Posts Tagged ‘RvB’

Condor: Now a true prey bird…..

Pre Patch

Let’s not mince words here; pre patch this ship was horrible, it lacked the ability to even fit its slots fully, you basically ended up with a ship that could fit a MWD (which emptied your capacitor in under 50secs), and a point and that was it, you could race very fast at the target and point it but if it looked at you with a slight squint you leveled up into a pod. It was not ideal to say the least. [Hark: I think the length of this paragraph is Arians way of saying “It was so shit I didn’t fly it more than just a few times pre-patch”]

Post Patch

Here are the changes that were made to the Condor:

Frigate skill bonuses: +10% to rocket, light missile velocity and +5% damage to rocket, light missile damage per level (new)
Role bonus: 80% reduction in Propulsion Jamming systems activation cost (new)
Slot layout: 4 H (+1), 4 M (+2), 2 L (+1), 0 turrets (-1), 3 launchers (+1)
Fittings: 40 PWG (+15), 185 CPU (+85)
Defence (shields / armour / hull) : 400 (+126) / 250 (+24) / 250 (+55)
Capacitor (amount / recharge rate / cap per second): 300 (+144) / 150 s (+32.81) / 2 (+0.67)
Mobility (max velocity / agility / mass / align time): 400 (-4) / 2.9 (-0.28) / 1100000 (-85000) / 2.99s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km (+7.5) / 880 (+245) / 4
Sensor strength: 9 Gravimetric (+1)
Signature radius: 33 (-4)
Cargo capacity: 130 (-20)

And what a change this made, personally I now feel this is the single ship that has come out the best in this round of changes. So many potential fits are now viable, for example here is a long range point fit with medium shield extender and medium ASB that I have been testing to destruction in RvB:

[Condor, range tackle]

3x Experimental TE-2100 Light Missile Launcher (Caldari Navy Scourge Light Missile)

Limited 1MN Microwarp drive I
Faint Warp Disruptor I
Medium Subordinate Screen Stabilizer I
Medium Ancillary Shield Booster (Cap Booster 50)

2x Micro Auxiliary Power Core II

2x Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

With this fit I have been tackling Battlecruisers and Cruisers at range and either tanking their damage while my fleet kills them or running away (Brave sir robin style).

Another potential fit made possible by the patch is the following “Fleet” fitting, designed for pure tackle with Shield Logi support:

[Condor, gang tackle]

2x Small Diminishing Power System Drain I

Limited 1MN Microwarp drive I
Faint Epsilon Warp Scrambler I
Medium F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II

Damage Control II
Micro Auxiliary Power Core II

2x Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Yeah a T1 tackler for gang tackling that does around 3.4kms before overheat. With resistance to neuting provided by 2 vamps (always run in sequence not together), once the tackle is made this little ship is a surprising pain to remove if supported by logi’s.

For other situations we can even make a dual Prop interceptor for thouse who like to go fast in ANY situation:

[Condor, dual prop]

Small Diminishing Power System Drain I

Limited 1MN Microwarp drive I
Faint Epsilon Warp Scrambler I
Medium F-S9 Regolith Shield Induction
Limited 1MN Afterburner I

Damage Control II
Micro Auxiliary Power Core II

2x Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Under the AB this ship still moves at 1.2kms before overheat, whether this mitigates more damage than the previous invul fit would require more testing but you get the idea.

Post patch in summary

So many new fittings are now possible, both inside and outside scram range. All because of the following reasons:
The capacitor is now up to the job of supporting the mods needed to effectively tackle.
The MWD speed is now high enough; not only to tackle but even to coast out of range should the ship be scrambled.
A decent buffer (for a t1 frig) can now be fitted.
DPS is still low, though that was never going to be this ships role.
This ship is now a proper training ship on the way to interceptors!

All in all I feel this will be a great ship for people new to pvp to learn in cheaply and with a lot of fun, I have found it a hoot and I will continue to fly it and catch unsuspecting cruisers and above with it.

Harks Foot Note
Another interesting set of changes, and again I can see that the Condor has truly become a viable ship rather than what you fly when you need to auto pilot somewhere quickly. However I do disagree with Arian on one point: “personally I now feel this is the single ship that has come out the best in this round of changes” I believe that place has been taken by the Atron. As Arian hinted at in his post the Condor has developed by far and away the best fitting stats (seriously it’s ludicrous by comparison to the others), and it can now fit a pretty mean shield tank but the way in which CCP has implemented the Gallente Methodology in these new changes has simply made them the best Fast Tacklers. All the Fast Frigates (subjective term I know) can do at least 3.1k/s (The Slasher* is fastest @3.7 and the Atron is slowest @3.2K tanked), but I don’t think that a few hundreds difference actually matters. All the frigates can now fit a full complement of Tackle and Tank. But the difference lies in the Racial Methodology. We all know that the Gallente get the highest damage weapons with the worst range, and until now that has be an effective Nerf. However Fast Tackle is the one area where this methodology actually works. Because the Atron can do 3.1k/s the blaster range doesn’t matter anymore and suddenly you have a blaster touting damage machine all “up in yo-face” as the youf say. This is not to say that the other races aren’t good; far from it, all the new frigates (although I haven’t heard about the Slasher yet) do their jobs perfectly, it’s just that the Atron does it with an amazing Damage output. So far the hierarchy looks something like this:

Atron (see above) > Condor (fast and versatile) > Executioner (does it’s job but doesn’t excel anywhere)

We’ll just have to see where the Slasher lands in all of this. Still great changes all round, well done CCP.

* I cheated and looked before I read Arians review 😛

The Humble Atron: A before and after

When I first decided that I would attempt to do a before and after post for each of the upcoming CCP changes I expected to be appalled by the horror that was the Atron. You can see my full post on this here, but the summery is: I was pleasantly surprised by how much I enjoyed flying the pre-patch Atron. The speed of the ship fitted well with the close range which blasters require you to use. Sure it was lacking some fitting points, and the tank was sub-par, but in my opinion, its low damage was counteracted by the speed at which it approached the target.
Now things have changed, and for the better. The Atron is frankly an amazing ship these days. It still has its speed to bring it to target, but now once it arrives it delivers the same damage as the Incursus, and almost has as much buffer. In all honesty as I correctly predicted the Atron is now my frigate of choice for RvB fleet action, with the Dual Rep Incursus still sitting as my favourite small game/1v1 ship.
Currently my Fleet Atron fit is as follows:
[Low Slots]
Damage Control Unit II
100mm Rolled Tungsten Plates I
Energised Adaptive Nano Membrane
[Medium Slots]
Limited 1mn MicroWarp Drive I
J5B Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
[High Slots]
Modal Light Ion Particle Accelerator I
Modal Light Ion Particle Accelerator I
Modal Light Ion Particle Accelerator I
[Rigs]
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Anti-Explosive Pump I
[Statistics]
Effective HP: 4,241 (Eve: 3,926)
Tank Ability: 2.27 DPS
Damage Profile – (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)
Shield Resists – EM: 12.50%, Ex: 56.25%, Ki: 47.50%, Th: 30.00%
Armor Resists – EM: 67.28%, Ex: 57.15%, Ki: 57.46%, Th: 57.46%
Capacitor (Stable at 46.69%)
Volley Damage: 205.75
DPS: 84.71
Speed: 2689.16m/s
Warp Align Time: 4.60s
Inertia: 2.10
You should note:
– Powergrid now allows for 3 guns and MWD
– Low slots allow for a tank!
– DPS is now high enough on paper and even higher in practice
– cap is stable with MWD tackle and guns!
– mmmm tank

Winter Expansion: Frigate & Destroyer Updates

CCP Fozzie has posted the changes to the Exploration & Disruption Friages classes, with the tag [Winter]. This is great news, in that we will be getting more frigate (and destroyer) updates, but also kinda sad that we wont be getting any more balancing releases for the next 3-4 months (sad face).

The Exploration and Disruption frigates buck the trend we have been seeing, but in  a way that I almost kind of expected. So far all frigates have been brought up to the level of the Rifter. However for these utility ships CCP could no long use the rifter as a bench mark.

The Disruptors have been made slightly more agile, with a decrease in highslot damage. All of them are receiving massive bonuses to their eWar of Choice. The crucifier and the Maulus  are getting a significant bonus to Drones usage as well. These ships look to remain as tanky and spanky as they currently are, but with a significant increase in the amount of annoyance they can cause before exploding.

The Exploration ships are defiantly getting some buffing however. Still not equalling the rifter in terms of damage output, they are getting the ability to field some serious drones i.e. they can all field at least 3. They are also getting a boost to exploration functions (hacking, code breaking and salvaging), and enough module slots to create a Swiss army frigate for new players.

Now with the addition of a dedicated Ore Frigate, I am assuming that the original statement of “Industrial” Frigates has now been replaced with the Exploration Ships listed above. Giving ship roles; Attack, Combat, Bombardment, Support (read Disruption) and Exploration.

This makes CCP’s Frigate progress as follows:
Attack [Done]
Combat [Done]
Support [In Development]
Exploration [In Development]
Bombardment [Unknown]

As we can also see that CCP has started balancing the Destroyer Ships (more on that in a mo), and that previous iterations of balancing frigates has taken around a month each, I am predicting that once these ships are in the closing stages of development, we will see the new plans for Bombardment ships, and maybe even the beginning of the cruiser revamp in the winter release.

But enough of the crystal ball. Lets take a quick squiz at the Destroyer change: wow. For a starter, both the coercer and the cormorant are getting a bit of a tank nerf, in the for of -1 tanking slot; although this is coupled with a minor EHP buff. To hopefully balance this the coercer is getting an extra Mid Slot and some fitting space for better guns. The cormorant on the other hand is getting an extra low slot, presumably for extra damage.

The catalyst on the other hand is remaining mostly the same, with a slightly better capacitor, in exchange for slowing down a little bit. Its Defence is getting a very very minor buff as well.

The Thrasher is reaming pretty much as it is.

Considering that these ships were recently given some loving already, the lack of changes is not really surprising. I would however be disinterest to know if these ships come under Attack or Combat lines as its really not clear yet. Reposting my summery of combat line traits from way back when:

Ship Line

Damage

Defence

Mobility

Notes

Combat

++

++

++/–Range

Attack

++

+/-

++

Bombardment

++

+/-

+/-

++ Range

Support

+/-

+/-

Force multipliers

Industry

+/-

Mine or haul

The destroyers currently look like this*:

Ship Line

Damage

Defence

Mobility

Notes

Destroyers

++

++/–Range

With all these nice changes on the way you may remember my posts Frigging Update and New Frigates, where I talked about trying out the frigates both before and after the changes. Not only will I and my willing cohorts be posting our impressions shortly, But I am intending to continue this trend, and will be endeavouring to post a before and after for all these changes.

Eyes pealed space friends,

Hark

*I realise that the destroyers still have a tank way up and above frigates, but the thread itself states: “This ship class is aimed to be an anti-frigate platform, and should trade resilience, mobility for firepower.” I believe that in comparison to the frigates that should read: “Trade mobility for fire-power and resilience”. If this is the case then they fit quite nicely within the Combat Line.

Friggin’ update

Its been quite a while now since we has any major changes to the Attack frigate changes, CCP Ytterbium has been on holiday until recently, and CCP Fozzie has been holding the reigns until he returned. It would seem that for the most part the changes have been recived well enough that CCP has not had to make any major changes. The condor is the only frigate on the watchlist for changes, but with the Attack Frigates going live on the 8th of aug, its unlikely we will see any changes between now and then. I have primed some RvB friends with instructions to provide a detailed “Before and After” analysis and will post that shortly after the changes go live.
frig

New frigate changes

It’s been pretty quiet on here of late! Between some real life turbulence, my duties in the alliance and the base level of exhaustion which life seems to cause  some of the time I previously used to write has been taken away. However I shall do my best to rectify this and stop making excuses! With that in mind… FRIGATE CHANGES have been announced!

Yup as I’m sure you are all aware CCP has, for the second time, announced a batch of Frigate changes. This time it’s the Attack frigates turn. You can see exactly what these are in the original dev blog on the subject, and my summation of exactly what this reflects in my blog here. The TLDR though is that these are fast frigates capable of either closing range fast and brawling/tackling, or kitting at longer range.

Previously I have not really been qualified to comment on the frigate changes (not that this has stopped me!) as I haven’t flow a T1 frigate in PvP… since the war in Etherium Reach. However since the last changes I made it my mission to learn the craft by creating a new alt specifically for RvB. My Alt was created around a month ago, and is only just reaching the 1.5m skill point’s mark, so she really is a bit of a newb. Because this alt is VERY low skilled, for the moment I am unable to comment on races other than the one I have trained. I have however attempted to run with the race which, I feel, is most in need of a Boost; the Gallente. My plan is to keep pace with CCP’s changes, sticking with frigates until they move onto destroyers, sticking with them until cruisers get changed, etc. As a side note, I have been flying with the Incursus and really enjoyed it although I won’t comment further as I really have no basis to compare it to.

But I digress. With the announcement of these changes I immediately went to Jita and bought 50(!) Atrons’ and fittings with the intent of assessing the current state of the frigate and assessing the success of the changes, once they go live. Bearing in mind that my alt has very few fitting skills I found that the following:

The Atron has some serious issues with PG, I was forced to use one of the two(!) low-slots to fit an Aux Power mod for extra PG just so that I could fit the 1mn MWD which a speed frigate requires. With only 2 High-slots my turrets are also only able to deliver a meagre 43 DPS. This said, on the plus side the Atrons mid-slots are only just acceptable, with two slots for MWD and a choice of Scram or web you are able to fulfil the role of speed tackle. I was also quite shocked with my effectiveness in combat using the vessel. Because of the 3k/s speed I was able to get into combat range much faster than the Incursus (I have fitted with an AB); this meant that despite its lower DPS I have still been scoring about the same damage. Cap wise, I have about 40 seconds of full burn, which is mainly the MWD. To eak this out I only tend to use it for getting into range, and shifting it when I’m targeted. For the most part this is a very fragile ship with speed as its only real defence; this means that once those 40 seconds are over, I’m dead.

Below is my full fit & Stats:

[Atron, RvB Cheap]

2x Modal Light Ion Particle Accelerator I

Limited 1MN Microwarpdrive I

J5b Phased Prototype Warp Scrambler I

Damage Control II

Micro Auxiliary Power Core I

[Statistics – Tugali Isayeki]

Effective HP: 1,662 (Eve: 1,417)

Tank Ability: 1.48 DPS

Damage Profile – (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)

Shield Resists – EM: 12.50%, Ex: 56.25%, Ki: 47.50%, Th: 30.00%

Armor Resists – EM: 57.50%, Ex: 23.50%, Ki: 44.75%, Th: 44.75%

Capacitor (Lasts 40s)

Volley Damage: 106.61

DPS: 43.89

The changes look to counter my only real issues with the ship. The full changes can be found below (with the adjustment in brackets credit in part to Callic Veratar):

Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret fall of per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost (new)
Slot layout: 4 H (+2), 3 M (+1), 3 L (+1), 3 turrets (+1), 0 launchers
Fittings: 37 PWG (+37), 147 CPU (+47)
Defense (shields / armor / hull) : 300 (+65) / 350 (+76) / 400 (+150)
Capacitor (amount / recharge rate / cap per second): 330 (+144) / 165 s (-47.81) / 2 (+0.67)
Mobility (max velocity / agility / mass / align time): 420 (+11) / 2.8 (+0.026) / 1050000 (-114000) / 2.75s
Drones (bandwidth / bay): 0 (-5) / 0 (-5)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 25.5km / 900 (+225) / 4
Sensor strength: 8 Magnetometric (+1)
Signature radius: 35 (-1)
Cargo capacity: 145 (-20)
– Powergrid too low for MWD

PG has now been boosted from 20 to 37. This means you can now fit 3 guns, MWD, tank and some mids (just) or 3 guns MWD mids and a speed lows (with ease). No more Aux Power cores!

– Not enough low slots

One low slots added and the need to waste one on a fitting mod removed.

               

– Not enough DPS (on paper)

An extra turret slot and two High-slots mean that the damage is now at 150% of the original Atron. This means that theory fitted Atron (below) is only 10 DPS lower than the iIncursus as opposed to the 40 it was before.

               

– 40’s of cap is only just enough

2m 20s is ample time for a fight (my main registers as stable!)*

– Tank of a wet paper bag

Doubled my buffer off the bat. Mixed with the cap increase, this should make for a very tough nut to crack.      

Looks good doesn’t it? Now for a wonderful Brucie Bonus:

– Speed has been increased

Originally 3k/s now even with a 100mm plate we run at 3.6k/s and with the super speed fit 4k/s

With all these changes I really feel that CCP has hit the mark with the Atron. I think the new Atron will likely surpass the Incursus for my ship of choice in RvB; it’s time to target will simply be ludicrous. All this said however you should, as always, take all this with a pinch of salt. The changes are very much in the first stage of consideration, with CCP only just announcing their intent for change. Last time around we went through 3 or 4 changes before we got the final build (we have already had one change in this round). If changes do come around I will attempt to update this blog to reflect them. Till then, I’ll go back to fighting the good fight…

Onward Red Fed, to victory over all Prime Colours!!!!

Thanks for reading,

Hark¬

* I have to admit I’m not sure about this one. My theory crafting skills are not great, and mixed with the hokey ship creator in EvEHQ I’m just not sure this is really true. Please let me know if you can prove I’m wrong!