| Author |
Topic |
 BuyMyToasters Caldari Insidious Existence RAZOR Alliance |
Posted - 2007.08.02 20:28:00 - [ 31]
Nice thread Welshie.  First let me say that I'm not going to list all the "rules" of Caldari ship design. Someone else can post those. (like being ugly, using ECM, using missles, etc) I'm merely going to point out some areas where rules exist but appear rather broken at the moment. I'd like to approach the issue from an RP perspective that I normally abhor. Take a look at pretty much any Caldari ship. They all look like a frail combination of various starship parts (no offense minmatar  ). Their attributes confirm this with low armor and structure HP numbers. One would logically assume that Caldari ships are rather lightweight and moderately quick. From this we draw the first law of Caldari ship design: Caldari ships should be relatively agile with moderate speedNothing overpowering here, just bring the Caldari closer to the speed and agility of the Amarr and Gallente designs, but definately not faster or more agile than Minmatar ships. If setup for speed then Caldari will be forced to use precious midslots for MWD and cap injector, plus loose what few low slots they have for speed mods. Speed tanking Caldari ships will be specialized setups (as they should be like everyone else) that sacrifice HP and DPS for speed. Let's not forget that many shield tanking modules increase signature radius, so I doubt "nano"-Caldari ships will be overpowered. Another characteristic we can draw from statistics and Caldari background story is that the Caldari specialize in using shields to protect their ships. This leaves their low slots (what few they have) open for damage modules, ECM upgrades, and fitting mods. Thus the second law of Caldari ship design: Caldari ships should be shield tankedSo what changes here? For the most part all the Caldari ships follow this rule pretty well. An increase in shield HP for ECM ships that need their midslots for ECM modules would be nice but still balanced. A new midslot module that offers low passive resists to all dmg types along the lines of the non-energized adaptive nano plating would answer a long time whine for many Caldari pilots. What else? Turrets, or railguns more specifically. This is a true Caldari weapon engaging the enemy from long range. Sadly the Caldari lack well thought out gunships with two exceptions, the Harpy and Rohk. The third rule: Caldari gunboats engage from range with railguns.Simple concept that is lost on a few ships. All Caldari gunboats should make use of the following bonuses. Increase in optimal range, increase in damage, and shield tanking. Most all the Caldari gunboats make good use of these bonuses already but lack the hardpoints to fit enough turrets to do any sort of DPS. Give the Caldari rails boats more turret hardpoints and grid at the expense of missile hardpoints. These ships should be a bit slower than their missile toting counterparts, but make up for that speed deficit with increased tanking. The Moa -> Ferox -> Rohk lineup is an excellent illustration of such a setup with shield resists and range increase. A raptor with a bonuses to range and shield resists or HP sounds fun. For my final notes I would like to say two things. First, the Caldari should be pretty easy to balance guys. Their combat style is very strictly laid out and buffing a few small things should bring the Caldari back into PVP pretty easily. Second, I would like to ask the Devs to please do away with split weapons setups! With some very rare exceptions, ships that have split weapons systems are near impossible to fit, do horrible damage, and typically suck much more than their counterparts with a focused bonus system. Every race has them (well not the Amarr any more) so lets just do away with this broken concept once and for all.  |
 J Valkor Caldari Provisions
|
Posted - 2007.08.02 20:32:00 - [ 32]
Edited by: J Valkor on 02/08/2007 20:33:02 The Caldari problem is that you don't fly a Nighthawk.
It is pure sex. |
 me bored |
Posted - 2007.08.02 23:00:00 - [ 33]
Edited by: me bored on 02/08/2007 23:03:14 My only complaint is that the nerf to spike ammo crippled the caldari rail boats as snipers. The lack of a damage bonus is made all the more painful by the reduced spike damage and the nerf to range lessened the only advantage the ships had.
That said I've taken out large amounts of t2 fitted thoraxs and ruptures with t1 fitted moas and firmly believe that it's one of the best pvp cruisers in the game. |
 Nostaw Caldari |
Posted - 2007.08.03 02:22:00 - [ 34]
Edited by: Nostaw on 03/08/2007 02:23:26 I think you said whats basically on my mind, and most other die hard caldari pilots. I happen to be a fan of Caldari turret ships. Also what good is range when your the slowest? In that case the range is only going to last as long as it takes for the other ship to catch up to you. After that your ONLY advantage is gone and not comin back. |
 Benn Helmsman Caldari Dark Prophecy Inc. |
Posted - 2007.08.03 02:48:00 - [ 35]
Originally by: me bored Edited by: me bored on 02/08/2007 23:03:14 My only complaint is that the nerf to spike ammo crippled the caldari rail boats as snipers. The lack of a damage bonus is made all the more painful by the reduced spike damage and the nerf to range lessened the only advantage the ships had.
Thats pretty much the point, t2 long range ammo is way to strong. The long range bonus of caldari gunboats just increase the range over any reasonable fighting distance and thus stands pretty useless. |
 Kamen SRBI Circle-Of-Two |
Posted - 2007.08.03 02:50:00 - [ 36]
/signed...
All I can say because I ran out of breath whining...
o Gallente never needed a boost. o Matari got their boost with "need for speed". o Amarr got their boost with missle changes (well they have to train a bit, but we're about to see the overpoweredness of those ships)
I's a bout time for Caldari |
 Hannobaal Gallente Punic Corp.
|
Posted - 2007.08.03 03:04:00 - [ 37]
All I have to say is that if a "nano"-Drake becomes a possibility it will be a super-weapon. |
 Matroshka Dreddit Test Alliance Please Ignore |
Posted - 2007.08.03 03:14:00 - [ 38]
Originally by: Kamen /signed...
All I can say because I ran out of breath whining...
o Gallente never needed a boost. o Matari got their boost with "need for speed". o Amarr got their boost with missle changes (well they have to train a bit, but we're about to see the overpoweredness of those ships)
I's a bout time for Caldari
Join us my Caldari friends! We will rule all of EVE in our cross breed ships!  |
 Blood Cultist |
Posted - 2007.08.03 03:18:00 - [ 39]
Edited by: Blood Cultist on 03/08/2007 03:19:14 Originally by: Hannobaal All I have to say is that if a "nano"-Drake becomes a possibility it will be a super-weapon.
No it wouldn't, not with a mass similar to Gallente's. The Drake has the fewest low slots of all BCs so it's either speed mods or damage mods. It would need the speed mods for a nano fit to work but with less than three damage mods damage is pathetically bad compared to the other tech 2 bcs. Add to that having the largest sig radius and then look at the nano myrms today with their drones that can deal full damage while speed tanked -do you see any, because I don't. So no, a drake with a mass similar to the myrms would not be a "superweapon" even nanoed, not by a long shot. No one is asking for insane speeds but enough for Caldari to be competitive again. |
 murder one Gallente Death of Virtue MeatSausage EXPRESS |
Posted - 2007.08.03 06:11:00 - [ 40]
I don't fly Caldari much (just the Drake and Rokh atm, but I agree with all the OP's suggestions. CCP really needs to review every ship design in Eve and give it a clear role/focus. |
 William Hamilton Caldari Endless Destruction Imperial 0rder |
Posted - 2007.08.03 06:22:00 - [ 41]
Aye, it's not like these ships have to be fast, it's just that they are rediculously slow right now... |
 Hugh Ruka Exploratio et Industria Morispatia |
Posted - 2007.08.03 08:03:00 - [ 42]
Originally by: Goumindong
Originally by: Liang Nuren
Sure, and a scram has 24km. What's your point? So you're saying that Caldari ships should be slow, have no ability to turn, and be semi-mobile POS's because they can shoot low damage missiles further than 13km?? Where 3/4's of the missiles they're shooting are unbonused??
And the Sac can't do this why? Think again.
Liang
The sacriledge does less damage than a caracal with heavy missiles. The sacriledge does less damage than a curse with heavy missiles The sacriledge is only 250m/s faster than a curse.
The range of hams was what you were missing. 13km is within standard web range[overload the web]. You will only need on cycle.
From dev blog: Bonuses * 5% bonus to Heavy Assault Missile damage per Amarr CC level * 5% bonus to armor resistances per Amarr CC level (no change) * 5% reduction of capacitor recharge time per HAS level * 5% reduction of missile launcher ROF per HAS level I see a 5% ROF bonus to ALL missiles. Plus it gets a bonus to HAMs on top. So basicaly Cerberus has better damage with Kinetic missiles. However any other heavy missile they are equal, HAMs rule on the Sacriledge because it get's bonus to all, not only Kinetic. Caracal gets 5% kinetic damage bonus, Sacriledge gets 5% ROF bonus. The ROF bonus is better. |
 Gunstar Zero Caldari Reikoku IT Alliance |
Posted - 2007.08.03 08:26:00 - [ 43]
I agree WW.
The most depressing thing (for me) about flying caladari ships is how piggin cumbersome they are to manoeuvre.
It's not as easy as reducing the mass, because that would make the ships really fast with mwd on & overpowered. But making the 'turning circle' or agility, whatever somehow better would make these ships so much more playable. |
 Waut |
Posted - 2007.08.03 08:30:00 - [ 44]
I support this procuct and/or service |
 Slayed Caldari Muppet Ninja's Ninja Unicorns with Huge Horns |
Posted - 2007.08.03 16:02:00 - [ 45]
What ccp should do is UNNERF T2 torps they wernt overpowerd ! |
 Slayed Caldari Muppet Ninja's Ninja Unicorns with Huge Horns |
Posted - 2007.08.03 16:15:00 - [ 46]
Yeh same here i support it and ...
What ccp should do is UNNERF T2 torps they wernt overpowerd ! |
 Slayed Caldari Muppet Ninja's Ninja Unicorns with Huge Horns |
Posted - 2007.08.03 16:16:00 - [ 47]
Yeh same here i support it and ...
What ccp should do is UNNERF T2 torps they wernt overpowerd ! |
 Vladimir Tinakin Caldari Wife Aggro Productions
|
Posted - 2007.08.03 16:33:00 - [ 48]
/signed
As it stands, if you want to PvP at all, train gallente, or fly a crow/harpy/rokh. Anything else is a waste...and that's sad.
I fly a HAM drake periodically...well, I will again once I replace it (Khaaaaan!)...and the one thing that makes it really less than useful is that I have to use damage-nerfed javelins 90% of the time since I can't get in proper range for the regular HAMs--or god forbid the Rage versions. I'd probably be better with Heavy Launchers....but if I'm not mistaken, the Drake was unveiled as the HAM platform of choice with Revelations. I fit an AB (MWD is damned near impossible to fit with the broken grid needs of T2 HAMLs) and I go....4-500 m/s or so. 250 if I have javelins loaded so I can shoot on the way and not just take artillery to the face while I try to get into range. Its pathetic.
Fix Caldari!! |
 Brodde Dim Hyper-Nova |
Posted - 2007.08.03 16:35:00 - [ 49]
The Caldari problem, is the pilots. Too many are whining, and think that Caldari ships should have the best ships in all classes.
Imho, Caldari has the most versatile fleet of ships. You can do anything well, and they are also quite low on skill requirements.
Asking to make all the ships really good is asking to much. All the races have a bunch of suboptimal ships, and some even lack ships for certain roles. |
 Dizeezer Velar Caldari League of Disgruntled Fast Food Employees
|
Posted - 2007.08.03 16:37:00 - [ 50]
Edited by: Dizeezer Velar on 03/08/2007 16:42:00 Just wanted to add that the drake is an awesome gang support ship using an active tank and t2 javelin heavy assualt missiles to max the dps this ship can do. A good active drake tank has insane resists.
Don't fit a mwd or an AB on the HAM drake and don't use t2 rage assaults. I wouldn't sacrifice the measly speed increase for the tank, and i wouldnt trade 50km range for 13km range with slightly higher dmg.
A good t2 HAML setup with the drake is by far my fave ship to fly and I am never primaried flying this thing in gangs, and almost always appear near the top of the km lists. I don't want to share my setup though, as that is private. Use your imagination though because the drake truly rocks. |
 Vladimir Tinakin Caldari Wife Aggro Productions
|
Posted - 2007.08.03 16:47:00 - [ 51]
Originally by: Brodde Dim The Caldari problem, is the pilots. Too many are whining, and think that Caldari ships should have the best ships in all classes.
Imho, Caldari has the most versatile fleet of ships. You can do anything well, and they are also quite low on skill requirements.
Asking to make all the ships really good is asking to much. All the races have a bunch of suboptimal ships, and some even lack ships for certain roles.
Versatile? sure. Jack of all trades, master at none, etc...I could accept. Fact is though, most of the caldari ships are poor at PvP unless you have insane experience and SP (in which case most ships can be lethal). The purpose of this thread isn't to give caldari ships the uberstatus that, say, gallente ships enjoy--it's to make them competitive. There are some ships that are fairly capable in the caldari fleet--when well supported. Here is the Caldari problem in the smallest of nutshells: Caldari ships are designed to engage at range. Caldari ships are UNABLE to dictate range, at all. |
 Fager Caldari 5 Inch Incorporated Shadow of xXDEATHXx |
Posted - 2007.08.03 17:11:00 - [ 52]
Edited by: ***er on 03/08/2007 17:12:39 Originally by: Vladimir Tinakin
Originally by: Brodde Dim The Caldari problem, is the pilots. Too many are whining, and think that Caldari ships should have the best ships in all classes.
Imho, Caldari has the most versatile fleet of ships. You can do anything well, and they are also quite low on skill requirements.
Asking to make all the ships really good is asking to much. All the races have a bunch of suboptimal ships, and some even lack ships for certain roles.
Versatile? sure. Jack of all trades, master at none, etc...I could accept.
Fact is though, most of the caldari ships are poor at PvP unless you have insane experience and SP (in which case most ships can be lethal). The purpose of this thread isn't to give caldari ships the uberstatus that, say, gallente ships enjoy--it's to make them competitive.
There are some ships that are fairly capable in the caldari fleet--when well supported.
Here is the Caldari problem in the smallest of nutshells: Caldari ships are designed to engage at range. Caldari ships are UNABLE to dictate range, at all.
Another way of putting it to the Caldari missile boats is: Where meant to fight mid range (to low close DPS, Sniping missiles dont work). At midrange we CANT catch our enemies and do avarage DPS and have 2 options: 1)Shield Tank(uses lowslots to) with BCU or some speedmods in low. 2)Speed Tank(uses lowslots and medslots). Caldari missile boats does both options at avarage. Why? op1 gives you a chance when enemies close in couse they will with our Caldari speed we outrun NOTHING. And in close range we STILL cant catch ppl with scram/web. The shield Tank problem applies here. Number 2 then.. well speed tank us all you want.. well never be able to speedTANK anything anyway... sure we can actually move but not tank or outrun much anyway. Solve one of the 2 problems and caldari will have a way to fight again. Dictate midrange and somewhat speedtank (minmatar sip will catch us anyway but atleast our BC can perhaps outrun some BSes?) We cannot Catch our enemies but we can deal dmg at safe ranges from closecombat ships. Or make it easier to fit Scram and Web with shield tanks (armor tankers can sacrifice dmg for Tank, We caldarians would kill for that options atm with no speedadvantage. Perhaps give us an equilant web+scram to lows?) Thing is if we cant catch ppl and tank, atleast gives an option to atleast be able to run from the slowboats.... once upon a time our missile boats deserved this speed, now we want it back! |
 Techyon The Scope
|
Posted - 2007.08.03 17:21:00 - [ 53]
Originally by: J Valkor Edited by: J Valkor on 02/08/2007 20:33:02 The Caldari problem is that you don't fly a Nighthawk.
It is pure sex.
The Nighthawk is a good ship. If however you need to fit a scrambler the awesome tank of the NH isn't good enough to compete with other field command ships. The Astarte, Absolution and Sleipnir will all beat a nighthawk that fits a scram (The Sleip will have the most difficulty but it can still do so). Not that I'm complaining about the NH, its a good ship and no change is needed, except perhaps a multi missile damage bonus instead of kinetic (which is a bit poor). Would still have the lowest damage of all field commands by far, but as an advantage it can choose its damage types. At any rate I agree and /Sign welshie's post. Most Caldari ships are just somewhat lacking and could use a little boost. |
 Aki Yamato |
Posted - 2007.08.03 17:34:00 - [ 54]
Edited by: Aki Yamato on 03/08/2007 17:35:11Edited by: Aki Yamato on 03/08/2007 17:34:30 Originally by: Goumindong
The sacriledge does less damage than a caracal with heavy missiles.
It's big fat lie. IMO Yea range migt e an issue but it still greater then blasters and ship itself is fast enough to overcome this disadventage. /signed OP |
 Goumindong SniggWaffe
|
Posted - 2007.08.03 17:36:00 - [ 55]
Originally by: Techyon
Originally by: J Valkor Edited by: J Valkor on 02/08/2007 20:33:02 The Caldari problem is that you don't fly a Nighthawk.
It is pure sex.
The Nighthawk is a good ship. If however you need to fit a scrambler the awesome tank of the NH isn't good enough to compete with other field command ships. The Astarte, Absolution and Sleipnir will all beat a nighthawk that fits a scram (The Sleip will have the most difficulty but it can still do so).
Not that I'm complaining about the NH, its a good ship and no change is needed, except perhaps a multi missile damage bonus instead of kinetic (which is a bit poor). Would still have the lowest damage of all field commands by far, but as an advantage it can choose its damage types.
At any rate I agree and /Sign welshie's post. Most Caldari ships are just somewhat lacking and could use a little boost.
Not with the same number of damage mods. At which point the tank on any of the ships is the same when fitting tackling gear. |
 Goumindong SniggWaffe
|
Posted - 2007.08.03 17:37:00 - [ 56]
Originally by: Aki Yamato Edited by: Aki Yamato on 03/08/2007 17:35:11 Edited by: Aki Yamato on 03/08/2007 17:34:30
Originally by: Goumindong
The sacriledge does less damage than a caracal with heavy missiles.
It's big fat lie.
IMO
Yea range migt e an issue but it still greater then blasters and ship itself is fast enough to overcome this disadventage.
/signed OP
An error, i thought the second dmg bonus the sac had applied only to HAMs. In which case this isnt true. |
 Ruciza Minmatar The Feminists |
Posted - 2007.08.03 17:58:00 - [ 57]
Originally by: Benn Helmsman
Originally by: me bored Edited by: me bored on 02/08/2007 23:03:14 My only complaint is that the nerf to spike ammo crippled the caldari rail boats as snipers. The lack of a damage bonus is made all the more painful by the reduced spike damage and the nerf to range lessened the only advantage the ships had.
Thats pretty much the point, t2 long range ammo is way to strong. The long range bonus of caldari gunboats just increase the range over any reasonable fighting distance and thus stands pretty useless.
Or it enhances the range of short range damage ammo inside the "reasonable fighting distance", with the additional option of a much longer range if needed and desired. Anyway, what a reasonable distance is lies in the eye of the beholder. The 50% longer range of the Caldari ships is a tactical option you may or may not use. Most people always think solo. In gangs, that is in conjunction with the other Caldari systems, the drawbacks cease to be, or are even strong points. Think about what tactics a purely Caldari gang would use. If Caldari fleet tactics are not effective, then it's underpowered. In mixed gangs, it seems that nobody takes much care about racial tactics. If short range it's more or less Gallente tactics, if long range it's more or less Caldari. |
 Aki Yamato |
Posted - 2007.08.03 18:36:00 - [ 58]
Hah pure caldari gang sound a bit utopistic to me. In mixed gangs, armor tankers rulez since majority of Ship are armmortanked.
So caldari ships excels in fleets witch IMO never existed. |
 Teramaxus |
Posted - 2007.08.03 18:49:00 - [ 59]
A few nights ago, my MWD'ing Drake was outrun by a MWD'ing battleship. It was a Tempest, and was running well over twice as fast as my max speed. And this is, somehow, supposed to be this way?
It seems to me that I can't fulfill my role with my Drake. Fitting a Gang mod is virtually impossible (The PG requirements are too high for it), and it's far too slow to get into range for HAMs to be effective.
Therefore, the only role that a Drake has is a semi-mobile POS that spews Kinetic heavy missiles.
Tera |
 KD.Fluffy Caldari Sacred Templars Black Swan. |
Posted - 2007.08.03 19:07:00 - [ 60]
yes, the points welsh wizzard lined out above detail exactly why I have cross trained over to gallente. Railguns are my weapon of choice, and sadly caldari just dont get them right even though they are a native weapon system. Please unnerf caldari mass, and make the moa/ferox/eagle/vulture viable ships  |