these.
Given how schizophrenic Caldari about Hybrids vs Missiles, you don't think that it should happen on Caldari vessels? Or should they just make up their mind and pick one?
I have conflicting thoughts about either case. I guess that makes me a good Caldari.
|

Lunkwill Khashour
Red Federation RvB - RED Federation
70
|
Posted - 2012.04.26 20:34:00 -
[187] - Quote
T1 ships and T1 frigates specifically should be general ships. I'ld try to avoid role boni and provide more launcher/turret slots than highs so players can choose to fit as they see fit. Leave the role boni to more specialized ships. |

Onslaughtor
True Slave Foundations Shaktipat Revelators
0
|
Posted - 2012.04.26 22:03:00 -
[188] - Quote
Love the idea about the Tormentor becoming a long range frig. It needs it. My problem tho is (as it is currently) the number of mids on the Punisher. With its current load out you can get 3 guns, a vamp, a prop mod, and a fair tank, but the problem is unlike any of the other ships like it (Rifter, Merlin, Tristan) it lacks a 3rd mid. This prevents it from being a ship you can use for solo work. My suggestion is to take the new Tormentor fitting slots and swap them with the Punisher. This way the Punisher can operate with heavy tackle at close range (Which is good for its new role as brawler) This also makes more sense for the Tormentor as it doesn't need the extra mid slot for tackle it its going to be hitting people from a distance, also the extra high could be used for a neut to counter tacklers that are too close or if it was given another hard point more firepower.
Another thing for me is the Merlin, I feel that it becoming a guns only ship is perhaps not the best thing for it. With it having only 3 highs now. I think it would be not a unreasonable request to give it 3 missile hard points and the bonuses as well, because you could only effectively use one weapon system at a time. This would give the ship far better fitting potential, and would relieve new caldari players of the old question Missiles or Guns? Also the shield bonus is something that I think should stay.
So for me: Swap the slots for the Punisher and the Tormentor Maybe give the Tormentor a extra turret it it becomes under powered Remove one of the Merlin's turret bonuses and let it keep the shield bonus Give the Merlin 3 missile hard points and a launcher bonus equal to the turret bonus
|

Iria Ahrens
Freelance Economics Astrological resources Tactical Narcotics Team
20
|
Posted - 2012.04.26 22:27:00 -
[189] - Quote
Lunkwill Khashour wrote:T1 ships and T1 frigates specifically should be general ships. I'ld try to avoid role boni and provide more launcher/turret slots than highs so players can choose to fit as they see fit. Leave the role boni to more specialized ships.
Wasn't that what they said would be the point in Fanfest?
T1 = General non-specialized ships T2 = Specialized ships T3 = Can be set to fill about any role.
I think there should be less thought into "roles" and just stick with weapon systems. I.e, Turrets, Drones, or Missile, operating range, and tank. Remember that a cap bonus is a good excuse to fit artillery instead of "lazors" so it isn't a bonus at all.
|

Naara Elein
Les Force
0
|
Posted - 2012.04.27 01:00:00 -
[190] - Quote
The combat, attack and bombardment roles may be more restricting than helpful. It generalizes the ship designs by giving each race pretty much the same things. I noticed that the racial bonuses were very emphasized on the proposed frigates, perhaps as a way to re-introduce the racial flavours when everyone gets essentially the same ships, but that solution is more likely to limit the ways these ships can be fitted and it seems to go against the "forgiving and flexible" intention of the T1 ships.
Also, the three roles are practically the same thing. Bombardment is just combat or attack but with missile weapons, so it doesn't really count as a role, it's like having laser ships being in a role of their own. Combat ships have tanks, attack ships have speed. This can already be achieved simply by selecting the appropriate modules on a decent hull (rep-rifter, buffer-rifter, nano-rifter). While the proposed roles seem to offer diversity, in actuality, they could end up just inhibiting ships by limiting their fitting flexibility.
I am far from a frigate expert, but from what I have seen frigates are mainly used as: support to fleets (scouts and tacklers, rarely ewar), as brawlers (fast and agile damage dealers) and as non-combat utility vessels (mining, probing, cyno's, shuttles etc). The frigates already have designs for these roles, the roles doesn't really have to change. The problem is, as you have already pointed out, with the tiers. Just by lifting the restrictions of the tiers, the T1 tacklers and the subpar brawlers should become viable ships to use. Possibly with some additional tweaking for missile ship bonuses, since missiles have real problems with fast moving targets.
Changes are fun, it prevents stagnation. The ship overhaul made me excited and it is something I look forward to very much. But changing every single ship, even the working ones, will create a needlessly big workload for yourself (you mentioned limited time and resources somewhere). It also destroys much of the accumulated knowledge that players have with those particular ships and how to use them. There is very little gain in changing them. It is a lot to ask for, but couldn't you please look at the tier impaired ships first? And if you still have time afterwards, then tweak the working ones. Having the well known and well researched ships as a reference point might also be of a big help when you are fixing the broken ones.
|
|

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.27 02:19:00 -
[191] - Quote
Reilly Duvolle wrote:Galphii wrote:Enaria Nightbane wrote:Reilly Duvolle wrote:
4) Each race get a "bombardement ship" with a bonus to medium (cruiser) sized weaponry. These are allready the basis of the stealth bombers and the redesign allows them to mount bigger weapons without looking funny. These will be to frigates what tier 3 battlecruisers is for that class, and will also be a natural stepping stone to the cruiser/BC classes. Inquisitor, Kestrel, Tristan, Breacher.
A role bonus such as 15% reduction in CPU AND 5% reduction in PG per level to Assault missile launchers would make them fun little frigs to fly without having to mess with them too much. This should be used for a destroyer hull, not a frigate hull. That the stealthbombers er all armed with siegelaunchers doesnt necessarly mean that each race should get a missilefrigate. I leave it to CCP to figure out which medium weapon system would benefit this class. Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.27 02:21:00 -
[192] - Quote
None ofthe Above wrote:Nalha Saldana wrote:Mixed weapon system is a minmatar thing and I really like that you are finally removing it from the others. The weak capacitor on many ships can be a problem but also consider that they were talking about ammunition based repairers, maybe the Incursus will be perfect for these. Given how schizophrenic Caldari about Hybrids vs Missiles, you don't think that it should happen on Caldari vessels? Or should they just make up their mind and pick one? I have conflicting thoughts about either case. I guess that makes me a good Caldari. I've often thought that caldari should just focus on missiles, as sharing the hybrid weapons with another race (an enemy at that) that uses them in a completely different fashion is complicating the fixing/balancing of hybrids. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.27 02:24:00 -
[193] - Quote
None ofthe Above wrote:Galphii wrote:Reilly Duvolle wrote:Stuff
This. I was just about to suggest the Tristan goes over to a full missile frigate like the other three races get  Oh that would be bad, as its included in the Gallente tutorials and already confuses pilots into training missiles for a very missile light race. Could swap the Tristan for an Incursus though. But what I would propose instead is that same flexible turret/launcher setup I proposed above for the Merlin, or at least the one the Rifter has now. 4 Highs, 3 turret hardpoints and 2 or 3 missile hardpoints. Preferably adding a bonus to Missiles while keeping its current bonuses. (Unbonused secondary weapon in a split weapons system known to suck.) That way it better fills its role in the tutorial and still allows training of missiles for pilots training toward it's tech2 brother the Nemesis. Tristan would be an excellent place to start the rebalance, given that its a fairly strong ship that doesn't quite work. Tristan and Merlin currently have split weapon bonuses, which suck. If the bombardment role stays as it is now, then every race is going to get one or two of them anyway, so the 'gallente don't use missiles' thing would change. But if bombardment is changed to represent sniping, whether it's missiles or guns, then the Tristan and gallente in general could stay away from missiles, yeah.
|

Reilly Duvolle
Hydra Squadron
468
|
Posted - 2012.04.27 06:01:00 -
[194] - Quote
Galphii wrote:Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry.
Merely the ability to mount larger sized weaponry is in itself not a specialization. The current Tier 3 battlecruisers are also Tech 1 ships.
What makes stealthbombers specialized is not the siege launchers itself, but the combination of battleship sized firepower, the covert ops cloaking device and the bomb launcher. This makes it able to mount surprise attacks in packs, quicly overwhelm its foes and disappear into the dark afterwards. It makes it able to be inserted covertly into enemy space. Finally, Its bonuses also means that rigged for range it can achieve extreme ranges in excess of 140 km, making it a far more specialized bombardement vessel than a proposed bombardement frigate will ever be, even with cruiser sized weaponry. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.27 06:21:00 -
[195] - Quote
Reilly Duvolle wrote:Galphii wrote:Stealth bombers get the siege launchers becaue they're tech 2, i.e. specialised . A regular frigate should not be toting cruiser sized weaponry. Merely the ability to mount larger sized weaponry is in itself not a specialization. The current Tier 3 battlecruisers are also Tech 1 ships. What makes stealthbombers specialized is not the siege launchers itself, but the combination of battleship sized firepower, the covert ops cloaking device and the bomb launcher. This makes it able to mount surprise attacks in packs, quicly overwhelm its foes and disappear into the dark afterwards. It makes it able to be inserted covertly into enemy space. Finally, Its bonuses also means that rigged for range it can achieve extreme ranges in excess of 140 km, making it a far more specialized bombardement vessel than a proposed bombardement frigate will ever be, even with cruiser sized weaponry. Battlecruisers are to cruisers what destroyers are to frigates. Therefore one of the new destroyer hulls should be able to fit cruiser weapons for symmetry. 
Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming 
Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
4
|
Posted - 2012.04.27 10:05:00 -
[196] - Quote
I think that the only way to balance the whole frigates, you should modify the frigates by role.
1- Long range attack fregate (30 - 50 km). or Reco/Cyno . 2- Brawler frigate (0 - 15km) or Heavy Takler 3- Mid range combat ( 15 -30 km) 4- Fast transport or Mining (base cargohold 500m3 and 4 low slots minimum)
It will be difficult to see if the ships are corectly balanced without that I think. |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
69
|
Posted - 2012.04.27 10:44:00 -
[197] - Quote
concerning the mining bonus ; don't remove it for now, it's only for 1-5 days old noobs, not like having this role bonus for us will change anything, but for trial users it may be very important. you'll remove the role when you have finished all the frigates changes, not before, that's way better that way. |

Ken Kyoukan
1
|
Posted - 2012.04.27 14:03:00 -
[198] - Quote
Just going to say one thing: INCARNA DEBACLE!!!
The CQ situation was exacerbated because only the Minmatar CQ was ready and forced into the game, CCP apologised for this when releasing the other 3 CQ's 1 major patch later, and promised it would NOT happen again.
http://community.eveonline.com/devblog.asp?a=blog&nbid=2672
Partially tweaking the Frigates whilst fine for testing does NOT constitute a full Frigate patch.
Please hold off releasing Frigate changes until they are all iterated on the test server and then every Frigate can be changed at once on the live server.
Tanaka Aiko wrote:concerning the mining bonus ; don't remove it for now, it's only for 1-5 days old noobs, not like having this role bonus for us will change anything, but for trial users it may be very important. you'll remove the role when you have finished all the frigates changes, not before, that's way better that way. Do NOT go the incarna route of 1 CQ with 1 set of Frigate changes then wait until the next patch to do the rest.
The same then goes for Destroyers, Cruisers, Battlecruisers, etc. |

X Gallentius
Quantum Cats Syndicate Villore Accords
176
|
Posted - 2012.04.27 18:30:00 -
[199] - Quote
Galphii wrote:Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming  Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought. A current local repping AB-fit tristan is cap stable with CCC's as rigs. Hopefully it will be the same with the new Incursus (which I think is replacing the Tristan as the top tier Gallente T1 frig). New incursus should be a beast that kicks some tail but also dies in a fire to neuts.
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.27 18:43:00 -
[200] - Quote
Is the T3 frigate on the drawing table then?
Has anyone discussed enabling cov ops cloak for the EAF? I would also like to see another medium slot or two to make them relevant. |
|

Alice Katsuko
Terra Incognita Intrepid Crossing
101
|
Posted - 2012.04.27 19:48:00 -
[201] - Quote
I like the overall direction, but am concerned about some of the specifics.
(1) Bombardment ships.
If I understand correctly, you are defining "Bombardment" ships based on their use of missiles. This is a bad idea.
First, missiles are not a role, they are a weapons system; while choice of weapons influences how a ship is used, it does not dictate a ship's general role. We have missile-using brawlers (i.e. Vengeance) and missile-using snipers (Cerberus). Their role is defined by their slot layout and bonuses, not so much by the fact that they use missiles. That certain platforms are not well-suited for certain roles (missile-based snipers) is a different matter.
Second, not all factions should have missile ships. Missiles are a Caldari specialty, and are one of the things that sets Caldari apart from other factions and makes them unique, much as lasers do for Amarr and artillery does for the Minmatar. Similarly, Rockets and HAMs (but not long-range missiles) are the Khanid specialty. It makes no sense to give other factions a line of ships based around missiles when we already have a faction that specializes heavily in missile use. It would be akin to giving the Caldari a laser-based line of ships. So building a role around missiles seems rather odd.
Third, extending from the second point above, by defining a "role" of ships based around missiles, you risk becoming entangled in pointless symmetry, where each faction gets a missile-using "bombardment" ship in each class regardless of negative effects, solely to ensure that each faction has its own bombardment ship.
Rather, it may make more sense to ask what a particular ship or tier of ships should do, and then work around that. In some cases it may not make much sense for all factions to have a particular ship pseudo-role. For example, I'm not sure how much sense it makes to give the Amarr a drone-based battleship like the Dominix, or give the Minmatar an e-war battleship like the
(2) Defining roles.
Please do not forget about the different racial styles, or try to homogenize ships based on role across factions.
(3) Piecemeal balancing.
As has been pointed out in previous posts, it may make more sense to balance all the frigates at once, rather than balance individual ships. Changes to one frigate will effect all other frigates. And there is no point in changing a handful of frigates, only to have to come back and rebalance them a month or two later because changes to other frigates have created a new balance issue. I don't think anyone will complain about having to wait for a month or two, or more, for a full frigate rebalance that is properly tested. |

Iria Ahrens
Freelance Economics Astrological resources Tactical Narcotics Team
20
|
Posted - 2012.04.27 19:52:00 -
[202] - Quote
Cardano Firesnake wrote:I think that the only way to balance the whole frigates, you should modify the frigates by role.
1- Long range attack fregate (30 - 50 km). Bonus to Standard missiles, Beam lasers, Small artillery or Small railgun range or damage Bonus to Beam lasers, Small artillery or Small railgun tracking or Bonus to Standard missiles velocity.
2- Brawler frigate (0 - 15km) or Heavy Takler Bonus to Rocket launcher, Small pulse, Small blasters or Small Autocanons damage Bonus to Rocket launcher velocity or Bonus Small pulse, Small blasters or Small Autocanons tracking Bonus to defence
3- Mid range combat ( 15 -30 km) Bous to small weapon damage or range Bonus to defence
etc. You forget drones entirely. The above discussions shows that the concept of roles should be abandoned for T1 Frigates. It kills the sandbox and dis-empowers the players. If anything, T1 frigates should be modified to be LESS role specific and more flexible. True balance is not the goal according to Fanfest, and we don't want to eliminate the difference between the races. So Different races should stay focused at having a "best" range and staying in that range. Otherwise the racial ships will become homogenized even though they all have a different look. So we have to keep in mind the RACIAL profiles THEN concentrate on fixing the holes within these profiles, not working on the ship classes irrespective of the races flying them.
So lets remember Racial profiles first please. One race might have 4 Mid range frigates and 2 long. Another race might have 2 short, 3 medium and 1 long. Let's not homogenize the races. The focus of flying a ship is getting onto and staying in the preferred range. Thus the way to balance the ships is not to homogenize them but to look at ways for ships to control the range better. |

Shin Dari
Covert Brigade
36
|
Posted - 2012.04.27 21:16:00 -
[203] - Quote
I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.
Amarr & Gallante bombardment -> Drones
Caldari & Minmitar bombardment -> Missiles |

Bouh Revetoile
The Rough Riders Ares Protectiva
16
|
Posted - 2012.04.28 02:05:00 -
[204] - Quote
Infact, I'm going to think that bombardment role is a confession of failure for not being able to give role to missile OR the visible part of the fact that role are based on new skills more than on role to give to vessels.
Bombardment role is, according to Ytterbium himself, not a role in itself, it's only for missiles. That way of balancing things is odd, for the least. Skills don't require to dictate the role of ships. If anything, bombardment must be long range damage for medium defence/mobility ships.
And gallente need a drone boat as a combat ship, full dot. Drone boat with low grade blasters is the icon of gallente warfare,you cannot make them kiters ; and yes, a fast, less robust but powerfull ship would become a kiter at the end, and if the navitas is going to become a drone boat, it have to be a combat ship, just to be a gallente ship. If blaster boat need speed, hence they may be attack ship, but there need to be a drone combat ship. Drones are not good at range ; don't make them like missiles where they can be so good in complement of blasters !
And there must not be a missile gallente boat. Even bombers would be better using Mega Blasters instead of torp, but whatever, you can justify it with tech2 and bomb ; but a tech1 gallente ship being a missile platform ? LOL ! You'd better thrash this ship ! You'll have more for your money ! If anything, make bombardment role a sniper role, for both missiles and guns. Don't link role and skills just because missiles and guns are so different, and consider drones.
Last idea (considering drones for amarr and gallente bombardment) may be a good idea though if you really need to stick to this "a skillset need a specific role" way of thinking. |

Galphii
Sileo In Pacis THE SPACE P0LICE
41
|
Posted - 2012.04.28 02:24:00 -
[205] - Quote
X Gallentius wrote:Galphii wrote:Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming  Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought. A current local repping AB-fit tristan is cap stable with CCC's as rigs. Hopefully it will be the same with the new Incursus (which I think is replacing the Tristan as the top tier Gallente T1 frig). New incursus should be a beast that kicks some tail but also dies in a fire to neuts. The problem with that setup is getting into blaster range with an afterburner... If it's got enough pg to dual-prop then it'd be awesome. And all frigates die in a fire to neuts so there's nothing unusual there Certainly the improved agility and cap numbers make it work a lot better than now.
As for the discussion on the bombardment role, I believe that missile's time of flight is the restricting factor. Artillery definitely fits the description of 'bombardment', but they're trying to differentiate between instant damage and having to wait for the missiles to get there. Having said that, I'd love to know just how fast the missiles can be made to travel, in terms of server restrictions; perhaps this delay can be reduced, at least.
My view is that long range weapons, for sniping etc, are bombardment regardless if they're missiles or rails, arty etc. |

Zarnak Wulf
CTRL-Q Iron Oxide.
328
|
Posted - 2012.04.28 04:55:00 -
[206] - Quote
For me the role I'm most interested in seeing developed is the Caldari Hybrid boat. No matter what bonuses you pick out for these boats you will never force everyone to see them as a pure rail platform. As it stands right now - the hybrid changes make them ideal blaster boat platforms. They can:
Fit Nuetron and Ion Blaster fits with hefty tanks. Gallente are often forced into Ion and Electron fits while fitting a tank. Fill the lows with Magstabs and tracking enhancers. Have incredible range with Null. Really - compare the DPS curve of any caldari blaster boat to it's Minmatar counterpart. If you don't include drones the Caldari boat will easily due more damage out to scramble or point range. Have one of the best tanks in the game.
Why is the Naga a great rail platform? The optimal and damage bonus compared to it's speed make it a winner. It's slow compared to the other tier 3 BC, but it is just as fast as the Moa - which says alot. If you could split the Caldari gunboats the same way every other race does, it would be easy.
Optimal and damage, brisk speed, no drones - rail. Shield and damage, brick speed, drones - blaster.
Brick speed is ok. The eagle, for example, has around 50k - 55k EHP, moves 1350ish m/s, and pushes 515 DPS overheated with Null out to an optimal of 16km, falloff of 11km. Give it a flight of light drones and you're playing with power. Caldari have the worst drone bays in the game. You can make an argument as to why that would be bad for missile ships - but gun boats??
Lastly - Bombardment ships: Every race has a frigate missile ship. And a stealth bomber. Amarr have a few T2 HAM and rocket ships. But if you're going to pigeon hole the cerb, drake, and caracal into kinetic damage - why can't you create other racial missile boats? If you're going to have a "bombardment class" it's the only way to do it. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
8
|
Posted - 2012.04.28 06:01:00 -
[207] - Quote
Bombardment , I think it is not weapon type option but a style of combat: Static or near Static, and powerful. A bombardement frigate could perharps fit large weapons like a stealth bomber but without cloacking. It could have a siege option like a Dreadnought... |

Mather Odile
The spice MUST flow
1
|
Posted - 2012.04.28 09:47:00 -
[208] - Quote
I feel like every race should have a frig which sports one(gallente probably 2) light drone. New players should be able to try out if they like drones, regardeless of the race they might cling to during triall. Depending on the overhaul approach at industials, there shoud be a frig with comparatively more cargospace. If one dedicated mining frig pops up, that one might take over from industrials(which trials are not allowed to fly anyway) in case of cargo space.
|

Lunkwill Khashour
Red Federation RvB - RED Federation
71
|
Posted - 2012.04.28 13:53:00 -
[209] - Quote
I don't like role boni, not on T1 ships at least and especially not on T1 frigs which should be versatile rather than specialized. Moreover, if you need to give extrem boni (10% armor rep, mwd sig reduction, cap use) then the modules in question should be looked at. (Same with 60MW tormentor, it's the modules not the ship)
Below I've tried to rework the T1 frigs. I've listed slots, boni and some design philosophy for each. I hope this can help you redesigning them all.
Amarr
TORMENTOR (Combat, minipoc) As proposed apart from module changes needed.
PUNISHER (Combat, minibaddon) As proposed but bigger cap with similar peak recharge. = Minibaddon
CRUCIFIER (E-war, mini arbi)
- 5% to TD, 10% drone HP, DMG
- 2H, 4M, 3L, 2turrets, 2launchers
- 15 bandwith, 30 bay
- better stats but subpar compared to combat frigs
EXECUTIONER (Attack, minigeddon)
- 10% cap use, 5% ROF
- 3H, 2M, 5L, 3 turrets
- 5 bandwidth, 5 bay
MAGNATE (Probe) +1 mid
INQUISITOR (Attack)
- 5% rocket ROF, 10% EM missile damage
- 3H,3M,4L, 3launchers
- Good armor and good speed.
Caldari
MERLIN (Combat)
- 5% kinetic missile and hybrid DMG, 5% shield resists
- 3launchers, 3turrets
- versatile Merlin is versatile
HERON (Probe) +1 low
GRIFFIN (E-war) 2H,5M, 2L, 2launchers
KESTREL (Combat)
- 10% kinetic missile dmg, 10% missile velocity
- 4H, 3M, 3L, 4launchers
- It shouldn't have great speed
CONDOR (Attack)
- 5% missile ROF, 10% missile explosion radius (or explosion speed)
- 3H,4M, 3L, 3launchers
- Fast
BANTAM (Attack)
- 10% optimal, 5% hybrid damage
- 3H, 4M, 3L, 3turrets
- More rail sniper than anything else
Gallente
ATRON (Attack)
- 5% hybrid damage, 5%MWD cap
- 3H, 4M, 3L, 3turrets
- mid heavy to tackle
IMICUS (Probe) +1 low
INCURSUS (Attack)
- 10% falloff and 7.5% tracking
- 4H, 3M, 3L, 4turrets
- 5 bandwidth, 5bay
MAULUS (E-war)
- 5%RSD, 10% (or more) scan resolution
- 2H,4M,3L, 2turrets
NAVITAS (Combat, minimyrm)
- 10%drone DMG, HP, 7.5% Armor rep amount from local AND remote reppers
- 2H, 4M, 4L, 2turrets
- 20 bandwidth, 20 bay
TRISTAN (Combat)
- 5% hybrid damage and therm missile, 15% hull hp (dunno really)
- 4H, 3M, 3L, 3launchers, 3turrets
- 5 bandwidth, 5 bay
Minmatar
BREACHER (Combat)
- 7.5% shield boosting AND being remote shieldboosted, 10% explosive missiles dmg
- 4H, 4M, 2L, 3launchers, 2turrets
BURST (Attack)
- 10% falloff, 10% optimal
- 4H,2M, 4L, 4turrets
- armor arty aka minimuninn
PROBE (Probe) +1 mid
RIFTER (Combat) Rifter be Rifter
SLASHER (Attack, miniphoon)
- 5% ROF proj, 5% ROF missile
- 4H, 3M, 3L, 3turrets, 3launchers
- 5 bandwidth, 5 bay
VIGIL (E-war)
- 5% TP, 5%velocity
- 2H, 5M, 2L, 2turrets, 1launcher
The general philosophy is that combat frigs are versatile and reasonable to fit. Attack frigs are easy to fit if you sacrifice a slot to fitting mods, very hard to fit for all slot gank and impossible to fit for tanking. Also, the general differences between the races (hull, armor, shield, cap, speed, sensors, ...) should still hold.
Moreover the lack of utiity highs in most new ships translates into an extra mid or low slot. This might be too strong. In that case, I'ld favour attack frigs with only 3highs having 9slots total.
|

Gevlin
Universal Might DSM FOUNDATION
134
|
Posted - 2012.04.29 01:30:00 -
[210] - Quote
With the introduction of each retooled ships. a Prefit option with only meta 0 modules should be available for players to purchase with minimal skills.
Lets call them "Used Ships"
These Used Ships would be ideal for new players who have not fully grasp the concept of fitting your own ship. In games like World of tanks, you base tank comes with basic modules attached so you can just get out and start shooting stuff. Unfortunately in eve you are left with a ship that has no modules. By providing the player with a prefit ship option their need to learn how to fit the ship can be delayed till after they have had a few fights. They will naturally start experimenting with other modules that drop off of rats or do research to make themselves stronger.
Since the Default ship layout would be the same the player could put such a ship on the market fully fitted. When looking on the market the new players can then choose to buy the hull or a Prefitted Used Ship as the option will be right next to each others.
I would recommend this option for all T1 Ships. By the time they hit T2 or T3, Faction or Pirate Faction ships they should have an understanding to how to fit a ship.
By taking the need to know how to fit a basic ship out of the learning equation 1/2 the slope is removed from the learning curve. The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |
|

Lubomir Sakato
Sakato Engineering Services
1
|
Posted - 2012.04.29 17:18:00 -
[211] - Quote
After heaving read the OP and all 11 pages I really get a very uncomfortabe feeling in my stomach.
I highly aprechiate the whole "tiericide-" and rebalancing-efforts that were anounced and brought to us at Fanfest and in the corresponding devblog. In fact, they are long overdue. But the more I read and think about it the more concerned I get.
Concerned about the actual timeplan, the current approach and the manpower thrown at this huge and without any doubt highly critical project.
Without having any doubt about Ytterbiums talents and best intentions I think the manpower CCP devoted to this project is inadequate. I think it makes absolutely no sense to "balance" a tiny fraction of the current Figate lineup at a time, then approaching the next batch of them and so on. They all have to be in a well defined and balanced level to each other within one Faction and compared to their opponents. Doing that in discrete little batches is utter nonsens and will multiply the needed effort and time considering the later inevitably necessary rebalancing and reiterations after getting each new batch online. The only way to go is to do them all at once and then release them. They may be done in batches ofc for SiSi, but let them all be done, evaluated and tested there and once ready release them in one step on TQ.
The more I read about the proposed Roles of the new shipline the more I get the impression that this will not only lead to much more restrictions in the fits that will be feasible and possible but also towards a tendency to make all the Factions similar. Eve isn-¦t about making everything the same. It never was, and it never should be!! Eve is about differences, about giving each pilot the tools at hand to counter something with creativity, skill and knowledge. I as Gallente don-¦t want to have a full line of Missileboats, or Bombardment-ships how you might call them. Give Gallente instead of this Bombardment-thingy for example a(n) (additional) doneboat, or a second brawler or whatever fits the lore and the bill. No need to make everything the same and thus taking away much of EVE-¦s flavour. If Lubomir thinks missileboats are great - OK! Then he-¦ll train for Caldari vessels and sooner or later fly them. It deserves dedication, time and patience. THAT is what EVE IS about!
The up till now described roles seem much to artificial for my taste. That all sounds like a total overhaul for the complete combat system! That is absolute overkill. Or maybe just a communications problem. The roles in Eve-¦s combat environment are allready defined by the pilots & FC-¦s out there on the battlefields of TQ. The Ship-rebalancing has to take existing roles into consideration, not define new ones that might look nice on paper but don-¦t exist out there on TQ. For example I don-¦t see a real Bombardment-role for Frigates at all. Let-¦s be honest, in an fleet engagement this role does not exist, even in small gang pvp a frig gets blown away by snipers (think cruisers, hacs) - if it sticks to that what bombardment role implies: low mobility, low tank, some long range dps - or simply blown up by it-¦s highly mobile brethren. To be of some effectiveness it has to get close and personal, under the tracking of it-¦s opponents or stay faaar out of gunrange like the reworked ewar-frigs might do.
I think a huge pile of work is to do before the devs even can begin to really lay hands on the actual ships as this whole role-concept seems not thought to the end.
TL;DR: 1. Balancing small subsets of the frigs makes no sense. Ballance them all, start with the really broken ones, let these iterations be tested on SiSi and release the whole family once finished. Even if that means no reworked frigs for Inferno release:(
2. Reconsider the presented Role-concept. Roles have to be defined according to the needs out there on the battlefields of TQ not on nice sounding but nonsignificant theorycrafting.
3. Roles should define useful bonii but not squeeze ships into cookiecutter fits (e.g 10% rep bonus for incursus while loosing fallof bonus)
4. Preserve the uniqueness of the different factions! Making everything the same will ruin eve on the long run.
I hope the feedback in this thread stays numerous and focused because eve is in the unique situation to have a playerbase of exceptional knowledge and dedication to their beloved game - and CCP hopefully the consequence to stick to the things that were learnt and promised after the INCARNA-desaster. I have absolutely no doubt that this rebalancing effort has the potential to fill the game with new live for years, but also to create an uproar that makes the Jita protests of last summer feel like a mild breeze compared to that - if done wrong. Even more so after the promises of the leadership after this fiasco.
I-¦m sure we all are eagerly awaiting this rebalancing to make many ships that are never flown enjoyable and fun to fight, win and die in! But in gods name, please do it right!
kind regards Lubo |

Mizz Wolf
Native Freshfood Minmatar Republic
0
|
Posted - 2012.04.29 21:46:00 -
[212] - Quote
Lubomir Sakato wrote:
I-¦m sure we all are eagerly awaiting this rebalancing to make many ships that are never flown enjoyable and fun to fight, win and die in! But in gods name, please do it right!
This, please.
As to defining roles, a better idea might be to do away with roles AND tiericide and simply balance the frigs against each other not some role. Take the Rifter, Punisher, Tristan, and Merlin, all of these boats have use as is, comparing them, get a baseline for slots, cap, boni, HP/EHP, etc, and balance around THAT. If you figure all Tech 1 frigs should have 10 total slots then you can divvy those up in 2/4/4 or 3/3/4 or 5/2/3 or however you'd like for each frigate. The boni given to each frigate can then define it's role somewhat as well as the slot layout, while still allowing general flexibility.
|

ValentinaDLM
Red Federation RvB - RED Federation
486
|
Posted - 2012.04.29 22:27:00 -
[213] - Quote
Shin Dari wrote:I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.
Amarr & Gallante bombardment -> Drones
Caldari & Minmitar bombardment -> Missiles +1 I totally agree with this. |

Aren Dar
Griffin Capsuleers Ad-Astra
14
|
Posted - 2012.04.30 01:09:00 -
[214] - Quote
Just one more related thought. If the idea is to remove tiers altogether, are you going to be doing anything to change the mineral requirements needed to manufacture each ship ?
If you do, then there are going to be all sorts of ripple effects on the market.
If you don't, then you are going to create things that are very overpowered relative to their price (Tormentor as a kiting Punisher at a 1/5th to less of the price). |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
70
|
Posted - 2012.04.30 03:13:00 -
[215] - Quote
This the first step towards Abbadonification of the Amarr resist hulls per chance? \o/ (can't wait for the Maller to be unbricked!)
Why opt for diminutive capacitor with fast recharge rather than the larger pool as seen on the Slicer? 300 base is a whopping 30% lower than current and I fear no amount of recharge will be able to compensate for that considering frigate fights rarely last more 30-40s to begin with .. the capacitor profile is one of the reasons why the Slicer is so effective .. just sayin'
On the others: Tormentor is included as an example I take it as it is the only non-tier3? Why range on the Merlin? Does that mean the Kestrel will be the brawler (ie. buffed mobility)? Repairer bonus on a frigate .. :notsureifserious: .. can only mean you are looking at revising the buffer/active tank paradigms right? *wink*wink*nudge*nudge*
|

Gevlin
Universal Might DSM FOUNDATION
135
|
Posted - 2012.04.30 07:11:00 -
[216] - Quote
Shin Dari wrote:I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage.
Amarr & Gallante bombardment -> Drones
Caldari & Minmitar bombardment -> Missiles
I agree. A bonus to not only done damage and Hit points but also drone control range so the control ship can sit back at range. Limiting secondary direct damage options.
Though minmitar and Amarr should be a mix combo of both missils and Drones. Amarr focus on smaller and faster targets, Minmitar focus on pure DPS The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |

Garviel Tarrant
Aces -N- Eights Excuses.
1
|
Posted - 2012.04.30 11:20:00 -
[217] - Quote
If you have to delay the feature so be it.
But seriously do this right or not at all..
(Doing a part of the frig lineup at a time is stupid and will create a massive imbalance until the rest is changed) |

Bouh Revetoile
The Rough Riders Ares Protectiva
16
|
Posted - 2012.04.30 13:18:00 -
[218] - Quote
Garviel Tarrant wrote:If you have to delay the feature so be it.
But seriously do this right or not at all..
(Doing a part of the frig lineup at a time is stupid and will create a massive imbalance until the rest is changed)
There are already massive imbalance ! When was the last time you seen an Atron ? Do you remembered the Breacher or the Navitas ?
If these frigs are obsolete one or two more months, who will notice ? There is already really a few frigates used for combat so even if there is only five of them usable after the patch, that would almost be an improvement infact !
These frigate changes were not so terrible infact, except for the merlin which is controversial more than bad unless there is another shieldy tanky frigate. Problem is this bombardment role which is not a role and hence is silly, but designing frigate to use "long range" weapons actually make sense. Not all frigates are designed for huge fleet and a kiting frigate could make a lot of sense ; remember : room for creativity require some ship to be able to do things even with no clear practical use at first. What matter is that every frigate should have a *theoretical* role in some warfare beyond a first step to something else. Even a cheep something could find some use, and the rookie frigates could become this one cheap ship. If no frigate is designed to use small long range weapons, then we would lack something.
Infact, proposed role with the exception of bombardment are pretty good : heavy combart, attack and support role can translate to almost any doctrine : attack class give fire support or raid ability ; heavy combat make the backbone of an attack force ; support is logistic and EW.
Bombardment though is, as I already said, a failure to include missiles in the other roles, at best. If you tweak it to be long range firesupport, then you have to make sure it does not conflict with the attack role. For exemple, tier3 BC would be attack or bombardment ships ?
As proposed, the best for bombardment would be to include drones in it, to be more "special firesupport" than "bombarding". You could place here droneships, missile ships and even neut ships ; but then, one more time, you are excluding missile ships from the normal ships. Infact, I think youd better have to get rid of this role. |

Calistai Huranu
Red Federation RvB - RED Federation
19
|
Posted - 2012.04.30 13:43:00 -
[219] - Quote
Some sensible prioritisation with regard to these changes would of gone a long way to making what's been inferred so far acceptable over getting all the frigates done at the same time.
Some reasoning that made sense in reference to the ship's Ytterbium has chosen to start with would of helped, seeing a much needed rebalancing of frigates started with those that don't need much doing to them as yet and only one faction's mining frigate rebalanced as a combat vessel is just a bit half arsed tbh.
Either devote the resources required to do it properly or at least prioritise which frigates to iterate on first.. So start with the mining frigate changes and the release of the ORE frigate, then give us the new improved tier 1 combat's (atron, slasher, etc.), work through them properly.
P.s. Guard has a present for you from me.. I even offered him multiple beer's in payment, but he said he'd happily do it for free Ytterbium 
|

Cearain
Imperial Outlaws
348
|
Posted - 2012.04.30 15:22:00 -
[220] - Quote
X Gallentius wrote:Galphii wrote:Ytterbium, your adjustments to the listed frigates look good, more... Rifteresque, if you know what I mean. I only disagree on the local rep bonus for the Incursus, since a frigate that uses cap for guns and speed is going to be hard-pressed to keep that rep running in a fight, and force one of the mid slots to be a cap injector nixing the optimal web/scram combo that makes close-range brawlers so useful. Otherwise, keep 'em coming  Oh, and perhaps one of the gallente frigates should be using more drones, like a frigate-sized Vexor? Just a thought. A current local repping AB-fit tristan is cap stable with CCC's as rigs. Hopefully it will be the same with the new Incursus (which I think is replacing the Tristan as the top tier Gallente T1 frig). New incursus should be a beast that kicks some tail but also dies in a fire to neuts.
The t1 vanilla frigates are likely the best balanced ship class in eve. IMO they do not need much tweaking.
The problem is they were *all* made completely obsolete after the destroyer buff.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
|

Gypsio III
Dirty Filthy Perverts
275
|
Posted - 2012.04.30 16:32:00 -
[221] - Quote
Seems like even CCP doesn't know what the "bombardment" role is. Probably because it doesn't exist. It sounds like someone invented it in an attempt to describe the Kestrel, but there's no need for it. DPS-at-range, which is what "bombardment" effectively is, is an ability rather than a role. It reflects the modules fitted, rather than the hull and its bonuses.
The Merlin and Kestrel should both be general combat frigates, just using different weapon systems. The Kestrel can act as a ranged support platform as implied by the term "bombardment" using SMLs, or as a close-range general combat ship using rockets. The Merlin should be able to act as "bombardment" support using rails, or as a general combat frigate using blasters.
The proposed Merlin, a pure hybrid boat with damages to hybrid optimal and damage, looks like a sensible starting point. It needs more agility though, Caldari ships are slow but agile, whereas the current proposal is just a brick. Some people may dislike this loss of the resist bonus, but we can give that to the Kestrel. How about a Kestrel with four rockets, bonuses to shield resists and kinetic damage and 4-4-3 slots?
But yes, CCP, you've got to look at all of the "combat" frigates at the same time. "Combat" including the attack frigates such as Condor, Slasher etc. |

Cearain
Imperial Outlaws
348
|
Posted - 2012.04.30 16:42:00 -
[222] - Quote
CCP Ytterbium wrote: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
I'm not really a fan of forcing roles on ships.
Especially the t1 frigates which used to be the source of lots of variety and fun in eve until the buff to fast locking destroyers made them obsolete.
I have lots of fits I would like to try out in t1 frigates but they are pretty much limitted to other t1 frigates - which very few people fly anymore. (I would be interested in CCP Diagoras giving some stats on how many people fly t1 frigates in pvp after the destroyer buff) Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.30 18:25:00 -
[223] - Quote
I have seen more than enough lengthy posts of bombardment and roles and doing all frigates right, so let's focus on the meat now and try to keep our input and suggestions short and sweet. If you have ideas for combat frigate changes for inferno, then share it in short and clear posts.
Frankly, I think that we need more covert ops cloaking frigates, maybe even all of them. They may not have firepower, but they are small and great for recon. T3 sounds great, even with the interdiction nullifier subsystem and other choices just like the T3 cruiser, though I do think that the skill point hit to having a T3 destroyed is not necessary. |

Marcel Devereux
Aideron Robotics Darkmatter Initiative
108
|
Posted - 2012.04.30 21:04:00 -
[224] - Quote
Hey Ytterbium, Any feedback on our feedback? What is your current line of thinking? Any changes to what was proposed? When are you going to setup our daily conference call (or G+ hangout if you want to get fancy) to discuss these matters? |

Heathkit
Merch Industrial Goonswarm Federation
80
|
Posted - 2012.05.01 08:03:00 -
[225] - Quote
"Bombardment" frigates -> can fit bomb launchers
There, I fixed it. |

Vladimir Norkoff
Income Redistribution Service
20
|
Posted - 2012.05.01 13:48:00 -
[226] - Quote
Ugh. Like most, not a fan of the Merlin changes. Making it a pure turret boat is nice though. And as much as I like the Dmg bonus, I'd prefer the resist bonus.
The resist and range bonus is a staple of Caldari gunboats... Merlin -> Moa -> Ferox -> Rohk. Makes sense, and you are used to it as you advance thru the ship classes.
Now if you are simply moving those bonuses to a different frig, it might be a good idea to mention that. Would end a bit of the nerdrage. |

Dersen Lowery
Children of Armok Ushra'Khan
18
|
Posted - 2012.05.01 18:48:00 -
[227] - Quote
Instead of frigate categories that are imposed across all four empires, I like the emergent idea of frigates as the smallest expression of a design philosophy that spans every size of ship up to battleships, and maybe beyond. For example, the Tormentor as a mini-Apocalypse, or the Navitas as the tiniest Dominix. Besides preserving more of the flavor of the different ship lines, it also gives capsuleers a clear upgrade path if they want to specialize.
I wouldn't get too hung up on forcing every ship into a category, either. If, say, the Tristan can't go into any available slot in whatever matrix you devise, just make sure it's relatively balanced and let it fly its freak flag high. |

Cearain
Imperial Outlaws
352
|
Posted - 2012.05.01 20:36:00 -
[228] - Quote
Vladimir Norkoff wrote:Ugh. Like most, not a fan of the Merlin changes. Making it a pure turret boat is nice though. And as much as I like the Dmg bonus, I'd prefer the resist bonus. .
This really just seems like they changing stuff just to shuffle things around.
The tier 3 frigates are all fine. After the buff to rockets and hybrids rifters are far from dominating. Punisher has it tough with only 2 mids but it is still fine.
Tristan was also very competitive the kestrel was good too - just too predictable.
If they want to bring the other tier 2 and tier 1 frigates up to speed that is fine.
But really the only reason no one flys them anymore is because destroyers kill them so fast you might as well be flying a noob ship.
Reduce the the scan res on destroyers half way between frigates and cruisers and I think there will be some balance. Until then this discussion will just be pure theorycrafting.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Detenal
Imperial Guardians The Aurora Shadow
0
|
Posted - 2012.05.02 00:32:00 -
[229] - Quote
I'm not that knowledgeable about the ships and all. But as a Caldari specialist, the Merlin is only viable to me for it's tank as a Frigate. Switching it to a gun boat sounds good. Better DPS hopefully, but if you do this, Buff the Kestrel, the Kestrel as it is, is too weak to take any incoming DPS. I currently use the Merlin over a Kestrel just for the Tank and DPS, regardless of specialization. |

Alticus C Bear
University of Caille Gallente Federation
42
|
Posted - 2012.05.02 12:11:00 -
[230] - Quote
Like some of the proposals, although it is hard to judge balance without seeing any changes to the rest of the line-up.
I do still feel there is a place for the mining frigates, one of the problems with the role naming convention is that perhaps there are more ships than roles you have presented or that ship roles will be very similar. That said I do like the idea of a drone Navitas.
You talk about looking at the rookie ships perhaps these could adopt some of the mining frigate bonus.
I also agree that all though cap is designed into these ships to be a weakness that perhaps they do need the utility high for a NOS or mid for a cap booster.
|
|

Aren Dar
Griffin Capsuleers Ad-Astra
15
|
Posted - 2012.05.02 14:16:00 -
[231] - Quote
Dersen Lowery wrote:Instead of frigate categories that are imposed across all four empires, I like the emergent idea of frigates as the smallest expression of a design philosophy that spans every size of ship up to battleships, and maybe beyond. For example, the Tormentor as a mini-Apocalypse, or the Navitas as the tiniest Dominix.
Just to re-iterate my point; one big problem with this (and getting rid of tiers more generally) which I have yet to see addressed anywhere are the cost differentials that currently exist between the tiers vs what the capabilities of the hulls will be post balancing.
A navitas is cheaper than the tristan because it requires far less minerals to make, if you make it too capable and keep mineral mixes as they are then you start to undermine the usefulness of the currently higher tiered ships like the Incursus and Tristan. The navitas currently costs 1/4th of the cost of the incursus or 1/5th of the cost of the tristan to build, so how useful do you think it should be? This issue is more pronounced in some ship lines and classes than others.
The margins on T1 ships are very low because it's a relatively easy thing to start manufacturing them, so market prices will still stay in step with each other.
The alternative is to start to balance out the base costs (and mineral requirements) to match the new capabilities - which will cause all sorts of knock on problems.
|

Dersen Lowery
Children of Armok Ushra'Khan
19
|
Posted - 2012.05.02 15:29:00 -
[232] - Quote
Aren Dar wrote:Dersen Lowery wrote:Instead of frigate categories that are imposed across all four empires, I like the emergent idea of frigates as the smallest expression of a design philosophy that spans every size of ship up to battleships, and maybe beyond. For example, the Tormentor as a mini-Apocalypse, or the Navitas as the tiniest Dominix. Just to re-iterate my point; one big problem with this (and getting rid of tiers more generally) which I have yet to see addressed anywhere are the cost differentials that currently exist between the tiers vs what the capabilities of the hulls will be post balancing.
The Navitas is currently 1/4 to 1/5 the price of a Tristan because it's worth about 1/4 as much. Bump it up, which tiericide will accomplish, and I imagine the price will go up, too. As long as CCP eliminates the effects of tiers across the board--in terms of mineral and manufacturing cost as well as fitting capability--this should take care of itself.
That will shake the market up quite a bit, but CCP probably sees that as a bonus.
The choice between an Incursus and a Navitas would come down to, blaster brawler or drone boat? Combined with what I hear are improved mining capabilities of rookie ships, there would be a reason, beyond the manufacturing tutorial, for new industrialists to make and sell the Navitas at all--a fair trade for its being harder and costlier to make. The only real problem then is, whither the Ishkur? I imagine it will turn into a T2 Navitas.
|

Aren Dar
Griffin Capsuleers Ad-Astra
15
|
Posted - 2012.05.02 16:16:00 -
[233] - Quote
Dersen Lowery wrote: The Navitas is currently 1/4 to 1/5 the price of a Tristan because it's worth about 1/4 as much. Bump it up, which tiericide will accomplish, and I imagine the price will go up, too. As long as CCP eliminates the effects of tiers across the board--in terms of mineral and manufacturing cost as well as fitting capability--this should take care of itself.
Well, it currently takes about 1/4 to 1/5 to actually build (they sometimes sell well below cost because they are handed out by the various starter missions).
Changing mineral cost isn't a trivial thing - it's going to cause massive inflation of mineral supply in the market (think of all those navitas hulls that can be reprocessed). In fact, if you were speculating and assumed that this is what CCP would do, the best thing you could do is build tier1 frigates now, in the knowledge that you can reprocess them for more later on. |

Jerick Ludhowe
Wraiths of Abaddon
64
|
Posted - 2012.05.02 16:26:00 -
[234] - Quote
I wondering if ccp intends to change the active tank bonuses to 10% on all ships. If so.... |
|

CCP Ytterbium
C C P C C P Alliance
528

|
Posted - 2012.05.02 17:04:00 -
[235] - Quote
Here are some changes just baked from the oven.
TORMENTOR:
We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
- Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
- Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
- Fittings: 49 PWG, 130 CPU
- Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
- Drones (bandwidth / bay): 10 / 10
PUNISHER:
Capacitor is back into its rightful place.
- Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
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
INCURSUS:
Needs more juice to run the machinery Scotty.
- Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
RIFTER:
Nothing much to say here.
- Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
And some answers to various questions that popped-up since our last reply
- I THINK YOU ACCIDENTALLY THE VIGIL: Yes, that was a typo
Probe stays as the scanning hull, Vigil is the EW hull (discussing whereas or not target painting is a good form of EW is another matter). Same thing with listing the Imicus / Maulus.
- GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).
- TORMENTOR REVAMP AND TUTORIALS: That's a very good catch, but it's not like it was useful for more than a few days before anyway.
- HOW ABOUT CARRIER SKILLS: There will be no skill change for Inferno.
BOMBARDMENT DOESN'T FILL A ROLE, IT IS A MEAN TO ACHIEVE A ROLE: Indeed, that was a compelling argument, and after some internal discussion, we are rebalancing the rebalancing plan. In its current shape, the "bombardment" classification has been removed. Missile, turret and drone ships will now be sorted in either "combat" or "attack" depending on their role instead of relying on an artificial classification. We may even refine or remove that further with time.
- HOW ABOUT GIVING CLASS ROLES?: We have considered this, but we are still hesitating on the subject, since tech 1 ships are supposed to be versatile, we do not want to start specializing them into specific purposes for now. Early to tell anyway, it will heavily depend on how things evolve as we move along with the balancing plan.
- WHY STARTING THE BALANCING WITH SHIPS THAT WORKED WELL?: Because we wanted to see how robust our plan was with familiar, functioning ships before moving to more difficult to fix hulls. It may not look like it, but thanks to this discussion, we gathered valuable information that will help us avoid future problems (especially with the "bombardment" removal
).
- HOW ABOUT THE MINERAL REQUIREMENTS?: This definitely needs consideration as we are removing tiers. However, pricing difference for various frigate tiers being quite small, this can wait until after Inferno release.
- DO ALL FRIGATES OR NONE AT ONCE: That is a good point; however, while changing all frigates at once is better for balancing and comparison purposes, it is a lot more risky for deployment reasons. This doesn't mean we will not have another look at these 5 frigates as we move to the others, but for now, we want to adopt small steps, see how it affects the game, economy and balance before moving to a massive overhaul. Besides, as said before, we just don't have resources to overhaul all frigates for Inferno even if we wanted to.
That's all for now, hope that helps!  |
|

Vladimir Norkoff
Income Redistribution Service
20
|
Posted - 2012.05.02 17:21:00 -
[236] - Quote
CCP Ytterbium wrote: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
Holy crap! Dmg bonus AND Resist bonus?!! Merlin may very well become an over-powered ****-machine! Me likes! No more running away whenever a Rifter shows up.
|

Callic Veratar
Power of the Phoenix
209
|
Posted - 2012.05.02 17:27:00 -
[237] - Quote
CCP Ytterbium wrote:DO ALL FRIGATES OR NONE AT ONCE: That is a good point; however, while changing all frigates at once is better for balancing and comparison purposes, it is a lot more risky for deployment reasons. This doesn't mean we will not have another look at these 5 frigates as we move to the others, but for now, we want to adopt small steps, see how it affects the game, economy and balance before moving to a massive overhaul. Besides, as said before, we just don't have resources to overhaul all frigates for Inferno even if we wanted to.
A small step is reasonable, as long as the remaining 15 frigates are focused for Inferno 1.1 or 1.2 and not 1.0 of the fall release. |

Zarnak Wulf
CTRL-Q Iron Oxide.
331
|
Posted - 2012.05.02 17:42:00 -
[238] - Quote
The Merlin is born again hard. I may even let it serve as a rifleman in my beloved corp. |

Dersen Lowery
Children of Armok Ushra'Khan
19
|
Posted - 2012.05.02 18:56:00 -
[239] - Quote
Aren Dar wrote:Dersen Lowery wrote: The Navitas is currently 1/4 to 1/5 the price of a Tristan because it's worth about 1/4 as much. Bump it up, which tiericide will accomplish, and I imagine the price will go up, too. As long as CCP eliminates the effects of tiers across the board--in terms of mineral and manufacturing cost as well as fitting capability--this should take care of itself.
Well, it currently takes about 1/4 to 1/5 to actually build (they sometimes sell well below cost because they are handed out by the various starter missions). Changing mineral cost isn't a trivial thing - it's going to cause massive inflation of mineral supply in the market (think of all those navitas hulls that can be reprocessed). In fact, if you were speculating and assumed that this is what CCP would do, the best thing you could do is build tier1 frigates now, in the knowledge that you can reprocess them for more later on.
In his FanFest interview, CCP Soundwave said to sell all your datacores in advance of the coming changes, so we have some official blessing of this kind of manipulation.
The initial shock might be hard, but it would tail off over time, as a lot more Navitas would be lost in combat, instead of being forgotten in hangars in newbie systems. I wouldn't be surprised if the agents stopped giving T1 frigates away--or at least, not so many of them--now that they're all worth about the same amount.
|

Lunkwill Khashour
Red Federation RvB - RED Federation
75
|
Posted - 2012.05.02 20:43:00 -
[240] - Quote
CCP Ytterbium wrote:Here are some changes just baked from the oven.TORMENTOR:We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
- Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
- Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
- Fittings: 49 PWG, 130 CPU
- Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
- Drones (bandwidth / bay): 10 / 10
PUNISHER:Capacitor is back into its rightful place.
- Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
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
INCURSUS:Needs more juice to run the machinery Scotty. [/list] And some answers to various questions that popped-up since our last reply[list]
Punisher and Merlin look great now. Maybe OP now, maybe not, we'll have to wait and see.
I still feel the Incursus is in a reasonably good spot at the moment and doens't need to overhaul planned for it. Give the rep bonus to the Navitas and make it a mini Myrm I say. Moreover 10% rep bonus is too much. 7.5% is good. Let the other 2.5% come from a change to the modules.
The Tormentor looks quite weird now but in a good way. I don't have any clue how it'll turn out but I'ld love to take that ship out and see how it flies.
Thank you for the great feedback we've received so far! |
|

Mizz Wolf
Native Freshfood Minmatar Republic
0
|
Posted - 2012.05.02 21:30:00 -
[241] - Quote
Thanks for listening to us and actually having a discussion about some of this. :) |

Nova Fox
Novafox Shipyards
3844
|
Posted - 2012.05.02 21:41:00 -
[242] - Quote
Pulling from my military background to come up with idea for eve class standarization.
Attack - A craft that specializes in killing stuff that isn't its type. Icon - Chevron Bonuses - Multiple Damage Systems Built in - Improved Navigation Electronics and Defenses are built in. Engineering - Because they're built in slot and cpu layout is not as flexible as others.
Escort - These are designed to attack targets smaller than itself thus prioritize reach and accuracy. Icon - Shielded Chevron Bonus - Weaponization and Accuracy Built in - Improved Offensive Electronics and Improved Defenses than normal attack types. Engineering - Similar to standard attack this does however afford slightly more electronic assistnce slots.
Strike - These are specializing in attacking targets larger than itself and prioritizes pain and suffering Icon - Double Chevron Bonus - Single Focus Damage System Built in - Improved Defensive Electronics and Improved Navigation than normal attack types. Engineering - Similar to standard attack does have slighlty more room for attack assistance
Combat - A craft that specializes in killing stuff of its own size and survive to tell the tale. Icon - Crosshair Bonus - Defensive and Weapon Bonus Built in - Reliant on Ship fitting Engineering - Due to the ever changing battlefield more fitted was alloted to allow flexibility
Fighter - A craft that specializes in killing stuff its own size, forgoes some defenses for navagional advantage Icon - Circled Crosshair Bonus - Stronger Weapon Bonus Weaker Defense Bonus Built In - Faster Navigation at the cost of defense. Engineering - slighlty less flexible than standard combats in defense layer
Assault - A craft that specizlies in killing stuff while taking a beating Icon - Shielded Crosshair Bonus - Strong Defense Bonus Weapon Bonus Built In - Improved Defenses and Electronic Defense at the cost of Navigation Engineering - Less flexiable than standard combat in navigation area
Intercept Fast Craft designed to stop and prevent escape of targets. Icon - Arrowhead Bonus - Navigational and Attack Built In - Unmatched Speed at the cost of defenses. Engineering - Very inflexible aside from navigation and electronics.
Interdict A fast craft designed to get in and make sure the enemy doesnt escape. Icon - Shafted Arrowhead Bonus - Navigational and Electroncis Built in - Slightly slower speed but superior defense electronics Engineering - Very inflexible
Skirmish - A craft deisgned to get in do dirty business and get out. Icon - Double Arrowhead Bonus - Strong Attack and Navigation. Built in - Superior offensive electronics, slightly slower. Engineering - Very inflexible.
Bombarder - A craft designed to hit slower targets peferrably stationary. Icon Bullet Bonus - Double Damage Bonus Built in - Slow but well armed and armored Engineering - Inflexible but supportive for as many weapons and damage as possible including altering range or damage
Battery - A craft designed to hit slower moving targets that could shoot back. Icon Bullet Formation Bonus - Damage and RoF Built in - Fast ship at the cost of some defenses from standard bombardment. Engineering - Flexible to allow a choice between going higher speed or high damaga
Projector A long range ship meant to seige hostile positions from afar. Icon Streaking Bullet Bonus - Damage and Range. Built in - Very Fast ship with superior electronics at the cost of weak defenses, reliant on range for its primary defense. Engineering - Generous to support additional weapons and speed.
Support A class of ship designed to help out other friendly ships. Icon Wings Bonus - Support Defense or Support Offense and Defense Built in - Strong Defenses and flexible fitting Engineering - Flexible to allow an assortment of roles to fullfill
Logistics A class of ship designed to help other ships repair Icon Cross and Wings Bonus - Remote Repair support and Defenses Built In - Strong Defenses, tougher electronics and flexible fitting. Engineering - Flexible to allow an assorment of mission roles.
Fire Conrol A class of ship designed to assist others in attacking Icon Sword and Wings. Bonus - Offensive Remotes (ie Remote Sensor Booster) and defense. Built in - Strong Defeneses and electronics with flexible fitting. engineering - Flexible to allow and assortment of mission roles.
Electronics A class of ship designed to degrade enemies ability to fight Icon Pulse Bracket Bonus - Electronic Systems and Navigation. Built in - Weaker defenses allow for additional electronic support and navigation and built in electronics Engineering - Not refiend and very nit pickey unable to unfit its role.
Recon A class of ship designed to cripple and wittle away enemies. Icon Pulse Bracket with Crosshair Bonus - Electronic systems and Weapons Built in - Weaker defenses at the cost of superior electronics and mobility. Engineering - Refined to allow weapon support but not good enoughf or defenses.
Sentry A ship class designed to cripple the enemies ability to fight while under fire. Icon Pulse bracke with Shield. Bonus - electronic Systems and Defenses. Built in - Unusually strong defenses combined with strong electronics sap away navigational and defensive electronics Engineering - More focus on defenses and less offending ability.
|

Ogopogo Mu
United Highsec Front The 99 Percent
79
|
Posted - 2012.05.03 00:11:00 -
[243] - Quote
Vladimir Norkoff wrote:CCP Ytterbium wrote: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
Holy crap! Dmg bonus AND Resist bonus?!! Merlin may very well become an over-powered ****-machine! Me likes! No more running away whenever a Rifter shows up.
Merlins were already good vs Rifters due to optimal/null bonuses and better tank, assuming you could dictate range. The damage bonus change just means you have to fly them more like Gallente now (facemelt and pray). Changes the game slightly in that ranging isn't as strong, but you have a better shot of blapping scout/tackle and getting away assuming you can snare them.
If this coincides with a 3 turret/no launcher or util high, this removes 7km range control even more as you don't have rockets. It also makes MSB/cap fits more attractive since the web loses a tiny bit of utility (as a rocket enhancer).
At least this change makes the Merlin different, not terrible. May be interesting to test it out. |

Axel Kurki
Aseyakone
1
|
Posted - 2012.05.03 06:02:00 -
[244] - Quote
Well, looking better now.
However, like people have noted, there's some character involved in the "good" T1 ships. It's not that they're shoeboxed in some roles. Of course, this mostly means that they're the tier 3 ones, simply because the others are pre-nerfed.
Also, on the previous crude shoeboxing in the roles, I'd be somewhat concerned about trying to make the Bantam into the "tech one interceptor" role, which, for the last few years, has been held by the Condor. (Admittedly, not very well, but still.) That's just like someone just applied a template saying "all attack-type frigates must have turrets", and noticed that Condor has missile bonuses. Perhaps, even if this causes problems about people wanting to build their own sand castles instead of subscribing to a CCP theme park, some of the "combat" ships should have their role defined by their fittings.
At the moment, the role division (with some roles nerfed by the "lower tier means it sucks") seems to be (and some suggestions):
Combat (race, main weapon): Breacher (M, missiles) -> Generic missile ship Incursus (G, turrets) -> Turret focused, perhaps speed for range control for blasters? Inquisitor (A, missiles) -> Generic missile ship Kestrel (C, missiles) -> Generic missile ship Merlin (C, turrets) Punisher (A, turrets) Rifter (M, turrets) Tristan (G, turrets) (Used as a basis for missile ships, though.)
Attack (race, main weapon): Atron (G, turrets) -> Perhaps shift to drones to give racial flavour? Condor (C, missiles) -> If kept as a tackler, then perhaps lose the range bonus and add RoF. (Though range means it can use rockets beyond web range.) Perhaps needs midslots. Executioner (A, turrets) Slasher (M, turrets) (Military experts call this "firing two uzis while going down the stairs on an office chair" ship.)
EW: Crucifier (A) Griffin (C) Maulus (G) Vigil (M)
Exploration: Heron (C) Imicus (G) (Also technically a drone frigate.) Magnate (A) -> Am I the only one wishing for three turrets, even if they'd not be very useful? OCD about symmetry. Probe (M)
And finally, the mining frigates, which I would suggest to repurpose into a new "secondary" weapon (but, assuming tutorials are not changed, need to maintain turret slots and cargo space): Bantam (C) -> If Condor is fast & short range, then long range missile frigate (or the other way, no one says Condor couldn't be dual-role of fast tackle and a long-range sniper) Keep Kestrel, though, as something that can be technically fit into both ranges. Burst (M) (Sorry, not really familiar with Minmatar on how the Breacher flies.) Navitas (G) -> Fill in for the more warlike (in comparison to Imicus) drone frigate? Tormentor (A) (Need to see how that turret/drone combo works out.)
And yes, these roles should be wide enough to allow some changes in fitting. T2 is the specialized stuff. The cookie-cutter setup might be optimal, but at times, there might be some surprises. |

Debir Achen
EVE University Ivy League
21
|
Posted - 2012.05.03 07:18:00 -
[245] - Quote
Possible issue: definition of "roles" is misleading.
It seems to me that the following "roles" currently exist for T1 PvP frigates:
Solo (brawler): all the big 4, very rarely others. Tristan and Rifter often use AB / point / cap injector; SAR / suitcase / ... .
Solo (kiter): typically MWD, disruptor, long-range weapons. Kestrel can do this; not as familiar with other races.
Fleet (swarm tackle): Speed and tackle, guns almost irrelevant.
Fleet (swarm DPS): damage, speed tank, point. Unlike solo brawlers, repair isn't as useful, as you tend to die fast if you get targeted. Might used massed EW.
Stuff like fleet anti-kiter work tends to be done better by AFs or combat inties.
Note: solo can also include small gang work. My contention is that fitting a frig for solo / small gang fiting is very different from fitting it to be part of a fleet. The same ships might be able to fit both roles, and currently tend to because it's mostly just the big 4 that are decent in combat.
In terms of "balance", I think what is most important is that each race has (at least) 2 viable "solo" frigates - emphasising different ways of fighting - and one viable fleet frigate (swarm tackle and swarm DPS are matters of fitting priority, as long as you have sufficient mids). Note that these don't necessarily need to be symmetrical across races. It's OK for Caldari to have a long range (light missiles) / close range (rockets) kiting kestrel and buffer fit brawling merlin, while Gallente has a drone-kiting incursus and active rep super-close-range brawling tristan, and Amarr have one active fit and one buffer fit brawler. In fact, I'd like that a lot better than the current situation with some T2 ships, where every race has a functionally equivalent X (where X = stealth bomber / cov ops / ...).
I'm also very against a policy that says "every race has a kiting missile ship", "every race has a brawling gunship", ... . Missiles vs guns shouldn't be different classes of weapon systems, just different ways of dealing damage. I'd rather a situation where T1 ships are bonused for weapon type 'X', and leaving players to decide whether to fit short or long range variants and how to fly them. And it's OK for one race to do with two hulls what another does with three, as long one of those two hulls can't be equally good at multiple roles with a single fitting. |

Debir Achen
EVE University Ivy League
21
|
Posted - 2012.05.03 07:29:00 -
[246] - Quote
Vladimir Norkoff wrote:The resist and range bonus is a staple of Caldari gunboats... Merlin -> Moa -> Ferox -> Rohk. Makes sense, and you are used to it as you advance thru the ship classes. And three of those four are useless in the "sniper" role, unless you add artificial restrictions to prevent them getting popped by the next size up (whether Caldari or another race).
Tier 3 BCs work only because they use oversized weapons. They are super-light battleships, not heavy cruisers (to CPP: might want to think whether BCs in general should be renamed heavy cruisers, or at least conceived as such). They have sufficient range to out-range common battleships. In contrast, a "sniper merlin" (or "sniper kestrel", for that matter) sits at a range and speed where most mid-range cruisers can comfortably turn it into paste. Same with Moa or Ferox against battleships. Ignoring E-War, the only real defenses a smaller ship has against a larger are (1) getting in close where tracking matters or (2) not being on grid long enough to get shot back. |

Sizeof Void
Center for Advanced Studies Gallente Federation
218
|
Posted - 2012.05.03 09:28:00 -
[247] - Quote
Nova Fox wrote:Pulling from my military background to come up with idea for eve class standarization.
... more than a dozen roles ...
Nova Fox did a great job (perhaps, unintentionally) of pointing out that trying to separate ships into specific "roles" may not be such a sharp idea.
There are too many possible "roles" and attempting to shoehorn a handful of ships into a subset of the roles is going to result in one or more roles being left without a ship. For example, I think that someone already pointed out that the initial proposal would have left the Amarr without a mining frigate. Oops.
Given the limited dev resources, CCP isn't likely to add a hundred or so new ships to fill all of the possible roles, so multi-role or general-purpose ships would seem to make more sense.
Also, assigning specific and limited "roles" to ships is an attempt to tell the players how to play the game - ex. you are supposed to use the "attack" frigate for 1v1 PVP, but not the "support" frigate. So, if I *can* fit a "support" frig to consistently pwn the Rifter, is it going to get nerfed 'cause it doesn't fit its "role"? Hmm....
The players - not the devs - should figure out what ships are best suited for specific roles, depending on in-game circumstances, based upon EFT experiments and trial-and-error in the game. This is what the "sandbox" is supposed to be, and well-represented in the posts made in this thread, which bring up many issues and many situations that the devs have not considered.
So, rather than completely redesigning all of the ship specs, the devs should consider focusing on the "least possible" minor adjustments to PG, CPU, cap, etc. which would allow most, if not all, of the under-utilized ships to be more useful and/or flexible. This is what "balancing" is all about, and not the wholesale changes which have been proposed.
Making wholesale changes should only be done when all ships can be adjusted simultaneously, as was done with the speed rebalancing (which was a damn fine job, IMHO). Thus, in this case, minor adjustments are much more feasible, given the admittedly limited dev resources. If we're going to be limited to five (5) updated ships per release, it is going to take 3 years just to update the frigates - and another 3 years to do the cruisers. Ouch. |

Galphii
Sileo In Pacis THE SPACE P0LICE
42
|
Posted - 2012.05.03 10:08:00 -
[248] - Quote
Perhaps just balancing the current frigate lineup against the Rifter in terms of slots, agility etc, varying for race, is enough. Players can determine the role they want the ship to fulfil from there. |

Spugg Galdon
Callidus Temple Forsaken.Empire
135
|
Posted - 2012.05.03 11:40:00 -
[249] - Quote
Or give players the option to select a role (or configuration) for their ship when assembling it which will give it a bonus in that role.
For Example: (New) Drake: 5% HML/HAM RoF and 10% Missile flight time per level >>>>>Combat role: gives a role bonus of 5% resistances per level >>>>>Attack Role: gives 10% missile explosion velocity per level >>>>>Bombardment role: gives 10% missile velocity per level
Each race can have fairly specific role bonuses, some ships are better suited for some roles than others and as stated; ships are not shoe horned in and players CHOOSE their ships role.
The only way to change a ships configuration would be to repackage and reassemble it.
Also, there are so many roles as Nova has stated. Not every race should be able to fill every role in their ship class but be spread over many ship classes
Different races should also favour different roles. Example: Amarr favour Combat and Attack Cadari favour Combat and Bombardment Gallente favour Combat and Attack Minmatar favour Attack and Bombardment |

TrouserDeagle
Beyond Divinity Inc Excuses.
5
|
Posted - 2012.05.03 13:45:00 -
[250] - Quote
Stop trying to get me to fit blasters on caldari. |
|

Antlpater
EVE University Ivy League
0
|
Posted - 2012.05.03 14:22:00 -
[251] - Quote
Congrats Merlin-lovers! Looks like you whined the loudest and the Merlin gets a buff.
Ship balancing - looks like random buff/nerf love to me - should start at the top (giant space-d* anyone?) where it matters!
IMHO the Rifta is not op, even when compared directly to the current T1 frigs (1v1). For real PvP :-p I dare say the small niche left for t1 frigs is tackle, which has to be as fast and tanky as possible while also having the 3+ mids. BTW Tackle is an actual role, that helps your fleet, not some stuff made up by marketing like: "Combat" "Assault" ...
P.S. Good luck with your T1-Tackler when most CRs/BCs are faster than you, while actually doing dps!
^^ and i'm not getting into a Tormentor - that ship needs a hull redesign more than anything. |

Vaju Enki
Secular Wisdom
4
|
Posted - 2012.05.03 16:52:00 -
[252] - Quote
Jesus ******* christ, take or hands out of the Merlin frigate!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Rebalance broken stuff!!!!! Like the Worm pirate frigate!!!!
DON'T TOUCH THE MERLIN!!!!!!!!!!!!!!!!!!! My favorite blaster/rocket/buffer shield tank ship!!!!!! |

Vaju Enki
Secular Wisdom
4
|
Posted - 2012.05.03 16:58:00 -
[253] - Quote
Vaju Enki wrote:Jesus ******* christ, take or hands out of the Merlin frigate!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Rebalance broken stuff!!!!! Like the Worm pirate frigate!!!!
DON'T TOUCH THE MERLIN!!!!!!!!!!!!!!!!!!! My favorite blaster/rocket/buffer shield tank ship!!!!!!
I don't want to fly a bad version of a blaster harpy :( |

Javius Rong
Sigillum Militum Xpisti Fatal Ascension
1
|
Posted - 2012.05.03 18:18:00 -
[254] - Quote
CCP Ytterbium wrote:[u]
BOMBARDMENT DOESN'T FILL A ROLE, IT IS A MEAN TO ACHIEVE A ROLE: Indeed, that was a compelling argument, and after some internal discussion, we are rebalancing the rebalancing plan. In its current shape, the "bombardment" classification has been removed. Missile, turret and drone ships will now be sorted in either "combat" or "attack" depending on their role instead of relying on an artificial classification. We may even refine or remove that further with time.
[
I would be very careful about using defined roles. I think is unnecessary and I personally don't understand what the different is between an attack frigate and a combat frigate it. Instead of roles, I think the focus should be on the ships intended usage.
The redefined Merlin is great example. At first you had it intended usage as a long range rail frigate. But why would anyone every fly that? Its intended usage had no place in the current game mechanics where frigates are utilized to tackle other ships. Now the Merlin is a nice little tanked tackler.
The removal of Tiers within a ship hull class is great. Each ship should be good in its intended usage. Right now there are too many under utilized hulls since they don't fill their intended usage well (other ships do similar jobs better). Now the trick is it properly define roles for each of the hulls and balance.
Another thing to think about... Are their just too many ships?
|

Vladimir Norkoff
Income Redistribution Service
21
|
Posted - 2012.05.03 18:57:00 -
[255] - Quote
Debir Achen wrote:Vladimir Norkoff wrote:The resist and range bonus is a staple of Caldari gunboats... Merlin -> Moa -> Ferox -> Rohk. Makes sense, and you are used to it as you advance thru the ship classes. And three of those four are useless in the "sniper" role, unless you add artificial restrictions to prevent them getting popped by the next size up (whether Caldari or another race). Tier 3 BCs work only because they use oversized weapons. They are super-light battleships, not heavy cruisers (to CPP: might want to think whether BCs in general should be renamed heavy cruisers, or at least conceived as such). They have sufficient range to out-range common battleships. In contrast, a "sniper merlin" (or "sniper kestrel", for that matter) sits at a range and speed where most mid-range cruisers can comfortably turn it into paste. Same with Moa or Ferox against battleships. Ignoring E-War, the only real defenses a smaller ship has against a larger are (1) getting in close where tracking matters or (2) not being on grid long enough to get shot back. Funny that. Large long range ships beating small long range ships at... long range. Who'd of thunk it?! 
Next week on Brilliant Insights we will compare a neutron blaster frigate against a dual-180AC Ruppie! Who will win? Find out next episode!
|

Sizeof Void
Center for Advanced Studies Gallente Federation
219
|
Posted - 2012.05.03 19:05:00 -
[256] - Quote
CCP Ytterbium wrote:
- WHY STARTING THE BALANCING WITH SHIPS THAT WORKED WELL?: Because we wanted to see how robust our plan was with familiar, functioning ships before moving to more difficult to fix hulls. It may not look like it, but thanks to this discussion, we gathered valuable information that will help us avoid future problems (especially with the "bombardment" removal
).
For the purposes of discussing theory, this is ok. But, for the purposes of actual implementation, it is a poor strategy.
First off, don't fix what ain't broken. You admit to having limited resources, and fixing something that already works is not an efficient nor effective use of those resources.
Second, you are encouraging yet another unnecessary ragefest. Changes to popular ships always affects a large (and vocal) group of players negatively - whether you end up nerfing one particular ship, or buffing rival ships to kill it. This should be readily apparent from several of the posts in this thread.
If you do opt for making sweeping changes to the core of the game - ie. redesigning the ship stats from scratch - and really do plan to implement it piecemeal rather than wholesale (ie. only 5 ships at a time, rather than the entire class), then you'll be far better off by starting with the least-utilized ships.
The robustness of your plan can then be judged, in-game, by two simple criteria:
- Are these under-utilized ships becoming more popular?
- Are these ships being used in the new roles for which we designed them?
If your plan is successful, in actual practice, with these ships, then you'll know it is safe to proceed with the more popular ships. But, if your plan has any critical flaws, then the damage will be minimal.
For reference, I suggest starting with the ships at the bottom of this list:
The Altruist: Know Your Enemy - T1 Frigates |

Sizeof Void
Center for Advanced Studies Gallente Federation
219
|
Posted - 2012.05.03 19:22:00 -
[257] - Quote
Another thing to consider when making any changes to ship specs: power creep.
Over the years, since the ships were first designed and released, the effective power of the combat ships has been increasing. Where it once used to be challenging to run a L1 mission solo in a frig, or to take on a group of NPCs in a high sec belt, this is not so much the case anymore. Now, it is easy peasy... pop, pop, pop. This applies, ofc, to all of the ship classes (which is why I can now AFK solo most L4s in a T1 fit BS).
Do you really want to make it possible someday to gank haulers and miners with a T1 frig? (Don't answer this, Goons... lol)
Balance includes moving stats down, not just up. Again, I refer you to the successful speed rebalancing, which addressed the speed creep. |

Vaju Enki
Secular Wisdom
4
|
Posted - 2012.05.03 19:58:00 -
[258] - Quote
I also hope you don't ruin frigate PvP with this changes, i only play this game to fly frigates, i don't want to fly any other ships type, please don't ruin it 
Also lol at people that say frigates are the less used ships. OMG frigates are the most used ships in solo PvP, for exemple in lowsec, please don't forget this. This game is more then nullsec big ship blobs! |

Sizeof Void
Center for Advanced Studies Gallente Federation
219
|
Posted - 2012.05.03 20:03:00 -
[259] - Quote
Hmm... so the Incursus gets a bit of a speed nerf, along with losing its falloff bonus, while the Rifter gets a bit of a speed buff.
It was tough enough getting an Incursus into blaster range of a Rifter already. Why make it worse? |

Vaju Enki
Secular Wisdom
4
|
Posted - 2012.05.03 20:09:00 -
[260] - Quote
I just can take this out of my mind, why are you messing with a balanced class of ships like the T1 frigates?
If you wanted to start balancing frigates, you should have started with the broken pirate frigates, the Worm for exemple is underpowered compared with the other pirate frigates(Dramiel is overpowered), and does less damage then some T1 frigates. |
|

Vaju Enki
Secular Wisdom
5
|
Posted - 2012.05.03 20:11:00 -
[261] - Quote
Sizeof Void wrote:Hmm... so the Incursus gets a bit of a speed nerf, along with losing its falloff bonus, while the Rifter gets a bit of a speed buff.
It was tough enough getting an Incursus into blaster range of a Rifter already. Why make it worse?
Exacly, the rifter was already the most powerfull T1, it doesn't need any type of buff 
Don't mess with T1 frigates balance please :( , go change nullsec stuff and ship or whatever  |

Ganthrithor
GoonWaffe Goonswarm Federation
283
|
Posted - 2012.05.03 21:28:00 -
[262] - Quote
Sizeof Void wrote:Another thing to consider when making any changes to ship specs: power creep.
Over the years, since the ships were first designed and released, the effective power of the combat ships has been increasing. Where it once used to be challenging to run a L1 mission solo in a frig, or to take on a group of NPCs in a high sec belt, this is not so much the case anymore. Now, it is easy peasy... pop, pop, pop. This applies, ofc, to all of the ship classes (which is why I can now AFK solo most L4s in a T1 fit BS).
Do you really want to make it possible someday to gank haulers and miners with a T1 frig? (Don't answer this, Goons... lol)
Balance includes moving stats down, not just up. Again, I refer you to the successful speed rebalancing, which addressed the speed creep.
Hahaha, what is this utter crap?
You already can gank haulers and miners with T1 frigates. Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs. Who are you and what game do you play? |

Nova Fox
Novafox Shipyards
3844
|
Posted - 2012.05.03 21:31:00 -
[263] - Quote
Well overall I think it should be broken down into families at least
Attack - Pure DPS Combat - Jack of Trades Electronics - Debuffer Intercept - Tackler Logistics - Healer Support - Buffer Battery - Ranged Bombarder - Tank Leadership - Party Leader
|

Nova Fox
Novafox Shipyards
3844
|
Posted - 2012.05.03 21:31:00 -
[264] - Quote
Ganthrithor wrote:Sizeof Void wrote:Another thing to consider when making any changes to ship specs: power creep.
Over the years, since the ships were first designed and released, the effective power of the combat ships has been increasing. Where it once used to be challenging to run a L1 mission solo in a frig, or to take on a group of NPCs in a high sec belt, this is not so much the case anymore. Now, it is easy peasy... pop, pop, pop. This applies, ofc, to all of the ship classes (which is why I can now AFK solo most L4s in a T1 fit BS).
Do you really want to make it possible someday to gank haulers and miners with a T1 frig? (Don't answer this, Goons... lol)
Balance includes moving stats down, not just up. Again, I refer you to the successful speed rebalancing, which addressed the speed creep. Hahaha, what is this utter crap? You already can gank haulers and miners with T1 frigates. Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs. Who are you and what game do you play?
I remember the days a HAC would sink a battleship in 5 seconds.
|

Galphii
Sileo In Pacis THE SPACE P0LICE
42
|
Posted - 2012.05.04 03:31:00 -
[265] - Quote
Thanks for the update Ytterbium, those stats look a lot better. I do like more drone stuff for the amarr too, it makes sense  |

CirJohn
The Flying Tigers Intrepid Crossing
3
|
Posted - 2012.05.04 10:28:00 -
[266] - Quote
Loosing the resist bonus on the merlin is a bad call. The merlin has a reputation as a tanky combat frig. So many pilots love this ship in its current role - why ruin that?
Also: Trying to make all game entities "balanced" by forcing them to fit into categories will only result in bland gameplay and a bitter after-taste. Leave room for uniqueness (within reason). |

Kelsar Hemah
Red Federation RvB - RED Federation
0
|
Posted - 2012.05.04 12:09:00 -
[267] - Quote
CCP Ytterbium wrote:Here are some changes just baked from the oven.TORMENTOR:We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
- Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
- Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
- Fittings: 49 PWG, 130 CPU
- Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
- Drones (bandwidth / bay): 10 / 10
PUNISHER:Capacitor is back into its rightful place.
- Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
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
INCURSUS:Needs more juice to run the machinery Scotty.
- Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
RIFTER:Nothing much to say here.
- Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
Bringing cap levels back to normal is good it will allow you to tackle bigger stuff long while getting neuted and with more off the ships now having extra high slots where you potentially can fit af nos on will make these ships good tackle. I really like the look off what you did to the tormentor, it looks really nice and got a lot off potential fitting options,and I like drones on frigs. The Merlin getting its resistance bonus back is nice, and combinded with the damage bonus this could become the "new rifter" once stuff get on the test server it will be interresting to test. The Incursus just seem way to strong with the repping bonus, it will be cap boosted and no frig will be able to bring enough dps to kill it which is just silly. Instead give it a tracking bonus or a tanking bonus like most the others. considering it got a big Hull you could potentionally give it like a 10% extra Hull hit points. But really mostly anything else would be nice. I personally think its silly that you dont what to do anything to the rifter, It seems silly that the caldari ship doesnt have any launcher points while the Rifter stil have 2.
Keep the updates comming! |

Bouh Revetoile
The Rough Riders Ares Protectiva
18
|
Posted - 2012.05.04 12:36:00 -
[268] - Quote
Good stuff ! |

Shingorash
S T R A T C O M Persona Non Gratis
10
|
Posted - 2012.05.04 14:22:00 -
[269] - Quote
This might be a dumb suggestion but why not ask the people who actually fly the ships what the specific problem is with each ship and try to fix it rather than just changing stuff?
Some of the changes look good so far but there needs to be some viable alternative to flying a Rifter all the time. The Tristan was my favorite Frigate when I started playing but it just sucks compared to its Caldari and Minmatar competitors.
Seriously, does a Frigate need a Tracking bonus? |

Gypsio III
Dirty Filthy Perverts
277
|
Posted - 2012.05.04 14:27:00 -
[270] - Quote
CCP Ytterbium wrote: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
Looks a bit Gallente now. Glad you upped the agility a bit though, although it still seems to be the least agile, which, is very un-Caldari.
I don't know what to think about the loss of the classic Caldari optimal bonus. The current Merlin works well with its bonuses to optimal and shield resists, despite the lack of a damage bonus. The ability to use 75 mm rails, or null in neutrons, and try to hang out at ~8 km, made the Merlin distinctly different from other frigates and it was effective at that range. Now, it's much more similar to other frigates, things are more homogeneous and it may turn out that you've cut some valuable diversity from the game.  |
|

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 14:37:00 -
[271] - Quote
CCP Ytterbium wrote: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
02/05 UPDATE HERE!
I welcome bonus change for the Merlin. Hybrid Damage bonus makes for more effective long-range platform instead of the shield resistance bonus, and it now means the ship is weak enough to force it to work at long-range. I am hoping this change gets replicated across the other Tech1 Caldari Hybrid ships, through to the Rokh. |

Gypsio III
Dirty Filthy Perverts
277
|
Posted - 2012.05.04 14:59:00 -
[272] - Quote
Sunviking wrote:It might work well for the Merlin, but I hope it doesn't get replicated for the Rokh when you come to Battleship balancing, as Rokh is supposed to be a long-range platform which needs its optimal range bonus. I would like to see Damage and Range bonus on the Rokh instead of the shield bonus.
I dont want to see Hybrid Damage and Shield Resist bonus on ALL the other Caldari Tech1 gunboats. You need at least some Caldari ships to have that Range bonus.
Indeed. A damage/resist Merlin should work, but it probably wouldn't be great for the Rokh, and would be certainly be poor for the Naga. Some tricky balancing work ahead I think. |

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 15:12:00 -
[273] - Quote
Gypsio III wrote:Sunviking wrote:It might work well for the Merlin, but I hope it doesn't get replicated for the Rokh when you come to Battleship balancing, as Rokh is supposed to be a long-range platform which needs its optimal range bonus. I would like to see Damage and Range bonus on the Rokh instead of the shield bonus.
I dont want to see Hybrid Damage and Shield Resist bonus on ALL the other Caldari Tech1 gunboats. You need at least some Caldari ships to have that Range bonus. Indeed. A damage/resist Merlin should work, but it probably wouldn't be great for the Rokh, and would be certainly be poor for the Naga. Some tricky balancing work ahead I think.
Completely forgot about the Naga.
CCP, please don't touch the Naga!  |

Nova Fox
Novafox Shipyards
3846
|
Posted - 2012.05.04 17:34:00 -
[274] - Quote
Well there are problems with making each ship feel different.
The one option I havent seen ccp pursue too much is engineering of the ship. The built in stats of a ship when altered enough can go a long way in defining a ship. This becomes even most crucial when you remove the amount of slots available for fitting or bonuses even which is something most frigates have an issue with.
Most people have a hard time beliving the Noctis is the size of a battlecruiser because of the redicilous speeds it can obtain.
I think caldari need more gun boats to be honest half with range half with optimals.
|

Grenn Putubi
The SWAG Lab SWAG Co
1
|
Posted - 2012.05.04 20:39:00 -
[275] - Quote
If you're planning to abandon the 'tiered' feeling of frigates with this new rebalancing effort are you going to be changing the skill requirements of these ships as well?
I realize they're frigates and the skills are short trains already, but I'd think that support and scanning ships would have lower skill requirements than combat or attack frigates. As you change ship roles and adjust where they fit in the grand scheme of ship design, consider also where they fit in the grand scheme of the skill trees as well.
If you set the trend for it now then when you get around to rebalancing destroyers, battlecruisers, and any other class of ship you feel needs rebalancing it won't be something that bushwacks you during the process since those skills are much longer trains than frigates. :) |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
481
|
Posted - 2012.05.05 03:44:00 -
[276] - Quote
I don't understand how it takes so long to rebalance the frigs. |

Grenn Putubi
The SWAG Lab SWAG Co
1
|
Posted - 2012.05.05 04:19:00 -
[277] - Quote
Katrina Oniseki wrote:I don't understand how it takes so long to rebalance the frigs.
It's a complex thing trying to redesign a large group of ships. Balance is very important, and is the entire reason why they're being redesigned in the first place. Beyond just discussing the changes among themselves and with us they'll have to work out how the planned changes are going to affect the game at large. How will these changes affect the players' decisions on what ships to use, and for what purposes. Then you have justify your changes and how they'll affect the game and the players and finalize the changes you plan to make. Deciding on actual numbers is probably the easiest part once you decide what you're actually going to do.
After you've done all of that you need to actually make the changes to the game, whether that be through actually recoding the ships or through simply altering the stats of the ships. That part is all contingent upon how the game is built behind the scenes, and if they actually need to recode the ships that means programming, iteration of updates, and bug testing to make sure the changes they've made aren't doing anything they didn't intend them to do.
All of this is being done by a small group of developers that have other projects they're responsible for as well. Things I would assume are more important in the long term than rebalancing frigates as a test run and proof of concept for their future plans of rebalancing Destroyers and Battlecruisers, and any other class of ship they feel needs tweaking.
That's why it takes so long, or would you prefer they rush a bunch of haphazard changes into the game? :) |

Sizeof Void
Center for Advanced Studies Gallente Federation
220
|
Posted - 2012.05.05 04:51:00 -
[278] - Quote
Ganthrithor wrote:Most ships haven't increased much in power in the six years I've been playing the game-- more of the creep comes from increased skillpoints of existing characters than from ship buffs. Feel free to test it for yourself. It won't take long.
Create a new toon, run through the NPE (just because you probably haven't done so in a long time), and then run a couple of L1 missions and do some belt ratting. If you have a bit more free time, skill up to cruisers for L2s and/or BCs for L3s.
Is it easier or harder than you remember from 6 years ago?
The old NPCs (ie. non-AI NPCs) haven't changed much over the years, so they are a relatively fair standard by which you can judge whether ships and modules have become more powerful, less powerful, or have remained the same.
On the other hand, PVP does not provide a good measure. Balancing is done with respect to PVP, to keep relative performance between ships somewhat equal. If the absolute performance of all ships goes up (or down), it is much less noticeable, until the increase (decrease) becomes extreme, as it eventually did with ship velocities. |

Sizeof Void
Center for Advanced Studies Gallente Federation
220
|
Posted - 2012.05.05 06:10:00 -
[279] - Quote
CCP Ytterbium wrote:- GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).
Please keep in mind that using multiple weapons systems is significantly more skill-intensive, which can be a deterrent to new players, many of whom are already put off by having to train for days/weeks to fit and use just one weapon system well, let alone two or three different systems.
Split weapon systems on a ship are particularly bad, since the ship either gets bonuses for only one of the weapon systems, or gets a single bonus applied to each weapon system. This often puts them at a disadvantage compared to ships with a single weapon system. The Tristan, for example, tends to take a backseat to the Incursus, for this particular reason.
Having multiple lines of ships, based upon different weapon systems, within the same race, is almost as bad. Caldari pilots usually choose to go either the missile route or the gun route, not both, in order to maximize their DPS in the shortest amount of skill training time. This effectively limits them to a single line of ships, which they can fly well, and another line of ships, which they can fly poorly (or less well).
Perhaps, it would improve matters if ships simply had generic hardpoints, to which players could choose to fit turrets, launchers, or drone bays - or mix them up as desired. For example a Rifter would have 4 hardpoints, which could be fit with 4 turrets, or 4 launchers, or 4 drone bays (which allows use of up to 4 light drones, say) - or a mixture such as 2 turrets and 2 launchers. (Drone bays are a bit tricky, though, so maybe it would be better to start off by just allowing turrets and launchers to be interchangeable.)
So, a new player could initially focus skill training for projectile turrets, fitting his/her ship with all turrets. Later, the player could expand his/her skills into missiles, and then opt to replace the turrets with launchers, or fit a mix of turrets and launchers, depending on the circumstances.
This would also make ship fits much less predictable, which is always a good thing. |

Velarra
Ghost Festival Naraka.
60
|
Posted - 2012.05.05 06:40:00 -
[280] - Quote
CCP Ytterbium wrote:
- There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now
Thank you. Very much appreciated. |
|

MotherMoon
Native Freshfood Minmatar Republic
622
|
Posted - 2012.05.05 07:12:00 -
[281] - Quote
please give the non-combat ships 3 turrets. make all ships in eve useful in combat, as long as they don't have combat bonuses why not still let them equip 3 turrets?
This idea that only ships with bonuses to weapons get to equip more weapons, makes no sense.
If the probe had the hp, and turret slots of the rifter, but no combat bonuses that would be reason enough to fly the rifter over it for combat purposes. But let us at least still have something to add in combat when we are in non-combat ships.
In a way... how does the combat bonuses on the rifter make it better than a probe? What I mean is, even without skill points, if you took the ships in a pure stats and fittings with all skills at 0 eviroment I think you would find the rifter still beat out the probe without even breaing a sweat.
The way you've balanced ship now, you could remove all ship bonuses from eve all together and the ship balance would stay about the same. Once you figure this out as a player the game gets really stale.
Why not make bonuses make a real different in the ships you fly? The probe and the rifter for instance at level 1 skills should be on level ground in combat. THEN once skills are trained to 5 the rifter should blow the probe out of the sky no problem. |

None ofthe Above
178
|
Posted - 2012.05.05 15:18:00 -
[282] - Quote
CCP Ytterbium wrote:Here are some changes just baked from the oven.... That's all for now, hope that helps! 
Have to say, I actually don't hate this, although couldn't quite bring myself to hit the like button.
Kudos to you Ytterbium, putting your ideas out there withstanding the criticism (constructive and otherwise), and actually using it to refine your ideas. I may not have liked the initial strawman you put out there, but I impressed at your ability to work with the (often difficult) community and evolve your plans.
I am relieved to see the bombardment class rethought.
I do wish you'd consider flexible ships with more launcher and turret hardpoints (and an extra bonus for the second weapon system). Merlin for example with +5% kinetic missile damage perhaps? 4 Highs 3 Turret 3 Launcher. I'd really like to see what people would do with that.
I would rather see the work done on the lesser used ships in the Frig line. Not sure if the continued success of already successful ships after tinkering really proves anything. If you break something though that will be obvious. I hear your reasoning for it, just not sure I agree.
But at any rate, thank you for improving the proposal and listening to dissenting opinions.
|

X Gallentius
Quantum Cats Syndicate Villore Accords
192
|
Posted - 2012.05.05 22:37:00 -
[283] - Quote
CCP Ytterbium wrote:Here are some changes just baked from the oven.
TORMENTOR: ... or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
I hope one of the Gallente frigates turns into a Gallente version of the Fed Navy Comet.
Quote:
GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).
The thing that kind of bugs me about this is statement is that the corporation that "favors missiles over drones" puts as many drones in its bays as the other shipyards (see Arazu vs. Lachesis). Impeach Jacques Roden, that missile loving crook! :D
|

Pere Madeleine
The Gentlemen of Low Moral Fibre
14
|
Posted - 2012.05.06 01:41:00 -
[284] - Quote
Spugg Galdon wrote:Or give players the option to select a role (or configuration) for their ship when assembling it which will give it a bonus in that role.
For Example: (New) Drake: 5% HML/HAM RoF and 10% Missile flight time per level >>>>>Combat role: gives a role bonus of 5% resistances per level >>>>>Attack Role: gives 10% missile explosion velocity per level >>>>>Bombardment role: gives 10% missile velocity per level
Each race can have fairly specific role bonuses, some ships are better suited for some roles than others and as stated; ships are not shoe horned in and players CHOOSE their ships role.
The only way to change a ships configuration would be to repackage and reassemble it.
Also, there are so many roles as Nova has stated. Not every race should be able to fill every role in their ship class but be spread over many ship classes
Different races should also favour different roles. Example: Amarr favour Combat and Attack Cadari favour Combat and Bombardment Gallente favour Combat and Attack Minmatar favour Attack and Bombardment
This raises an interesting point. If you look through the ships as they are right now, the ones that are largely accepted as being "fine", i.e. the ones that everyone likes and uses regularly, tend to have 2 good bonuses that both get utilised. For example, the drake has a damage and resist bonus, which are both useful to it, since the base stats for it and its weapon system mean it's slow, and the base DPS isn't great. The fact it can tank counteracts its speed disadvantage (as well as the massive shield sig bloom), and the damage bonus counteracts the low base missile DPS. Or the dual damage bonus on a lot of minmatar ships, like the rupture, hurricane or tempest, makes them excellent damage dealers, which they need to be since they're comparitively fragile.
On the other hand, most of the ships which seem to be lacking something very often have 1 or more bonuses that either aren't a lot of use in the current mechanics of eve (optimal range for small hybrids for example), or they have 2 bonuses which don't complement each other very well (breacher/kestrel getting bonuses to racial damage and to other damage, when only 1 will ever be used at once), or there is something about the ship's base stats meaning the bonuses are sub optimal (Tristan has 2 bonuses to hybrids, but only half its weapons get any benefit from these)
Perhaps the key to making every ship "good" is to ensure that all of a ship's bonuses complement each other well, and the slot and fitting layout of the ship allows them all to be used effectively. It should be pretty obvious which ships aren't very well liked, and "best" fits are well known for most ships. Players are good at optimising fits for ships using what they're given, so it's probably a good indicator that there is something up with a ship's bonuses if the currently accepted optimal fits don't make use of one of them (rocket + blaster merlin springs to mind).
I'm aware there's more to it than just bonuses, but I think this may be a good place to start. |

Mira Lynne
State War Academy Caldari State
2
|
Posted - 2012.05.06 03:29:00 -
[285] - Quote
TrouserDeagle wrote:Stop trying to get me to fit blasters on caldari.
Stop trying to get me to fit Rails on Caldari.
Vaju Enki wrote: I don't want to fly a bad version of a blaster harpy :(
I do.
I always thought that Caldari Range Bonuses (Actually, All range Bonuses) should apply to both Optimal and Falloff. Currently Caldari are punished with a substandard bonus if they want to use blasters (Or Railguns with Javelin) Likewise with Lasers: When using Multifrequency or Conflagration, most of the range is in falloff. Simply using an optimal range bonus is forcing laser users to use Scorch/Aurora, and forcing Caldari Pilots to use Rails, or miss out on half of their ship bonuses. Just something to think about. (I'd love to see how much the Eagle 'sucks' with double falloff blasters...)
Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race, not sure this is something that should stop (Especially considering that the Merlin is the slowest by a considerable ammount - not sure how this will work, considering how easy it is to outrange Blasters and get under Rail tracking) Either give a boost to speed and agility to make blasters more Viable, or Consider what I wrote above. |

Debir Achen
EVE University Ivy League
23
|
Posted - 2012.05.06 09:33:00 -
[286] - Quote
If pulling the fourth high slot, would it work to give the Merlin 3/2 or 3/3 hardpoints? Even unbonused, it's nice to have the option to fit the merlin out as a rocket brawler, and I don't see it hurting mechanically or thematically to leave that as an option. Go 3/2 if you don't want to see a triple rocket version. |

MotherMoon
Native Freshfood Minmatar Republic
629
|
Posted - 2012.05.06 11:28:00 -
[287] - Quote
wait wait wait.
TORMENTOR
you gave it a 25% damage bonus and took away the 10% bonus to range...
which is fine but then you took one of it's turrets away? what? no! go back to the range bonus!!!! The range bonus version of this ship had more dps than the new one that has adamage increase.
So what you basically did was take it's range and damage, and called it a buff.
......
also explain to me why a ship with only two turrets needs a reduction in cap use? wtf
maybe of that was a 90% reduction in energy use |

Lunkwill Khashour
Red Federation RvB - RED Federation
79
|
Posted - 2012.05.06 19:26:00 -
[288] - Quote
MotherMoon wrote:wait wait wait.
TORMENTOR
you gave it a 25% damage bonus and took away the 10% bonus to range...
which is fine but then you took one of it's turrets away? what? no! go back to the range bonus!!!! The range bonus version of this ship had more dps than the new one that has adamage increase.
So what you basically did was take it's range and damage, and called it a buff.
......
also explain to me why a ship with only two turrets needs a reduction in cap use? wtf
maybe of that was a 90% reduction in energy use
+2 drones aswell. -1 reading skills. |

Kahega Amielden
Rifterlings
382
|
Posted - 2012.05.07 06:28:00 -
[289] - Quote
Quote: 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
In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox. Some would argue this but I would also argue that the Harpy isn't, either.
You're shitting on Caldari ship philosophy. If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.
Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are. Three bonused rails could actually be very, very usable in frigate combat |

Alara IonStorm
2094
|
Posted - 2012.05.07 11:04:00 -
[290] - Quote
CCP Ytterbium wrote:Here are some changes just baked from the oven.TORMENTOR:We were not happy with previous role. It filled bland, as people mentioned medium / long range targeting isn't that appealing for frigate hulls due to the limited reach of small weapons. Thus we modified this hull to provide more flexibility regarding damage projection by adding drones into the mix. Think of it as a miniaturized version of the Armageddon, or the Amarr version of the Federation Navy Comet (but with less oomph, since it's tech 1, not Navy).
- Bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level
- Slot layout: 3 H, 3 M, 4 L, 2 turrets, no launchers
- Fittings: 49 PWG, 130 CPU
- Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
- Drones (bandwidth / bay): 10 / 10
I don't like this much. You don't really need 4 Combat Frigates especially when Frig Logi is not addressed. The mini Armageddon is not that good of an idea when the Armageddons major sell point of cheapness is about to be removed with the Tier System.
That dumb Capacitor Bonus is an ankle weight around Amarr. Look at the Harbinger's stats, but don't go looking for it in space because it is whole sale removed with the Hurricane around. Relegated to camps and station games with Scortch being the only, THE ONLY reason you see them at all over better Brawlers. Sad to say that the Harbie it is the best T1 Medium Pulse Laser Ship in the game thanks to Armor Bonused Ships like the Maller and Prophecy with no Damage Bonus and an unsubstantial Omen.
Armageddon will die to the Abbadon if you equalize there Tank and cost. Just like this Ship will go by way of the Punisher. Executioner has speed and will probably be the Tackle Ship. The Inquisitor will take range. The Punisher will rule brawl. If you want this to be a combat Frigate and used at the same time it has to do something the other three won't. Just like every other ship that is straddled with the Cap Bonus below Large Lasers which luckily can scorch away the difference this ship will fade into the backround and set a president for a forth combat Frigate for the other three races who's bases are covered by the other three combat frigates that are getting buffed.
A Cap Bonus will make it subpar in a field covered by the other three. Logi is better. Logi is useful. |
|

pockitz
Wyld Stallyons
1
|
Posted - 2012.05.07 15:30:00 -
[291] - Quote
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 really liked the range + resist bonuses of the caldari gun boats. they fixed the problem of using blasters useable at range. and with the latest hybrid buff adding a dmg bonus to it would over power them IMHO. giving the the merlin another gun while keeping its utility high would more them put it up to par with the rifter DONT touch my moa!!
caldari have always been slow that is why they needed the range for their blasters |

Alara IonStorm
2096
|
Posted - 2012.05.07 15:53:00 -
[292] - Quote
pockitz wrote: i really liked the range + resist bonuses of the caldari gun boats. they fixed the problem of using blasters useable at range. and with the latest hybrid buff adding a dmg bonus to it would over power them IMHO. giving the the merlin another gun while keeping its utility high would more them put it up to par with the rifter DONT touch my moa!!
caldari have always been slow that is why they needed the range for their blasters
See what you have done CCP. You screwed Medium Rails so badly that in the midst of a rebalance all this poor gentleman can think of is how to keep Blasters on Caldari Ships. He is okay with 200DPS overtanked Railboats because he and no one else will use them with Rails.
Prove him wrong CCP. Make Caldari Railboats so awesome that if you fit blasters to them you are mocked for the waste of a fine Caldari Rail Ship.
Make Caldari Medium Railships the scourge of small gangs with mid range deadliness and never let our hulls be Blasterdized by foul Galente Weapons again! We don't need tank, our Guns are our tank!
Viva La Rail Moa! Via La Revolution! |

Gypsio III
Dirty Filthy Perverts
278
|
Posted - 2012.05.07 16:14:00 -
[293] - Quote
Unfortunately, Scorch has that mid-range role monopolised, with the extra bonuses of superior tracking and rapid reload to high-damage ammo.
My ideal Merlin would have optimal and damage bonuses too. Losing the shield resist would be a problem, but you should still be able to whack a MSE on for reasonable EHP. The Merlin's old role of heavy tackle can be transferred to the Kestrel, by giving it a shield resist bonus and an extra medslot. |

Zarnak Wulf
CTRL-Q Iron Oxide.
332
|
Posted - 2012.05.07 17:34:00 -
[294] - Quote
Gypsio III nails the issue wih rails on the head. Rails + antimatter compete with higher tracking pulse lasers plus scorch. Rails plus other ammo does such anemic damage that they just aren't worthwhile.
At the frigate level you're not going to find many distance platforms that are used as such. Arty thrasher. Arty Jag. Rail Corm. Rail Enyo. All of the above have tracking bonuses. All have optimal bonuses. All but one have a damage bonus. If you want to promote a pure rail platform at a tech one frigate level you would have to have a very fast ship that could kite with an optimal and tracking bonus. It doesn't matter what your paper dps is - if you can't hit in the first place it's not going to be applied.
As for Caldari using blasters - it's going to happen. They are shield tankers. You can now fit the largest tier blasters and load the lows with magstabs and tracking enhancers. Optimal + shield? Blasters. Damage + Shield? Blasters. Optimal + Damage? Blasters. The latter is a real threat to Gallente. Caldari blaster boats would have etter EHP even without the resist bonus as well as better range and better damage. |

Nova Fox
Novafox Shipyards
3849
|
Posted - 2012.05.07 19:26:00 -
[295] - Quote
By the way the only difference betwen a drone and a missile is the number of uses.
|

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.07 20:13:00 -
[296] - Quote
Honestly, the merlin is currently a pretty decent ship, it's primary shortcomings are rooted in the mixed gun/missile combination and the lack of speed for a platform that is generally best geared for close range combat. 3 high slots also really limits the merlins versatility since it currently has the option to sacrifice some DPS for a utility high slot.
Amarr bonuses - please just stop using the reduced cap requirement for weapons (except for the oracle). If cap management is supposed to be a central mechanic associated with the ship, maximum cap or cap recharge tend to be better options. In respects to the tormentor a tracking bonus would probably be much more beneficial to promote its use as a medium range ship. ICRS - Intergalactic Certified Rocket Surgeon |

Malissin
The Highwaymen's Society
2
|
Posted - 2012.05.07 20:14:00 -
[297] - Quote
As with any proposed balance change, there are plenty of people in this thread commenting on what they think the numbers mean without truly understanding. In an attempt to help everyone make more informed comments, I've broken down what's changed as well as providing some sample fittings and the stats the ship would have with those. First up is the Incursus, but the rest will be coming throughout the week. Check them out here: http://evefng.blogspot.com/2012/05/frigate-changes-incursus.html |

Seraph IX Basarab
Vengance Inc.
4
|
Posted - 2012.05.07 21:33:00 -
[298] - Quote
Mira Lynne wrote:[quote=TrouserDeagle]
Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race, not sure this is something that should stop (Especially considering that the Merlin is the slowest by a considerable ammount - not sure how this will work, considering how easy it is to outrange Blasters and get under Rail tracking) Either give a boost to speed and agility to make blasters more Viable, or Consider what I wrote above.
Since when?
Anyway I think the Merlin and the Tristan should have 2 turret slots and 2 missile slots and get bonus in BOTH. Merlin should be long range with rails and missiles, Tristan should be shot range with blasters and rockets. Get the respective bonuses for each and move on. I personally like the idea of having different weapons in high slots and having it work. |

Spugg Galdon
Love for You Forsaken.Empire
135
|
Posted - 2012.05.07 22:15:00 -
[299] - Quote
I really do feel that forcing roles onto the ships is a bad idea. I also think this whole balancing thing is happening arse about face. We're trying to give ships roles and we have no idea what the role should be before the ships have even been balanced.
Maybe a better route would be to buff all the lower tier frigates up to the higher tier frigates by giving them the equivalent number of fitting slots and shield/armour/structure. Then start looking at changing their bonuses.
Also. As has been pointed out. Trying to squeeze frigates into the suggested roles of combat, attack and bombardment seems to not be working. Most frigates can't really do the bombardment role because of the limitations of small weapons (missiles aside). I also believe there is an unfilled role frigates could fill which is Electronic Support (Remote sensor boosts/Remote ECCM)
So, to that end; to avoid forcing roles on to ships, as I have suggested before, let the player choose their ships role when assembling their ship. The chosen role will give a "Role Bonus" to that ship. This role bonus can only be changed by repackaging and then assembling the ship.
Examples: [u]Frigates:[u]
PUNISHER: 10% bonus to Small Energy Turret Capacitor use and 5% bonus to armor resistances per skill level Combat Role Bonus: 5% bonus energy turret RoF per level Attack Role Bonus: 10% bonus to afterburner speed per level Bombardment Role Bonus: 10% Bonus optimal range per level
MERLIN: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level Combat Role Bonus: 5% bonus shield resistanceper level Attack Role Bonus: 10% bonus agility per level Bombardment Role: 10% bonus optimal per level
INCURSUS: 5% bonus to Small Hybrid Turret damage and 10% bonus to fall off per level Combat Role Bonus: 10% bonus to armor repairer effectiveness per level Attack Role Bonus: 7.5% bonus Hybrid Tracking per level Bombardment Bonus: 10% falloff per level
BREACHER: 10% bonus missile explosive damage and 10% bonus missile explosion velocity per level Combat Role Bonus: 10% bonus to shield booster effectiveness per level Attack Role Bonus: 5% reduction signature radius per level Bombardment Role Bonus: 10% missile velocity per level
As you can see, the player would choose their role bonus and the role bonus is matched to try and max that role out. Some ships are designed to be better at some roles than others which is why some ships are getting double range bonuses for bombardment. Role bonuses should also be fairly racial. For example Amarr and Caldari combat role defensive bonuses should be resists or hitpoint bonuses where as Galente and Minmatar should be active tanking bonuses. Attack role bonuses should gear the ship for mobility or the ability to hit targets whilst moving fast or hit fast moving targets.
What do you think? |

Cearain
Imperial Outlaws
398
|
Posted - 2012.05.07 22:16:00 -
[300] - Quote
Zarnak Wulf wrote:Gypsio III nails the issue wih rails on the head. Rails + antimatter compete with higher tracking pulse lasers plus scorch. Rails plus other ammo does such anemic damage that they just aren't worthwhile.
At the frigate level you're not going to find many distance platforms that are used as such. Arty thrasher. Arty Jag. Rail Corm. Rail Enyo. All of the above have tracking bonuses. All have optimal bonuses. All but one have a damage bonus. If you want to promote a pure rail platform at a tech one frigate level you would have to have a very fast ship that could kite with an optimal and tracking bonus. It doesn't matter what your paper dps is - if you can't hit in the first place it's not going to be applied.
As for Caldari using blasters - it's going to happen. They are shield tankers. You can now fit the largest tier blasters and load the lows with magstabs and tracking enhancers. Optimal + shield? Blasters. Damage + Shield? Blasters. Optimal + Damage? Blasters. The latter is a real threat to Gallente. Caldari blaster boats would have etter EHP even without the resist bonus as well as better range and better damage.
T1 vanilla frigates are hard to pull off where you are orbiting outside web range. But that that is good. They would be too powerful if they could.
The ships that fit rails like the merlin and incursus are superior to the laser ships because they have extra midslots. This allows them to to fit webs so they can keep range and or fit shields which is superior to armor for kiting fits.
Really I fight solo with all the top tier t1 frigates except the punisher. But 5 punishers would probably beat 5 of any other t1 frigates. Plus the punisher has a larger capacitor and can usualy fit a neut and escape any t1 frigate that might beat them.
The other faction rail ammo can come in handy. I actually use plutonium more than antimatter in my rail gun fits. The lead and other long range ammo comes in handy when you get the t1 frigates that are going for the really long ranges.
Really all the top tier frigates and the tristan are great. If ccp gave them a rookie plex in faction war where they won't just get blapped by destroyers and faction frigates, you would see allot of great fights with a variety of fits and strategies. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
|

XjimbobX
Confederated Armed Traders High Rollers
0
|
Posted - 2012.05.07 23:48:00 -
[301] - Quote
CCP Ytterbium wrote:Hello folks, 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
02/05 UPDATE HERE!
I'm sorry but am I the only one who despises bonuses like armor/shield repairing on pvp oriented ships? Normally you fit a buffer tank when you pvp and, in my experience most frigs pop before you would even get any reps off anyway. |

S'totan
Hell's Revenge Fidelas Constans
12
|
Posted - 2012.05.08 00:31:00 -
[302] - Quote
WHILE YOU ARE AT IT. PLEASE CHANGE THE Merlins camera center. ITs WAY TOO LOW when you zoom all the way in.
the same applys for all its variants.
When you zoom in all the way the camera centers UNDER THE SHIP!
its really annoying and i love these ships.
PLZ FIX |

Eenin Pserad
EVE University Ivy League
0
|
Posted - 2012.05.08 07:00:00 -
[303] - Quote
Sizeof Void wrote:There are too many possible "roles" and attempting to shoehorn a handful of ships into a subset of the roles is going to result in one or more roles being left without a ship.
Given the limited dev resources, CCP isn't likely to add a hundred or so new ships to fill all of the possible roles, so multi-role or general-purpose ships would seem to make more sense.
Also, assigning specific and limited "roles" to ships is an attempt to tell the players how to play the game - ex. you are supposed to use the "attack" frigate for 1v1 PVP, but not the "support" frigate. So, if I *can* fit a "support" frig to consistently pwn the Rifter, is it going to get nerfed 'cause it doesn't fit its "role"? Hmm....
So, rather than completely redesigning all of the ship specs, the devs should consider focusing on the "least possible" minor adjustments to PG, CPU, cap, etc. which would allow most, if not all, of the under-utilized ships to be more useful and/or flexible. This is what "balancing" is all about, and not the wholesale changes which have been proposed.
Making wholesale changes should only be done when all ships can be adjusted simultaneously, as was done with the speed rebalancing (which was a damn fine job, IMHO). Thus, in this case, minor adjustments are much more feasible, given the admittedly limited dev resources. If we're going to be limited to five (5) updated ships per release, it is going to take 3 years just to update the frigates - and another 3 years to do the cruisers. Ouch. I second that. After a quick read through of most of the posts, the three major things that pop out are the fact that
1. Trying to re-balance T1 frigates into roles is not such a good idea as they are limited in what they can achieve. Eg. Limitations of small weapons, mid slots
And like SizeofVoid pointed out, if the support frig is consistently outperforming in another role such as combat, is it going to get nerfed/rebalanced due to not fitting in its role? Sounds like a lot unnecessary work for T1 frigates which are generalist and flexible for new players and as entry level ships. Perhaps focus on adjustments to PG, CPU, cap, etc?
2. If CCP are only going to be balancing 5 ships, it might be best to start with the least used and most under-performing ships rather than the most popular ones. Therefore it would be easier to verify if the changes are good by simple criteria such as player use and efficiency of role if you really want to shoehorn T1 frigs into roles.
Although a better idea would be to balance all T1 frigates across the board. I'm all for careful planning and small monitored tweaks than a bull rush of knee jerk changes. However simple math puts it this way. 5 ships per update is going to take 1-2 years just to finish T1 frigates. Then CCP is left with faction frigs (some of which need attention) and T2 frigs, its going to take 3-4 years or more to roll out and complete destroyers. What about battlecruisers? 6-8 years from Inferno?
3. Mixed ship bonuses are not as useful as complementary bonuses hands down. Mixed weapons ships with only a bonus to half its highs are not so hot. And finally, laser cap reduction bonuses for Amarr really should go down the toilet for most of its ships. Eg. The current Punisher, see how most fits actually use Autocannons instead of lasers?
For this point, I haven't thought or read any good suggestions. Except for the laser cap reduction, perhaps tag it with a small damage or rate of fire, or remove the bonus and give better cap recharge/battery?
|

Sunviking
The Shining Knights
53
|
Posted - 2012.05.08 12:38:00 -
[304] - Quote
I don't like the idea of removing the spare turret/launcher slots from launcher/turret ships respectively.
For example, I want the Merlin to keep its launcher slots on top of its turret slots, it provides for more flexibility in ship fittings, and allows me to max out my DPS if I so choose.
A Dev recently stated that to be a good all-round Caldari pilot, you need to have good Missile, Hybrid AND ECM skills. So why remove the ability of ships to fit more than 1 weapon type in their high slots? The same obviously goes for the other races too. |

Sunviking
The Shining Knights
53
|
Posted - 2012.05.08 12:50:00 -
[305] - Quote
I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either. |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.08 14:13:00 -
[306] - Quote
XjimbobX wrote:
I'm sorry but am I the only one who despises bonuses like armor/shield repairing on pvp oriented ships? Normally you fit a buffer tank when you pvp and, in my experience most frigs pop before you would even get any reps off anyway.
Actually, I think this is the perfect argument for adding a wider variety of bonuses on ships, so that active tanking can be a viable alternative, rather than having a homogonized mass of similar fits. Personally, I've had pretty good success with active tanked ships in PvP ranging from a dual repped Sacs, to active shield Cyclones, Merlins, and Machs. Especially, in solo or small skirmish fights, active tanks can be very powerful. Remember... variety is good!
Does this mean that minmatar will also get a frig with a bonus to shield boosting? A medium shield repped frig with 3 turrets and a utility high slot would be pretty fun to play around with. ICRS - Intergalactic Certified Rocket Surgeon |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.08 14:21:00 -
[307] - Quote
Sunviking wrote:I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either.
The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot). ICRS - Intergalactic Certified Rocket Surgeon |

Cearain
Imperial Outlaws
401
|
Posted - 2012.05.08 14:38:00 -
[308] - Quote
Sunviking wrote:I don't like the idea of removing the spare turret/launcher slots from launcher/turret ships respectively.
For example, I want the Merlin to keep its launcher slots on top of its turret slots, it provides for more flexibility in ship fittings, and allows me to max out my DPS if I so choose.
A Dev recently stated that to be a good all-round Caldari pilot, you need to have good Missile, Hybrid AND ECM skills. So why remove the ability of ships to fit more than 1 weapon type in their high slots? The same obviously goes for the other races too.
Yeah I agree. This would do away with fun fits like the dual neut merlin. Again there is no balance problem between the top tier frigates. If they aint broke don't fix em.
The balance problem is with the other ship classes. Destroyers and Assault ships got big buffs that make the t1 frigates obsolete.
Balance the scan res destroyers so people aren't afraid to take t1 frigates out anymore.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Vilnius Zar
Ordo Ardish
12
|
Posted - 2012.05.08 21:38:00 -
[309] - Quote
Rifter having the same cap/s as Punisher, Merlin and Incursus sounds a bit weird as it doesn't use cap for doing damage. |

Gypsio III
Dirty Filthy Perverts
279
|
Posted - 2012.05.08 23:07:00 -
[310] - Quote
Seraph IX Basarab wrote:Mira Lynne wrote:[quote=TrouserDeagle]
Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race Since when?
Since about 2007. Well, maybe not "most agile", but certainly "quite agile". Caldari was formerly the slowest and least agile race, which resulted in predictably horrible mobility and huge disparity between races' ships' average accelerations, as calculated by 0.75 * [top speed] / [align time]. in 2007ish CCP changed Caldari's agility across the board, in a rare example of a good blanket change, such that Caldari align times were broadly close to that of Minmatar - although the lower top speeds meant that Minmatar acceleration was still quite superior.
There's been quite a bit of fiddling with speeds and align times since then but the general rule of good Caldari agility has been maintained. |
|

Mira Lynne
State War Academy Caldari State
4
|
Posted - 2012.05.09 04:48:00 -
[311] - Quote
Seraph IX Basarab wrote: Anyway I think the Merlin and the Tristan should have 2 turret slots and 2 missile slots and get bonus in BOTH. Merlin should be long range with rails and missiles, Tristan should be shot range with blasters and rockets. Get the respective bonuses for each and move on. I personally like the idea of having different weapons in high slots and having it work.
Currently, Caldari sorely lack Brawling ships. Every Race other than Caldari has ships that have bonuses to and are geared around both Brawling and Kiting/Sniping. Caldari is shoehorned into Sniping. Its time for CCP to get rid of 'Caldari is Snipe Because of Caldari' and give us some ships geared towards brawling.
Kahega Amielden wrote:In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox(1). Some would argue this but I would also argue that the Harpy isn't, either.
You're shitting on Caldari ship philosophy(2). If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.
Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are(3). Three bonused rails could actually be very, very usable in frigate combat
1. Maybe its time for this to Change? 2. Caldari Hybrid ship design philosiphy was shat on a long time ago... (So was missile ship, but thats off topic) 3. Because Caldari Resist/Range gunships are sooo Awesome 
Edit: TL;DR: CCP, PLEASE Embrace the Blastardisation of Caldari Ships! |

Eenin Pserad
EVE University Ivy League
0
|
Posted - 2012.05.09 05:35:00 -
[312] - Quote
Fidelium Mortis wrote:Sunviking wrote:I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either. The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).
There are a fair bit of people in Battleclinic who advocate Amarr ship? Fit laser or get out. This is quite a silly mentally I must say.
That is hardly a case for many of the Amarr line with only a "Reduce Laser Cap Usage" with NO damage/tracking/optimal range bonus. With no other bonus, there is no difference between fitting Projectiles, Missiles, Blasters limited to the ships high slot layout. Why fit Laser, even with the bonus? It still consumes more cap then Projectile/Hybrids/Missile with about same damage just with different range/optimal/tracking?
Not forgetting that short range Pulse turrets have a lot higher Powergrid and higher CPU usage then their counterparts within the same size class of AC's and Blasters, Missiles too in cases. With the long range side of Beams, Arti, Rails, Lasers have either higher CPU or Powergrid then the others.
End verdict.. Lasers with cap reduction bonus only = more cap (higher then Hybrids), higher PW/CPU usage for what? Longer optimal? Worth using over something else? No. |

Sunviking
The Shining Knights
58
|
Posted - 2012.05.09 09:14:00 -
[313] - Quote
Fidelium Mortis wrote:Sunviking wrote:I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either. The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot).
To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles. |

Maddaxe Illat
Unacceptable Behaviour.
0
|
Posted - 2012.05.09 11:03:00 -
[314] - Quote
CCP **** us over again
|

Lunkwill Khashour
Red Federation RvB - RED Federation
80
|
Posted - 2012.05.09 14:12:00 -
[315] - Quote
Sunviking wrote:Fidelium Mortis wrote:Sunviking wrote:I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either. The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot). To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles.
Lasers are underpowered. Scorch makes up for this somewhat. It's especially hard for frigs: The lowest grid of any pulse is higher than the highest grid of any AC. The best tracking of any pulse is lower than the worst tracking of any AC or blaster. The best cap use of any pulse with cap use bonus is worse than the worst cap use of any blaster or AC.
So yes, lasers do need attention and yes, they need a bonus that makes them better compared to another weapon system rather than 'less worse but still worse' but this isn't the point of discussion in this thread.
N.B.: MWD sig penalty also needs to be look at and small/medium armor/shield repping. A 10% rep bonus is ridiculously large and only serves to hide the problem with the module (similar with the role MWD bonus)
IMO, role boni are a bad idea for generalist ships i.e. T1 ships. It signals the modules need work rather than the the ships (bc's excepted) |

Gainard
Eurotech Industries
0
|
Posted - 2012.05.09 16:06:00 -
[316] - Quote
Blakslabeth wrote:CCP Ytterbium wrote:Hello folks,
There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now
Glad to see you're balancing ships but... But I dropped my current skill plan on all my toons and was rapidly training all races to frig 4/cruiser 3/ destroyer 4&5/bc 4&5. I want a month of training back... Total waste of my training time. And not all the toons where perception/willpower but I didn't want your changes to prevent my progression in the future. You guys should really get your story straight before you publish - as us peons have to pay for it.
THIS |

Sizeof Void
Center for Advanced Studies Gallente Federation
220
|
Posted - 2012.05.09 16:55:00 -
[317] - Quote
Gainard wrote:Blakslabeth wrote:CCP Ytterbium wrote:Hello folks,
There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now
Glad to see you're balancing ships but... But I dropped my current skill plan on all my toons and was rapidly training all races to frig 4/cruiser 3/ destroyer 4&5/bc 4&5. I want a month of training back... Total waste of my training time. And not all the toons where perception/willpower but I didn't want your changes to prevent my progression in the future. You guys should really get your story straight before you publish - as us peons have to pay for it. THIS "You guys should really get your story straight before you publish"
Utter nonsense. Some of you need to learn to read the dev blogs - and the follow-up dev posts on the forum threads - more carefully, esp. before you whine.
CCP Ytterbium has been very careful to state that all changes under discussion are a "work in progress" and "subject to change". Until you see such changes implemented in-game on Tranquility (and not Sisi), this is always the case - up to the actual distribution of the new release (and occasionally even after the release).
If you changed your training plan, prior to any actual changes in the game, then you did so based upon speculation on your own part and thus are solely responsible for your own actions. Please try to refrain from blaming CCP for your own decisions.
It would be equally foolish to start building thousands of Tormentors, based solely on this thread discussion. Note that this particular thread is in "Features & Ideas Discussion", which makes it more of a research discussion than an implementation discussion, at this time (although the lines sometimes do get blurry). |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.09 17:50:00 -
[318] - Quote
Lunkwill Khashour wrote:Sunviking wrote:Fidelium Mortis wrote:Sunviking wrote:I just want to say, that all the people out there wanting the Amarr Laser cap bonuses to be ditched, if you do that then Amarr will become useless in PvP, as being already most vulnerable to Neuts and Nos, they will suddenly become fatally weakened by it. And increasing Cap and Cap recharge rate to compensate won't help that situation either. The Prophecy and Maller are good examples of why the reduced cap usage on lasers should be ditched. It's actually more effective to just fit ACs to circumvent the cap usage all together (and more flexible damage types), or go with blasters to compensate for the lack of a damage bonus. Even then, these ships are usually skipped over in favor of other ships with two useful bonuses like the harbinger or omen (ok maybe Navy Omen or Zealot). To be honest, that just suggests that Lasers need some kind of buff and are underpowered compared to Projectiles. Lasers are underpowered. Scorch makes up for this somewhat. It's especially hard for frigs: The lowest grid of any pulse is higher than the highest grid of any AC. The best tracking of any pulse is lower than the worst tracking of any AC or blaster. The best cap use of any pulse with cap use bonus is worse than the worst cap use of any blaster or AC. So yes, lasers do need attention and yes, they need a bonus that makes them better compared to another weapon system rather than 'less worse but still worse' but this isn't the point of discussion in this thread. N.B.: MWD sig penalty also needs to be look at and small/medium armor/shield repping. A 10% rep bonus is ridiculously large and only serves to hide the problem with the module (similar with the role MWD bonus) IMO, role boni are a bad idea for generalist ships i.e. T1 ships. It signals the modules need work rather than the the ships (bc's excepted)
It doesn't suggest that lasers are underpowered, it does suggest that the reduced capbonus for turrets is in many respects a non-bonus. There are plenty of viable laser platforms for instance the: harb, zealot, slicer, coercer, geddon, abbadon, apoc, retribution and oracle. So the laser isn't the culprit.
Honestly the damage bonus on the punisher would be a welcome change, but if they want a real brawler, I would suggest either going with a bonus to rockets (mini-vengeance) or go with a armor % bonus. With that utility high, a tracking bonus is a little less useful since you can easily fit a neut. Maybe even consider 4 high slots with 3 turret and 3 launcher hard points - which would add considerably to the versatility of the ship.
ICRS - Intergalactic Certified Rocket Surgeon |

Andrea Griffin
276
|
Posted - 2012.05.09 18:04:00 -
[319] - Quote
I'm still sad that the Merlin is losing its rockets, but with these changes it is still looks worth flying. Thank you for taking our input into consideration. GÖÑ CCP Sreegs is my favorite developer. |

Lunkwill Khashour
Red Federation RvB - RED Federation
81
|
Posted - 2012.05.09 19:45:00 -
[320] - Quote
Fidelium Mortis wrote: It doesn't suggest that lasers are underpowered, it does suggest that the reduced capbonus for turrets is in many respects a non-bonus. There are plenty of viable laser platforms for instance the: harb, zealot, slicer, coercer, geddon, abbadon, apoc, retribution and oracle. So the laser isn't the culprit.
It's possible to argue about those ships, how they fare etc. but that'ld be useless here. I'ld like to mention that all of them have at least one bonus to lasers different from the cap use bonus. The new punisher looks great exactly because it gets a bonus that's actually a bonus rather than a lesser malus. |
|

Ogopogo Mu
United Highsec Front The 99 Percent
82
|
Posted - 2012.05.10 00:22:00 -
[321] - Quote
Kahega Amielden wrote:In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox. Some would argue this but I would also argue that the Harpy isn't, either.
You're shitting on Caldari ship philosophy. If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.
Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are. Three bonused rails could actually be very, very usable in frigate combat
Honestly I like the Merlin the way it is now, and the revised plan also has some promise. But the hybrids + optimal = caldari only results in these ships (much as I love them) being pretty gimpy and not often used. Best fitting for Moa = gas harvesters. Fixating on rangey rails as purist Caldari gunboat design philosophy excludes all brawling possibilities and simply makes Caldari boats more predictable, more easily countered, and never used. Especially in frigates. "I'll tackle in my kiting railmerlin wlololol..."
Inflexibility with gun bonuses already relegates most of the Caldari gun lineup to non-usability except by wackos like me who still get FC-shoved into a cane or blackbird or... hey, you know what kind of Caldari ship doesn't suck at tracking in facerange? A Drake! Everyone wants more of those out there, I'm sure. |

Lunkwill Khashour
Red Federation RvB - RED Federation
81
|
Posted - 2012.05.10 06:58:00 -
[322] - Quote
Crazy idea: change 10% optimal bonus to hybrids in a 5% optimal, 5% falloff bonus. |

Elenor Kharne
Ergo Optima
2
|
Posted - 2012.05.10 10:49:00 -
[323] - Quote
Ogopogo Mu wrote:Fixating on rangey rails as purist Caldari gunboat design philosophy excludes all brawling possibilities and simply makes Caldari boats more predictable, more easily countered, and never used. Especially in frigates. "I'll tackle in my kiting railmerlin wlololol..."
I fit a reailmerlin on sisi yesterday and it flew pretty awesome. I dont think it will be useless, it's a good ship. Didn't fly caldari very much, hence I cannot tell much about if it's better or worse than the current one. A blaster merlin feels like shield gallente ship. Considering that gallente might have rockets instead, this change would be more awkward.
Now I have mixed feeling about the incursus. For 1on1 it's just overpowered, but as soon as some "friends" join the end is closing in damn fast. On the other hand, if active tanks are balanced to take on smaller groups and passive tanks are more useful in fleet/bigger gang fights than I am quite content with the changes. That said, wonder how huge the impact would be to buff the myrm rep boni to 10%. Tested two fits with it, a dualrep fit which rocked all other frigs and a plated + rep which felt not very good.
The Tormenter is just lol. I remember them as bait ships and now they are becoming combat ready. fit scram/web and pop them at range with scorch =)
Not sure if a laser puni can now beat a autocannon punisher, because laser have still a hell of tracking issues. Fit them with 400mm plate, heat sink, dc2, web/scram, nos, dual light pulse and ab. The bigger damage is nice.
Anyway, I tested them almost exclusively in "made up" 1v1s and fit them all with an ab.. It would be a different story when you want to fly in 0.0 (eg. need mwd fits) All in all, some movement in the game mechanics and balancing itself is freakin awesome. Opens the door for more variety and might prevent the tendency to stick to c&p fotm ships for a while. |

Kahega Amielden
Rifterlings
388
|
Posted - 2012.05.10 11:13:00 -
[324] - Quote
Quote:Honestly I like the Merlin the way it is now, and the revised plan also has some promise. But the hybrids + optimal = caldari only results in these ships (much as I love them) being pretty gimpy and not often used. Best fitting for Moa = gas harvesters. Fixating on rangey rails as purist Caldari gunboat design philosophy excludes all brawling possibilities and simply makes Caldari boats more predictable, more easily countered, and never used. Especially in frigates. "I'll tackle in my kiting railmerlin wlololol..."
the moa is goddamn awesome. Blaster moa doesn't have the range problems that other blasterboats do, but more importantly a rail-fit moa can run around at 40km dealing 315 DPS. or even further for marginally reduced damage. It's fantastic gang support. The only problem with Caldari gunboats as a whole is that, at the cruiser and up level, they specialize in uberlongrange...which is made useless by the 150km warp range. That's a problem with warping and probing mechanics, though, not with Caldari ship design.
Rail merlin is able to kite well outside the range of other t1 frigates. Its only problem right now is that it has a useless tank bonus (doesn't help at kite ranges) and no damage bonus (which, when added with rails, means it takes a year to kill something). If a three-turret, damage-bonused rail bonus still wasn't capable of doing that job properly then you could boost its speed/agility or something.
Quote:Now I have mixed feeling about the incursus. For 1on1 it's just overpowered, but as soon as some "friends" join the end is closing in damn fast. On the other hand, if active tanks are balanced to take on smaller groups and passive tanks are more useful in fleet/bigger gang fights than I am quite content with the changes. That said, wonder how huge the impact would be to buff the myrm rep boni to 10%.
Except the incursus has no range to speak of. It better goddamn well be able to kill a Rifter in a straight slugfest, but the same rifter should win (and I bet it does) if it uses its superior speed and range. |

Elenor Kharne
Ergo Optima
2
|
Posted - 2012.05.10 11:33:00 -
[325] - Quote
Kahega Amielden wrote: Except the incursus has no range to speak of. It better goddamn well be able to kill a Rifter in a straight slugfest, but the same rifter should win (and I bet it does) if it uses its superior speed and range.
Kinda interested to test that. An mwd rifter might win if its able to tank. I dont have enough experience when it comes to a ab rifter.
|

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
21
|
Posted - 2012.05.10 11:54:00 -
[326] - Quote
Before think about balancing T1 frigates, the first thing is to determine what purpose for each frigate and if we will find the same purpose in all races. I think it would be easier to choose six base missions for each of the six different frigates in each race:
1- Long range attack fregate (30 - 50 km). Bonus to Standard missiles, Beam lasers, Small artillery or Small railgun range or damage Bonus to Beam lasers, Small artillery or Small railgun tracking or Bonus to Standard missiles velocity. Kestrel / Inquisitor / Navitas / Breacher
2- Brawler frigate (0 - 15km) or Heavy Takler Bonus to Rocket launcher, Small pulse, Small blasters or Small Autocanons damage Bonus to Rocket launcher velocity or Bonus Small pulse, Small blasters or Small Autocanons tracking Bonus to defence Merlin, Punisher, Rifter, Tristan
3- Mid range combat ( 15 -30 km) Bous to small weapon damage or range Bonus to defence Condor, Executioner, Slasher, Incursus
4- Fast transport or Mining or Salvage Bonus to cargohold and 4 low slots minimum Bonus mining laser yield Bonus to salvage Bantam, Tormentor, Burst, Navitas
5- Ewar support Bonus to remote sensor booster or target painter Bonus to remote repairer Griffin, Crucifier, Vigil, Maulus
6- Scout /Probe Bonus to probe strengh Bonus to afterburner speed Heron, Magnate, Probe, Atron
I knowI Modified some ship purpose and choose to not use Drones as weapon base option. |

Melyor Le'line
Imperial Academy Amarr Empire
1
|
Posted - 2012.05.10 16:09:00 -
[327] - Quote
CCP Ytterbium wrote: GALLENTE IS THE DRONE RACE, NO MISSILES!: As we move along and develop new lines, we will consider opening new options like further developing Drone ships for Amarr, or Missile ships for Gallente (Roden Shipyards, despite their lack of usefulness, are supposed to have missiles).
Can't say I like this idea.
For one, it would get us another armor tanked race with drone boats, imho if you want lasers on your armor tanked drone boat that badly, grab a Myrmidon , developing the Winmatar more in that direction might make more sense (gives us shield tanked drone boats ... yay?).
For another more missiles would add a third "main" weapons system to the Gallente (Drones for most races are just "utility", they're supposed to be more than that for Gallente, which doesn't really work out all that well in practice it seems, see below).
Imho dump the missiles on the Tristan and turn it into a proper drone frig.
CCP Ytterbium wrote:I choose to not use Drones as weapon base option. It is because I think drones should be seen as utility option opened to all races and not only for just gallente.
Quite unsurprisingly I really really (really) dislike this option (and that's putting it mildly!). I love the idea of drones and fixing them to make them a viable main weapons system, as they were obviously intended to be, would imho be a lot better than just taking the lazy way out by swiping them under the carpet as "utility for all races".
TL;DR simplified "one weapons system per race" and "drones for everyone". DO NOT WANT! |

Ro Storm
Arbitrary Spaceship Destruction -affliction-
0
|
Posted - 2012.05.10 16:48:00 -
[328] - Quote
I'm not the most veteran player of EVE, but to all the posts out there that say things like CCP **** over again, notice this. If you want a good game, then you aught to have a GM that's willing to make better decisions, even at the last minute. The skill changes, to me seemed to be rumored, at least trying to find hard info on what Inferno will be as a final product. This is smarter, if ship changes are going to go on for a long time, you don't want to make drastic, unwise changes to the game, that will make for unbalancing. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
21
|
Posted - 2012.05.10 18:27:00 -
[329] - Quote
The other option would to give all the races two main weapons:
Amarr: Laser+Drones (drones instead missiles to balance missiles and drones among races) Galente: Hybrid+Drones Caldari: Missiles+Hybrid Minmatar: Projectiles+Missiles
With a T1 ship based on each Weapon for each size.? |

Mira Lynne
State War Academy Caldari State
4
|
Posted - 2012.05.10 20:48:00 -
[330] - Quote
Ogopogo Mu wrote:Hybrids + optimal = caldari only results in these ships (much as I love them) being pretty gimpy and not often used. Best fitting for Moa = gas harvesters. Fixating on rangey rails as purist Caldari gunboat design philosophy excludes all brawling possibilities and simply makes Caldari boats more predictable, more easily countered, and never used. Especially in frigates. "I'll tackle in my kiting railmerlin wlololol..."
Inflexibility with gun bonuses already relegates most of the Caldari gun lineup to non-usability except by wackos like me who still get FC-shoved into a cane or blackbird or... hey, you know what kind of Caldari ship doesn't suck at tracking in facerange? A Drake! Everyone wants more of those out there, I'm sure. This. A Hundred Times This
Lunkwill Khashour wrote:Crazy idea: change 10% optimal bonus to hybrids in a 5% optimal, 5% falloff bonus. I think this is something that should be considered, but at 10% to both optimal and falloff (Not just because I suggested that on page 15.... >.> <.<) |
|

Recoil IV
New Eden Renegades
0
|
Posted - 2012.05.10 23:35:00 -
[331] - Quote
i am dissapoint,i dont have gunnery skills except weapon up.but i do have max missiles skills,and only caldari ship skills.so what ships do i loose instanly because of ccp`s poor decisions,
merlin (wont be able to fitt rocket launchers now) cormorant (only turret slots :( , i am very dissapoint about that,every other race has bonuses and slots for what they are focused on) ferox (no bonuses for missiles,altough i can fitt 5 missile launchers ) rokh (do i really need to say??only 4 turret slots,and no bonus damage for them) raptor,eagle,naga etc.
compared to minmatar : all their ships can use projectiles no matter what,and they have enough turret slots and bonuses to worth flying.
compared to gallente : all gallente ships have turret slots no matter what,except for eris and lachesis,but they also have enough turret slots.
compared to amarr : all t1 amarr ships will have only turret slots.some t2 ships are specialized on missiles like vengeance,malediction,sacrilege,damnation.<<----this doesnt really fair either.
please ccp,restore balance,human kind will be greatefull for your work |

Kahega Amielden
Rifterlings
390
|
Posted - 2012.05.11 03:17:00 -
[332] - Quote
Quote:compared to minmatar : all their ships can use projectiles no matter what,and they have enough turret slots and bonuses to worth flying.
Minmatar have to train armor and shield tanking skills. Caldari just need shields.
Quote:compared to gallente : all gallente ships have turret slots no matter what,except for eris and lachesis,but they also have enough turret slots.
Even the Gallente turret ships have healthy dronebays. Flying -any- Gallente ship absolutely requires both drone and hybrid skills
Quote:compared to amarr : all t1 amarr ships will have only turret slots.some t2 ships are specialized on missiles like vengeance,malediction,sacrilege,damnation.<<----this doesnt really fair either.
Amarr are the only race whose primary ship lines only have one theme (Armor tank, lasers)...but they have specialized lines that both rely on drones -and- missiles. |

Tobiaz
Spacerats
395
|
Posted - 2012.05.11 15:12:00 -
[333] - Quote
KEEP THE MERLIN AS SNIPER PLATFORM!!!
Seriously! It has the capability to perform a unique role and CCP takes it away?! OMG WAKE UP!!! There already are plenty of ships in that role, don't add another one if you want Tiercide to be actually successful!
The fact people are using the Merlin mostly (though not exclusively!) as a brawler is because the Caldari don't HAVE another ship that can fulfill that role! The fact it's plenty used right now, means it's already pretty good as it is, both as optional brawler and as sniper (in which role it has almost no competition).
Much better to give the Kestrel the ability to function as a rocket-based Caldari brawler with the option to go medium ranged with light missiles. Up it's EHP, CPU and Grid and give it a fourth med slot for tank&tackle Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
76
|
Posted - 2012.05.11 17:13:00 -
[334] - Quote
Tobiaz wrote:KEEP THE MERLIN AS SNIPER PLATFORM!!!
Seriously! It has the capability to perform a unique role and CCP takes it away?! OMG WAKE UP!!! There already are plenty of ships in that role, don't add another one if you want Tiercide to be actually successful!
The fact people are using the Merlin mostly (though not exclusively!) as a brawler is because the Caldari don't HAVE another ship that can fulfill that role! The fact it's plenty used right now, means it's already pretty good as it is, both as optional brawler and as sniper (in which role it has almost no competition).
Much better to give the Kestrel the ability to function as a rocket-based Caldari brawler with the option to go medium ranged with light missiles. Up it's EHP, CPU and Grid and give it a fourth med slot for tank&tackle
Currently the Kestrel is a much better ranged option than the Merlin, and both are hampered by the tradeoff required in managing their low slots (ie. fitting for speed means you need to give up damage). Overall, the Merlin tends to be a better ship due to it's flexibility and tanking ability (also versatile with active or passive tanking options). People use the Merlin as a brawler because it makes a pretty damn good brawler for a T1 frigate no matter which race. For a sniper option, I would hardly consider the Merlin to be unrivaled, since there are other T1 frigs that do a better job of dictating range and doing ranged dps. ICRS - Intergalactic Certified Rocket Surgeon |

Lunkwill Khashour
Red Federation RvB - RED Federation
81
|
Posted - 2012.05.11 18:07:00 -
[335] - Quote
Fidelium Mortis wrote:Tobiaz wrote:KEEP THE MERLIN AS SNIPER PLATFORM!!!
Seriously! It has the capability to perform a unique role and CCP takes it away?! OMG WAKE UP!!! There already are plenty of ships in that role, don't add another one if you want Tiercide to be actually successful!
The fact people are using the Merlin mostly (though not exclusively!) as a brawler is because the Caldari don't HAVE another ship that can fulfill that role! The fact it's plenty used right now, means it's already pretty good as it is, both as optional brawler and as sniper (in which role it has almost no competition).
Much better to give the Kestrel the ability to function as a rocket-based Caldari brawler with the option to go medium ranged with light missiles. Up it's EHP, CPU and Grid and give it a fourth med slot for tank&tackle Currently the Kestrel is a much better ranged option than the Merlin, and both are hampered by the tradeoff required in managing their low slots (ie. fitting for speed means you need to give up damage). Overall, the Merlin tends to be a better ship due to it's flexibility and tanking ability (also versatile with active or passive tanking options). People use the Merlin as a brawler because it makes a pretty damn good brawler for a T1 frigate no matter which race. For a sniper option, I would hardly consider the Merlin to be unrivaled, since there are other T1 frigs that do a better job of dictating range and doing ranged dps. Kestrel is better sniper with 40k missiles. Cormorant is way better sniper with 100k spike. |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
76
|
Posted - 2012.05.11 19:24:00 -
[336] - Quote
Lunkwill Khashour wrote:Fidelium Mortis wrote:Tobiaz wrote:KEEP THE MERLIN AS SNIPER PLATFORM!!!
Seriously! It has the capability to perform a unique role and CCP takes it away?! OMG WAKE UP!!! There already are plenty of ships in that role, don't add another one if you want Tiercide to be actually successful!
The fact people are using the Merlin mostly (though not exclusively!) as a brawler is because the Caldari don't HAVE another ship that can fulfill that role! The fact it's plenty used right now, means it's already pretty good as it is, both as optional brawler and as sniper (in which role it has almost no competition).
Much better to give the Kestrel the ability to function as a rocket-based Caldari brawler with the option to go medium ranged with light missiles. Up it's EHP, CPU and Grid and give it a fourth med slot for tank&tackle Currently the Kestrel is a much better ranged option than the Merlin, and both are hampered by the tradeoff required in managing their low slots (ie. fitting for speed means you need to give up damage). Overall, the Merlin tends to be a better ship due to it's flexibility and tanking ability (also versatile with active or passive tanking options). People use the Merlin as a brawler because it makes a pretty damn good brawler for a T1 frigate no matter which race. For a sniper option, I would hardly consider the Merlin to be unrivaled, since there are other T1 frigs that do a better job of dictating range and doing ranged dps. Kestrel is better sniper with 40k missiles. Cormorant is way better sniper with 100k spike.
... and the Corm is a destroyer. ICRS - Intergalactic Certified Rocket Surgeon |

Cygnet Lythanea
World Welfare Works Association
58
|
Posted - 2012.05.11 19:55:00 -
[337] - Quote
You know what would make frigs and dessies more useful? LOS.
As far as the re-balance goes, it's most likely doomed from the get go. Sure, we switch things up. And that solves....what? People are not flying fewer frigs because they're bad, they're flying fewer frigs because we don't have the sort of new player influx we used to.
But CCP isn't going to address the underlying issues of that, it might cause another Incarna style backlash in the established community.
Non Nobis Domine Non Nobis Sed Nomine Tua Da Na Glorium |

Tobiaz
Spacerats
398
|
Posted - 2012.05.11 20:34:00 -
[338] - Quote
Fidelium Mortis wrote:
Currently the Kestrel is a much better ranged option than the Merlin, and both are hampered by the tradeoff required in managing their low slots (ie. fitting for speed means you need to give up damage). Overall, the Merlin tends to be a better ship due to it's flexibility and tanking ability (also versatile with active or passive tanking options). People use the Merlin as a brawler because it makes a pretty damn good brawler for a T1 frigate no matter which race. For a sniper option, I would hardly consider the Merlin to be unrivaled, since there are other T1 frigs that do a better job of dictating range and doing ranged dps.
A Merlin can easily kite and outsnipe a Kestrel. A reason why the Kestrel is used at range is because it just hasn't got the tank nor do rockets enough DPS to function as a decent brawler.
A reason why Merlins are more used as brawlers is because of the fact that frigates don't have enough sig-tank against cruiser or even battleships sniping back, ships like Dramiels and interceptors can close the distance too quickly. Ofcourse Destroyers are lethal as well. but that's not an issue since that is their supposed role. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt
Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |

Kaikka Carel
White syndicate
50
|
Posted - 2012.05.12 04:45:00 -
[339] - Quote
Now if I have 4 low slots in incursus give me a reason not to fit them full-gank? |

Tobiaz
Spacerats
401
|
Posted - 2012.05.12 10:46:00 -
[340] - Quote
Kaikka Carel wrote:Now if I have 4 low slots in incursus give me a reason not to fit them full-gank?
Stacking penalty? Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
|

Nagarythe Tinurandir
Catholic School for Boys Dark Legion Alliance
16
|
Posted - 2012.05.12 12:10:00 -
[341] - Quote
i have to agree with the people who are raising concern about fixing only a few frigs at a time and start with the most popular ones.
i believe it would be easier to achieve a good balanced t1-frigate "block" which is consistent in itself, when you firstly figure out what they should be able to do (and please do not apply arbitrary roles which sound cool but do not exist in eve) and then balance each member inside of the role and the roles between each other accordingly. will be quite a task, but thats the only way to build a solid foundation to further build on ( bigger ships, faction, t2, modules active vs passive tanking, etc.)
making little things here and there will cost you only a lot of time but in the end wont get you anywhere. there a some major problems which need to solved (and the idea to kill the tiers is a good start). little tweaks are good when the foundation is placed, but you need to start somewhere. if there a not enough resources to do this for inferno, then dont do it. the argument not enough time was ok for crucible, but at this point ccp needs to start taking/making time and resources to get the jobs done. there has to be a swich from the "starting anew" to a stable new ccp with proper routines.
please dont get me wrong, you guys are doing a good job an i love you for that, but balancing is a delicate thing and needs to be handled carefully. in this case starting only with a few frigs seems wrong. do it with the whole bunch and get things started.
concerning the roles, it should look something like that (similar to what other peoples allready remarked here)
there are combat roles: - long-range bam - fast strike, skirmish aka mobile and fragile damage, possible tacklers? - e-war & e-support - inyo' face brawling - (maybe) tanky bricks
there are non-combat roles: - mining (year, i think mining frigs are valid, since going for cruisers helps you in no way to get into mining barges. my mining alt stayed in his tormentor till he had the skills for a retriever. and by that time a had mined enough with that frig to buy a retriever plus fitting, maybe change the needs for the procurer, because right now there is no real need for that because half a day later you can fly a retriever) - transport, though not a classical role for a frig - exploration; scanning, hacking, salvaging,...
either you asign a role for each frig of each race, or you mix and match according to gusto and racial flavor, though every race should have a possibility to try everything out. inside the roles, ships should reflect what defines the races, eg long range caldari uses missiles, while amarr goes for laz0rs. you get the idea. to make the t1-frigs less specialized and predictable, one could make them belonging to two, more roles. let the fittings be the limiting factor.
|

Scatim Helicon
GoonWaffe Goonswarm Federation
354
|
Posted - 2012.05.12 17:10:00 -
[342] - Quote
I'm really not sold on this whole role-based revamp - it seems like an operation in shoehorning a diverse range of ships into 4 straightjackets.
Every time I read Ytterbium talking about "Combat, Attack, Bombardment and Support" all I see is "Paladin, Shaman, Rogue, Warrior, Death Knight". Is this really the direction that Eve's ship balance needs to take? 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. |

Talin
Dragon Knights of EvE
0
|
Posted - 2012.05.12 23:01:00 -
[343] - Quote
I personally think this rebalancing idea is one of the best idea's I've seen come out of CCP in quiet a long time. I personally fully support it, especially as you move up into the Higher Echelons of ships. I love new ships, and I especially love new rolls giving to older, flagging ships. Ships that while great, could really use more Hardpoints and Hitpoints to go with it.
In that mind though... I'm a Gallente Purist. So I really only care about what happens to their ships. To be honest though, can I say, and I hope I'm not alone in this, but frankly... in my mind 'Repair Amount bonuses' are really a useless in the long compared to 'Resist bonuses'.
Frankly for any Combat Classified (Especially the Gallente ships though) ship into the future really needs to have Resist Bonuses, and not Repair Bonuses.
In my eyes, a good Combat ship, and especially and Incursus would look like this:
INCURSUS:
New bonuses: 5% bonus to Small Hybrid Turret damage and 5% bonus to armor resists 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 |

Gypsio III
Dirty Filthy Perverts
283
|
Posted - 2012.05.13 09:51:00 -
[344] - Quote
Armour resists is an Amarr bonus, except for specialised classes. There's nothing wrong with boost/rep bonuses in principle, CCP just needs to make sure that they're worthwhile (10%/level would be a good start) and that the ship has the slots, fittings and hull stats to make use of them.
As ever, balance ships, not bonuses. |

ACE81
Infinite Improbability Inc Mordus Angels
10
|
Posted - 2012.05.14 11:52:00 -
[345] - Quote
Role names I would use.
Direct combat - Emphasis on versatility Long Range Combat - Emphasis on range Tackler\interceptor - Emphasis on speed Logistic support - Emphasis on fleet support Electronic Warfare - Emphasis on EW Intel\prober - Emphasis on finding things
I like the Idea of 3 turrets on the Merlin but then it should be able to fit 2-3 unbonused rocket launchers as well.
I too would rather have 4th hi slot and 2 lows instead of 3 Hi's and 3 lows (sounds too much like a rifter).
To elaborate further on the Merlin I feel the rockets help the turrets in filling in for their short comings, examples would be like on a blaster fit enemy fly's out of range well the rockets will still make hits till you can get back in range or you can switch to longer range ammo. |

Stealthshot
Three Words of Truth
2
|
Posted - 2012.05.14 12:25:00 -
[346] - Quote
The new Tormentor is really nice a good balance of strong capacitor, utility high for a nuet, drones and enough lows for a decent active tank. Not much dps and its easy to kite but i can live with that. Within scram range it can tank another t1 frig for long enough for the drones to weaken them to the point that a quick burst of OH conflag can break through anything the nuet cant shut down.
Essentially a mini geddon nice work ccp much better then the earlier iteration. Defiantly keep the gun cap bonus it allows guns and scam to be active while a new booster charge is loading very important to stop things getting away.
|

Qvar Dar'Zanar
EVE University Ivy League
36
|
Posted - 2012.05.15 18:34:00 -
[347] - Quote
CCP Ytterbium wrote: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
So Since the Rifter is OP and made of winsauce, we will make it stay the same way. No, wait, we will give it more shield, armor and structure. At first we thought on reducing it's capacitor, but then we said "screw it" and we gave it back. With an improved recharge time.
Cool, CCP, cool. |

Luscius Uta
Killers of Paranoid Souls
14
|
Posted - 2012.05.16 09:34:00 -
[348] - Quote
I haven't looked at all the details, but (as usually is the case) CCP changed some things for the better and some for the worse.
Punisher - damage bonus is nice, I guess we'll see less AC-fitted ones, as you won't need to fit it with ACs to have a chance against a Rifter...or at least I hope so
Tormentor - no comment, I've never flown one
Merlin - +1 turret slot is good, keeping optimal range bonus is also good, but I would still prefer shield resistance bonus over damage bonus, at least if an additional midslot isn't added (which probably won't, as 5 mids is too much for a T1 frig)
Incursus - kinda meh on this one... usefulness of armour repair bonus is doubtful, but at least it's 10% instead of usual 7.5%...slot layout allows you to fit dual reps and a cap booster which can make it very tough
Tristan - much like Merlin, it needs 3 turret slots.
Rifter - it already is made of win and dipped with awesomesauce. Much like Holy Books, it should be kept unchanged. How about improving Breacher instead? |

MortisLegati
Caldari War Materiel
4
|
Posted - 2012.05.16 19:17:00 -
[349] - Quote
I like the removal of the range bonus on the Merlin and the increased damage. The increased damage means it can compete for damage up close, but it can also put out significant damage at longer ranges, since long-range ammo seems to suck DPS away from ships like a silly straw. (Perhaps almost ludicrously so.) |

Autonomous Monster
Paradox Interstellar
44
|
Posted - 2012.05.16 20:18:00 -
[350] - Quote
Qvar Dar'Zanar wrote:So Since the Rifter is OP and made of winsauce, we will make it stay the same way. No, wait, we will give it more shield, armor and structure. At first we thought on reducing it's capacitor, but then we said "screw it" and we gave it back. With an improved recharge time.
Cool, CCP, cool.
Yeah, but you have to look at this in context- all the ships got an HP bump.
BEFORE:
1st. Punisher; 1251 HP (391/469/391) (Average x1.11) 2nd. Merlin; 1133 HP (469/351/313) (Average x1.00) 3rd. Rifter; 1078 HP (391/351/336) (Average x0.96) 4th. Incursus; 1049 HP (313/368/368) (Average x0.93)
AFTER:
1st. Incursus; 1350 HP (400/450/500) (Average x1.06) 2nd. Punisher; 1300 HP (350/500/450) (Average x1.02) 3rd. Rifter; 1250 HP (450/400/400) (Average x0.98) 4th. Merlin; 1200 HP (500/350/350) (Average x0.94)
Relatively speaking, the Rifter is almost exactly where it was before. Merlin got nerfed and Incursus got a huuuuge buff.
|
|

Kenn
McKae Industries and Research
0
|
Posted - 2012.05.17 05:22:00 -
[351] - Quote
Quote:As mentioned in the ship balancing Dev Blog, Inferno will be the starting point for a much needed ship overhaul. This post is to discuss planned changes for frigates before we move forward with Singularity testing.
We want to start with Tech 1 frigates, then move our way up as time passes, which means:
GÇó There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now GÇó 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):
GÇó Split and re-purpose frigates into Combat, Attack, Bombardment and Support roles (includes revamping mining frigates into this) GÇó Have a look at Rookie frigates to make them more versatile but less efficient than revamped frigates GÇó On the power ladder, tech 1 frigates should be less effective than faction / tech 2, but more forgiving and flexible with their fittings
I am dreading a whole lot contained in that quote. This idea of specializing every thing creeps me out. Why not just hardwire the ships and forget the modules? Simply make them what you wanted them to be all along and take away the choices of loading them out to begin with.
Tweaking the ships to be more in line is understandable but this shouldn't have been an issue except the game got mucked around with and the dynamics are out of whack. Players who spent a lot of time gearing their characters with a set of skills and a ship load out are about to get pooed on. I see nothing good to come of this.
You will do what you want but I vote fail. Can this be pulled off in a positive way? Yes but I have long lost faith. |

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.17 13:14:00 -
[352] - Quote
I have been thinking about the ship lines and trying to define some working model. This is what I have currently for the pure combat vessels, I will need some feedback for further development.
Line: Bombardment (T1) Motto: Steady as she goes Description: These ships primarly use delayed damage weapons (drones and missiles), because of this the bombardment line will require a good continious tank, also speed isn't very important because bombardment ships don't need to keep a target at a certain range to keep their DPS up. These ships will likely be highly used for mission running.
Line: Combat (T1) Motto: Assemble the fleet Description: Bonusses for recieving logi and long range weapons. Optimized for group/fleet combat.
Line: Strike (T1) Motto: Strike hard and die fast Description: These ships live on the Edge, they have very high DPS and low EHP. They compensate their low EHP with speed and/or range. The goal is to kill the target before it can shoot back. See Tier3 BC.
Line: Attack (T1) Motto: Eye of the tiger Description: Bonusses for high peak active local tanking and propulsion jamming. These ships are optimized for 1 vs 1 combat, able to tank ships of the same size, while grinding them down. Should also have bonusses for propulsion jamming and active local tanking. They should catch their targets and prevent them from running away. Targeting range isn't important.
Line: Breach (T2) Motto: Crashing the Blockade Description: These are T2 bombardment ships, they have an additional tank and gank bonus. The gank bonus is big enough to allow a reduction of weapon slots so that more high slots remain for utility modules. They also have a role bonus of being immune to non-targeted interdiction.
Line: Command (T2) Motto: Boosting the Fleet, now! Description: Based upon the T1 Combat line, these T2 ships enchance their fleet role by mounting gang links. The bigger the ships the more gang links it can mount. Each fleet should have more then one so that their is always a backup and/or decoy.
Line: Covert (T2) Motto: Hit and run Description: Mostly based upon the strike line, but using cov cloaks. They have high peak DPS, no tank but use covert cloaks for protection.
Line: Intercept (T2) Motto: You are going nowhere Description: Under this line fall all interceptors and interdictors. And provided the target is of the same size or smaller it will have a good chance of taking the prey out.
|

Una Thea
The Executioners Capital Punishment.
0
|
Posted - 2012.05.18 08:12:00 -
[353] - Quote
I have three things to express here.
First off, for the Incursus. Love the idea with the repair bonus to be honest - will be interesting. I suggest a frigate for Minmatar going the same way there with an active tank bonus to keep things fair. :)
Secondly. Keep in mind the 'speciality' of every race:
- Amarr: Buffer armor.
- Caldari: Buffer shield.
- Gallante: Active repair.
- Minmatar: Shield boost.
One can also start talking about weaponary tradition for the races (Amarr love lasers first, something second and so on).
Thirdly and last. I've seen some talk about being able to choose how you assemble your own frigate - what bonuses you want and I have one answer, no! Leave that to the T3 frigates that will perhaps one day see the light. :)
Over all it doesn't look bad - but I have to address my worries as well as others on the lack of work being able to put into the ship balancing. But that will perhaps be fixed in the near future after the Inferno patch is out and running? :)
Best regards, Una Thea.
Ps. The role of a sniper might need to be looked at to become a more viable option perhaps - though it's a difficult thing to find a solution to (I'm talking about the long-long range ships that go around 150km-/+). |

Andy Landen
Tartarus Ventures Surely You're Joking
23
|
Posted - 2012.05.18 17:50:00 -
[354] - Quote
Here is my feedback on frigates. Hope it helps in determining what to do with them. T1 frigates have some good hulls: 1) Scanning frig until Covert Ops. 2) Not for experienced players, unless you need something cheap to blow through gates for travel or to cyno a ship. Rifter/Vigil for speed.
More good hulls with T2 frigates: 1) Covert Ops 2) Stealth Bomber 3) Assault ships, now that they have been improved 4) Interceptors 5) Faction frigates seems like good platforms in general.
-- Most T1 frigates are not worth flying, nor is the EAF line. T1 cruisers are preferred to T1 frigates when cost and risk are the issues.
I recommend more medium slots and strong EW bonuses to EAF. Also, the ability to fit Covert Ops cloaks to follow the Recon line more closely. I recommend more speed and agility bonuses to the rest of the frigates. Cyno bonuses to cycle time and fuel amount. Cloak during cyno with a Cyno cloak module similar to the Improved Cloak, which cloaks the cyno too, sounds like an interesting idea. A covert smartbomb only for frigates to clear the field of wrecks and debris, or to damage cloaked ships within range. |

Sidra Necia
Starwinders The Unwilling.
3
|
Posted - 2012.05.21 08:02:00 -
[355] - Quote
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 + 7.5% 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. 
|

Una Thea
The Executioners Capital Punishment.
0
|
Posted - 2012.05.21 15:42:00 -
[356] - Quote
Hmm.. I have to address my concerns about the Merlin - it looks and feel kind of over powered instead of balanced with the shield resistance bonus.
And I'd like to comment on Sidra Necia's idea about giving the Merlin an extra bonus for rockets - rather unfair regarding other frigates. :)
Best regards, Una Thea. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
121
|
Posted - 2012.05.21 16:19:00 -
[357] - Quote
Why are people fuming at getting a Caldari gun frigate that seems to be able to slug it out with the best of them?
Until it is known what is planned for the awesome (yes, awesome .. rock Kestrel pwns!) Kestrel and the rest of the frigs then complaining that the Merlin doesn't have missiles is ridiculous. Think about it, with Merlin being made into an almost pure gunboat, there is a very high probability that its sibling, the Kestrel, will be made into a god with the self-propelled sticks .. |

ACE81
Infinite Improbability Inc Mordus Angels
14
|
Posted - 2012.05.21 21:33:00 -
[358] - Quote
Veshta Yoshida wrote:Why are people fuming at getting a Caldari gun frigate that seems to be able to slug it out with the best of them?
Until it is known what is planned for the awesome (yes, awesome .. rock Kestrel pwns!) Kestrel and the rest of the frigs then complaining that the Merlin doesn't have missiles is ridiculous. Think about it, with Merlin being made into an almost pure gunboat, there is a very high probability that its sibling, the Kestrel, will be made into a god with the self-propelled sticks ..
One can only Hope!! :D |

Cearain
Imperial Outlaws
427
|
Posted - 2012.05.21 21:50:00 -
[359] - Quote
I just don't see why ccp is messing with the tier 3 frigates at all. With so many other ships out of whack this is just odd.
The rifter is no longer king of frigates after the hybrid and rocket buffs. All the frigates are currently balanced the only thing these changes will do is throw the balance off.
Merlins and likely a double rep incursus are going to be over powered against frigates. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
123
|
Posted - 2012.05.22 04:15:00 -
[360] - Quote
Because by starting with the top tiers one can establish a "maximum" as it were a line that should not be crossed by subsequent changes .. it is (I suspect) why the Rifter got almost no change as it represented the near perfect balance between power, versatility and noob friendliness - in other words: it was/is acting as a base line for the all-encompassing balance sweep.
Personally glad that we get more ships to fly without having to endure being laughed at for bringing the odd-balls out .. as Amarr only I have only ever really the Punisher and Crucifier (pre Slicer goodness), the rest of the ships might as well not even have existed, which is bonkers if you ask me 
PS: DR Incursus will be a beast if possible to fit .. if it is too strong then it is a simple matter of tweaking its numbers (fitting, cap, etc.) |
|

Onslaughtor
True Slave Foundations Shaktipat Revelators
0
|
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
|

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
27
|
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
|
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?
|

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
|
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
|
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 |
|

Nevigrofnu Mrots
Goonswarm Federation
18
|
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. |
|

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. |
|

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
|
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
|
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
|
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. |
|

Mira Lynne
State War Academy Caldari State
24
|
Posted - 2012.06.07 17:09:00 -
[421] - Quote
Reaver Glitterstim wrote:Snip Agree on the Incursus: It would be better suited with a Tracking Bonus or something more Gank-oriented.
Disagree on the Mining Frigates: Rookies could Take out a Merlin with mining lasers. Would only be missing the Cargohold bonus, the Cap use bonus (Merlin has a Significantly better Cap anyways), and a single drone. Untill frigates 3, the extra laser results in higher yield. And by that time, they can move on to a Cruiser.
Only having 2 mids is a major Weakness, however, if the punisher had 3, it could easily become OP (The 'Newer New Merlin') Besides, its a weakness that can be compensated for by particular fittings - Medium Pulse Laser IIs with Scorch and a Pair of Tracking Enhancers let it hit out to about 15km - MWD and Disruptor Sold Separately. Or Even Beams (That are actually pretty decent on frigs) Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.07 17:26:00 -
[422] - Quote
One, let's keeo the focus for this thread on frigates only.
Two, let's make frigates relevant.
At this moment, frigates seem largely irrelevant except the Cov Ops and the Interceptor, plus the faction frigates. Otherwise, they are just travel ships or cyno ships or noob ships until cruisers are available. How can we make frigates relevant? |

Varg Krugar
Republic Military School Minmatar Republic
2
|
Posted - 2012.06.07 19:37:00 -
[423] - Quote
Andy Landen wrote:One, let's keeo the focus for this thread on frigates only.
Two, let's make frigates relevant.
At this moment, frigates seem largely irrelevant except the Cov Ops and the Interceptor, plus the faction frigates. Otherwise, they are just travel ships or cyno ships or noob ships until cruisers are available. How can we make frigates relevant? unless you accept significant power creep across the board, the only viable solution is specialization. but traditionally that is the domain of t2/t3 ships, so if you want to make t1 frigates relevant, something has to give, no?
currently, the main reason for someone to fly a t1 frigate is them being new and not skilled enough to fly anything else.
but an over-3-days-old player will use t1 frigates for exploration and mining* and thats it. for combat, you get handed a destroyer with the last advanced military career agent mission, and that gets you through the SoE epic arc just fine*. the only reason a newbie would want to fit a t1 combat frigate for pve is running the 1/10 plexes in hisec and that one lvl2 drone mission that you can blitz.
*unless you fly amarr, of course.
the other reason to use t1 frigates is that they're dirt cheap and easy to produce.
this is where the t1 combat frigates come in, for small-time lowsec piracy on a budget or newbies tackling for their fleet mates in the corp they just joined. cyno duty and (cloaked alts) gate scouting fall into this category as well.
what i would like to see are frigates for those other specialized roles that are currently absent:
- by now there really should be frigates for hacking/archaeology/salvaging. these are pretty standard activities most newbies dabble in, and i really can't see why we don't have ships with a bonus for that yet. yes, ninja salvaging/looting other peoples lvl4 missions falls into this category as well. why not take that one non-probing bonus away from the t1 versions of the CovOps and give them a bonus to those "profession" modules? (yes, racial differentiation is tempting here, think amarr analyzers and minmatar salvagers, etc. i don't know if newbies should be encouraged to cross-train right from the start)
- then there's the support role. why don't we have logistics frigates? why does someone dedicated to playing support need to get into in a cruiser to get that job done even half-assedly.? being the one t1 logi cruiser in a frigate wolfpack... no fun ;)
- what about an "executive" frigate that improves the racial leadership bonus provided by the pilot by x% per level of frigate skill? these ships could even have hardwired baby versions of the command links battlecruisers can fit. the mining foreman version would be a second ORE frigate. i mean, there is a starter profession with certificates going into this direction, and the first dedicated ship is a battlecruiser and you need to skill 2-3 weeks just in leadership skills to actually use one gang link. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
180
|
Posted - 2012.06.08 04:42:00 -
[424] - Quote
Andy Landen wrote:One, let's keeo the focus for this thread on frigates only.
Two, let's make frigates relevant.
At this moment, frigates seem largely irrelevant except the Cov Ops and the Interceptor, plus the faction frigates. Otherwise, they are just travel ships or cyno ships or noob ships until cruisers are available. How can we make frigates relevant? By creating mechanics where they are needed/required. The first two years of FW a majority of action was in frigates (away from gates/stations), faction frigs hadn't been buffed yet and dessies were considered 'naff' .. then came a period of faction frig spam followed recently by current dessie spam.
But the idea is sound. Create size restricted nodes with impact on XYZ .. CCP originally intended FW to be a test for a sov revamp (before they chickened out and went EHP grind instead) but it might still be in some form or another; Small objective based sov wars with intermittent EHP bricks to get those eMagazine friendly monster fight stories.
|

Varg Krugar
Republic Military School Minmatar Republic
3
|
Posted - 2012.06.08 09:08:00 -
[425] - Quote
Veshta Yoshida wrote:Create size restricted nodes with impact on XYZ .. CCP originally intended FW to be a test for a sov revamp (before they chickened out and went EHP grind instead) but it might still be in some form or another; Small objective based sov wars with intermittent EHP bricks to get those eMagazine friendly monster fight stories. hm. putting sov structures behind deadspace gates that limit ship size based on sov level could be interesting. level 1 sov = frigs only, and so on. the question here would be whether this does anything for t1 frigate significance, since currently those size restrictions always allow the t2/t3 versions of that hull size as well.
if they went in this direction tho, the "role" ships i mentioned above would suddenly become very meaningful |

Garviel Tarrant
Aces -N- Eights Excuses.
2
|
Posted - 2012.06.08 11:29:00 -
[426] - Quote
Not relevant to this at all
But due to the graphic changes i'm very miffed about how BAD the retribution is because its so ******* pretty >_>
Frigs don't work without 3 mids minimum >_> |

2manno Asp
The Imperial Fedaykin
9
|
Posted - 2012.06.08 14:54:00 -
[427] - Quote
Garviel Tarrant wrote:Not relevant to this at all
But due to the graphic changes i'm very miffed about how BAD the retribution is because its so ******* pretty >_>
Frigs don't work without 3 mids minimum >_>
exactly. no combat ship does, unless you have a gang to cover up for your shortfalls. |

JamesCLK
Lone Star Exploration Lone Star Partners
181
|
Posted - 2012.06.08 16:49:00 -
[428] - Quote
2manno Asp wrote:Garviel Tarrant wrote:Frigs don't work without 3 mids minimum >_> exactly. no combat ship does, unless you have a gang to cover up for your shortfalls.
You are both mistaken; slot layout doesn't have anything to do with if a ship works or not unless it prevents said ship from fulfilling its intended role.
The Retribution in particular boasts great range and good DPS with Pulse lasers; it doesn't need to dictate range against frigates because of this. And with the common practice of fitting a neutraliser or nosferatu in the utility high, you can either put a lot of pressure on their capacitor with a neutraliser, or at least mitigate some of their damage with an armour repairer if you go for a nosferatu. It isn't invincible, but no ship or setup is.
Don't fall into the trap of judging a ship by its slot layout. 
|

2manno Asp
The Imperial Fedaykin
9
|
Posted - 2012.06.08 18:38:00 -
[429] - Quote
post nuked. thanks ccp. |

PinkKnife
The Scope Gallente Federation
109
|
Posted - 2012.06.08 20:09:00 -
[430] - Quote
Mira Lynne wrote: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 no ship gets damage bonuses specifically to Autocannons or Blasters - Both long and Short Range systems are bonused.
Sacrilege. |
|

Fidelium Mortis
Quantum Cats Syndicate
87
|
Posted - 2012.06.08 20:21:00 -
[431] - Quote
2manno Asp wrote:Garviel Tarrant wrote:Not relevant to this at all
But due to the graphic changes i'm very miffed about how BAD the retribution is because its so ******* pretty >_>
Frigs don't work without 3 mids minimum >_> exactly. no combat ship does, unless you have a gang to cover up for your shortfalls.
The ret is a very viable and survivable ship if you fit it correctly and pick your engagements. Especially given the damage projection and quick ammo swap it's not too hampered by the loss of a web. Personally, I fly mine as a nano ship with a 22km optimal, and it's fairly capable of handling anything from a frig to a bc.
Also last I checked, the slicer is a pretty viable ship (also another favorite of mine), even with the lack of a web. ICRS - Intergalactic Certified Rocket Surgeon |

Mira Lynne
State War Academy Caldari State
29
|
Posted - 2012.06.08 23:51:00 -
[432] - Quote
PinkKnife wrote:Sacrilege Im well aware of the Sacrileges', and missiles' in general, bonuses. I was refering more to Turret ships - you dont see anything with '5% Bonus to Medium Autocannon Damage' - its '5% Bonus to medium projectile Damage'. Yet why are short range and long range missiles treated like separate weapon systems? Skills, Implants, and ship bonuses all discriminate between long range and short range launchers. Turrets don't. Anyone else see a Problem here? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

MrOaks
Republic Military School Minmatar Republic
0
|
Posted - 2012.06.09 15:22:00 -
[433] - Quote
What is the eta on the eos getting 5 heavies and its 5th mid slot back? |

Andy Landen
Exploring Eagles
35
|
Posted - 2012.06.10 01:55:00 -
[434] - Quote
I really want to see the EAF become relevant. As it stands, T1 cruisers are always a better choice for ewar than EAF .. and far less expensive too. Can we get a cov ops cloaky line of EAF boats too please, just like the Force Recon line in cruisers. Let the recon skill apply to both the frigate and cruiser lines for natural career progression for natural career progression.
How about frigate RR boats too? Frigates with 4-5 medium RR modules fully powered. Similar bonuses as the cruiser logi ships, including 150% bonus to range of RR, thus making the medium RR project out to 51 km. Let the logistics skill apply to both the frigate and cruiser lines for natural career progression. |

Harvey James
Prospero's Sight
1
|
Posted - 2012.06.10 20:41:00 -
[435] - Quote
well if they removed all ewar bonus from t1 hulls as its a specialization and buffed EAF's and yes the frig logi could work... |

Mira Lynne
State War Academy Caldari State
35
|
Posted - 2012.06.11 05:50:00 -
[436] - Quote
Logi =/= EWAR
Still no news as to when we can expect more Tiericide? Or what frigs are changing and how? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

Lunkwill Khashour
Red Federation RvB - RED Federation
123
|
Posted - 2012.06.11 13:29:00 -
[437] - 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.
So far I'm quite happy with the frig rebalances aswell. I still feel you should have lowered pulse grid use rather than boost punisher grid but oh well.
Focus on the rest of the frig overhaul I like. It'ld be nice if you could do all the others in one go AND plan some develop time for the second or third expansion down the road (i.e. not immediately) to revisit the T1 frigs as a whole and rebalance them. By that time you should have enough statistics to see how they fare.
More versatile rookie ships is ineresting but if you're going to make those ships representative of a race as a whole, then you should make them available to all players, independent of race.
Ore mining frig is definately needed but there is already one in the game (kinda sorta)
Four new dessies sound very nice! Are you also planning to introduce the racial dessie skills with these?
All in all I'm quite happy with how this has turned out so far. Keep up the good work Ytterbium. |

Mallory Million
24th Imperial Crusade Amarr Empire
0
|
Posted - 2012.06.11 14:36:00 -
[438] - Quote
I haven't found the Merlin to be OP at all..
http://amarr.eve-kill.net/?a=kill_detail&kll_id=13582672 http://amarr.eve-kill.net/?a=kill_detail&kll_id=13582461 http://amarr.eve-kill.net/?a=kill_detail&kll_id=13576112 http://amarr.eve-kill.net/?a=kill_detail&kll_id=13468399 http://amarr.eve-kill.net/?a=kill_detail&kll_id=13507111 http://amarr.eve-kill.net/?a=kill_detail&kll_id=13468491
(the other guys on some of those kill mails weren't actually there-- all were solo+npcs). Then again, I've lost one for about each kill I've gotten too, although, I've been fighting t2/faction/dessies, mostly.
When a rifter engages me and I'm in a merlin now, i think "lol, is he suicidal? he has no chance."
Seriously, it does way in excess of 150 (instant -- no drones, this helps a lot too) dps, can duel prop with scram or use web and scram, and is fast enough to catch slicers. Once you realize that it has enough buffer before you add a DC2, and start putting speed mods in the lows..
What makes it OP is four mids, three lows and the best weapons system. I think a low needs to be dropped.
The incursus is a little OP, too. I found myself wondering twice today-- can my scram comet take an incursus? If he's double rep and blasters, almost certainly not. |

Kitt JT
League of Non-Aligned Worlds Nulli Secunda
43
|
Posted - 2012.06.11 15:24:00 -
[439] - Quote
Mallory Million wrote:I haven't found the Merlin to be OP at all.. http://amarr.eve-kill.net/?a=kill_detail&kll_id=13582672http://amarr.eve-kill.net/?a=kill_detail&kll_id=13582461http://amarr.eve-kill.net/?a=kill_detail&kll_id=13576112http://amarr.eve-kill.net/?a=kill_detail&kll_id=13468399http://amarr.eve-kill.net/?a=kill_detail&kll_id=13507111http://amarr.eve-kill.net/?a=kill_detail&kll_id=13468491(the other guys on some of those kill mails weren't actually there-- all were solo+npcs). Then again, I've lost one for about each kill I've gotten too, although, I've been fighting t2/faction/dessies, mostly. When a rifter engages me and I'm in a merlin now, i think "lol, is he suicidal? he has no chance." Seriously, it does way in excess of 150 (instant -- no drones, this helps a lot too) dps, can duel prop with scram or use web and scram, and is fast enough to catch slicers. Once you realize that it has enough buffer before you add a DC2, and start putting speed mods in the lows.. What makes it OP is four mids, three lows and the best weapons system. I think a low needs to be dropped. The incursus is a little OP, too. I found myself wondering twice today-- can my scram comet take an incursus? If he's double rep and blasters, almost certainly not.
Actually, i think the merlin should have won just about all of those engagements. There were 2 ships with any sort of tank. Obvs a brawling dps/tank frig should be able to kill a paper-tank frig.
As far as the rifter goes, i think its good that a merlin can challenge a rifter. It could before the patch, but now it has a great chance.
And seeing as how the firetail was basically just a rifter... |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
229
|
Posted - 2012.06.11 21:07:00 -
[440] - Quote
Kind of bummed that Amarr have no mining frig now. I toughed it out with Amarr and refused to train Caldari.. lol ...not that I need a mining frig now.. but still. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/OldST.jpg[/IMG] |
|

Galphii
Sileo In Pacis THE SPACE P0LICE
48
|
Posted - 2012.06.12 02:20:00 -
[441] - Quote
Lunkwill Khashour wrote: More versatile rookie ships is ineresting but if you're going to make those ships representative of a race as a whole, then you should make them available to all players, independent of race.
You can actually buy rookie frigates on the market now. |

Mallory Million
24th Imperial Crusade Amarr Empire
0
|
Posted - 2012.06.12 02:21:00 -
[442] - Quote
Kitt JT wrote:
Actually, i think the merlin should have won just about all of those engagements. There were 2 ships with any sort of tank. Obvs a brawling dps/tank frig should be able to kill a paper-tank frig.
As far as the rifter goes, i think its good that a merlin can challenge a rifter. It could before the patch, but now it has a great chance.
And seeing as how the firetail was basically just a rifter...
The slicers were trying to kite; merlin went 5000m/s and stopped them from doing so.
|

Harvey James
Prospero's Sight
2
|
Posted - 2012.06.13 18:05:00 -
[443] - 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.
im curious to know if you intend to remove ewar bonuses from t1 hulls like griffin/scorpion (ecm) as its a specialisation skill really for t2 ships this would help make EAF's more useful as a ship class (when buffed ofc) and as cheap learner ship before cruiser recons. And perhaps if any intention to develop t2 logi frigs also nice developer for logi cruiser as t1 logi cruisers suck/not enough bonuses/specialisation again :).
|

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.14 12:55:00 -
[444] - Quote
Harvey James wrote:
im curious to know if you intend to remove ewar bonuses from t1 hulls like griffin/scorpion (ecm) as its a specialisation skill really for t2 ships this would help make EAF's more useful as a ship class (when buffed ofc) and as cheap learner ship before cruiser recons. And perhaps if any intention to develop t2 logi frigs also nice developer for logi cruiser as t1 logi cruisers suck/not enough bonuses/specialisation again :).
Harvey,
Every specialization/career may be followed from the ground up in preparation to flying the T2 version, except stasis webification on the minmatar line for some reason. T1 ships can do ewar without infringing on T2.
EAFs are their own line of ewar vessels, though currently so weak that no one flies them. They are not part of the career path to Recons (either force or combat), despite their weaker bonuses to similar ewar and the connection players make with pursuing similar interests into the recons as well.
Lastly, I support logi frigs, though wonder how people will choose them over cruiser logis. These ideas both beg the questions concerning ewar and logis roles in the BS line (T1 and T2) as well. Bonuses at the BS level should probably scale the ewar and logi amounts with appropriate bonuses. For example, per level bonuses would be: 50% bonus to logi repair amount, and 50% bonus to ewar amounts at the BS level, and 30% at the T2 cruiser level for all eWar, and 20% for T2 frigs, etc with adjustments to the modules so that the bonuses bring the power of each module to a balanced level. |

Grady Eltoren
Aviation Professionals for EVE
63
|
Posted - 2012.06.14 16:32:00 -
[445] - Quote
REPOSTED HERE FOR DEV ATTENTION:
There are 7 (count them SEVEN) STANDARD Frigates for EACH race. NOT INCLUDING navy/faction varieties.
We could shrink that down to 5 and take 2 from each race and make them NEW destroyer hulls.
This would simplify the workload on the Art department.
It would also make CCP Ytterbium's (and company) job EASIER by letting them focus on 5 GOOD frigates that fit the new tiericide philosophy.
You can have brawlers, long range, ewar, missile, you name it varieties of the 5 frigates just like described in the dev blog with this idea. Just reshuffle the ships and viola. If a T1 ship shares a skin with a T2 ship, just swap the skins - simple and has been done before.
Total new amount of destroyers 3 per race (just like the battlecruisers). This also makes sense as destroyers are like the smaller sized GLASS cannon's (and always have been) of the frig/cruiser size like Battlecruisers are to the Cruiser/Battleship size.
ALSO...
IDEA FOR NEW DESTROYERS ROLES - Make one for each race that is just like the Tornado, Naga, etc.... In other words...Capable of fitting MEDIUM guns whereas they can normally only fit small ones! :)
CCP - YOU KNOW YOU LOVE THIS IDEA. :)
The logic is undeniable. :)
|

FireT
Royal Advanced Industries Imperial Hull Tankers
24
|
Posted - 2012.06.14 18:20:00 -
[446] - Quote
I am looking forward to this. It seems like an interesting balancing avalanche you and your fellow CCP staffers are working on. I am definitely on board and can not wait to see what comes out of this. Thank you CCP for this interesting balancing project. And have a good weekend. |

Harvey James
Prospero's Sight
3
|
Posted - 2012.06.14 18:29:00 -
[447] - Quote
your far too nice give them some abuse for letting t1 hulls have specialist ewar skills :P |

Mira Lynne
State War Academy Caldari State
66
|
Posted - 2012.06.14 18:54:00 -
[448] - Quote
I noticed something worrying in the Dev Blog:
Quote:Race fighting philosophy will most likely dictate engagement range
So Caldari and Probably Minmatar are shoehorned into Light Missiles while Amarr and probably Gallente are shoehorned into Rockets. Im sorry but i cant agree with this. It kills versatility and Variety. Why shouldnt Caldari be able to Brawl with Rockets? Why shouldnt Amarr be able to Kite with light Missiles? Keeping in mind that turret ships get bonuses that dont discriminate between long range and short range weapon systems, and especially considering the wonderfull work CCP has done with the Merlin (A Viable Caldari Brawler, that can also Snipe!) It seems like a step backwards to shoehorn a ship into Rockets or Light Missiles - this goes for all races, not just caldari. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

FireT
Royal Advanced Industries Imperial Hull Tankers
24
|
Posted - 2012.06.14 19:04:00 -
[449] - Quote
Though I am guessing this is far too distant in the future. But if the Navitas gets the drone bonus the Ishkur will essentially be redone into that ship model? |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.14 20:23:00 -
[450] - Quote
Grady Eltoren wrote:REPOSTED HERE FOR DEV ATTENTION:
There are 7 (count them SEVEN) STANDARD Frigates for EACH race.... NOT INCLUDING navy/faction varieties!! This is too many.
We should shrink that down to 5 and take 2 frigate models from each race and make them into 2 NEW destroyer hulls. RESULT:
Total std. frigs per race = 5 Total std. Destroyers per race = 3
...
IDEA FOR NEW DESTROYERS ROLES - Make one for each race that is just like the Tornado, Naga, etc.... In other words...Capable of fitting MEDIUM guns whereas they can normally only fit small ones! :)
CCP - YOU KNOW YOU LOVE THIS IDEA. :)
The logic is undeniable. :)
Wow, you won just by telling us all how great your ideas are. Not that I disagree about having a few more destroyers. Might get some creative thinking about roles, and if the roles can be found for all the frigates, I say we keep them AND have a few more destroyers too. Of course, if I wanted to kill cruisers, I would jump into a HAC. Too much smaller ship packing bigger weapons going on these days .. I mean, where is the AoE DD AF? I hope you can tell that I am merely emphasizing my point by using an extreme example. I look forward to seeing more creative thinking for new destroyer roles. I am thinking about it also, so I'll let ya'll know if I come up with anything. |
|

Scatim Helicon
GoonWaffe Goonswarm Federation
490
|
Posted - 2012.06.14 22:48:00 -
[451] - Quote
Switching one of the existing frigate hulls to a destroyer and scaling up the model accordingly is actually not a bad idea, as the frigate range is currently hopelessly overcrowded and the destroyer range rather sparse. Since the current mining frigates don't yet have a T2 equivalent they're the obvious candidates since it would cause the least disruption, although it would mean essentially scrapping the recent Tormentor reworking. We'd probably need some improved models for them too if you wanted anyone to look twice at them, particularly for the hideous Burst and Bantam hulls.
My first thought is simply splitting the range into 'gank' and 'snipe' variants, though I'm sure somebody will be along shortly to tell me why this is a terrible idea. 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. |

Luscius Uta
Killers of Paranoid Souls
18
|
Posted - 2012.06.15 06:36:00 -
[452] - Quote
Speaking about destroyers, I would add one tier 2 destroyer to each race, they should be singificantly better than tier 1 destroyers, much like tier 2 battlecruisers are better than tier 1 BC's (so more power grid, CPU, one more mid or low slot), while still being cheaper than T1 cruisers and inferior to assault frigates. They should also have different bonuses than tier 1 destroyers that are still consistent with their racial theme. For example:
Caldari
5% shield resistance per level 10% bonus to Rocket and Light Missile velocity per level
Minmatar
7.5% shield boost amount per level 10% bonus to Small Projectile Turret falloff per level
CCP also might introduce T3 destroyers one day, but much like T3 cruisers cannot replace heavy interdictors, they should not be able to replace existing T2 destroyers. Instead, with right subsystems (who should be much cheaper than subsystems used in strategic cruisers) you could give them more tank and DPS (turning them into Destroyers equivalent of assault frigates), speed, tackle range and agility (Interceptors), ability to warp cloaked (Covert ops), and EWAR bonuses (Electronic attack ships).
Also, we don't have navy or pirate faction destroyers or battlecruisers, so I hope that's on CCP's "todo" list. |

Veruca Salt
3
|
Posted - 2012.06.15 10:48:00 -
[453] - Quote
"Have a look at Rookie frigates to make them more versatile but less efficient than revamped frigates "
Why waste brilliant design art like Ibis for something less efficient? You already have plans to assign roles to each frigates, then it make sense rookie ships have something efficient so players can use it significantly more than a few days.
Or
You can make T2 or faction version of rookie ship design art. |

X Gallentius
Quantum Cats Syndicate
278
|
Posted - 2012.06.15 16:34:00 -
[454] - Quote
A couple comments: 1. The perception of the current state of destroyer balance seems to be off from my experience. Cormorants, in particular, are much better than most people give them credit for. Coercers with a point would be very deadly. Cats are great dps machines and of great use in blobs, but Thrashers are better in every way.
2. Careful balancing needs to be applied for second set of destroyers. Missiles are clearly better than drones in this game. Gallente/Amarr may get the shaft with this second set of dessies.
3. "Long range" and "drone frigate" don't go well together. Navitas will likely be doomed to failure if not balanced well. |

Mira Lynne
State War Academy Caldari State
72
|
Posted - 2012.06.15 19:00:00 -
[455] - Quote
Luscius Uta wrote:add one tier 2 destroyer to each race, they should be singificantly better than tier 1 destroyers Tiers are bad. Posted in the Tiericide Thread too, for shame...
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |

Harvey James
Prospero's Sight
3
|
Posted - 2012.06.15 19:51:00 -
[456] - Quote
indeed we don't need another drake vs ferox issue tiercide ftw :) dessies do plenty of dps for a t1 small hull as it is and they are adding a second dessie for each race with different weapon systems to add variance/choice this is good they dont need to be better just different or your in danger of making them OP |

Electra Magnetic
Hard Knocks Inc.
0
|
Posted - 2012.06.15 23:14:00 -
[457] - Quote
Funny how a few lines of code take months to edit... c'mon CCP, pull your panties up and get the job done. No reason it should take months to fix a few ships at this point. Wonder why there arnt millions of subscribers to EVE?? Its because the game sucks, and CCP is too slow to fix it. Not to mention they are diverting funds that should be used in EVE to devolping a terrible FPS for a console no one wants to use anymore.
Get with the program CCP, get rid of all the menus everywhere and stream line the interface. Make the game fun to play for everyone by requiring people to fulfill all skill requirements in order to fly a bigger ship. |

Scatim Helicon
GoonWaffe Goonswarm Federation
497
|
Posted - 2012.06.15 23:26:00 -
[458] - Quote
Electra Magnetic wrote:Funny how a few lines of code take months to edit... The time-consuming part is redesigning the roles in the first place, evaluating feedback, etc. 'A few lines of code' is what happens at the very end of the process. 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. |

Varg Krugar
Republic Military School Minmatar Republic
5
|
Posted - 2012.06.16 12:31:00 -
[459] - Quote
Luscius Uta wrote:Speaking about destroyers, I would add one tier 2 destroyer to each race, they should be significantly better than tier 1 destroyers, much like tier 2 battlecruisers are better than tier 1 BC's (so more power grid, CPU, one more mid or low slot), while still being cheaper than T1 cruisers and inferior to assault frigates. They should also have different bonuses than tier 1 destroyers that are still consistent with their racial theme. uhm. tiericide?
i love my thrasher dearly, but i really don't think power creep on destroyer sized hulls is good for the game overall. also "inferior to assault frigates"? in what regard? i'm not so sure many AFs can go toe-to-toe with a thrasher currently.
i'm in favour of the second set of destroyers being different, not better. maybe just make them missile based, just so missile people have a dessy hull to play with. (also, launching rockets from 8 pods? awesome lightshow. might be abused for client lag induction tho)
i'm curious how the mentioned planetary bombardment bonus will work out. i kinda expected this to be the job of vessels with larger guns (BS/Dread hulls), so i wouldn't be terribly surprised if they make the new destroyers fit medium guns in the same way tier3 bcs fit large ones. i'm sure hisec gankers everywhere will approve.
Luscius Uta wrote:CCP also might introduce T3 destroyers one day, but much like T3 cruisers cannot replace heavy interdictors, they should not be able to replace existing T2 destroyers. Instead, with right subsystems (who should be much cheaper than subsystems used in strategic cruisers) you could give them more tank and DPS (turning them into Destroyers equivalent of assault frigates), speed, tackle range and agility (Interceptors), ability to warp cloaked (Covert ops), and EWAR bonuses (Electronic attack ships).
Also, we don't have navy or pirate faction destroyers or battlecruisers, so I hope that's on CCP's "todo" list. i could envision t3 frigates, but t3 destroyers sound like too much lowsignanohacwtfbbq to me. i would fly one for sure, but it just doesn't seem like they could be anything but ridiculously over the top. |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.16 15:15:00 -
[460] - Quote
Varg Krugar wrote:i could envision t3 frigates, but t3 destroyers sound like too much lowsignanohacwtfbbq to me. i would fly one for sure, but it just doesn't seem like they could be anything but ridiculously over the top. Good sir, T3 does not mean over-powered. It means under-powered versatility. Used wisely, the versatility could prove tactically powerful. Do not fear that new things might be OP. Leave that job for CCP and for the Test server. |
|

Varg Krugar
Republic Military School Minmatar Republic
6
|
Posted - 2012.06.16 17:26:00 -
[461] - Quote
Andy Landen wrote:Varg Krugar wrote:i could envision t3 frigates, but t3 destroyers sound like too much lowsignanohacwtfbbq to me. i would fly one for sure, but it just doesn't seem like they could be anything but ridiculously over the top. Good sir, T3 does not mean over-powered. It means under-powered versatility. Used wisely, the versatility could prove tactically powerful. Do not fear that new things might be OP. Leave that job for CCP and for the Test server. good sir, you were asking for medium RR mods on logistics frigates. i don't think we will agree on balance issues, neither do we have to.
destroyers were introduced as glass cannon frigate killers. they mutated from that rather specific fleet role to solid allround ships that newbies like yours truly can do lvl2 missions and 4/10 plexes in (new players even get the skillbook and one destroyer from the career agents). but altho destroyers were brought more in line with frigates and cruisers wrt pve survivability (in a sig&speed vs. ehp&rep kinda way), they still kept the full rack of eight hislots and hardpoints, giving them a definitely more gank-ish slant than both frigates and cruisers. if you take that away, its not really a destroyer anymore, but a fat frigate.
a t3 frigate would have between 3 and 6 hislots, depending on how it was set up, keeping the total amount of slots at or below 13. a t1 destroyer has 13 slots total. interdictors have 14.
i just dont think small ships with 14-15 slots (8 highs) and t2 resists and/or covert capability will fit well with the rest of the line-up.
sure, i would love a ship with 5 guns, probe launcher, salvager, covops cloak, speed, t2 resist tank, analyzer, codebreaker and tackle, some lowslots to taste, small sig radius and fitting ship boni, naturally. that just doesn't make it good game design. |

Mira Lynne
State War Academy Caldari State
75
|
Posted - 2012.06.18 05:30:00 -
[462] - Quote
@Ytterbium: Do you plan on going back after frigs tiericide is complete, for a second pass? Just to make sure everything is balanced? Also, what are plans for T2/Faction Frigs? I know the succubus could use a bit of a buff... 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
751

|
Posted - 2012.06.18 15:17:00 -
[463] - Quote
We want to iterate along as we move into other frigates yes, for example, the Tormentor could use some shoe polish, see here why .
Unpinning this thread, will still keep an eye at it since there are good suggestions floating around.
Thanks for your time and replies people, these are most appreciated. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 .. 16 :: [one page] |