Combat ceptors, still homeless

That’s extremely subjective.

I enjoy T3 ship functionality, and I’m sure a good amount of others do as well.

Enjoyment has nothing to do with it, it’s very difficult to balance and CCP isn’t great at balancing in the first place.

1 Like

Not to be picky and ‘that guy’, but what is quoted above is a dictionary definition of subjectivity…

1 Like

Which was exactly my point?

No, what I’m saying is you took Cygnus Carta to task for saying something subjective, but then you went ahead and did exactly the same thing. Surely?

Anyway, this is beginning to feel a little bit like Inception. Gotta stop before the top stops spinning…

1 Like

I was addressing the “we don’t need more…” comment by saying that that’s not necessarily true, if some people like something and would prefer to see more of it. Really not getting your point right now. :thinking:

Ok, one last time lol :slight_smile:

Would you say that this comment by you:

“I enjoy T3 ship functionality, and I’m sure a good amount of others do as well.”

is a subjective or an objective statement in terms of considering whether CCP should do something about interceptors?

Not a big deal at all, just curious really

It’s an objective comment with a subjective theme. It’s a fact that I enjoy that specific game feature, because, well, I do. It’s also a fact that there are others who enjoy it, because the feature isn’t universally panned, and in fact I wasn’t the only person to say that I like T3 functionality in this thread.

The theme is subjective because it deals with personal preference, and the argument doesn’t quantify anything with concrete data.

Make them immune to stasis webifiers, target painters and neutralizers this would raise their survivability at close range and would give them a clear role as tacklers against heavy E-War ships. As penalty you might want to disallow long point on them, to avoid them getting too op.

I think the ability to changing your tactics mid is unique to the theme of T3 tactical destroyers, just like the ability to strategically change your slot layout and bonuses before a fight is unique to the theme of T3 strategic cruisers. I don’t think such an ability would be fitting for a T2 frigate as an equal alternative to ‘interdiction nullified’.

We’ll need a simple ability similar to ‘immune to bubbles’ for combat interceptors to make them a valid choice. Something that increases their survivability in combat, or helps tackling, without getting close to the survivability of Assault frigates.

How about one of the following:

  • Immune to scramblers turning off MWD (maybe OP, as @Archer_en_Tilavine explained above)
  • Immune (partially) to webs
  • MWD overheating bonus
  • Immune to scrams turning off MWD, while overheating MWD (a bit more restrictive than the 1st option :smiley: )
  • Immune to webs, while overheating MWD
  • Immune to warp disruption while overheating MWD (maybe OP? Allows good Combat interceptor pilots to disengage when things go south)

I enjoy T3 ship functionality too! But let’s keep that to the T3 hulls, for reasons stated above.

2 Likes

This is probably the best argument against it.

Like another poster said previously, though, a very similar effect could be accomplished with a new module.

What about scripts for MWDs?

a combat intie specific prop mod that switches between AB and MWD mode could be interesting.

2 Likes

Here is how I see the role :

  • fast fast tackler with +1 can get to target fast, remain out of scram range, until friends land. fleet inty is “T2” version of this. atron, etc are T1 version.
  • hard tackler can scram+web target . Merlin is T1, assault frigate is T2

So what would a combat ceptor add ? Well I thing bonus for the thing that both fast and hard tackler are weak to : drones and neutralizer. AF are strong vs drones (if team can shoot target before end of ADC) and fast tackler can outspeed drone and outrange neuts.

So I think combat ceptor should get

  • 10% per level in interceptor to energy warfare resilience.
  • 5% per level in interceptor to armor and shield resistance, as well as AF-level T2 resists.

Another possibility is to basically increase their shield and armor HP, something like +10% per level in interceptor to shield and armor HP (or racial tank). This way the modification is more rep neutral .

Then another possible solution is to give each a specific EWAR resists : caldari gets jam resists, gall gets damp resist, matar gets TP resist, amarr gets neutralizer resist ; plus a bonus to the racial shield layer.

Maybe, another role would be defang and remove bubbles : so I think of a bonus to SB RADIUS and cap usage ; along with a bonus to racial damage resistance to be able to fly several of them together (75% resist to racial damage with max skill would help).

Unique and interesting ideas, Anderson. I think Marauders deserve the energy warfare resilience more than combat interceptors, but that’s just me.

The shield/armor HP increase makes a lot of sense and is something CCP could actually manage to do.

2 Likes

The neutralizer resistance is the only part I don’t really like. It’s a very important hard counter to small ships. Without it, small ships can become too strong against large ones.

3 Likes

Oh now you are going to use fancy trickery on me are you? :crazy_face:

An OP with a intelligent idea. A thd where no one trolled. More than a few excellent ideas were expressed/counterpointed and at this rate will probably soon have a good idea to toss at CCP.

Spoiler alert; How long will it take CCP to run with a good idea in the age of chaos? Someone please bring this up again at some point in the future.

2 Likes

Knowing CCP, their buff to combat interceptors will be a reduced cooldown period between activating yeet filaments.

1 Like

PATCH NOTES FOR 2023-03-17.1

FEATURES & CHANGES

Balancing:

Combat Interceptor (Claw, Crusader, Raptor, Taranis):

  • Combat interceptors have undergone a balancing pass, and received improvements to their resilience in order to help them fulfill their role as close-range tacklers:
    • Reduced mass by 25,000 kg
    • Increased cargo capacity by 4 m³
    • Added the ability to use two ship SKINs at the same time
10 Likes

The chameleon ceptor? Pick which one to target? 50/50 chance of picking the correct one? Faction skins give a 33/33/33 chance? :grinning: