[NEWS] Modifications des frégates pirates

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https://forums.eveonline.com/default.as ... ost4278937

Pavé :
Spoiler:
Mornin!

Below you will find the first pass on pirate faction frigates ready for public review. It is our hope to deliver a rebalance on all 15 non-SOE pirate faction ships this summer(yay). Before I lay out the numbers for the frigates as they stand currently, I want to talk a bit about the themes for each faction, where those themes stand in relation to the frigates, and how that might connect to the cruisers and battleships down the line.

Sansha: Sansha needs help. The Nightmare is getting used, mostly as a PVE platform, but the Succubus and Phantasm are among the least used ships in EVE. That means we have an opportunity to try something new! The theme we are currently excited about revolves around afterburners. By giving a substantial boost to the velocity bonus from afterburners we create an extremely powerful frigate, a lot of new options for the cruiser, and affect the Nightmare the least, which matches well with the impact we want.

Blood: This line is very similar in some ways to Sansha. We have a battleship in the Bhaalgorn with a unique and valuable niche and then a frigate and cruiser that almost no one uses. The main difference with Blood is that, when it comes to energy warfare, you get very different roles at different sizes even with the same bonus, so it can be difficult to find a way to tie all three together. What we are proposing at the moment is to change the web effectiveness bonus to web range for the Cruor and Ashimmu(which is a broadly useful bonus AND doesn't overlap with Serpentis AND matches the Bhaalgorn) and then to give all three "old NOS", that is, Energy Vampires would continue to leech from your target until their cap reaches zero, regardless of your own cap level. This would be role bonus functionality that stacks on top of the old bonus to energy turret damage as well as the NOS/Neut effectiveness bonus from Amarr. This should offer a lot of new and powerful options to Blood Raiders without having any negative impact on the Bhaalgorn's current role.

Guristas: This has probably been the hardest faction to figure out. The Rattlesnake and Gila both have their uses but are both overshadowed in many ways by the new Ishtar and Dominix. We wanted Guristas to keep a drone theme but to move in a new and unique direction rather than trying to compete directly with other popular drone ships. As the Worm shows below, we are looking at giving each Guristas ship a bandwidth that allows for only two drones, but a large damage and hitpoint bonus to those drones, leading to very high overall drone damage and toughness. Additionally, the former missile velocity bonus will change to kinetic and thermal missile damage, giving Guristas even more punch. I understand that you will need specifics on the other two Guristas ships to make final opinions on the theme, but for now just look at the Worm and let us know if it seems fun and we'll go from there.

Serpentis: One of the strongest and most fun pirate factions at the moment is certainly Serpentis. We didn't want to make major changes in theme, but there is a big conversation that can be had about the web strength bonus. As it stands, at 10% per level, it is one of the strongest bonuses in the game and in the right situation it can feel downright broken. For now, I intend to leave it at full strength. While it is very powerful, I believe it delivers on the excitement and special feel that pirate factions ought to provide. If you disagree and feel that this bonus is having a negative impact on your gameplay please let us know and we can continue to weigh the pros and cons here as this balance pass continues.

Angel: And last we have the most popular pirate faction, which is doing pretty well at all three sizes. The biggest problem Angels face is direct competition with other Minmatar ships and a light case of OP. The Dramiel isn't getting any big changes and the other two Angel ships probably won't see any huge change in style or function either, but wait for later threads to discuss their specifics please.

For the frigs we are in a situation where there are two performing well (Dramiel and Daredevil) and 3 that are virtually unused. That means the buffs for those 3 (Succubus, Cruor, Worm) come in the form of pretty heavy attribute gains as well as re-design in terms of bonuses. In general this class is getting some updates to bring them into the post-tiericide world so things like base speed and lock range will get tweaks across the board.

Anyway, here you go, let us know what you think:
(note: it's possible that there's typos or other small errors in these stat lists so if you notice something really odd just let me know)

SUCCUBUS

Amarr Frigate Bonus:
20% bonus to Afterburner velocity bonus (was 5% energy turret damage)

Caldari Frigate Bonus:
7.5% bonus to Small Energy Turret tracking speed

Role Bonus:
125% bonus to Small Energy Turret damage (was 100% energy turret damage)


Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers
Fittings: 44 PWG(-14), 170 CPU(-5)
Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23)
Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+.09)
Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-.35) / 965000 / 4.68s(-.4)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5
Sensor strength: 13
Signature radius: 33(+2)

========================================================================================

CRUOR

Amarr Frigate Bonus:
15% bonus to Energy Vampire and Energy Neutralizer effectiveness

Minmatar Frigate Bonus:
20% bonus to Stasis Webifier range (was 10% bonus to Stasis Webifier effectiveness)

Role Bonus:
100% bonus to Small Energy Turret damage
note: Energy Vampires operate as though your capacitor is empty (this wording is work in progress)


Slot layout: 4H, 3M, 3L; 2 turrets, 0 launchers
Fittings: 50 PWG(-7), 140 CPU(+3)
Defense (shields / armor / hull) : 480(-103) / 740(+83) / 580(-2)
Capacitor (amount / recharge / cap per second) : 470 / 205000 (-29375) / 2.24 (+.23)
Mobility (max velocity / agility / mass / align time): 330(+22) / 3.6 / 1003000 / 5.01s
Drones (bandwidth / bay): 10(+10) / 10(+10)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km(+8km) / 760 / 6
Sensor strength: 12
Signature radius: 35

========================================================================================

WORM

Gallente Frigate Bonus:
10% bonus to kinetic and thermal missile damage (was 5m3 Drone Bay Capacity per level)

Caldari Frigate Bonus:
4% bonus to all shield resistances

Role Bonus:
300% bonus to light combat drone damage and hitpoints (was 50% bonus to Rocket and Light Missile velocity)


Slot layout: 3H, 4M, 3L; 0 turrets, 2 launchers
Fittings: 40 PWG(+5), 180 CPU(+20)
Defense (shields / armor / hull) : 830(+33) / 500(-82) / 620(-3)
Capacitor (amount / recharge / cap per second) : 380(+30) / 212000 (-22375) / 1.79 (+.29)
Mobility (max velocity / agility / mass / align time): 320(+33) / 3.8(+.31) / 965000 / 5.17s(+.42)
Drones (bandwidth / bay): 10(-15) / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 650 / 5
Sensor strength: 15
Signature radius: 40

========================================================================================

DAREDEVIL

Gallente Frigate Bonus:
10% bonus to Small Hybrid Turret falloff

Minmatar Frigate Bonus:
10% bonus to Stasis Webifier effectiveness

Role Bonus:
200% bonus to Small Hybrid Turret damage


Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers
Fittings: 35 PWG, 145 CPU
Defense (shields / armor / hull) : 530(-7) / 560(-22) / 630(-27)
Capacitor (amount / recharge / cap per second) : 390(-5) / 230000 (-4375) / 1.69 (+.01)
Mobility (max velocity / agility / mass / align time): 385(+1) / 3.2(-.02) / 823000 / 3.65s(-.02)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5km) / 650 / 5
Sensor strength: 12(-1)
Signature radius: 35

========================================================================================

DRAMIEL

Gallente Frigate Bonus:
7.5% bonus to Small Projectile Turret tracking speed

Minmatar Frigate Bonus:
10% bonus to Small Projectile Turret falloff

Role Bonus:
100% bonus to Small Projectile Turret damage


Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
Fittings: 37 PWG, 133 CPU
Defense (shields / armor / hull) : 590(+7) / 590(+8) / 520(+3)
Capacitor (amount / recharge / cap per second) : 370(+5) / 208000(-26375) / 1.77(+.22)
Mobility (max velocity / agility / mass / align time): 460 / 3.1(-.02) / 950000 / 4.08s(-.02)
Drones (bandwidth / bay): 15 / 20
Targeting (max targeting range / Scan Resolution / Max Locked targets): 28km(+3km) / 750 / 5
Sensor strength: 11
Signature radius: 30(-2)


tl;dr en une minute :
Spoiler:
Gros up de la vitesse du succubus, en deviendrait presque jouable
Le cruor change de rôle et passe du "tackleur of d00m" à celui de kiter à 20km de l'enfer infernal. Hyena v2.
Le worm a de meilleurs missiles, mais plus que 2 drones actifs, mais ces deux drones sont méchants comme un Reppyk. Le pwg et le CPU permettent enfin de faire quelque chose.
Le daredevil ne perd qu'un pouillème d'EHP.
Le dramiel devient un poil plus petit.


tl;dr
up des succubus/worm, changement de rôle du cruor, pas de changement pour le DD/dramiel.
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SUCCUBUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUS <3
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Un Succubus 10mn avec des beams pourrait être assez lol

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laisse les traders faire joujou, d'ici a ce que le patch sorte, ca seras retomber :)

sympa la modif du cruor
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Kaeris
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Hummm le cruor .
Eve online OFF terodrel The Bladius (Fw-Minmatar)

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Terodrel a écrit :Hummm le cruor .


A encore deux bonus qui vont pas ensemble....

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LuboP a écrit :A encore deux bonus qui vont pas ensemble....


This. Je ne vois pas non plus l'intérêt de web la cible à 25-30 bornes, hors de portée des neutra...

J'aime bien le Worm par contre, qui peut être potentiellement efficace en brawl comme en kite. J'aime notamment l'idée de limiter le nombre de drones à 2, avec un gros bonus dessus : dans le cadre d'un 1v1 par exemple, ça donne à l'adversaire l'opportunité tactique bien réelle de réduire drastiquement le dps sur sa tronche en pétant un seul drone, et ça pousse le pilote de Worm à y faire très attention pour les mêmes raisons : davantage de micromanagement pour les deux parties = plus de "skill" impliqué :bulkheads:
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Otargos a écrit :J'aime bien le Worm par contre, qui peut être potentiellement efficace en brawl comme en kite. J'aime notamment l'idée de limiter le nombre de drones à 2, avec un gros bonus dessus : dans le cadre d'un 1v1 par exemple, ça donne à l'adversaire l'opportunité tactique bien réelle de réduire drastiquement le dps sur sa tronche en pétant un seul drone, et ça pousse le pilote de Worm à y faire très attention pour les mêmes raisons : davantage de micromanagement pour les deux parties = plus de "skill" impliqué :bulkheads:
Eu ces drones vont avoir les hp d'une frégates (genre 2000hp de structure et 700 hp d'armor pour un hobgob, on vise les 4kehp), et ils ont trois copains qui attendent sagement dans la dronebay, et 3 LML/rockets qui te pilonnent pendant ce temps. Je suis pas sûr que ce soit rentable de viser de tels drones...

C'est vraiment le Worm qui me fait le plus peur en fait dans le lot, genre Hookbill ou Hawk en mode berzerk.
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